Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder

King, Daniel L., Delfabbro, Paul H.·2018·Addiction

Cited by (260)

Items 101–200 of 260

  1. The Evolving Landscape of Sports Betting: A Risk for Young People?
    Damien Brevers, Claus Vögele, Joël Billieux · 2022 · Springer eBooks
  2. Caught Them All: Spending and Addiction Among Core Pokémon Go Players
    Jeroen S. Lemmens, Ilse A. M. Weergang · 2022 · Entertainment Computing
  3. Cognitive factors in gambling disorder, a behavioral addiction
    Gabriel A. Brooks, Mario A. Ferrari, Luke Clark · 2019 · Elsevier eBooks
  4. Exploring groups of simulated gambling behaviour: a typological study among Danish adolescents
    Søren Kristiansen, Majbritt Kappelgaard Severin‐Nielsen · 2019 · International Gambling Studies
  5. Factors related to the dual condition of gambling and gaming disorders: A path analysis model
    Rocío-Elena Ayala-Rojas, Roser Granero, Bernat Mora‐Maltas, Sandra Rivas-Pérez, Fernando Fernández‐Aranda, Mónica Gómez‐Peña, Laura Moragas, Isabel Baenas, Neus Solé‐Morata, José Manuel Menchón et al. · 2021 · Journal of Psychiatric Research
  6. ESRB’s and PEGI’s Self-Regulatory ‘Includes Random Items’ Labels Fail to Ensure Consumer Protection
    Leon Y. Xiao · 2020 · International Journal of Mental Health and Addiction
  7. Architecting virtual storefronts: how in-game shops are designed to encourage consumption
    Kamilla Knutsen Steinnes · 2024 · Consumption Markets & Culture
  8. Understanding the Emergence of Comorbidity between Problematic Online Gaming and Gambling: A Network Analysis Approach
    Marta Błoch, Błażej Misiak · 2024 · Brain Sciences
  9. Restitution of money spent on loot boxes in video games?
    Joke Rachel Baeck, Ignace Claeys · 2021 · Computer law & security review
  10. Contentious Issues and Future Directions in Adolescent Gambling Research
    Paul Delfabbro, Daniel Luke King · 2021 · International Journal of Environmental Research and Public Health
  11. Microtransaction spending and problematic gambling of UK university call of duty gamers
    Daniel Hunt · 2022 · International Gambling Studies
  12. “These People Had Taken Advantage of Me”: A Grounded Theory of Problematic Consequences of Player Interaction with Mobile Games Perceived as “Designed to Drive Spending”
    Elena Petrovskaya, David I Zendle · 2022 · Human Behavior and Emerging Technologies
  13. The relationship of game genres, in-game purchases, and playing duration with probable gaming disorder in two independent, large-scale online surveys of Japanese adults
    Taiki Oka, Takatomi Kubo, Misa Murakami, Nao Kobayashi · 2024 · Journal of Behavioral Addictions
  14. Game Production Studies
    2021 · Amsterdam University Press eBooks
  15. The Games We Play: Relationships between game genre, business model and loot box opening.
    Joseph Macey, Juho Hamari · 2019 · Tampere University Institutional Repository (Tampere University)
  16. Exploring Consumer Detriment in Immersive Gaming Technologies
    Richard Hyde, P. Cartwright · 2023 · Journal of Consumer Policy
  17. More Than Just Microtransactions: Predatory Monetization in User-Generated Games
    Zinan Zhang, Sam Moradzadeh, Xinning Gui, Yubo Kou · 2025 · Proceedings of the ACM on Human-Computer Interaction
  18. Rolling the Dice: A Comprehensive Review of the New Forms of Gambling and Psychological Clinical Recommendations
    Mirko Casu, Cecilia Ilaria Belfiore, Pasquale Caponnetto · 2023 · Psychiatry International
  19. Loot boxes as part of a layered platform ecosystem: A multidisciplinary perspective
    Maarten Denoo, Pieterjan Declerck, Valerie Verdoodt, Eva Lievens, Bieke Zaman · 2024 · Convergence The International Journal of Research into New Media Technologies
  20. Simulated gambling consumption mediation model (SGCMM): disentangling convergence with parallel mediation models
    Tim Brosowski, Tobias Turowski, Tobias Hayer · 2020 · International Gambling Studies
