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Gaming or gambling: Study shows almost half of loot boxes in video games constitute gambling

Citation

Drummond, A and Sauer, J, Gaming or gambling: Study shows almost half of loot boxes in video games constitute gambling, The Conversation, The Conversation Media Group Ltd, Australia, 28 June (2018) [Newspaper Article]


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Abstract

The Australian Senate today passed a motion to investigate whether purchasable random rewards in video games (known colloquially as loot boxes) constitute a form of gambling and whether they are appropriate for younger players.

Our recent paper, which was cited in the senate motion, explores exactly these questions.

We found that the loot boxes in almost half (45%) of the 22 games we analysed met the criteria to be considered psychologically similar to gambling, even though they are rated as appropriate for adolescent players under the age of consent for gambling.

Item Details

Item Type:Newspaper Article
Keywords:gambling, gaming, looting, health, young people
Research Division:Psychology and Cognitive Sciences
Research Group:Cognitive Sciences
Research Field:Computer Perception, Memory and Attention
Objective Division:Information and Communication Services
Objective Group:Computer Software and Services
Objective Field:Computer Gaming Software
UTAS Author:Sauer, J (Dr Jim Sauer)
ID Code:133697
Year Published:2018
Deposited By:Psychology
Deposited On:2019-07-08
Last Modified:2019-07-08
Downloads:3 View Download Statistics

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