Zobrazeno 1 - 10
of 26
pro vyhledávání: '"Laura L. Henderson"'
Publikováno v:
PLoS ONE, Vol 18, Iss 9 (2023)
Externí odkaz:
https://doaj.org/article/1779298d4e4140a796516710f7ceaaf3
Publikováno v:
Xiao, L, Henderson, L, Nielsen, R & Newall, P W S 2022, ' Regulating Gambling‑Like Video Game Loot Boxes : a Public Health Framework Comparing Industry Self‑Regulation, Existing National Legal Approaches, and Other Potential Approaches ', Current Addiction Reports, vol. 9, no. 3, pp. 163-178 . https://doi.org/10.1007/s40429-022-00424-9
Xiao, L Y 2022, ' Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches ', Current Addiction Reports . https://doi.org/10.1007/s40429-022-00424-9
Xiao, L Y 2022, ' Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches ', Current Addiction Reports . https://doi.org/10.1007/s40429-022-00424-9
Purpose of Review Loot boxes are gambling-like monetisation mechanics in video games that are purchased for opportunities to obtain randomised in-game rewards. Gambling regulation is increasingly being informed by insights from public health. Despite
Paid loot boxes are video game monetisation methods that provide randomised rewards of varying value. Loot boxes are prevalent internationally: approximately 60% of the highest-grossing mobile games in ‘Western’ countries contain loot boxes (Zend
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::aa839370ebe9c7813f34fe6c37d1ab6f
https://doi.org/10.31219/osf.io/tq3kf
https://doi.org/10.31219/osf.io/tq3kf
Autor:
Leon Y. Xiao, Laura L. Henderson, Tullia C. Fraser, Rune Nielsen, Philip Warren Stirling Newall
Arguing whether loot boxes are gambling is not a useful exercise by this point in time. Psychological research was justified (at least initially) in conceptualising loot box harms as similar to gambling harms. However, it does not follow that loot bo
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::9e426a58e5b89002ca978dd3cd5b4f28
https://doi.org/10.31219/osf.io/jd6yx
https://doi.org/10.31219/osf.io/jd6yx
Autor:
Leon Y. Xiao, Laura L. Henderson
This is a written response to the Spanish Ministry of Consumer Affairs’ (Ministerio de Consumo’s) consultation on the Bill seeking to regulate random reward mechanisms (e.g., ‘loot boxes’) in video games (Anteproyecto de Ley por el que se reg
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::ac0dc9fd22c320a5afb496f9d41fd571
https://doi.org/10.31219/osf.io/48yta
https://doi.org/10.31219/osf.io/48yta
Publikováno v:
Addiction (Abingdon, England). 117(9)
Paid loot boxes are now more commonly implemented in the highest-grossing UK iPhone games (which is reflective of other Western markets) than reported by Zendle et al. (2020). This is due to multiple reasons: games with loot boxes becoming more popul
Publikováno v:
Encyclopedia of Computer Graphics and Games ISBN: 9783319082349
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::d53060c9b99065a57a517f9c846ae9ae
https://doi.org/10.1007/978-3-319-08234-9_459-1
https://doi.org/10.1007/978-3-319-08234-9_459-1
Loot boxes are purchased in video games to obtain randomised rewards of varying value and are thus psychologically akin to gambling. Disclosing the probabilities of obtaining loot box rewards may reduce overspending, in a similar vein to related disc
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::4c1e1710d62036126085c1156d6c9c37
https://doi.org/10.31219/osf.io/g5wd9
https://doi.org/10.31219/osf.io/g5wd9
Autor:
Laura L. Henderson, Leon Y. Xiao
Publikováno v:
International journal of mental health and addiction, 2021, Vol.19, pp.177-192 [Peer Reviewed Journal]
International Journal of Mental Health and Addiction
International Journal of Mental Health and Addiction
King and Delfabbro (2019b) proposed the adoption of social responsibility measures to combat predatory monetisation in video games, such as loot boxes. This paper rectifies a game example mistakenly used by King and Delfabbro and provides further gam
Publikováno v:
SSRN Electronic Journal.