Gambling Research Index

New research / Topics

Loot boxes and gaming

115 studies in the past 365 days. Tags are assigned automatically from titles and abstracts; a study can carry several.

  1. Social comparison and risky loot box use in video games: The roles of relative deprivation, perceived superiority, and perceived luck

  2. Navigating Uncertainty in Loot Box Purchase Decisions: Budget Constraints and Perceived Utility

    Purpose – This study aims to understand how university students consider budget constraints, perceive the utility of digital items, and make loot box purchase decisions under uncertain outcomes. Design/Methodology/Approach – The study employed a qualitative descriptive-exploratory design …

  3. Exploring obesity in behavioral addictions: a neglected field and new empirical insights

    Previous research suggests a possible association between obesity and behavioral addictions; however, findings remain inconsistent and the psychological mechanisms underlying this relationship remain poorly understood …

  4. REGULATING MONETIZATION and GAMBLIFICATION IN VIDEO GAMES: THE CLASSIFICATION–FUNCTION MISMATCH IN DIGITAL MARKETS

    The present article provides a comparative doctrinal analysis of monetized video game features subject to regulatory and judicial review in Europe, the United States, and China …

  5. Can consumers accurately identify loot boxes and loot box receipts?

    Loot boxes are randomized rewards in video games. Meta-analyses suggest relationships between loot box spending and problem gambling symptomatology, and early longitudinal evidence suggests loot box purchasers migrate into conventional gambling at higher rates than non-purchasers …

  6. From the love of the game: a qualitative study exploring mechanisms to online gambling participation in young people

    Emerging research has identified engagement in sports or video gaming as risk factors for gambling and gambling harm in young adults, but little is known about the mechanisms through which childhood engagement with these activities may lead to gambling in early adulthood …

  7. Widespread Suspected Illegal Advertising of Paid Loot Boxes and Social Casino Games in Belgium: Empowered by the EU Digital Services Act to Assess Compliance Using Meta's Ad Repository

    Paid loot boxes and social casino mechanics are gambling-like products inside video games that provide random rewards in exchange for real-world money. These products may cause harm to vulnerable consumers, e.g., children and adults experiencing gambling harms …

  8. JOGOS ELETRÔNICOS E A PROTEÇÃO DE CRIANÇAS E ADOLESCENTES: : TECNOSOCIAIS E LEGAIS - A QUESTÃO DAS CAIXAS DE RECOMPENSA

    The present article aims to analyze the technosocial and legal dimensions of electronic games, focusing on the protection of children and adolescents in the face of monetization practices, particularly the so-called loot boxes …

  9. Early detection of problematic internet use among university students: psychometric validation of the PIUQ-9

    University students extensively use the internet for academic, social, and recreational purposes, increasing the risk of developing problematic internet use (PIU) …

  10. Gambling behaviour of Bradford teenagers: evidence from the Born in Bradford Age of Wonder study

    Gambling among young people is a public health concern, and gambling-like mechanics in digital games (e.g., loot boxes) may increase exposure. We estimated the prevalence of traditional gambling and gambling-like online behaviours among adolescents in Bradford …

  11. 68.2 Leveling Up Risk: How Video Game Design Can Promote Gambling Behaviors

  12. Predicting participation and expenditure on distinct gambling-like mechanics: financial engagement, selective problem gambling effects and a gaming disorder null

    Purpose Quantitative work on gambling-like mechanics (GLMs) in video games has largely treated them as a uniform category, overlooking differences in reward structure and similarity to traditional gambling …

  13. Social communities in gacha gaming and adolescent problem gambling risk: a mixed methods study

    Gacha games are free-to-play mobile games featuring randomized-reward mechanics to acquire characters and items. These games have grown into a multi-billion-dollar global industry, yet their relationship with adolescent problem gambling remains largely unstudied …

  14. Gambling-like games: cajas botín y su relación con el uso problemático de videojuegos y juegos de apuestas en adolescentes

    Las cajas botín (loot boxes) son mecanismos de monetización presentes en numerosos videojuegos que, debido a sus similitudes con los juegos de apuestas, han despertado un creciente interés investigador y regulatorio …

  15. Analisis fiqh kontemporari terhadap elemen perjudian dalam permainan Mobile Legends: Bang Bang (MLBB): A contemporary fiqh analysis of gambling elements in Mobile Legends: Bang Bang (MLBB)

