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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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Official URL: https://theconversation.com/gaming-or-gambling-stu...
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 |
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Keywords: | gambling, gaming, looting, health, young people |
Research Division: | Psychology |
Research Group: | Cognitive and computational psychology |
Research Field: | Memory and attention |
Objective Division: | Information and Communication Services |
Objective Group: | Media services |
Objective Field: | Animation, video games and computer generated imagery services |
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: | 5 View Download Statistics |
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