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Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey

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  • von Meduna, Marc
  • Steinmetz, Fred
  • Ante, Lennart
  • Reynolds, Jennifer
  • Fiedler, Ingo

Abstract

Loot boxes are a growing feature in the business models of video game production. They can be obtained through in-game purchases ranging from $0.5 to over $100 and contain chance-based virtual items that may offer an advantage in a video game making them gambling-like products.

Suggested Citation

  • von Meduna, Marc & Steinmetz, Fred & Ante, Lennart & Reynolds, Jennifer & Fiedler, Ingo, 2020. "Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey," Technology in Society, Elsevier, vol. 63(C).
  • Handle: RePEc:eee:teinso:v:63:y:2020:i:c:s0160791x19305743
    DOI: 10.1016/j.techsoc.2020.101395
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    References listed on IDEAS

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    1. Charles T. Clotfelter & Philip J. Cook, 1989. "Selling Hope: State Lotteries in America," NBER Books, National Bureau of Economic Research, Inc, number clot89-1, March.
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    3. Alessandro Gandolfo & Valeria De Bonis, 2014. "Motivations for gambling and the choice between skill and luck gambling products: an exploratory study," Discussion Papers 2014/185, Dipartimento di Economia e Management (DEM), University of Pisa, Pisa, Italy.
    4. Koeder, Marco Josef & Tanaka, Ema, 2017. "Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?," 28th European Regional ITS Conference, Passau 2017 169473, International Telecommunications Society (ITS).
    5. David Zendle & Paul Cairns, 2019. "Loot boxes are again linked to problem gambling: Results of a replication study," PLOS ONE, Public Library of Science, vol. 14(3), pages 1-13, March.
    6. Koeder, Marco Josef & Tanaka, Ema & Mitomo, Hitoshi, 2018. ""Lootboxes" in digital games - A gamble with consumers in need of regulation? An evaluation based on learnings from Japan," 22nd ITS Biennial Conference, Seoul 2018. Beyond the boundaries: Challenges for business, policy and society 190385, International Telecommunications Society (ITS).
    7. Aaron Drummond & James D. Sauer, 2018. "Video game loot boxes are psychologically akin to gambling," Nature Human Behaviour, Nature, vol. 2(8), pages 530-532, August.
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    Cited by:

    1. Suzanne Lischer & Emilien Jeannot & Lukas Brülisauer & Niels Weber & Yasser Khazaal & Samuel Bendahan & Olivier Simon, 2022. "Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective," IJERPH, MDPI, vol. 19(15), pages 1-11, July.

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