    Kajian ini menganalisis status hukum syarak terhadap perjudian digital dalam permainan mudah alih Mobile Legends: Bang Bang (MLBB), yang dilaksanakan menerusi mekanisme gacha dan kotak rampasan (Loot Box) sebagai wasilah perjudian tersebut …

  16. Video Games, Gambling, and Porn: Digital Expenditures and Deviant Behaviors Among Cryptocurrency Users

    The proliferation of cryptocurrency has produced a growing population of digitally immersed consumers whose online activities and expenditures remain poorly understood in relation to crime and deviance. Using an online survey of 921 U.S …

  17. Classification-Behavior Discordance and Problem Gambling: Differential Patterns for Fantasy Sports and Loot Boxes Among College Students

    Fantasy sports and loot boxes share similarities with gambling yet remain largely unregulated as such, creating ambiguity in how individuals perceive and engage with these activities …

  18. Heavy spenders in digital games: expenditure disparities and associations between microtransactions, gaming disorder and gambling disorder among adolescents

    Free-to-play games have transformed the economics of digital play, shifting revenue from upfront sales to continuous microtransactions. Research on the free-to-play model has largely focused on specific mechanics such as loot boxes or pay-to-win systems. However, little is known about how adolescents' spending behaviour relates to problematic engagement …

  19. Gambling and Gaming Disorders, Problematic Pornography Use, and Other Addictive Behaviors (Use of Social Media and Artificial Intelligence Chatbots) in Youth

    Youth appear to be disproportionately impacted by addictive behaviors (ie, gaming/gambling disorders and problematic use of pornography, social media, and artificial intelligence chatbots) and may benefit from greater clinical attention in screening and treatment …

  20. Simulated Gambling Games: an Integrative Review of Links with Monetary Gambling and Harmful Gambling in Adolescents and Adults

    Abstract Purpose of Review Simulated gambling games (SGGs) combine features of gaming and gambling in social casino games, practice games, and games with mini gambling components. SGGs may act as a gateway to monetary gambling and gambling harm through a stimulus exposure effect …

  21. The adaptive machine zone: distributed agency and the locus of responsibility in the convergence of gambling and video games

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  22. A meta-analysis of functional brain activity during valence processing in internet gaming disorder and gambling disorder

    The intersection of gaming and gambling has gained increasing attention due to their role in addictive behaviours and their effects on brain function …

  23. A EXPLORAÇÃO DA VULNERABILIDADE INFANTO-JUVENIL NOS JOGOS ELETRÔNICOS: O DISFARCE DO JOGO DE AZAR EM CAIXAS DE RECOMPENSA E A INTERVENÇÃO DA LEI Nº 15.211/2025 ("LEI FELCA")

    O presente artigo analisa a proibição das caixas de recompensa (loot boxes) em jogos eletrônicos acessíveis a crianças e adolescentes, prevista no art. 20 da Lei nº 15.211/2025 ("Lei Felca"), e examina os modelos de adaptação adotados pela indústria no Brasil …

  24. Unpacking non-transparency: Most physical trading card game and collectible sports card packs failed to disclose probabilities for winning rare prizes

    Abstract Background and aims Physical card packs are gambling-like products offering consumers random prizes. Most contain cards of little value worth less than the purchase price of the pack itself, but a few contain rare and highly valuable cards …

  25. Gaming-gambling convergence, emotion regulation, and impulsivity in adolescents and young adults: a systematic review

    The convergence between video games and monetized betting constitutes a risk factor for adolescents and young adults, given their specific cognitive vulnera-bilities. To synthesize empirical evidence on exposure to gaming-gambling convergence and its association with emotional regulation and impulsivity in this population …

  26. Trends and Gender Differences in Gambling with Money between 2018 and 2021: A Population-Based Study among 60,331 Spanish Adolescents

    This cross-sectional study aimed to describe the prevalence of gambling with money; the factors associated with gambling; and the time trends prevalence of gambling in the period 2018 to 2021 focusing on gender differences. Data from 60,331 adolescents from a Nationwide Population-Based Study (ESTUDES) conducted in 2019 and 2021 in Spain were analyzed …

  27. Peran Fear of Missing Out (FoMO) Terhadap Loot Box Engagement Pada Pemain Video Game

    Loot box dalam video game sering menghadirkan item eksklusif dan penawaran berbatas waktu yang dapat menimbulkan kekhawatiran pemain akan kehilangan kesempatan, sebuah fenomena yang semakin marak seiring meluasnya monetisasi loot box di industri game global …

