The purpose of this study was to uncover the motivations for loot box purchases, and to discover potential similarities between motivation for loot box engagement and gambling engagement. The motivation for the study was to contribute to fill the research gap on the subject. Netnography was selected as a research method, and used archival data and elicited data from Reddit.com. In total, 446 comments from 15 different threads were coded and analysed, which consisted of around 29 000 words, approximately 70 pages of text. NVivo 12 Plus was used to code and analyse. The motivational factors were categorized into push and pull factors to explain the psychological reasons for wanting to spend money on or in video games, and the factors for choo...
Loot boxes are items in video games that contain randomised contents and can be purchased with real-...
The growth of the gaming industry has seen an increase of predatory monetisation techniques, like lo...
Gamification, using game-like elements in a non-game context, stands a means to trigger an individua...
Background: In the last two decades, the rapid technological advancement in digital solutions had pa...
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...
The current study examined whether engaging with loot boxes (i.e., in-game “boxes” that can be won ...
Purpose of review: Research has indicated that loot boxes are risky gaming components that could exa...
A loot box is a virtual item for purchase in many video games that features betting money on element...
Abstract. Mobile games, an often-overlooked, lucrative market, is currently experiencing an uptrend....
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 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 popular random reward mechanisms in digital games, attracting players to invest real ...
Loot boxes are items in video games that contain randomised contents and can be purchased with real-...
The growth of the gaming industry has seen an increase of predatory monetisation techniques, like lo...
Gamification, using game-like elements in a non-game context, stands a means to trigger an individua...
Background: In the last two decades, the rapid technological advancement in digital solutions had pa...
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...
The current study examined whether engaging with loot boxes (i.e., in-game “boxes” that can be won ...
Purpose of review: Research has indicated that loot boxes are risky gaming components that could exa...
A loot box is a virtual item for purchase in many video games that features betting money on element...
Abstract. Mobile games, an often-overlooked, lucrative market, is currently experiencing an uptrend....
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 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 popular random reward mechanisms in digital games, attracting players to invest real ...
Loot boxes are items in video games that contain randomised contents and can be purchased with real-...
The growth of the gaming industry has seen an increase of predatory monetisation techniques, like lo...
Gamification, using game-like elements in a non-game context, stands a means to trigger an individua...