Vollständiger Abstract
Worum geht es in dieser Arbeit?
This is a pre-print of an article accepted for publication in the International Journal of Mental Health and Addiction. The final authenticated version will be available online at: https://doi.org/10.1007/s11469-020-00328-7. The more inclusive conceptualisation of the loot box transaction as a gamble adheres more to and does not adapt Griffiths’ definitional framework for gambling (1995, pp. 1–2), and explicitly identifies the participating parties of the gamble as the player purchasing the loot box and the video game company offering it for sale. The player is risking losing money (when they obtain worthless in-game items) for a chance to obtain rare and valuable items at very little cost, whilst the company is risking having to immediately provide the player with rare and valuable items at an undervalue, and losing out on additional potential sales, for a chance to instead provide the player with worthless in-game items even though they have paid money.
Bibliografischer Nachweis
Publikationsdaten
- Autor:innen
- Leon Y. Xiao
- Quelle
- Center for Open Science
- Publikation
- 2020-01-01
- Band / Ausgabe
- Nicht angegeben
- Seiten
- Nicht angegeben
- ISSN / ISBN
- Nicht angegeben
- Zitationen
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Zitierfähiger Nachweis
Leon Y. Xiao (2020). Conceptualising the Loot Box Transaction as a Gamble between the Purchasing Player and the Video Game Company: ‘Competitive Advantage’ is Not a Necessary Criterion. https://doi.org/10.1007/s11469-026-01715-2
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