  21. Excessive Spending in a “Free‐to‐Play” Smartphone Game
    Robert Andrew Kleinman, Smita Das · 2020 · American Journal on Addictions
  22. Clinical interventions for technology-based problems
    Daniel Luke King, Joël Billieux, Kai Mueller, Paul Delfabbro · 2021 · Elsevier eBooks
  23. The Potential Harm of Gambling Streams to Minors
    Patrik Koncz, Zsolt Demetrovics, Mark Damian Griffiths, Orsolya Király · 2023 · Journal of the American Academy of Child & Adolescent Psychiatry
  24. The associations between autistic characteristics and microtransaction spending
    Tegan Charnock, Aaron Drummond, Lauren Camille Hall, James D. Sauer · 2024 · Scientific Reports
  25. Experience of Legal Regulation of Lootboxes in Different Countries: a Comparative Analysis
    Sajjad Ghasem Pour · 2024 · Journal of Digital Technologies and Law
  26. Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling
    Anu Sirola, Jussi Nyrhinen, Julia A. Nuckols, Terhi‐Anna Wilska · 2023 · Addictive Behaviors Reports
  27. Online Gaming Disorder and Sports Betting Addiction: Convergences and Divergences
    Rocío-Elena Ayala-Rojas, Roser Granero, Fernando Fernández‐Aranda, Mónica Gómez‐Peña, Laura Moragas, Iván Perales, Susana Jiménez‐Múrcia · 2024 · International Journal of Mental Health and Addiction
  28. Social Group Dynamics as a Mechanism for Character Development Through Traditional Games
    Irfan Yulianto, Tutuk Ningsih, M Slamet Yahya · 2025 · Journal of Innovation and Research in Primary Education
  29. Adolescent gambling
    Paul Delfabbro, Daniel Luke King · 2020 · Elsevier eBooks
  30. Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses
    James Close, Stuart Gordon Spicer, Laura Louise Nicklin, Maria Uther, Ben Whalley, Chris Fullwood, Chris Stiff, Jonathan Parke, Joanne Lloyd, Helen Mary Lloyd · 2023 · Royal Society Open Science
  31. Video Game Structural Features Are Related to Internet Gaming Disorder and Motivations of Play: Design and Validation of the Video Game Structure Scale (VGSS)
    Arnau Carmona, Xavier Carbonell, Iván Bonilla, Jan Ivern, Andrés Chamarro Lusar · 2025 · International Journal of Mental Health and Addiction
  32. 10. Who Creates Microtransactions : The Production Context of Video Game Monetization
    Lies van Roessel, Jan Š Švelch · 2021 · Amsterdam University Press eBooks
  33. Harms associated with gambling: abbreviated systematic review protocol
    Caryl M Beynon, Nicola Pearce‐Smith, Rachel Clark · 2020 · Systematic Reviews
  34. Moderating Effect of Impulsivity on the Association Between Entrapment and Problem Gambling
    Larry O. Awo, Lawrence Okwuchukwu Amazue, Christopher Oko Agha · 2021 · Journal of Gambling Studies
  35. The dynamics of problematic gaming in e-sports through the lens of FIFA gaming
    Samuel M. Tham, Kimberly Kelling · 2023 · Addiction Research & Theory
  36. 14. The Development of Greater China’s Games Industry : From Copying to Imitation to Innovation
    Akinori Nakamura, Hanna Wirman · 2021 · Amsterdam University Press eBooks
  37. Understanding the Risks and Individual Difference Factors Associated with Engagement in Monetised (Play-to-Earn) Gaming
    Amelia Delic, Paul Delfabbro, Daniel Luke King · 2023 · International Journal of Mental Health and Addiction
  38. What Makes Players Pay? An Empirical Investigation of In-Game Lotteries
    Tomomichi Amano, Andrey Simonov · 2023 · SSRN Electronic Journal
  39. Loot Boxes: Gambling-Like Mechanics in Video Games
    Leon Y. Xiao, Laura L. Henderson, Rune Kristian Lundedal Nielsen, Paweł Grabarczyk, Philip Warren Stirling Newall · 2024 · Encyclopedia of Computer Graphics and Games
  40. Driving Factors of Loot Box Impulse Purchases on Indonesian FPS and Moba Generation Z Players
    Muhammad Fernanda Taufiq, Nurdin Sobari · 2023 · Al Qalam Jurnal Ilmiah Keagamaan dan Kemasyarakatan
  41. Psychometric Assessment and Gender/Age Invariance of the Polish Adaptation of the Risky Loot Box Index
