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Loot boxes are again linked to problem gambling: Results of a replication study

https://doi.org/10.1371/journal.pone.0213194
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What this work says

Outgoing claims: the papers this work cites, builds on, or argues with.

inferredcites →https://doi.org/10.1007/s10899-012-9300-6openalex-snapshot
Validity of the Problem Gambling Severity Index Interpretive Categories
inferredcites →https://doi.org/10.1007/s10899-014-9488-8openalex-snapshot
Comorbid Problem Gambling and Major Depression in a Community Sample
inferredcites →https://doi.org/10.1016/c2010-0-67044-1openalex-snapshot
Introduction to Robust Estimation and Hypothesis Testing
inferredcites →https://doi.org/10.1016/j.chb.2013.10.048openalex-snapshot
Adolescent simulated gambling via digital and social media: An emerging problem
inferredcites →https://doi.org/10.1016/j.cpr.2003.09.005openalex-snapshot
Role of culture in gambling and problem gambling
inferredcites →https://doi.org/10.1037/adb0000156openalex-snapshot
Exposure to and engagement with gambling marketing in social media: Reported impacts on moderate-risk and problem gamblers.
inferredcites →https://doi.org/10.1037/t00772-000openalex-snapshot
Canadian Problem Gambling Index
inferredcites →https://doi.org/10.1038/s41562-018-0360-1openalex-snapshot
Video game loot boxes are psychologically akin to gambling
inferredcites →https://doi.org/10.1046/j.1360-0443.2002.00015.xopenalex-snapshot
A pathways model of problem and pathological gambling
inferredcites →https://doi.org/10.1080/14459795.2017.1284250openalex-snapshot
Use of online crowdsourcing platforms for gambling research
inferredcites →https://doi.org/10.1089/glr2.2018.2216openalex-snapshot
IS THE BUYING OF LOOT BOXES IN VIDEO GAMES A FORM OF GAMBLING OR GAMING?
inferredcites →https://doi.org/10.1089/glr2.2018.2243openalex-snapshot
GAMBLING VS. GAMING: A COMMENTARY ON THE ROLE OF REGULATORY, INDUSTRY, AND COMMUNITY STAKEHOLDERS IN THE LOOT BOX DEBATE
inferredcites →https://doi.org/10.1111/add.12675openalex-snapshot
The allure of multi‐line games in modern slot machines
inferredcites →https://doi.org/10.1111/add.14286openalex-snapshot
Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder
inferredcites →https://doi.org/10.1111/j.0021-9029.2006.00071.xopenalex-snapshot
Multiple Risk Factors for Frequent and Problem Gambling: Individual, Social, and Ecological
inferredcites →https://doi.org/10.1145/1978942.1978963openalex-snapshot
The aligned rank transform for nonparametric factorial analyses using only anova procedures
inferredcites →https://doi.org/10.1177/1461444818786216openalex-snapshot
eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling
inferredcites →https://doi.org/10.1371/journal.pone.0206767openalex-snapshot
Video game loot boxes are linked to problem gambling: Results of a large-scale survey
inferredcites →https://doi.org/10.1556/2006.4.2015.002openalex-snapshot
Comparing problem gamblers with moderate-risk gamblers in a sample of university students
inferredcites →https://doi.org/10.25384/sage.c.4168025.v1openalex-snapshot
eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling
inferredcites →https://doi.org/10.26503/dl.v2018i1.970openalex-snapshot
Are Loot Boxes Gambling? Random reward mechanisms in video games
inferredcites →https://doi.org/10.26503/todigra.v4i3.104openalex-snapshot
Are Loot Boxes Gambling? Random Reward Mechanisms in Video Games
inferredcites →https://doi.org/10.31234/osf.io/7ntjkopenalex-snapshot
Video game loot boxes are linked to problem gambling: Results of a large-scale survey

What points at this work

Incoming claims: where this work appears in other papers’ reference lists and arguments.

