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 201–260 of 260

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  17. LEGAL LIABILITY OF INTERACTIVE DIGITAL GAME PLATFORMS FOR VIRTUAL TRANSACTIONS BY MINORS
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  18. Online gambling Behaviour, mobile money payments, and financial well-being of college students in the selected higher education institutions (HEI) in Calapan city
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  21. La pratique des jeux vidéo du plaisir au trouble : cognitions inadaptées et biais attentionnels des joueurs
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  22. The Dark Side of Flow: A Sequential Mediation Analysis of In-App Advertising, Low Self-Control, and Impulse Microtransaction Purchases
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  23. The impact of mobile game genre on gaming disorder risk in early adolescents: a goal-oriented classification approach
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  24. Play-to-Earn, or Play-to-Lose? Dark Game Design Patterns in Cryptogames
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  25. Player Safety by Design: Co-Designing Child-Centered Safety Mechanisms with Children
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  27. The role of microtransactions in internet gaming disorder and gambling disorder: A preregistered systematic review
    Halley Miguel Pontes, Phillip C. Raneri, Jason Satel · 2023 · OSF Preprints (OSF Preprints)
  28. Adolescents and loot boxes: a systematic review of behavioral mechanisms and problematic outcomes
    Weihang Han, Ruoquan Li, Yujun Lin · 2026 · Addictive Behaviors
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  31. Variations in gaming experiences, time, and spending across genres
    Hyeon Jo · 2026 · Interaction Studies Social Behaviour and Communication in Biological and Artificial Systems
  32. The Motivations for Micro-Transactions Use Scale (MMUS): Development and validation
    Erin Gibson, Mark Damian Griffiths, Filipa Calado, Andrew Harris · 2026 · Technology in Society
  33. Las loot boxes en la industria del videojuego: capitalismo digital, riesgos psicosociales y respuestas socioeducativas
    Diego Fernández Piedra, Enrique Gallego Granero, Gerardo Gonzalo Mier, Berta De la Vega Moreno · 2026 · Revista Internacional de Educación y Análisis Social Crítico Mañé Ferrer & Swartz
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    Ms. Shrishti Goyal Ms. Kamna Vaid · 2026 · Economic Sciences.
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    Kai Liu, Zhibin Xing, Haizhang Chen · 2026 · Journal of theoretical and applied electronic commerce research
  36. Neither Gaming nor Gambling: Understanding the Psychological and Social Risks of Loot Boxes
    Antonio Jesús Molina Fernández, Florentino Moreno Martín, Jesús Saiz Galdós · 2026 · Qeios
  37. Technologie przełomowe i rozwiązania biznesowe sektoragier wideo w kontekście gospodarki cyfrowej
    P. Rykała · 2026 · Prace Naukowe Uniwersytetu Ekonomicznego we Wrocławiu
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    Orsolya Király, Mustafa Yildirim, Silvia Garcia-Cabacés, Adam Graf, Kata Zs. Csapó, Sára Perédi, Dana Katz, Patrik Koncz · 2026 · Journal of Behavioral Addictions
  39. Understanding The Shariah Perspective on Microtransactions in Online Games: Identifying Elements of Batil
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  42. Public Health Interventions for Managing Digital Addiction and Promoting Wellbeing
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  44. Economic strategies of monetization in video game software architecture: Analysis of microtransactions, battle pass, and loot box systems
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  45. Loot Box: The Mysterious Box That Quietly Influences Purchase Intentions in Online Games
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  48. Heavy spenders in digital games: expenditure disparities and associations between microtransactions, gaming disorder and gambling disorder among adolescents
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  49. The adaptive machine zone: distributed agency and the locus of responsibility in the convergence of gambling and video games
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  50. Simulated Gambling Games: an Integrative Review of Links with Monetary Gambling and Harmful Gambling in Adolescents and Adults
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  52. Gambling-like games: cajas botín y su relación con el uso problemático de videojuegos y juegos de apuestas en adolescentes
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  53. Predicting participation and expenditure on distinct gambling-like mechanics: financial engagement, selective problem gambling effects and a gaming disorder null
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  54. Digital Parenting and Online Play
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  55. Parents' Digital Literacy and Their Role in Monitoring Children's Online Gaming Activities
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  56. The Scope of Parental Guardianship in Monitoring Children's Online Gaming From an Islamic Jurisprudential Perspective
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  57. Development and psychometric validation of the impulsive in-game purchasing scale
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  60. Live, Play, Pay: Understanding Long-term Player Experience in the Games-as-a-Service (GaaS) Era from a Retrospective Approach
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