    Andrzej Cudo, Bernadeta Lelonek-Kuleta, Rafał Bartczuk · 2024 · Advances in Cognitive Psychology
  42. How does social comparison predict internet gaming disorder? A structural equation model based on loot box use, competitiveness, and aggressiveness
    Jiangmiao Lu, Xuemei Gao, Zijie Fang, Yating Huang · 2025 · Current Psychology
  43. Digital geographies of home: parenting practices in the space between gaming and gambling
    Sarah Mills, James Ash, Rachel J. Gordon · 2024 · Children s Geographies
  44. A short update of disordered gaming
    Cüneyt Evren · 2020 · Dusunen Adam The Journal of Psychiatry and Neurological Sciences
  45. “Money from the Queen”: Exploring Children’s Ideas for Monetization in Free-to-Play Mobile Games
    Dan Fitton, Janet C. Read · 2023 · Lecture notes in computer science
  46. Normalization of Chance-Based Mechanisms in Mobile Games for Children: A Descriptive Analysis
    Wiliam Machado de Andrade · 2023 · Journal of Gambling Studies
  47. The role of symbolic capital and symbolic violence in shaping social hierarchies through digital consumption and production in Roblox online game
    Irmawati Oktavianingtyas, Udi Rusadi, Jamalullail Jamalullail, Frenki Napitupulu · 2025 · Bricolage Jurnal Magister Ilmu Komunikasi
  48. Correlates of Gambling Behaviour Among Adolescents: The Role of Psychological Factors, School Behaviours, and Normative Perceptions
    Mariaelisa Renna, Emina Mehanović, Giulia Giraudi, Alberto Sciutto, Erica Viola, Marco Martorana, S Vadrucci, Maria Ginechesi, Claudia Vullo, Adalgisa Ceccano et al. · 2025 · Behavioral Sciences
  49. Microtransactions in the Company’s and the Player’s Perspective: A Manual and Automatic Analysis
    Pedro Gusmão, Tiago Dias de Almeida, Francisco Lopes, Yuriy Muryn, José Martins, Manuel Au‐Yong‐Oliveira · 2019 · Advances in intelligent systems and computing
  50. Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study
    Mark Kisch, Anders Håkansson · 2022 · JMIR Serious Games
  51. Diseño de una taxonomía para el estudio psicológico de las características estructurales de los videojuegos
    Arnau Carmona, Xavier Carbonell, Héctor Fúster · 2023 · Aloma: revista de psicologia, ciències de l'educació i de l'esport Blanquerna
  52. When Games and Gambling Collide: Modern Examples and Controversies
    Heather Wardle · 2021 · Springer eBooks
  53. The “Slotstreams” Phenomenon on Twitch.Tv: Can it Lead to Online Gambling?
    Mirko Casu, Cecilia Ilaria Belfiore · 2022 · Preprints.org
  54. Gaming’s hidden gamble: are we betting more than we realise?
    Carlos Sánchez Belmar, Narayanan Subramanian · 2025 · Irish Journal of Psychological Medicine
  55. Übersichtsarbeiten / Review Articles. Die Computerspielstörung in der ICD-11: Hintergründe, Kriterien und mögliche Implikationen / Gaming Disorder According to the ICD-11: Background, Criteria and Possible Implications
    Martin Fuchs, André Leonhardt, Kathrin Sevecke · 2024 · Praxis der Kinderpsychologie und Kinderpsychiatrie
  56. Risky loot box behaviors and gambling disorder among Chinese adult purchasers: A network analysis approach
    Haofeng Ling, Shu M. Yu, Susana Jiménez‐Múrcia, Hui Zhou, Hengyue Zhang, Ruimei Sun, Anise M. S. Wu · 2025 · Computers in Human Behavior
  57. Prevalence and predictors of internet gaming disorder among adolescents in Northeast India: A cross-sectional study
    Barsha Sensua, Arunjyoti Baruah, Diptadhi Mukherjee · 2025 · Industrial Psychiatry Journal
  58. Video game engines as the new “virtual” Skinner box
    Michael E. Young, Patrick M. Hancock, Lucas Watson, Brian C. Howatt, Robert Southern, Karissa B. Payne · 2026 · Journal of the Experimental Analysis of Behavior
  59. Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games
    Joseph Tu, D. Wang, Lydia Choong, Arnold Dian Jr. Abistado, Ally Suarez, Stuart Hallifax, Katja Rogers, Lennart E. Nacke · 2024 · Games Research and Practice
