“…This process can either occur at an affective level (e.g., gambling is more normalized or the term is used) or more structurally when realistic or partially realistic (e.g., chance games for prizes) are made available in gaming activities. A particularly well publicized example of this are loot boxes ( Garea, Drummond, Sauer, Hall, & Williams, 2021 ; King & Delfabbro, 2020 ; King, Delfabbro, Gainsbury et al., 2019 ) which are features (e.g., treasure chests or card packs) that can be purchased or earned and which deliver outcomes based on chance-based algorithms ( Drummond & Sauer, 2018 ; Drummond, Sauer, & Hall, 2019 ; Griffiths, 2018 ; Macey & Hamari, 2022 ). Loot boxes have attracted regulatory attention because they appear to share some features with gambling: the purchase of a stake in an outcome governed by chance ( Derevensky & Griffiths, 2019 ; Zendle & Cairns, 2018 ).…”