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What are the odds? Lower compliance with Western loot box probability disclosure industry self-regulation than Chinese legal regulation
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Caught Them All: Spending and Addiction Among Core Pokémon Go Players
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Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes
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Loot Boxes and Gambling: Similarities and Dissimilarities in Risk and Protective Factors
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Skin Gambling Contributes to Gambling Problems and Harm After Controlling for Other Forms of Traditional Gambling
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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
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Gambling in Victoria: Changes in Participation, Problem Gambling and Gambling Environment Between 2008 and 2018
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Classification-Behavior Discordance and Problem Gambling: Differential Patterns for Fantasy Sports and Loot Boxes Among College Students
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Towards an Ethical Game Design Solution to Loot Boxes: a Commentary on King and Delfabbro
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Conceptualising the Loot Box Transaction as a Gamble Between the Purchasing Player and the Video Game Company
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ESRB’s and PEGI’s Self-Regulatory ‘Includes Random Items’ Labels Fail to Ensure Consumer Protection
inferred← citeshttps://doi.org/10.1007/s11469-020-00370-5openalex-snapshot
An Exploratory Study of Individual and Parental Techniques for Limiting Loot Box Consumption
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Which Implementations of Loot Boxes Constitute Gambling? A UK Legal Perspective on the Potential Harms of Random Reward Mechanisms
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Gaming-Gambling Convergence: Trends, Emerging Risks, and Legislative Responses
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An Evaluation of Gaming-Related Harms in Relation to Gaming Disorder and Loot Box Involvement
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‘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
inferred← citeshttps://doi.org/10.1007/s12144-022-03157-0openalex-snapshot
Online-gaming and mental health: Loot boxes and in-game purchases are related to problematic online gaming and depression in adolescents
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State-Run Dating Apps: Are They Morally Desirable?
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Skill-Based Electronic Gaming Machines: a Review of Product Structures, Risks of Harm, and Policy Issues
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Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review
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Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches
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Cognitive Sovereignty: The right to reflection
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The role of microtransactions in Internet Gaming Disorder and Gambling Disorder: A preregistered systematic review
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A cautious approach to public policy and loot box regulation
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Loot box engagement and problem gambling among adolescent gamers: Findings from a national survey
inferred← citeshttps://doi.org/10.1016/j.addbeh.2020.106311openalex-snapshot
Fortnite microtransaction spending was associated with peers’ purchasing behaviors but not gaming disorder symptoms
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Secondary analysis of loot box data: Are high-spending “whales” wealthy gamers or problem gamblers?
inferred← citeshttps://doi.org/10.1016/j.addbeh.2023.107860openalex-snapshot
Loot boxes, gambling-related risk factors, and mental health in Mainland China: A large-scale survey
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Impaired control and gaming-related harm in relation to gaming Disorder
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Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win
inferred← citeshttps://doi.org/10.1016/j.chb.2021.107012openalex-snapshot
Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder
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The relationship between videogame micro-transactions and problem gaming and gambling: A systematic review
inferred← citeshttps://doi.org/10.1016/j.chb.2022.107534openalex-snapshot
Current loot box warnings are ineffective for informing consumers
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The gamblers of the future? Migration from loot boxes to gambling in a longitudinal study of young adults
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Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective study
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Videogame player experiences with micro-transactions: An interpretative phenomenological analysis
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To screen, or not to screen: An experimental comparison of two methods for correlating video game loot box expenditure and problem gambling severity
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The relationship between loot box buying, gambling, internet gaming, and mental health: Investigating the moderating effect of impulsivity, depression, anxiety, and stress
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The thrill of chance: Psychophysiological responses in loot boxes and simulated slot machines
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The convergence of gambling and monetised gaming activities
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Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students
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Loot boxes are gambling-like elements in video games with harmful potential: Results from a large-scale population survey
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Effects in Cyber Behavior
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Video Game Effects
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Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China
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Psychometric Properties of the Spanish Motives for Online Gaming Questionnaire in a Sample of College Students
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Why loot boxes could be regulated as gambling
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Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games
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No effect of short term exposure to gambling like reward systems on post game risk taking
inferred← citeshttps://doi.org/10.1038/s41598-026-46637-0openalex-snapshot
Sex differences, perceived stress, gaming motives, and gambling-like attitudes toward loot-boxes predict risky loot box use among Polish gamers
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Variations in gaming experiences, time, and spending across genres
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Risk Factors of Problem Gaming and Gambling in US Emerging Adult Non-Students: The Role of Loot Boxes, Microtransactions, and Risk-Taking
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Gaming-gambling convergence: evaluating evidence for the ‘gateway’ hypothesis
inferred← citeshttps://doi.org/10.1080/14459795.2021.1914705openalex-snapshot
Meta-analysis of the relationship between problem gambling, excessive gaming and loot box spending
inferred← citeshttps://doi.org/10.1080/14459795.2022.2029528openalex-snapshot
Problem gambling and income as predictors of loot box spending
inferred← citeshttps://doi.org/10.1080/14459795.2022.2046843openalex-snapshot
Microtransaction spending and problematic gambling of UK university call of duty gamers
inferred← citeshttps://doi.org/10.1080/14459795.2022.2105927openalex-snapshot
Teacher attitudes towards and awareness of adolescent gambling behavior in the UK
inferred← citeshttps://doi.org/10.1080/16066359.2022.2141717openalex-snapshot
Loot box purchasing is associated with gambling and problem gambling when controlling for known psychological risk factors of gambling
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Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey
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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
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Impulsivity and Video Game–related Motives as Predictors of Video Game Loot Box Use
inferred← citeshttps://doi.org/10.1098/rsos.190049openalex-snapshot
Adolescents and loot boxes: links with problem gambling and motivations for purchase
inferred← citeshttps://doi.org/10.1098/rsos.220111openalex-snapshot
Loot box spending is associated with problem gambling but not mental wellbeing
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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 .