  60. Wann machen digitale Spiele krank?
    David Mikusky, Birgit Abler · 2021 · Nervenheilkunde
  61. Fatores associados ao uso problemático de vídeo games entre adolescentes brasileiros
    Luiza Chagas Brandão · 2022
  62. Loot Boxes, Gambling, and the Challenge of Regulating Random Chance Purchases in Videogames
    Juan Salmerón · 2021 · Springer eBooks
  63. Consumer Perceptions of Ad Ethicality in Loot Box Promotions
    Kimberly Kelling, Samuel M. Tham · 2023 · Journal of Media Ethics
  64. Predatory Monetization Schemes in Free-To-Play Mobile Game
    Baisakhi Debnath · 2024 · International Journal for Research in Applied Science and Engineering Technology
  65. The Digital Level of Analysis: A Systemic Framework for Exploring Child Development in a Technology-Saturated World
    Jasmine Zhang, Sofia Sebben, Dillon Thomas Browne · 2024 · Springer eBooks
  66. Advertising in digital applications and mobile games as a monetization element
    Vladyslav Bobrov · 2024 · Bulletin of V N Karazin Kharkiv National University Economic Series
  67. Where Do We Fall, Guys?
    Jesús C. Aguerri, Aiala Tejada García De Garayo · 2025 · International Journal of Cyber Behavior Psychology and Learning
  68. Social casino gaming in Indonesia: socio-economic and cultural impacts of Higgs Domino Island
    Ahmad Ismail, BJ Daud Ismail, Hardiyanti Munsi · 2025 · International Gambling Studies
  69. Why do young people engage with gambling features in videogames: rewards and motivations
    Hunter Culbong, Adam B. Masters, Debbie Noble‐Carr, Aino Suomi · 2026 · Journal of Youth Studies
  70. Understanding Deception: A qualitative study of children's interactions with deceptive design in digital games
    Muhammad Zaid Arif, Asra Sakeen Wani, Ananta Chowdhury, Sana Maqsood, Sonia Chiasson · 2026 · ACM International Conference on Interaction Design and Children (IDC)
  71. Digital gamblification in video games: Player backlash, topic structure, and regulatory event effects in steam reviews
    Burak Bora · 2026 · Entertainment Computing
  72. An analysis of the acceptance of loot boxes using the modified Technology Acceptance Model: The empirical evidence from video game players in Serbia
    Nenad Zoran Tomić, Marija Mirić · 2024 · Ekonomski horizonti
  73. Virtual currencies in online gaming increase the willingness to pay for loot boxes: an experimental analysis
    Niccolò Toccafondi, Roberto Di Paolo, Sibilla Di Guida · 2025 · Experimental Economics
  74. Lootboxes and Random Reward Mechanisms
    Pieterjan Declerck · 2025 · Information technology and law series/Information technology & law series
  75. Fake Game but Real Play: Exploring Player Motivations and Coping Strategies with Fake Games
    Sam Moradzadeh, Jeffrey Seihoon Oh, Xin-Ning Gui, Yu-Bo Kou · 2025 · Proc. ACM Hum. Comput. Interact.
  76. Epidemiology of Problem Gaming: Prevalence, Patterns, and Trends
    Matthew W. R. Stevens, Paul Delfabbro, Daniel Luke King · 2025 · Springer eBooks
  77. Banning loot boxes for minors: A public health framework and the case of Brazil
    Daniel Tornaim Spritzer, Ivelise Fortim, Thiago Henrique Roza, Félix Henrique Paim Kessler, Hyoun Soo Andrew Kim · 2026 · Journal of Behavioral Addictions
  78. Gambling disorder among young migrants in Germany
    Cemil Şahinöz · 2026 · Addicta The Turkish Journal on Addictions
  79. Digital Marketing Transformation: Road Map and Marketing Concepts
    Mihalis Michael Kuyucu, Ayça Can Kırgız, Mehmet Tığlı, Özlen Onurlu, Gülberk Gültekin Salman, Ilke Kocamaz, Gözde Kandemir Comoğlu, Muhammet Ali Aytaç, Songül Bilgili Sülük, Murat Başal et al. · 2026
  80. RISK FACTORS OF INTERNET GAMING AMONG FILIPINO STUDENTS
    Marris R. Reyes · 2020 · Humanities & Social Sciences Reviews
