[PDF][PDF] Omfang av penge-og dataspillproblemer i Norge 2019

S Pallesen, RA Mentzoni, T Torsheim, EK Erevik… - 2020 - bora.uib.no
During autumn 2019, researchers at the University of Bergen conducted a survey
concerning gambling and video game problems in the general adult population of Norway …

[HTML][HTML] To screen, or not to screen: An experimental comparison of two methods for correlating video game loot box expenditure and problem gambling severity

LY Xiao, P Newall, RJE James - Computers in Human Behavior, 2024 - Elsevier
Loot boxes are gambling-like products found in video games that players can buy with real-
world money to obtain random rewards. A positive correlation between loot box spending …

Loot box gambling addiction risk versus responsible computing: a systematic review

LFC Duarte, E Ishikawa - Journal on Interactive Systems, 2023 - journals-sol.sbc.org.br
There are many ways to monetize video games: from the simple direct purchase to the
system of “games as a service”. There are, however, forms of monetization that show strong …

[HTML][HTML] Longitudinal bidirectional relation between fear of missing out and risky loot box consumption: Evidence for FoMO-Driven loot boxes spiral hypothesis

A Hartanto, KTAS Kasturiratna - Computers in Human Behavior Reports, 2024 - Elsevier
Background The integration of loot boxes has emerged as a significant factor contributing to
the increasing revenue in the video gaming industry. However, this integration has also led …

Measuring risky loot box use: An item response theory analysis of the Risky Loot Box Index among adolescents.

C Primi, F Sanson, MA Donati - Psychology of Addictive Behaviors, 2024 - psycnet.apa.org
Objective: Loot boxes (LBs) are virtual items embedded within video games that contain
randomly generated in-game prizes. LB use can become risky, so it is important to have …

Exploring the relationships between psychological variables and loot box engagement, part 2: exploratory analyses of complex relationships

SG Spicer, J Close, LL Nicklin… - Royal Society …, 2024 - royalsocietypublishing.org
In a pre-registered survey linked to this paper (Exploring the relationships between
psychological variables and loot box engagement, part 1: pre-registered hypotheses), we …

Are Today's Gamers Tomorrow's Gamblers? The Relationship Between Problem Gaming and Online Problem Gambling, and the Indirect Effect of Purchasing Loot …

A Huțul, AC Holman, TD Huțul - Cyberpsychology, Behavior, and …, 2024 - liebertpub.com
The present study aims to bridge the gap regarding the potential influence of problem
gaming on problem gambling (PG) by examining the potential indirect effect of risky loot box …

[HTML][HTML] Adverse Childhood Experiences and Problematic Cannabis Use: The Role of Emotion Dysregulation and Affective Impulsivity

JL Vieira, LA Snaychuk, J Milicevic, DC Hodgins… - Cannabis, 2024 - ncbi.nlm.nih.gov
Problematic cannabis use is highly prevalent among postsecondary students.
Consequently, there is a need to examine risk factors associated with problematic cannabis …

[PDF][PDF] ENDRING AV PENGE-OG DATASPILLPROBLEMER I NORGE 2019-2022

In autumn 2019, a population survey regarding gambling and gaming problems was carried
out under the auspices of the University of Bergen, Norwegian Competence Center for …

[PDF][PDF] Crowdsourcing for Business Ideas through Reddit: Exploring the Dynamics of Online Innovation

KA Dimitrova - 2024 - ritsumei.repo.nii.ac.jp
Innovative businesses are increasingly turning to social platforms like Reddit to crowdsource
ideas for their products and services. Reddit, a diverse crowdsourced news aggregator and …