  28. Concordance between gambling disorder, alcohol use disorder, and other behavioural addictions provides evidence for a comprehensive approach to addictive behaviours: A multiple systematic review analysis

    Non-substance-related addictive behaviours have traditionally been treated separately from substance use disorders. However, the DSM-5 reclassification of gambling disorder within Substance-Related and Addictive Disorders has opened new avenues for research …

  29. Roblox and Childhood Gambling Risk: Beyond the Loot Box-Authors' Reply

    We thank Drs. Busch and Chang for their response1 to our article2 and the valuable addition regarding the risks present in Roblox, particularly considering its popularity, especially among younger users, compared to the games highlighted in the original article, particularly Genshin Impact.

  30. Roblox and Childhood Gambling Risk: Beyond the Loot Box

    The commentary by Mortillaro and colleagues1 makes a timely and well-constructed contribution to the literature on childhood gambling risk …

  31. The relationship of gambling disorder to obsessive-compulsive disorder

    Gambling disorder frequently co-occurs with other psychiatric conditions, yet its relationship with obsessive-compulsive disorder (OCD) remains unclear. Emerging evidence suggests impulsivity and compulsivity may be inter-related rather than diametrically opposed constructs, warranting investigation of their clinical overlap …

  32. Gambling Streams and Gambling Intentions: Testing via the Theory of Planned Behaviour

    The popularity of gambling streams on platforms such as Twitch has increased in recent years, raising concerns about potential harms associated with viewing gambling content. These concerns are amplified for youth who may be exposed to gambling via such spectating …

  33. CASE REPORT: COGNITIVE BEHAVIOR THERAPY PADA PASIEN GAMBLING DISORDER DAN INTERNET GAMING DISORDER BERKOMORBID DENGAN GANGGUAN AFEKTIF BIPOLAR EPISODE KINI DEPRESIF SEDANG TANPA GEJALA SOMATIK

    ABSTRACT Gambling Disorder (GD) and Internet Gaming Disorder (IGD) are behavioral addictions that can significantly impair psychosocial functioning and become more complex when comorbid with bipolar affective disorder …

  34. From isolated openings to streaks: a sequential observational study of loot box openings in livestreamed gaming

    Loot boxes have become a major public health concern because they combine chance-based reward structures, repeated purchasing opportunities, and widespread exposure in digital gaming environments, including publicly accessible livestreams …

  35. Validation of the French version of Online Gambling Disorder Questionnaire

    Pathological online gambling is a major public health issue, particularly among adolescents and young adults. This study aims to validate the French version of the Online Gambling Disorder Questionnaire (OGD-Q), a tool based on the DSM-5 and ICD-11 criteria, adapted to the specific characteristics of the French-speaking population …

  36. Cognitive flexibility, impulsivity, and compulsivity in problematic consumption behaviours

    Different studies have identified cognitive inflexibility, impulsivity and compulsivity in substance use and gambling disorder, but it is unclear whether these deficits are present in other possible addictive behaviours …

  37. You Pay, You Play? Understanding Loot Box Engagement, Demographic Profiles and Associations with Gambling and Gaming Disorder in Three Polish Studies

    Previous research suggests that loot box engagement is associated with gambling problems and gaming disorder symptoms, but population-based evidence from Central and Eastern Europe is limited …

  38. The use of Image and Performance-Enhancing Drugs (IPED) in behavioural addictions

    Abstract Background and aims Digitalisation and rapid technological advancements have intensified socio-cultural pressures surrounding body ideals and performance, contributing to the increased use of Image and Performance Enhancing Drugs (IPED) …

  39. Internet Gaming Disorder, Problem Gambling Symptoms and Mental Health in Spanish Adolescents: A Cross-Sectional Study on the Role of Microtransactions and Loot Boxes

    Background/Objectives: Adolescent mental health problems have increased in recent years, with growing concern about the impact of digital behaviors such as problematic video game use and gambling. Internet Gaming Disorder (IGD) and Problem Gambling Symptoms may share psychological risk markers, but evidence in Spanish adolescents is limited …

