Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder
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Predatory monetization schemes in video games (e.g.'loot boxes') and internet gaming disorder Predatory monetization schemes in video games are purchasing systems that disguise or withhold the longterm cost of the activity until players are already financially and psychologically committed.Such schemes contribute to the increasing similarity of gaming and gambling and the potential for financial harm for those with Internet gaming disorder.
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Participation in loot boxes is associated with greater participation in gambling in one cross-sectional survey-based study.
“The variable reinforcement interval can also resemble the reward scheme embedded in gambling and participation in loot boxes is also associated with greater participation in gambling in one cross-sectional survey-based study.346”
From Digital Ecosystems, Children, and Adolescents: Technical Report (2026) · cites this paper as [346]
The passage labeled Abstract says loot boxes resemble slot machines because their outcomes are random, but it does not report an association between loot-box participation and gambling participation. Searches for a cross-sectional survey and that association found no passage reporting such a result in our copy. (LLM, conf=0.74)
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Macey, J., Cantell, M., Tossavainen, T., Karjala, A., & Castrén, S. (2022) · Journal of Behavioral Addictions · doi:10.1556/2006.2022.00016 · Cited by 13 · see citing works
El consumo de loot boxes como una nueva forma de azar en los videojuegos
Sanmartín, F. J., Velasco, J., Cuadrado, F., Gálvez‐Lara, M., Larriva, V. D., & Moriana, J. A. (2021) · Adicciones · doi:10.20882/adicciones.1636 · Cited by 13 · see citing works
- Authors
- King, D. L., & Delfabbro, P. H.
- Affiliations
- The University of Adelaide (AU)
- Corresponding author
- King, Daniel L.
- Venue
- Addiction
- Publisher
- Wiley
- Published
- 2018-06-28
- Volume
- 113
- Issue
- 11
- Pages
- 1967-1969
- ISSN
- 0965-2140 (ISSN-L)
- 1360-0443
- OpenAlex
- W2811319480
- Cited by
- 250
- References
- 10
- Citations by year
- 2026: 38 · 2025: 23 · 2024: 27 · 2023: 37 · 2022: 38 · 2021: 38 · 2020: 22 · 2019: 23 · 2018: 4
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Licence
- Locations
- Addiction (publishedVersion)
- PubMed (publishedVersion)
- Adelaide Research & Scholarship (AR&S) (University of Adelaide) (submittedVersion)
- Funders
- Australian Research Council (DE170101198)
- Topics
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- loot boxes, video games, internet gaming disorder, gambling, financial harm, in-game purchases, player commitment
- MeSH terms
- Commerce, Gambling, Humans, Behavior, Addictive, Video Games, Internet
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