2019
DOI: 10.1016/j.bushor.2019.03.001
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The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes

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Cited by 76 publications
(79 citation statements)
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References 9 publications
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“…There is significant discussion about the appropriateness of loot boxes in non-Western countries. For example, China and Japan have recently required odds disclosure for loot boxes to ensure that users know the chances of winning any particular item, and China are reportedly considering limiting the total number of loot boxes purchasable each day [2]. Further work is needed to understand whether the relationships between problem gambling symptomology, excessive game use, and loot box purchasing are consistent across a variety of countries and jurisdictions to adequately inform policymakers in each country of appropriate policy responses moving forward.…”
Section: Limitations/future Directionsmentioning
confidence: 99%
“…There is significant discussion about the appropriateness of loot boxes in non-Western countries. For example, China and Japan have recently required odds disclosure for loot boxes to ensure that users know the chances of winning any particular item, and China are reportedly considering limiting the total number of loot boxes purchasable each day [2]. Further work is needed to understand whether the relationships between problem gambling symptomology, excessive game use, and loot box purchasing are consistent across a variety of countries and jurisdictions to adequately inform policymakers in each country of appropriate policy responses moving forward.…”
Section: Limitations/future Directionsmentioning
confidence: 99%
“…Of the 22 empirical publications, the majority (17) were surveys of gamers, including some measure of loot box behaviour, with 13 reporting associations between some combination of loot boxes, problem gambling and/or problem video gaming. A total of 6 provided open access data for both self-report monthly loot box spend and PGSI scores (Drummond, Sauer, Ferguson, et al, 2020;Zendle, 2019b;Zendle et al, , 2020Zendle & Cairns, 2018, 2019, with a subset of three papers also containing data on self-report earnings (Drummond, Sauer, Ferguson, et al, 2020;Zendle & Cairns, 2018, 2019.…”
Section: Literature Searchesmentioning
confidence: 99%
“…Mean loot box spend is routinely of a limited monthly amount (mean expenditure < $20/month (Brooks & Clark, 2019;Zendle, 2019b;Zendle & Cairns, 2018, 2019). However, the distribution is highly skewed, with small numbers of high-level spenders, referred to by the industry as 'whales'; high-earning individuals who can afford such recreational outgoings (Jernström, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Of the 22 empirical publications, the majority (17) were surveys of gamers, including some measure of loot box behaviour, with 13 reporting associations between some combination of loot boxes, problem gambling and/or problem video gaming. A total of 6 provided open access data for both self-report monthly loot box spend and PGSI scores (Drummond, Sauer, Ferguson, et al, 2020;Zendle, 2019b;Zendle et al, , 2020Zendle & Cairns, 2018, 2019, with a subset of three papers also containing data on self-report earnings (Drummond, Sauer, Ferguson, et al, 2020;Zendle & Cairns, 2018, 2019.…”
Section: Literature Searchesmentioning
confidence: 99%
“…Mean loot box spend is routinely of a limited monthly amount (mean expenditure < $20/month (Brooks & Clark, 2019;Zendle, 2019b;Zendle & Cairns, 2018, 2019). However, the distribution is highly skewed, with small numbers of high-level spenders, referred to by the industry as 'whales'; high-earning individuals who can afford such recreational outgoings (Jernström, 2016).…”
Section: Introductionmentioning
confidence: 99%