2018
DOI: 10.1089/glr2.2018.2216
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Is the Buying of Loot Boxes in Video Games a Form of Gambling or Gaming?

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Cited by 112 publications
(93 citation statements)
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“…As such, activities which utilise virtual items are not considered gambling in law 1 . This position is one which has been questioned, both in relation to loot boxes (Baglin, 2017;Griffiths, 2018), and other gambling-like experiences associated with games (Gainsbury, Hing, Delfabbro, and King, 2014;King et al, 2014;Gainsbury et al, 2016).…”
Section: Legal Contextmentioning
confidence: 99%
See 1 more Smart Citation
“…As such, activities which utilise virtual items are not considered gambling in law 1 . This position is one which has been questioned, both in relation to loot boxes (Baglin, 2017;Griffiths, 2018), and other gambling-like experiences associated with games (Gainsbury, Hing, Delfabbro, and King, 2014;King et al, 2014;Gainsbury et al, 2016).…”
Section: Legal Contextmentioning
confidence: 99%
“…By this definition, any purchase of a key to open loot boxes constitutes gambling in the same way as playing an electronic gaming machine. Griffiths (2018) highlights the fact that this is acknowledged by the Gambling Commission in a recent position paper, yet the Gambling Commission maintains that loot boxes are not gambling as they cannot be exchanged outside the game. This is, however, incorrect as 9 numerous services exist that allow players to exchange virtual game items for real-world currency, services provided by both game developers such as Valve, or third parties 2 .…”
Section: Legal Contextmentioning
confidence: 99%
“…Finally, according to the data obtained, the possible relationship between IGD and online gambling disorder with the advent of gambling-type elements in video games (e.g., loot boxes) should be noted for future lines of research to be explored. Legally, loot boxes are not considered online gambling, but at a psychosocial level, they meet the characteristics to be defined as a type of gambling [84].…”
Section: Limitations and Future Lines Of Researchmentioning
confidence: 99%
“…The convergence of video gaming and gambling is usually associated with esports (Gainsbury, Abarbanel, & Blaszczynski, 2017), virtual items and currencies (Lehdonvirta, 2009;Hamari and Keronen, 2017) and the free-to-play business model (Gainsbury, Russell, King, Delfabbro, & Hing, 2016). Concerns about the potential effects of gamblified media have resulted in a debate about the moral, ethical, and legal status of gamblified products and services (Griffiths, 2018;King & Delfabbro, 2018;Martinelli, 2017).…”
mentioning
confidence: 99%
“…An example of the constantly changing context is provided by the increasing regulation of loot boxes, seeMacey and Hamari (2019), andGriffiths (2018) for detailed summaries.…”
mentioning
confidence: 99%