[HTML][HTML] Regulating gambling-like video game loot boxes: A public health framework comparing industry self-regulation, existing national legal approaches, and other …

LY Xiao, LL Henderson, RKL Nielsen… - Current Addiction …, 2022 - Springer
Abstract Purpose of Review Loot boxes are gambling-like monetisation mechanics in video
games that are purchased for opportunities to obtain randomised in-game rewards …

[HTML][HTML] The gamblers of the future? Migration from loot boxes to gambling in a longitudinal study of young adults

GA Brooks, L Clark - Computers in human behavior, 2023 - Elsevier
Cross-sectional studies have established a robust correlational link between loot box
engagement and problem gambling, but the causal connections are unknown. This …

Breaking Ban: Belgium's ineffective gambling law regulation of video game loot boxes

LY Xiao - Collabra: Psychology, 2023 - online.ucpress.edu
Paid loot boxes are randomised monetisation methods in video games that are purchased
by players to obtain randomised rewards of varying value (Xiao, Henderson, Nielsen, et al …

[HTML][HTML] What are the odds? Poor compliance with UK loot box probability disclosure industry self-regulation

LY Xiao, LL Henderson, PWS Newall - Plos one, 2023 - journals.plos.org
Loot boxes are purchased in video games to obtain randomised rewards of varying value
and are thus psychologically akin to gambling. Disclosing the probabilities of obtaining loot …

Beneath the label: unsatisfactory compliance with ESRB, PEGI and IARC industry self-regulation requiring loot box presence warning labels by video game …

LY Xiao - Royal Society Open Science, 2023 - royalsocietypublishing.org
Loot boxes in video games are a form of in-game transactions with randomized elements.
Concerns have been raised about loot boxes' similarities with gambling and their potential …

Implications of the increasing convergence of video gaming and gambling: a narrative review

DJ Mills, WL Anthony, U Lee… - Canadian Journal of …, 2023 - journals.lww.com
Two of the most popular recreational activities, video gaming and gambling, have converged
in a number of different ways including through (1) social casino gaming,(2) loot boxes,(3) …

[HTML][HTML] Engineered highs: Reward variability and frequency as potential prerequisites of behavioural addiction

L Clark, M Zack - Addictive Behaviors, 2023 - Elsevier
Influential learning-based accounts of substance addictions posit the attribution of incentive
salience to drug-associated cues, and its escalation by the direct dopaminergic effects of …

[HTML][HTML] Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey

LY Xiao, TC Fraser, RKL Nielsen, PWS Newall - Addictive Behaviors, 2024 - Elsevier
Loot boxes can be bought with real-world money to obtain random content inside video
games. Loot boxes are viewed by many as gambling-like and are prevalently implemented …

[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] Opening pandora's loot box: Weak links between gambling and loot box expenditure in China, and player opinions on probability disclosures and pity-timers

LY Xiao, TC Fraser, PWS Newall - Journal of Gambling Studies, 2023 - Springer
Loot boxes are quasi-gambling virtual products in video games that provide randomised
rewards of varying value. Previous studies in Western contexts have identified a positive …