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Predicting participation and expenditure on distinct gambling-like mechanics: financial engagement, selective problem gambling effects and a gaming disorder null
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Loot box limit‐setting is not sufficient on its own to prevent players from overspending: a reply to Drummond, Sauer & Hall
inferred← citeshttps://doi.org/10.1111/add.14973openalex-snapshot
The prevalence of loot boxes in mobile and desktop games
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Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews
inferred← citeshttps://doi.org/10.1145/3611047openalex-snapshot
A Ruse by Any Other Name: Comparing Loot Boxes and Collectible Card Games Using Magic Arena
inferred← citeshttps://doi.org/10.1145/3630631openalex-snapshot
Shopping Around for Loot Box Presence Warning Labels: Unsatisfactory Compliance on Epic, Nintendo, Sony, and Microsoft Platforms
inferred← citeshttps://doi.org/10.1145/3677072openalex-snapshot
Folk Models of Loot Boxes in Video Games
inferred← citeshttps://doi.org/10.1145/3706598.3713611openalex-snapshot
"They're Scamming Me": How Children Experience and Conceptualize Harm in Game Monetization
inferred← citeshttps://doi.org/10.1177/0033354920912718openalex-snapshot
Public Health Perspectives on eSports
inferred← citeshttps://doi.org/10.1177/14614448211027175openalex-snapshot
Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis
inferred← citeshttps://doi.org/10.1186/s12954-025-01292-yopenalex-snapshot
Legal and regulatory responses to online gambling harms: a scoping review of evidence
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Harms associated with gambling: abbreviated systematic review protocol
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Loot Box: The Fusion of Gaming and Gambling
inferred← citeshttps://doi.org/10.1371/journal.pone.0230378openalex-snapshot
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
inferred← citeshttps://doi.org/10.1371/journal.pone.0247855openalex-snapshot
Links between problem gambling and spending on booster packs in collectible card games: A conceptual replication of research on loot boxes
inferred← citeshttps://doi.org/10.1371/journal.pone.0263177openalex-snapshot
Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling
inferred← citeshttps://doi.org/10.1371/journal.pone.0263567openalex-snapshot
What’s in the box? Exploring UK players’ experiences of loot boxes in games; the conceptualisation and parallels with gambling
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A short update of disordered gaming
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Breaking Ban: Belgium’s Ineffective Gambling Law Regulation of Video Game Loot Boxes
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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
inferred← citeshttps://doi.org/10.1556/2006.2022.00015openalex-snapshot
Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation
inferred← citeshttps://doi.org/10.1556/2006.2023.00012openalex-snapshot
Safer esports for players, spectators, and bettors: Issues, challenges, and policy recommendations
inferred← citeshttps://doi.org/10.1556/2006.2023.00013openalex-snapshot
A scoping review of the association between loot boxes, esports, skin betting, and token wagering with gambling and video gaming behaviors
inferred← citeshttps://doi.org/10.1556/2006.2023.00038openalex-snapshot
The potential relationship between loot box spending, problem gambling, and obsessive-compulsive gamers
inferred← citeshttps://doi.org/10.17875/gup2022-2050openalex-snapshot
Rechtliche Beurteilung von Mikrotransaktionen und Lootboxen
inferred← citeshttps://doi.org/10.17951/ks.2019.7.2.110-131openalex-snapshot
Sprzedaż produktów o losowej zawartości, w tym tzw. loot boxes. Zjawisko i jego podobieństwo do urządzania gier hazardowych
inferred← citeshttps://doi.org/10.20882/adicciones.1636openalex-snapshot