  40. Urgently Regulating Gacha Microtransactions as Digital Gambling in Indonesian Consumer Protection Theory

    The unregulated normalization of gacha microtransactions creates a critical legal vacuum in modern Indonesia, where probabilistic digital monetization operates beyond the effective reach of conventional criminal gambling prohibitions and consumer protection frameworks …

  41. Categorization of Loot Box Design: A Scoping Review of Problematic Features

    Abstract Purpose of Review Loot boxes have become a central form of microtransaction in video games, yet the extent to which specific design features contribute to problematic behaviors remains insufficiently understood …

  42. Prevention and early detection of behavioral addictions in the military environment- A call for action

    Behavioral addictions (BAs), including gambling disorder, gaming disorder, problematic pornography use, compulsive sexual behavior, and problematic internet use, have received increasing attention because of their potential impact on mental health, occupational functioning, and military readiness …

  43. “Show me the money!”: Esports betting behaviour of Gen Z: antecedents, motivations and marketing exposure

    THE AIM OF THE PAPERThis study investigates the esports betting behaviour of Gen Z, focusing on psychological, social, and commercial factors associated with betting habits …

  44. SANAL KUMAR BAĞIMLILIĞINDA HARCAMA DAVRANIŞININ PSİKOLOJİSİ

    Çevrimiçi kumar platformlarının son on yılda gösterdiği hızlı büyüme, harcama davranışının psikolojik temellerinin yeniden incelenmesini zorunlu kılmaktadır …

  45. Loot box purchases are associated with problem gambling severity and harms beyond traditional gambling activities

    Loot boxes are virtual chests containing randomized in-game items. Given their structural similarities, loot boxes have been argued to be a form of gambling. Indeed, previous meta-analytic studies suggest that loot boxes are associated with problem gambling severity and act as a "gateway" to gambling …

  46. Gambling-like gaming, offline leisure, and help-seeking in problematic gaming among Flemish adolescents: a three-wave longitudinal study

    Problematic gaming among adolescents has received growing attention, yet longitudinal evidence that can inform harm-reduction responses remains limited, particularly regarding gambling-like gaming features, offline leisure, and help-seeking …

  47. Why do young people engage with gambling features in videogames: rewards and motivations

    The current study aims to build on current understanding of common gambling features within online games and young people’s motivations to engage with them, including loot box and gacha. These features mimic traditional gambling and are known to cause behavioural dependence, as well as financial, social psychological harms …

  48. The Role of Parents in Adolescent Gambling Participation and Gambling Problems

    Abstract This study aimed to identify parental influences on adolescent gambling using an online survey of 1,183 Australian parents (69% mothers) with an adolescent aged 12–17 years …

  49. [Regulating the video game industry from a public health perspective: the case of loot boxes]

    Loot boxes constitute a monetization mechanism integrated into many video games, which are considered as akin to gambling. Existing research indicates consistent associations among loot box engagement, addictive behaviors (such as symptoms of gaming and gambling disorders), financial problems, and psychiatric symptoms …

  50. Las loot boxes en la industria del videojuego: capitalismo digital, riesgos psicosociales y respuestas socioeducativas

    En las últimas décadas, la industria del videojuego ha experimentado una transformación estructural vinculada a la expansión del capitalismo digital y a la consolidación de modelos de monetización continua …

  51. Understanding The Shariah Perspective on Microtransactions in Online Games: Identifying Elements of Batil

    The rapid expansion of microtransactions in online gaming has transformed digital entertainment into a multibillion-dollar industry …

  52. Exploring Gambling-like Behaviors in Children's Cigarette Card Games and Parental Pro-game Perceptions in China: A Qualitative Study

    Abstract Cigarette card games emerged as a popular yet controversial pastime among children in China, raising concerns on the potential to foster gambling-like behaviors. This study explored children’s experiences and perceptions of cigarette card games, as well as parental attitudes and facilitation practices …

  53. Differences in the Relationship Between Impulsivity and Compulsivity Between Video Gamers and Gamblers

    This study examined whether the association between impulsivity and compulsivity differs across patterns of engagement in gambling and video gaming. A total of 295 Ecuadorian adults (165 video gamers and 130 gamblers) were assessed with the UPPS-P Impulsive Behaviour Scale and the GRACC-18 Compulsivity Assessment Questionnaire …

  54. Animal models relevant to digital technology-based disorders

    Abstract Animal models utilizing Pavlovian and instrumental conditioning paradigms have advanced our understanding of the mechanisms underlying drug addiction and certain behavioral addiction such as gambling disorder, but so far there is no animal model for digital technology-based disorders such as (Internet) gaming disorder, which is an emerging issue …

