Cargando…
Loot box consumption by adolescents pre- and post- pandemic lockdown
Loot boxes are virtual items that can be redeemed to receive randomly selected other virtual items, and have been criticized for being similar to gambling. The presence of loot boxes in video games has dramatically increased since 2010, with little evidence available for the current prevalence rate...
Autores principales: | DeCamp, Whitney, Daly, Kevin |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
PeerJ Inc.
2023
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10158757/ https://www.ncbi.nlm.nih.gov/pubmed/37151299 http://dx.doi.org/10.7717/peerj.15287 |
Ejemplares similares
-
Measuring loot box consumption and negative consequences: Psychometric investigation of a Swedish version of the Risky Loot Box Index
por: Forsström, David, et al.
Publicado: (2022) -
Adolescents and loot boxes: links with problem gambling and motivations for purchase
por: Zendle, David, et al.
Publicado: (2019) -
Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes
por: Larche, Chanel J., et al.
Publicado: (2019) -
Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy
por: Primi, Caterina, et al.
Publicado: (2022) -
Opening Pandora’s Loot Box: Weak Links Between Gambling and Loot Box Expenditure in China, and Player Opinions on Probability Disclosures and Pity-Timers
por: Xiao, Leon Y., et al.
Publicado: (2022)