El consumo de loot boxes como una nueva forma de azar en los videojuegos
inferred← citeshttps://doi.org/10.2196/29077openalex-snapshot
Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study
inferred← citeshttps://doi.org/10.2196/59740openalex-snapshot
Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region
inferred← citeshttps://doi.org/10.24251/hicss.2023.512openalex-snapshot
‘What Have We Learned from Market Design?’ Blockchain and The Conditions for a Well-Functioning Market
inferred← citeshttps://doi.org/10.2478/wd-2026-0125openalex-snapshot
Kognitive Verzerrungen als Geschäftsmodell? Herausforderungen für die Regulierung
inferred← citeshttps://doi.org/10.26504/sustat119openalex-snapshot
Problem Gambling: a narrative review of important policy-relevant issues
inferred← citeshttps://doi.org/10.31219/osf.io/cukwtopenalex-snapshot
Loot Boxes, Gambling-Like Mechanics in Video Games
inferred← citeshttps://doi.org/10.31219/osf.io/eztvdopenalex-snapshot
[Abandoned] Loot boxes are good (or at least not that bad)...? Arguing against a ban
inferred← citeshttps://doi.org/10.31219/osf.io/s92j3openalex-snapshot
Illegal loot box advertising on social media? An empirical study using the Meta and TikTok ad transparency repositories
inferred← citeshttps://doi.org/10.31219/osf.io/vnmeqopenalex-snapshot
The Battle Pass: a Mixed-Methods Investigation into a Growing Type of Video Game Monetisation
inferred← citeshttps://doi.org/10.31234/osf.io/6e74kopenalex-snapshot
Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win: A preregistered investigation
inferred← citeshttps://doi.org/10.31234/osf.io/q2kxgopenalex-snapshot
How do video games affect mental health? A narrative review of 13 proposed mechanisms
inferred← citeshttps://doi.org/10.31234/osf.io/q35jmopenalex-snapshot
The gamblers of the future? Migration from loot boxes to gambling in a longitudinal study of young adults
inferred← citeshttps://doi.org/10.31234/osf.io/s95djopenalex-snapshot
Unplanned in-game purchases and loot boxes associated with online gaming problems and mental health among adolescents
inferred← citeshttps://doi.org/10.31234/osf.io/vx2mropenalex-snapshot
Psychometric Assessment and Gender Invariance of the Polish Adaptation of the Risky Loot Box Index
inferred← citeshttps://doi.org/10.31234/osf.io/z24ueopenalex-snapshot
Loot boxes: A scoping review on primary studies of prevalence and association with problematic gaming and gambling
inferred← citeshttps://doi.org/10.32084/tekapr.2020.13.2-29openalex-snapshot
Psychological and Legal Aspects of Using Loot Boxes
inferred← citeshttps://doi.org/10.32388/skraghopenalex-snapshot
Neither Gaming nor Gambling: Understanding the Psychological and Social Risks of Loot Boxes
inferred← citeshttps://doi.org/10.33540/1281openalex-snapshot
Virtually Lost in Learning
inferred← citeshttps://doi.org/10.3389/fpsyg.2021.708801openalex-snapshot
Psychosocial Adjustment and Mental Distress Associated With In-Game Purchases Among Japanese Junior High School Students
inferred← citeshttps://doi.org/10.3389/fpsyt.2020.601712openalex-snapshot
A Perspective on Age Restrictions and Other Harm Reduction Approaches Targeting Youth Online Gambling, Considering Convergences of Gambling and Videogaming
inferred← citeshttps://doi.org/10.3389/fpsyt.2025.1663328openalex-snapshot
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
inferred← citeshttps://doi.org/10.3389/fpubh.2026.1867460openalex-snapshot
Heavy spenders in digital games: expenditure disparities and associations between microtransactions, gaming disorder and gambling disorder among adolescents
inferred← citeshttps://doi.org/10.3390/covid2020007openalex-snapshot
Gambling and Gaming in the United Kingdom during the COVID-19 Lockdown
inferred← citeshttps://doi.org/10.3390/healthcare11091226openalex-snapshot
Online Game Speculative Experiences and Problem Gambling among Adolescents in South Korea: Dual Mediation Effects of Irrational Beliefs and Gambling Attitude
inferred← citeshttps://doi.org/10.3390/info14070399openalex-snapshot