  55. Global review of assessments of online video gaming policies affecting young people: Loot boxes, age ratings, gameplay time restrictions, and beyond

    Online video gaming is a highly popular activity, especially amongst young people (aged ≤25), with entertainment, emotional, and social benefits …

  56. Adolescents and loot boxes: a systematic review of behavioral mechanisms and problematic outcomes

    This systematic review synthesizes empirical evidence on the associations between loot box engagement and adolescents' behavioral or psychological outcomes …

  57. Links between problem gaming, loot box transactions, and psychological factors: Two studies focusing on women

  58. The use of virtual environments to prevent or treat behavioral addictions: A systematic review

    Gambling Disorder (GbD) and Gaming Disorder (GmD) are associated with negative consequences that affect personal, social, and professional/academic domains …

  59. Psychological mechanisms in video game monetization: A typology of contemporary strategies beyond loot boxes

    Abstract Background and aims Contemporary video game monetization systems are increasingly embedded within gameplay, structuring decision-making and spending. While research has focused on loot boxes, other strategies remain under examined despite relying on similar mechanisms …

  60. Treating Behavioral Addictions With Augmented Reality and Virtual Reality: Scoping Review

    The use of augmented reality (AR) and virtual reality (VR) to address addictive behaviors such as substance use disorders and gambling disorders has been growing. However, little has been done to explore the use of AR and VR in the treatment of other behavioral addictions …

  61. EXAMINING GAMBLING-LIKE BEHAVIOUR IN GACHA USAGE FROM AN ISLAMIC PRINCIPLE

    The present research examines gambling-like behaviour in gacha usage among Malaysian youth, focusing on how repeated exposure to chance-based mechanics influences behaviour from an Islamic principle. A quantitative method was applied to gather data from 54 participants aged 16 to 29 in Selangor …

  62. From Behavioral Addictions to Digital Dependencies: A Bibliometric Analysis of Cryptocurrency, Online Gambling, and Gaming Disorder Research

    This study aims to present a bibliometric mapping of three critical areas in digital addiction research (cryptocurrency, online gambling, and gaming disorder) spanning the period 2010-2025 …

  63. Early Maladaptive Schemas, Psychopathological Symptoms, and Behavioral Addictions in Adolescent Population

    Unlabelled: Introduction: Early maladaptive schemas (EMS) have been identified as key cognitive factors in the development of addictive behaviors, yet their specific relationship with adolescent gambling and gaming remains unclear …

  64. Internet Habits, Problematic Internet Use, and Online Risk Practices Among Adolescents With ADHD in Spain

    In recent years, there has been growing scientific concern about digital habits, online risk practices and problematic internet use (PIU) among adolescents with attention deficit hyperactivity disorder (ADHD) …

  65. PENEGAKAN HUKUM PIDANA TERHADAP TINDAK PIDANA PERJUDIAN MELALUI GAME ONLINE YANG MENGGUNAKAN SISTEM GACHA

    Gambling has increasingly appeared in disguised forms through the gacha system in online games, causing addiction, financial losses, and secondary criminality, particularly among youth. Indonesian criminal law, however, remains ambiguous in classifying this practice as gambling …

  66. When cues take the wheel: cue-control across alcohol use disorder, binge-eating disorder, gambling disorder, and internet gaming disorder

    Cues associated with rewarding outcomes can strongly influence behavior, shaping attention, motivation, and action selection …

  67. Gambling in Online Gaming among Youth in Hong Kong: Does Internet Gaming Disorder (IGD) and Online Gambling Tendency Play a Role?

    Given the growing concerns of gambling in online gaming among youth in Hong Kong, understanding contributing factors of potential for gambling in online gaming becomes increasingly important …

  68. Loot boxes nos jogos eletrônicos: análise jurídica à luz do direito do consumidor e da proteção do público infantojuvenil

    O presente artigo analisa a utilização das loot boxes na indústria de jogos eletrônicos sob a perspectiva do direito do consumidor e da proteção jurídica de crianças e adolescentes …

  69. Banning loot boxes for minors: A public health framework and the case of Brazil

    Abstract Brazil's Digital Child and Adolescent Act (2025) prohibits paid loot boxes in games accessible to minors under a public health and child-rights framework, regardless of whether they should be classified as gambling …