  81. ESTRATÉGIAS DE MARKETING DE RELACIONAMENTO DIGITAL DA RIOT GAMES: COMO O VALORANT FIDELIZA JOGADORES DE TODO O MUNDO
    GABRIEL VELLOSO HAUS · 2022 · MIGUEL
  82. Jogo patológico versus transtorno de jogo: o estado de arte
    Lucas Fernandes da Costa, Victor Gabriel Rodríguez, Eduardo Saab Marchiori · 2022 · Ciência ET Praxis
  83. Comparing In-Game Purchasing Behavior Between Youth and Adult Gamers: Understanding Enjoyment Rates and Implications for Game Developers
    Azir Rezha Norizan, Mohd Hafiz Faizal Mohamad Kamil, Mohamad Farid Mohamad Zamri, Faridzatul Shahira Khalid · 2024 · Studies in systems, decision and control
  84. Gaming Disorder
    Cecilia Cheng, K. Li · 2023 · Cambridge University Press eBooks
  85. Gaming Disorder: Neurobiological Foundations, Clinical Features, Psychosocial Impacts, and Evidence-Based Interventions
    Manoela Fontelles, Isabela Brasil Correia, Richard Alecsander Reichert, Filipe Reis Teodoro Andrade, Rosa M. M. de Almeida, Denise de MICHELI · 2025 · Springer eBooks
  86. What do Game Developers Think about Loot Boxes
    Johnson Mark R, Tom Brock · 2019 · Digital Games Research Association Conference
  87. Internet addiction disorder: nuova emergenza nel mondo dell'infanzia e dell'adolescenza
    Federica Russo, Roberto Ceria, Jacopo Jarach, Cecilia Laglia, Lavinia Lombardi, Lorenza Isola · 2021 · QUADERNI DI PSICOTERAPIA COGNITIVA
  88. EDUKASI SADAR VIRUS GAME ONLINE KEPADA MASYARAKAT AKADEMIK DI MADRASAH IBTIDAIYAH MUHAMMADIYAH MADURESO KECAMATAN KUWARASAN, KABUPATEN KEBUMEN
    Azam Syukur Rahmatullah, Muhammad Azhar · 2021 · SELAPARANG Jurnal Pengabdian Masyarakat Berkemajuan
  89. Trouble du jeu vidéo sur Internet chez les jeunes adultes de 18-30 ans : un portrait des connaissances actuelles
    David Paquet · 2023 · Revue québécoise de psychologie
  90. Complete Bibliography
    2021 · Amsterdam University Press eBooks
  91. Psychometric Assessment and Gender Invariance of the Polish Adaptation of the Risky Loot Box Index
    Andrzej Cudo, Bernadeta Lelonek-Kuleta, Rafał Bartczuk · 2022
  92. Microtransactions in Sandbox Games: How Habbo Monetises Emergent Gameplay
    Daniel Leung · 2023 · SSRN Electronic Journal
  93. Gamified NFT Loot Box: Smart Contract Studies and Prototype
    Jingfeng Fu · 2024
  94. Sprzedaż produktów o losowej zawartości, w tym tzw. loot boxes. Zjawisko i jego podobieństwo do urządzania gier hazardowych
    Maciej Majewski · 2019 · Konteksty Społeczne
  95. Brand negotiations in Video Game Communities - An exploratory study analysing community-made discourses in video game brands and how they shape the brand image
    Christian H Møller · 2020 · Gothenburg University Publications Electronic Archive (Gothenburg University)
  96. Las loot boxes como modelo de monetización predatoria dentro de los videojuegos: aproximación psicoeducativa
    Francisco Javier Sanmartín, Judith Velasco, Susana Blanco Fernández · 2021 · Revista Tecnología Ciencia y Educación
  97. Loot Boxes São Jogos De Azar? A Análise Do Mecanismo De Monetização Presente Em Videogames Frente Às Legislações Brasileira E Europeias
    Isabella Silva, Luan Almeida · 2022 · e3
  98. Microtransacciones y su relación con la impulsividad, inteligencia emocional y el uso problemático de videojuegos en una muestra entre 18 y 30 años
    Percy Leonardo Álvarez-Cabrera, Juan Pablo Lagos-Lazcano, Marcelo Andrés Carlos Ríos, Yibran Urtubia Medina · 2022 · Fides et Ratio - Revista de Difusión cultural y científica de la Universidad La Salle en Bolivia
  99. Monetarisierungsformen digitaler Spiele und Entwicklung einer Gaming Disorder
    David Mikusky, Simon Riedesser, Elias Bayha, Birgit Abler · 2023 · Nervenheilkunde
  100. DiGRA 2022 Panel: Loot boxes in video games: What do we know so far and what should we study in the future?
    Leon Y. Xiao · 2023