References
- Brand, M., Rumpf, H. J., King, D. L., Potenza, M. N., & Wegmann, E. (2020). Clarifying terminologies in research on gaming disorder and other addictive behaviors: Distinctions between core symptoms and underlying psychological processes. Current Opinion in Psychology, 36, 49–54. https://doi.org/10.1016/j.copsyc.2020.04.006
- Brooks, G. A., & Clark, L. (2019). Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions. Addictive Behaviors, 96, 26–34. https://doi.org/10.1016/j.addbeh.2019.04.009
- Choi, S.-W., Kim, H., Kim, G.-Y., Jeon, Y., Park, S., Lee, J.-Y., Jung, H., Sohn, B., Choi, J.-S., & Kim, D.-J. (2014). Similarities and differences among Internet gaming disorder, gambling disorder and alcohol use disorder: A focus on impulsivity and compulsivity. Journal of Behavioral Addictions, 3(4), 246–253. https://doi.org/10.1556/JBA.3.2014.4.6
- DeCamp, W. (2020). Loot boxes and gambling: Similarities and dissimilarities in risk and protective factors. Journal of Gambling Studies, 0123456789. https://doi.org/10.1007/s10899-020-09957-y
- Delfabbro, P., King, D., & Gainsbury, S. M. (2020). Understanding gambling and gaming skill and its implications for the convergence of gaming with electronic gaming machines. International Gambling Studies, 20(1), 171–183. https://doi.org/10.1080/14459795.2019.1662824
- Derevensky, J. L., & Griffiths, M. D. (2019). Convergence between gambling and gaming: Does the gambling and gaming industry have a responsibility in protecting the consumer? Gaming Law Review, 23(9), 633–639. https://doi.org/10.1089/glr2.2019.2397
- Dussault, F., Brunelle, N., Kairouz, S., Rousseau, M., Leclerc, D., Tremblay, J., Cousineau, M.-M., & Dufour, M. (2017). Transition from playing with simulated gambling games to gambling with real money: A longitudinal study in adolescence. International Gambling Studies, 17(3), 386–400. https://doi.org/10.1080/14459795.2017.1343366
- Gainsbury, S. M., Russell, A. M. T., King, D. L., Delfabbro, P., & Hing, N. (2016). Migration from social casino games to gambling: Motivations and characteristics of gamers who gamble. Computers in Human Behavior, 63, 59–67. https://doi.org/10.1016/j.chb.2016.05.021
- Griffiths, M. D. (2018). Is the buying of loot boxes in video games a form of gambling or gaming? Gaming Law Review, 22(1), 52–54. https://doi.org/10.1089/glr2.2018.2216
- Hayer, T., Kalke, J., Meyer, G., & Brosowski, T. (2018). Do simulated gambling activities predict gambling with real money during adolescence? Empirical findings from a longitudinal study. Journal of Gambling Studies, 34(3), 929–947. https://doi.org/10.1007/s10899-018-9755-1
- Hollingshead, S. J., Kim, H. S., Wohl, M. J. A., & Derevensky, J. L. (2016). The social casino gaming-gambling link: Motivation for playing social casino games determines whether self-reported gambling increases or decreases among disordered gamblers. Journal of Gambling Issues, (2016(33), 52–67. https://doi.org/10.4309/jgi.2016.33.4
- Kim, H. S., Wohl, M. J. A., Salmon, M. M., Gupta, R., & Derevensky, J. (2014). Do social casino gamers migrate to online gambling? An assessment of migration rate and potential predictors. Journal of Gambling Studies, 31(4), 1819–1831. https://doi.org/10.1007/s10899-014-9511-0
- King, D. L., & Delfabbro, P. H. (2019). Video game monetization (e.g. ‘loot boxes’): A blueprint for practical social responsibility measures. International Journal of Mental Health and Addiction, 17(1), 166–179. https://doi.org/10.1007/s11469-018-0009-3
- King, D. L., & Delfabbro, P. H. (2020). The convergence of gambling and monetised gaming activities. Current Opinion in Behavioral Sciences, 31, 32–36. https://doi.org/10.1016/j.cobeha.2019.10.001
- Macey, J., & Hamari, J. (2019). eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New Media and Society, 21(1), 20–41. https://doi.org/10.1177/1461444818786216
- McCaffrey, M. (2020). A cautious approach to public policy and loot box regulation. Addictive Behaviors, 102, 106136. https://doi.org/10.1016/j.addbeh.2019.106136
- Molde, H., Holmøy, B., Merkesdal, A. G., Torsheim, T., Mentzoni, R. A., Hanns, D., Sagoe, D., & Ståle Pallesen, S. (2019). Are video games a gateway to gambling? A longitudinal study based on a representative Norwegian sample. Journal of Gambling Studies, 35(2), 545–557. https://doi.org/10.1007/s10899-018-9781-z
- Saunders, J. B., Hao, W., Long, J., King, D. L., Mann, K., Fauth-Bühler, M., Rumpf, H.-J., Bowden-Jones, H., Rahimi-Movaghar, A., Chung, T., Chan, E., Bahar, N., Achab, S., Lee, H. K., Potenza, M., Petry, N., Spritzer, D., Ambekar, A., Derevensky, J., Griffiths, M. D., Pontes, H. M., Kuss, D., Higuchi, S., Mihara, S., Assangangkornchai, S., Sharma, M., Kashef, A. E., Patrick Ip., Farrell, M., Scafato, E., Carragher, N., & Poznyak, V (2017). Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention. Journal of Behavioral Addictions, 6(3), 271–279. https://doi.org/10.1556/2006.6.2017.039
- Zendle, D., Cairns, P., Barnett, H., & McCall, C. (2020). Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win. Computers in Human Behavior, 102, 181–191. https://doi.org/10.1016/j.chb.2019.07.003
- Zendle, D., Meyer, R., & Ballou, N. (2020). The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019. PLoS ONE, 15(5), 1–13. https://doi.org/10.1371/journal.pone.0232780
- Zendle, D., Meyer, R., Cairns, P., Waters, S., & Ballou, N. (2020). The prevalence of loot boxes in mobile and desktop games. Addiction, 115(9), 1768–1772. https://doi.org/10.1111/add.14973