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Opening Pandora’s Loot Box: Weak Links Between Gambling and Loot Box Expenditure in China, and Player Opinions on Probability Disclosures and Pity-Timers
‘It Doesn’t Give Off the Gambling Vibes … It Just Feels Like a Part of the Game’: Adolescents’ Experiences and Perceptions of Simulated Gambling While Growing Up
Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches
The relationship between loot box buying, gambling, internet gaming, and mental health: Investigating the moderating effect of impulsivity, depression, anxiety, and stress
Are Today’s Gamers Tomorrow’s Gamblers? The Relationship Between Problem Gaming and Online Problem Gambling, and the Indirect Effect of Purchasing Loot Boxes’ Risk
Loot box spending is associated with greater distress when normalized to disposable income: a reanalysis and extension of Etchells et al . and Xiao et al .
Predicting participation and expenditure on distinct gambling-like mechanics: financial engagement, selective problem gambling effects and a gaming disorder null
The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States—A cross-national survey
Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia
Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study
A Perspective on Age Restrictions and Other Harm Reduction Approaches Targeting Youth Online Gambling, Considering Convergences of Gambling and Videogaming
How gacha gaming and life quality shape problem gambling risk: insights from a cross-sectional study using Hong Kong-based online survey of young adults
Heavy spenders in digital games: expenditure disparities and associations between microtransactions, gaming disorder and gambling disorder among adolescents
Online Game Speculative Experiences and Problem Gambling among Adolescents in South Korea: Dual Mediation Effects of Irrational Beliefs and Gambling Attitude
“It’s the Attraction of Winning That Draws You in”—A Qualitative Investigation of Reasons and Facilitators for Videogame Loot Box Engagement in UK Gamers
Peer Review #1 of "Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming (v0.1)"
Peer Review #2 of "Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming (v0.1)"
Peer Review #3 of "Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming (v0.1)"
Peer Review #1 of "Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming (v0.2)"
Peer Review #2 of "Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming (v0.2)"
Peer Review #1 of "Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming (v0.3)"
Peer Review #2 of "Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming (v0.3)"
Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming
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