This is an accepted manuscript of an article published by Elsevier in Addictive Behaviors on 03/02/2021, available online: https://doi.org/10.1016/j.addbeh.2021.106851 The accepted version of the publication may differ from the final published versionIntroduction Loot boxes are purchasable randomised reward mechanisms in video games. Due to structural and psychological similarities with gambling, there are fears that loot box purchasing may be associated with problematic gambling. Whilst monthly expenditure is typically modest (i.e. < $20), the distribution is highly skewed, with a small number of high-level spenders, sometimes referred to as ���whales���. It is not known what proportion of industry profits are derived from such players,...
Loot boxes are purchasable randomized rewards in video games that share structural and psychological...
Loot boxes are items in video games that can be paid for with real-world money and contain randomise...
This is an accepted manuscript of an article published by SAGE in New Media & Society on 17 July 202...
Loot boxes are randomized virtual rewards often purchasable for real money. They have often been com...
Loot boxes are items in video games that can be paid for with real-world money and contain randomise...
Loot boxes are items in video games that can be paid for with real-world money and contain randomise...
Loot boxes are items in video games that contain randomised contents and can be purchased with real-...
�� 2022 The Authors. Published by Elsevier. This is an open access article available under a Creativ...
Loot boxes are purchasable randomised rewards contained in some video games. Concerns have been rais...
Loot boxes are purchasable randomised rewards contained in some video games. Concerns have been rais...
Loot boxes are purchasable randomised rewards contained in some video games. Concerns have been rais...
Loot boxes are items in video games that contain randomised contents and can be purchased with real-...
�� 2022 The Authors. Published by Wiley. This is an open access article available under a Creative C...
Loot boxes are items in video games that can be paid for with real-world money and contain randomise...
Loot boxes are items in video games that contain randomised contents and can be purchased with real-...
Loot boxes are purchasable randomized rewards in video games that share structural and psychological...
Loot boxes are items in video games that can be paid for with real-world money and contain randomise...
This is an accepted manuscript of an article published by SAGE in New Media & Society on 17 July 202...
Loot boxes are randomized virtual rewards often purchasable for real money. They have often been com...
Loot boxes are items in video games that can be paid for with real-world money and contain randomise...
Loot boxes are items in video games that can be paid for with real-world money and contain randomise...
Loot boxes are items in video games that contain randomised contents and can be purchased with real-...
�� 2022 The Authors. Published by Elsevier. This is an open access article available under a Creativ...
Loot boxes are purchasable randomised rewards contained in some video games. Concerns have been rais...
Loot boxes are purchasable randomised rewards contained in some video games. Concerns have been rais...
Loot boxes are purchasable randomised rewards contained in some video games. Concerns have been rais...
Loot boxes are items in video games that contain randomised contents and can be purchased with real-...
�� 2022 The Authors. Published by Wiley. This is an open access article available under a Creative C...
Loot boxes are items in video games that can be paid for with real-world money and contain randomise...
Loot boxes are items in video games that contain randomised contents and can be purchased with real-...
Loot boxes are purchasable randomized rewards in video games that share structural and psychological...
Loot boxes are items in video games that can be paid for with real-world money and contain randomise...
This is an accepted manuscript of an article published by SAGE in New Media & Society on 17 July 202...