Abstrakt: |
A recent study conducted by researchers at the University of Cordoba in Spain explores the use of loot boxes in video games and their association with guilt, loss of control, and emotional distress. Loot boxes are items within games that players pay to open and receive a random object of unknown value. The study found that teenagers invest more money in loot boxes than adults, and not obtaining desired items predicts feelings of guilt and emotional distress, while obtaining them predicts subsequent loss of control. The researchers suggest that further research is needed to develop prevention strategies and support for vulnerable populations. [Extracted from the article] |