Indeed, engagement with loot boxes has been repeatedly linked to problem gambling: The more that gamers use loot boxes, the more severe their gambling problems tend to be ( Brooks & Clark, 2019 Li, Mills & Nower, 2019 Zendle, 2019a Zendle et al., 2018 Zendle, Meyer & Over, 2019 Zendle & Cairns, 2018 Zendle & Cairns, 2019). ![]() Loot boxes share several formal features with gambling, and there has been widespread interest in the idea that engaging with loot boxes may lead to problem gambling ( Brooks & Clark, 2019 Drummond & Sauer, 2018 King & Delfabbro, 2018 King & Delfabbro, 2020 Li, Mills & Nower, 2019). The most widely-discussed example of this convergence are loot boxes: Items in video games that may be bought for real-world money, but which contain randomized contents ( Zendle et al., 2020). A blurring of the lines has occurred between video games and gambling activities.
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