2022
DOI: 10.1016/j.jaac.2021.12.003
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Gambling Features and Monetization in Video Games Create Challenges for Young People, Families, and Clinicians

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Cited by 9 publications
(13 citation statements)
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“…In addition, it will be important to take into account the tension between the conflicting interests of all involved parties [ 52 ]. However, microtransactions have raised concerns because of the financial costs incurred by children and adolescents, while loot boxes represent the peak of the iceberg, because these features evade regulations, therefore permitting underage gambling and its promotion [ 53 ]. The relationship between problem gambling and spending on loot boxes is of particular concern because loot boxes are often found in games played by children and young people: More than half of the top-selling mobile games now contain loot boxes.…”
Section: Discussionmentioning
confidence: 99%
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“…In addition, it will be important to take into account the tension between the conflicting interests of all involved parties [ 52 ]. However, microtransactions have raised concerns because of the financial costs incurred by children and adolescents, while loot boxes represent the peak of the iceberg, because these features evade regulations, therefore permitting underage gambling and its promotion [ 53 ]. The relationship between problem gambling and spending on loot boxes is of particular concern because loot boxes are often found in games played by children and young people: More than half of the top-selling mobile games now contain loot boxes.…”
Section: Discussionmentioning
confidence: 99%
“…Another key area of investigation is parental knowledge, as it enables effective prevention methods [ 53 ]. However, we cannot base a solid strategy on simply empowering parents.…”
Section: Discussionmentioning
confidence: 99%
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“…Currently, the possible risks and harms associated with the consumption of monetised games are not fully understood, particularly considering that the majority of research uses data which is self-reported and cross-sectional. Further research which investigates the impact of convergent activities, especially monetised products, is required; such research should include both the identification of vulnerable consumers and the development of productive approaches to reduce gaming and gambling-related harm ( King & Delfabbro, 2020 ; King et al, 2019 ; Király, Zhang, Demetrovics, & Browne, 2021 ). Xiao and Henderson (2021) further highlight the need for video game companies to adopt better social responsibility measures and follow an ethical game design framework.…”
Section: Output Stage One: State-of-the-art Reportsmentioning
confidence: 99%