Addiction and Spending in Gacha Games
inferred← citeshttps://doi.org/10.3390/jcm10102103openalex-snapshot
“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
inferred← citeshttps://doi.org/10.3390/psychiatryint4020014openalex-snapshot
Rolling the Dice: A Comprehensive Review of the New Forms of Gambling and Psychological Clinical Recommendations
inferred← citeshttps://doi.org/10.4018/979-8-3373-4657-1.ch009openalex-snapshot
Analog and Digital Gameplay in the Human Brain
inferred← citeshttps://doi.org/10.4309/gbvy4097openalex-snapshot
More than loot boxes: the role of video game streams and gambling-like elements in the gaming-gambling connection among adolescents
inferred← citeshttps://doi.org/10.4309/ldom8890openalex-snapshot
Probability disclosures are not enough: Reducing loot box reward complexity as a part of ethical video game design
inferred← citeshttps://doi.org/10.4337/ielr.2021.01.02openalex-snapshot
Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach
inferred← citeshttps://doi.org/10.48101/ujms.v127.8693openalex-snapshot
Cognitive behavioral treatment for disordered gaming and problem gambling in adolescents: a pilot feasibility study
inferred← citeshttps://doi.org/10.51302/tce.2021.594openalex-snapshot
Las loot boxes como modelo de monetización predatoria dentro de los videojuegos: aproximación psicoeducativa
inferred← citeshttps://doi.org/10.64628/aa.kwt5dwdwwopenalex-snapshot
Loot boxes are still rife in kids’ mobile games, despite ban on ‘gambling-like’ features
inferred← citeshttps://doi.org/10.7287/peerj.10705v0.1/reviews/1openalex-snapshot
Peer Review #1 of "Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment (v0.1)"
inferred← citeshttps://doi.org/10.7287/peerj.10705v0.1/reviews/2openalex-snapshot
Peer Review #2 of "Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment (v0.1)"
inferred← citeshttps://doi.org/10.7287/peerj.10705v0.2/reviews/1openalex-snapshot
Peer Review #1 of "Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment (v0.2)"
inferred← citeshttps://doi.org/10.7287/peerj.10705v0.2/reviews/2openalex-snapshot
Peer Review #2 of "Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment (v0.2)"
inferred← citeshttps://doi.org/10.7287/peerj.9466v0.1/reviews/1openalex-snapshot
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)"
inferred← citeshttps://doi.org/10.7287/peerj.9466v0.1/reviews/2openalex-snapshot
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)"
inferred← citeshttps://doi.org/10.7287/peerj.9466v0.1/reviews/3openalex-snapshot
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)"
inferred← citeshttps://doi.org/10.7287/peerj.9466v0.2/reviews/1openalex-snapshot
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)"
inferred← citeshttps://doi.org/10.7287/peerj.9466v0.2/reviews/2openalex-snapshot
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)"
inferred← citeshttps://doi.org/10.7287/peerj.9466v0.3/reviews/1openalex-snapshot
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)"
inferred← citeshttps://doi.org/10.7287/peerj.9466v0.3/reviews/2openalex-snapshot
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)"
inferred← citeshttps://doi.org/10.7334/psicothema2022.484openalex-snapshot
Risk Factors Associated with Gambling on Loot Boxes
inferred← citeshttps://doi.org/10.7717/peerj.10705openalex-snapshot
Effects of self-isolation and quarantine on loot box spending and excessive gaming—results of a natural experiment
inferred← citeshttps://doi.org/10.7717/peerj.19164openalex-snapshot
Psychometric evaluation of the Chinese version of Risky Loot Box Index (RLI) and cross-sectional investigation among gamers of China
inferred← citeshttps://doi.org/10.7717/peerj.7700openalex-snapshot
Problem gamblers spend less money when loot boxes are removed from a game: a before and after study of Heroes of the Storm
inferred← citeshttps://doi.org/10.7717/peerj.9466openalex-snapshot
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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