2020
DOI: 10.1016/j.techsoc.2020.101395
|View full text |Cite
|
Sign up to set email alerts
|

Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

3
89
1
17

Year Published

2020
2020
2024
2024

Publication Types

Select...
3
3
2

Relationship

0
8

Authors

Journals

citations
Cited by 61 publications
(112 citation statements)
references
References 17 publications
3
89
1
17
Order By: Relevance
“…These gamblified systems and the potential for their play by children have elicited significant controversy in many countries including the United Kingdom, Australia, Canada and the United States (Batchelor, 2020; Kent, 2020; Matney, 2019; Miral, 2020), as well as within the European Union (Carvalho, 2020), South Korea (Crecente, 2018) and mainland China (Gartenberg, 2017). Recent studies in this area have included examinations of the psychology of loot box consumption and its commonalities with other forms of gambling (Drummond and Sauer, 2018), the extent to which loot box purchasers might be at risk of gambling problems (von Meduna et al, 2020), the techniques that regulators might use to limit the volume of loot box purchasing (Gong and Rodda, 2020), regulatory frameworks that might be relevant to loot boxes (Cerulli-Harms et al, 2020), the potential for regulating loot boxes and similar forms of play within both the game industry as a whole and in the context of specific companies (McCaffrey, 2019) and the legality of loot boxes and whether such monetised ‘random reward mechanisms’ should be understood as gambling (Xiao, 2020). In the broader context surrounding loot boxes, we have also seen studies of shared risk factors and experiences between gambling and ‘problem’ gaming (King et al, 2020), the relationships between the purchasing of random items and gambling behaviours (Lee et al, 2020), yet a rejection of the possibility that gaming might be a ‘gateway’ into gambling, especially in an era of gamblified gameplay systems (Delfabbro and King, 2020).…”
Section: Existing Researchmentioning
confidence: 99%
“…These gamblified systems and the potential for their play by children have elicited significant controversy in many countries including the United Kingdom, Australia, Canada and the United States (Batchelor, 2020; Kent, 2020; Matney, 2019; Miral, 2020), as well as within the European Union (Carvalho, 2020), South Korea (Crecente, 2018) and mainland China (Gartenberg, 2017). Recent studies in this area have included examinations of the psychology of loot box consumption and its commonalities with other forms of gambling (Drummond and Sauer, 2018), the extent to which loot box purchasers might be at risk of gambling problems (von Meduna et al, 2020), the techniques that regulators might use to limit the volume of loot box purchasing (Gong and Rodda, 2020), regulatory frameworks that might be relevant to loot boxes (Cerulli-Harms et al, 2020), the potential for regulating loot boxes and similar forms of play within both the game industry as a whole and in the context of specific companies (McCaffrey, 2019) and the legality of loot boxes and whether such monetised ‘random reward mechanisms’ should be understood as gambling (Xiao, 2020). In the broader context surrounding loot boxes, we have also seen studies of shared risk factors and experiences between gambling and ‘problem’ gaming (King et al, 2020), the relationships between the purchasing of random items and gambling behaviours (Lee et al, 2020), yet a rejection of the possibility that gaming might be a ‘gateway’ into gambling, especially in an era of gamblified gameplay systems (Delfabbro and King, 2020).…”
Section: Existing Researchmentioning
confidence: 99%
“…Moreover, authors who had pre-prints were contacted to check the status of the study. One of them provided the published study, which was included in the final selection [15].…”
Section: Inclusion and Exclusion Criteriamentioning
confidence: 99%
“…Of the selected studies (Table 1), nine were carried out with samples from a single place of origin. In four of these studies, the sample was limited to Europe: two to the United Kingdom [35,36], one to Denmark [2] and one to Germany [15]. In three studies, the sample was from the USA [6,33,34] and in two from Asia [37,38].…”
Section: Characteristics Of the Studiesmentioning
confidence: 99%
See 1 more Smart Citation
“…This should not be interpreted as an indication that only these features might affect player behavior. Emerging evidence shows that a large range of nuanced and continuous design features, including the degree of competitive advantage/pay to win (von Meduna et al, 2020), the precise odds of receiving each item (Kwon, 2020), and audiovisual components like "juiciness" (Kao, 2020) are likely to have meaningful effects on player behavior, experience, and spending. Instead, we present these features as those that could feasibly be discretized.…”
Section: Limitationsmentioning
confidence: 99%