2020
DOI: 10.1038/s41562-020-0900-3
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Why loot boxes could be regulated as gambling

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Cited by 89 publications
(89 citation statements)
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References 8 publications
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“…Some video games contain randomised purchasable rewards (loot boxes) that some scholars have observed may psychologically approximate conventional gambling activities ( Drummond & Sauer, 2018 ; Griffiths, 2018 ). Some scholars have also observed that these mechanisms might meet the legal criteria in many jurisdictions, and could potentially be considered a form of bona fide gambling ( Drummond et al, 2020a ; McCaffrey, 2019 ). This may explain why studies have repeatedly found a small significant association between problem gambling symptomology and spending on loot boxes ( Brooks & Clark, 2019 ; Drummond, Sauer & Hall, 2019 ; Drummond et al, 2020a ; Drummond et al, 2020b ; Li, Mills & Nower, 2019 ; Macey & Hamari, 2019 ; Zendle & Cairns, 2018 ; Zendle & Cairns, 2019 ; Zendle et al, 2020 ), a result confirmed by meta-analysis ( Garea et al, 2020 ).…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Some video games contain randomised purchasable rewards (loot boxes) that some scholars have observed may psychologically approximate conventional gambling activities ( Drummond & Sauer, 2018 ; Griffiths, 2018 ). Some scholars have also observed that these mechanisms might meet the legal criteria in many jurisdictions, and could potentially be considered a form of bona fide gambling ( Drummond et al, 2020a ; McCaffrey, 2019 ). This may explain why studies have repeatedly found a small significant association between problem gambling symptomology and spending on loot boxes ( Brooks & Clark, 2019 ; Drummond, Sauer & Hall, 2019 ; Drummond et al, 2020a ; Drummond et al, 2020b ; Li, Mills & Nower, 2019 ; Macey & Hamari, 2019 ; Zendle & Cairns, 2018 ; Zendle & Cairns, 2019 ; Zendle et al, 2020 ), a result confirmed by meta-analysis ( Garea et al, 2020 ).…”
Section: Introductionmentioning
confidence: 99%
“…Some video games contain randomised purchasable rewards (loot boxes) that some scholars have observed may psychologically approximate conventional gambling activities (Drummond & Sauer, 2018;Griffiths, 2018). Some scholars have also observed that these mechanisms might meet the legal criteria in many jurisdictions, and could potentially be considered a form of bona fide gambling (Drummond et al, 2020a;McCaffrey, 2019). This may explain why studies have repeatedly found a small significant association between problem gambling symptomology and spending 1 We intended to also assess the effect of being in citywide lockdowns, but the low number of participants reporting not being in lockdown (n = 69) rendered this analysis underpowered, likely invalidating the results.…”
Section: Introductionmentioning
confidence: 99%
“…in Hearthstone, the game will pay a player 100 Arcane Dust (an in-game currency) in exchange for the player giving up a regular 'epic' reward and 400 Arcane Dust for a regular 'legendary' reward). Regardless of how the superior rarities and higher perceived value are represented, the commercial success of games implementing Embedded-Isolated RRMs, such as Hearthstone, demonstrates that players 'value' and are willing to pay for such rewards even though they do not possess monetary value (see Drummond et al 2020).…”
Section: Embedded-isolated Rrms: Gambling For Perceived Value and Formentioning
confidence: 99%
“…'Loot boxes' are virtual video game items yielding randomised rewards of in-game and potential real-world value (Drummond et al, 2020;Nielsen and Grabarczyk, 2019;Rockloff et al, 2020;Xiao, 2020c). Some loot boxes can be 'opened' for free, e.g., after completing in-game tasks (Nielsen and Grabarczyk, 2019;Rockloff et al, 2020;Xiao, 2020d).…”
Section: Loot Boxes Disordered Gambling and Regulationmentioning
confidence: 99%
“…Total spending on loot boxes and 'skins gambling' (gambling using in-game items, including those obtained through RMMs) has been predicted to rise from US$30 billion in 2018 to US$50 billion in 2022 (Juniper Research, 2018). The virtual items (including those obtained through loot boxes) of three popular Steam games 1 have been transacted 1.45 billion times between players, with an aggregated value of over US$1 billion (Drummond et al, 2020).…”
Section: Loot Boxes Disordered Gambling and Regulationmentioning
confidence: 99%