  70. What Strategies Are Used to Market Digital Gambling to Young People?: A Scoping Review

    Research indicates that digital gambling, including through online sites and smartphone apps, is an increasing issue among youth. The aim of this scoping review is to identify and map literature exploring how digital strategies are used to market digital gambling products to young people …

  71. Sex differences, perceived stress, gaming motives, and gambling-like attitudes toward loot-boxes predict risky loot box use among Polish gamers

    The aim of the study was to identify factors that may be associated with the risky use of loot box use (RLBU). A cross-sectional online survey was conducted among 1358 Polish gamers (555 males, M = 34.56 years, SD = 10.53) who had opened loot boxes within 12 months …

  72. Video Game Lootboxes: A Gateway to Gambling for Children and Adolescents?

    "I refuse to promote the gacha system in this game anymore." This was a comment made by a 13-year-old YouTuber named Michael "@mtashed" Tash with more than 600,000 followers. Many of his followers are children who were likely drawn to his entertaining commentary on popular games such as Destiny, Dark Souls, and Genshin Impact …

  73. Traditional gambling, betting in video games, and financial trading: Associations with gambling severity and associated harm in young adults

    The digitization of gambling has led to the proliferation of gambling-like products in areas such as video games and financial investment platforms. Although these practices share structural mechanisms and risk profiles with gambling, evidence on their relationship with associated harm and their joint role in predicting gambling severity remains limited …

  74. The gamblification of digital leisure: The introduction of gambling among new publics

    In recent years, the internet and digitalization have propelled a phenomenon of ‘gamblification’ across various sectors. This event extends beyond traditional areas like sports betting, introducing gambling elements into new domains such as video games and streaming platforms …

  75. Consent banners, dark patterns, and GDPR infringements in online gambling: Evidence from a systematic audit and online experiment

    Online gambling operators collect vast amounts of consumer data to track behaviour and personalise inducements. Under General Data Protection Regulation (GDPR), access to these data requires user consent, obtained via pop-up consent banners. However, such banners tend to exhibit “dark patterns” or designs which nudge users towards accepting data sharing …

  76. Winning For Sale: A Scoping Review Of Pay-To-Win Mechanics and Player Engagement

    Loot boxes (LBs) have become one of the most pervasive, controversial monetization mechanisms in digital games. Their randomized rewards, psychological pull factors, and features that resemble gambling have triggered concern among regulators, industry, and researchers. This scoping review (SR) maps the fragmented state of loot box engagement (LBE) research …

  77. Prevalence and correlates of energy drink consumption among Spanish adolescents

    This study aimed to provide up-to-date prevalence of energy drink (ED) consumption, as well as analyze the relationship of mental health symptoms and addictive behaviors (i.e. substance use, gambling, gaming, and social media) based on ED consumption. A total of 1189 students aged 14–18 years (M age = 15.64; SD = 1.08; 52.5%girls) participated in the study …

  78. ASSESSING THE RELATIONSHIP BETWEEN GAME DESIGN PREFERENCE, ESCAPISM AND IMPULSIVITY WITH GAMBLING ADDICTION

    The growing popularity of mobile gaming, particularly gacha games, has raised increasing concern over their potential association with gambling addiction. Gacha games operate on randomized reward systems that resemble gambling mechanisms and encouraging repeated play and monetary spending in pursuit of uncertain outcomes …

  79. Problematic Online Gaming and Gambling Among First-Year University Students: Identification of Profiles and Psychological Vulnerabilities

    Background And Aims: Problematic engagement in online gaming and gambling has been linked to a range of cognitive, emotional, and behavioral risk factors, yet the mechanisms underlying the severity of these behaviors remain underexplored within high-risk populations such as first-year university students …

  80. Neural correlates of internet gaming disorder and gambling disorder: An fMRI Meta-Analysis

  81. Mobile Gambling: Unexplored Risks to Children and Families

    Gambling and sports betting have increased in popularity since the 2018 Supreme Court decision to allow states to authorize these industries to operate online. Although mobile gambling and sports betting are experienced as fun pastimes for some adults, evidence of downsides is mounting …

  82. Online Personalized Normative Feedback to Foster Intention to Change and Help Seeking in Young Adults With Disordered Gambling and Trading Behaviors: Protocol for a Randomized Controlled Trial

