In a pre-registered survey linked to this paper (Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses), we confirmed bivariate associations between engagement with loot boxes (purchasable randomized rewards in video games) and measures of problem gambling, problem video gaming, impulsivity, gambling cognitions, experiences of game-related ‘flow’, psychological distress and reduced wellbeing. However, these variables have complex relationships, so to gain further insights, we analysed the dataset (1495 gamers who purchase loot boxes and 1223 purchasers of non-randomized content) in a series of Bayesian mixed-effects multiple regressions with a zero-inflation component. The res...
This is an accepted manuscript of an article published by Elsevier in Addictive Behaviors on 03/02/2...
�� 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 ...
In a pre-registered survey linked to this paper (Exploring the relationships between psychological v...
Loot boxes are purchasable randomized rewards in video games that share structural and psychological...
Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted sub...
�� 2022 The Authors. Published by Elsevier. This is an open access article available under a Creativ...
There are emerging concerns that loot boxes—digital video game items that can be purchased for a cha...
�� 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 contain randomised contents and can be purchased with real-...
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 items in video games that can be paid for with real-world money and contain randomise...
BACKGROUND AND AIMS: Loot boxes are purchasable randomised rewards in video games that share structu...
The growth of the gaming industry has seen an increase of predatory monetisation techniques, like lo...
This is an accepted manuscript of an article published by Elsevier in Addictive Behaviors on 03/02/2...
�� 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 ...
In a pre-registered survey linked to this paper (Exploring the relationships between psychological v...
Loot boxes are purchasable randomized rewards in video games that share structural and psychological...
Loot boxes are purchasable items in video games with a chance-based outcome. They have attracted sub...
�� 2022 The Authors. Published by Elsevier. This is an open access article available under a Creativ...
There are emerging concerns that loot boxes—digital video game items that can be purchased for a cha...
�� 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 contain randomised contents and can be purchased with real-...
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 items in video games that can be paid for with real-world money and contain randomise...
BACKGROUND AND AIMS: Loot boxes are purchasable randomised rewards in video games that share structu...
The growth of the gaming industry has seen an increase of predatory monetisation techniques, like lo...
This is an accepted manuscript of an article published by Elsevier in Addictive Behaviors on 03/02/2...
�� 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 ...