Zendle, Meyer, and Over. 2019. Adolescents and loot boxes: links with problem gambling and motivations for purchase

Zendle et al explain that excitement and and competitiveness contribute to a player’s desire to purchase loot boxes with real money, which contributes to gambling, based on the fact that the items may be random and may not necessarily enhance player’s enjoyment or enhance performance.

 Both when gambling and when buying loot boxes, individuals stake money on the outcome of a future event, whose result is determined at least partially by chance in the hopes of receiving a valuable reward.

Gambling has been seen as a big problem by governments and some have moved to get rid of it  especially in Netherlands and Germany

Comments

Popular posts from this blog

Qian and Clark. 2016. Game-based Learning and 21st century skills: A review of recent research

Przybylski, A., & Weinstein, N. (2019). Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report

Mouaheb, Fahli, Moussetad, & Eljamali (2012) The serious game: What educational benefits?