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Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey

Marc von Meduna, Fred Steinmetz, Lennart Ante, Jennifer Reynolds and Ingo Fiedler

Technology in Society, 2020, vol. 63, issue C

Abstract: Loot boxes are a growing feature in the business models of video game production. They can be obtained through in-game purchases ranging from $0.5 to over $100 and contain chance-based virtual items that may offer an advantage in a video game making them gambling-like products.

Keywords: Gaming; Pay to win; pay2win; Problem gambling; Game purchases; Microtransactions (search for similar items in EconPapers)
Date: 2020
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (1)

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Persistent link: https://EconPapers.repec.org/RePEc:eee:teinso:v:63:y:2020:i:c:s0160791x19305743

DOI: 10.1016/j.techsoc.2020.101395

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