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The integration ofgambling and gamingthrough loot boxes and microtransactions in video games is a growing concern. Vulnerable individuals are put at risk as they use real money to purchase virtual items that offer random rewards, which can be highly addictive. This issue must be addressed to ensur...
In-Game Casinos and Slot Machines. Some video games incorporate virtual casinos or slot machines that simulate traditional gambling experiences. In these games, players use in-game currency, which may be purchased with real money, to participate in activities such as spinning slot machines or placin...
The integration of gambling elements in video games has also increased the phenomenon of in-game economies. Players can earn or purchase virtual currency, which can be used to acquire in-game items, unlock features, or participate in betting activities. These virtual economies have created new opp...
December 20, 2024 byGaming Gideon Monkey sees numbers go up, monkey happy. That’s Balatro in a nutshell. It has an incredibly addictive gameplay loop that manages to activate the same neurons that predatory gambling games and mobile trash love to prey on. The thing is, there’s nothing ...
Due to their functional similarities with gambling, some have argued that loot boxes should fall under gambling rules, and therefore be banned from mass-market videogames. This is the approach taken by The Netherlands, whose gambling authority largely banned loot boxes in 2018. Gambling authorities...
Loot boxes are containers, quite often rendered as treasure chests, employed in some video games that allow players to purchase "loot" that can be used in the game. But because of the randomized nature of redeeming loot, critics have called them "gamblingboxes." In their paper, Close and ...
The integration of in-game purchases and loot boxes in video games has brought attention to their potential impact on gambling behavior. While these mechanisms offer additional content and engagement, they can also introduce elements of chance and risk that may influence spending habits. It ...
2024, Journal of Gambling Studies 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 2024, Journal of Behavioral Addictions Response to the Regulation of Video Games under the Youth ...
It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of vi