�� 2021 The Authors. Published by MDPI. This is an open access article available under a Creative Commons licence. The published version can be accessed at the following link on the publisher���s website: https://doi.org/10.3390/jcm10102103Excessive engagement with (increasingly prevalent) loot boxes within games has consist ently been linked with disordered gambling and/or gaming. The importance of recognising and managing potential risks associated with loot box involvement means understanding contributing factors is a pressing research priority. Given that motivations for gaming and gambling have been informative in understanding risky engagement with those behaviours, this qualitative study investigated motivations for buying loot box...
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-...
The current study examined whether engaging with loot boxes (i.e., in-game “boxes” that can be won ...
Qualitative studies have identified a diverse array of motivations for purchasing items within video...
�� 2021 The Authors. Published by MDPI. This is an open access article available under a Creative Co...
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of l...
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of l...
Loot boxes are purchasable randomized rewards in video games that share structural and psychological...
The purpose of this study was to uncover the motivations for loot box purchases, and to discover pot...
�� 2022 The Authors. Published by Elsevier. This is an open access article available under a Creativ...
Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted sub...
�� 2022 The Authors. Published by Wiley. This is an open access article available under a Creative C...
In a pre-registered survey linked to this paper (Exploring the relationships between psychological v...
Background: In the last two decades, the rapid technological advancement in digital solutions had pa...
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-...
The current study examined whether engaging with loot boxes (i.e., in-game “boxes” that can be won ...
Qualitative studies have identified a diverse array of motivations for purchasing items within video...
�� 2021 The Authors. Published by MDPI. This is an open access article available under a Creative Co...
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of l...
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of l...
Loot boxes are purchasable randomized rewards in video games that share structural and psychological...
The purpose of this study was to uncover the motivations for loot box purchases, and to discover pot...
�� 2022 The Authors. Published by Elsevier. This is an open access article available under a Creativ...
Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted sub...
�� 2022 The Authors. Published by Wiley. This is an open access article available under a Creative C...
In a pre-registered survey linked to this paper (Exploring the relationships between psychological v...
Background: In the last two decades, the rapid technological advancement in digital solutions had pa...
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-...
The current study examined whether engaging with loot boxes (i.e., in-game “boxes” that can be won ...