    Despite the availability of treatment options, help-seeking rates among individuals with gambling problems remain low. To reach a broader population of those affected by disordered gambling, online and self-guided interventions have been developed …

  83. When Gaming Becomes Like Gambling: The Role of Flow, Immersion, Craving, and Self-control in Risky Loot Box use among Polish gamers

    Loot boxes are in-game items offering randomised rewards, often purchased with real money, and share structural similarities with gambling. Risky loot box use (RLBU) has been associated with gaming disorder (GD) symptoms, gambling-related cognitions, and financial harms. This study examined psychological correlates of RLBU in a sample of Polish gamers …

  84. Mobile Phone Craving in Spain: Associations with Impulsivity, Anxiety, Gaming Problem, and Gambling Severity

    Craving for mobile phone use is increasingly discussed as a relevant feature of problematic engagement with digital technologies. This population-based study of 1601 Spanish adults examined psychological factors (impulsivity traits and affective symptoms) and behavioral correlates linked to mobile phone craving …

  85. Neurocognitive functioning in gambling: A systematic review of comparisons with other psychiatric and comorbid conditions

    Background/Objectives: Gambling Disorder is recognized as a behavioural addiction with clinical and neurobiological similarities to substance use disorders and overlaps with other psychiatric conditions and comorbidities …

  86. Algorithms for Loot Box Design

    From Loot Boxes to Better Design: Pricing Randomized Products Randomized rewards—often described as “mystery packs” or “blind-box” mechanics—are now a familiar feature in many video games. Yet choosing a loot box’s price and the odds of each possible drop is not just a design decision; it is a challenging optimization problem …

  87. Loot boxes – gambling-like mechanisms hidden in digital games A narrative review of psychological processes, addiction risk, and regulation

    Streszczenie Loot boxy stały się powszechnym sposobem monetyzacji gier cyfrowych. Celem artykułu jest przegląd ich związków z mechanizmami zbliżonymi do hazardu, ryzykiem uzależnienia oraz regulacjami prawnymi. Materiał i metody Artykuł ma charakter narracyjnego, integrującego przeglądu badań empirycznych i dokumentów instytucjonalnych …

  88. Esports bettors versus traditional sports bettors: Differences in demographics, impulsivity, psychopathological symptoms, and gaming and gambling behavior

    Background And Aims: Esports betting (i.e., betting on the outcome of professional competitive videogaming matches) has become a regular feature of most online gambling websites in recent years …

  89. Confusion in gaming disorder measurement

    Abstract Measurement is important for the scientific programmes of addictive behaviours. In the present study, we investigated the measurement of gaming disorder, which recently became the first formal mental disorder owing to technology use (International Classification of Diseases 11) …

  90. Journeys Towards Harm Among Young Adult Sports Bettors: Dynamic Influences From Childhood to Early Adulthood

    Abstract Sports betting increases the risk of gambling harm in young people, but little is known about their pathways into harmful betting and dynamic influences over time. This study explored journeys towards gambling harm among young Australian sports bettors and key sources of influence on their experiences, from childhood to early adulthood …

  91. Development and validation of screening tool for excessive and problematic use of internet and digital devices (STEPS-IDD) based on the WHO framework (ICD-11) for addictive behaviours

    The widespread use of internet and digital devices has been accompanied by growing concern regarding harms associated with their excessive or problematic use. The World Health Organization has also formally included some of these in its latest classificatory system (ICD-11) under the category of "disorders due to addictive behaviours" …

  92. Testing the gateway hypothesis between online gambling and gaming disorder through network analysis: A preliminary study

  93. Gamified Digital Intervention to Reduce Online Game Gambling Tendency among Youth: A TAM–SDT Evaluation

    The rapid growth of online gaming has raised concerns about addictive behaviors among young people, particularly with the emergence of loot boxes that resemble gambling mechanisms …

  94. Economic strategies of monetization in video game software architecture: Analysis of microtransactions, battle pass, and loot box systems

    This paper systematically restructures and methodologically improves existing research on the integration of microtransactions, battle pass systems, and loot box mechanics into the software architecture of modern video games …

  95. Loot boxes y compras dentro del juego: regulación, riesgos y protección de los menores en el mercado digital

    El presente trabajo analiza el fenómeno de las loot boxes o cajas de botín en los videojuegos, prestando especial atención a su regulación jurídica, a los riesgos que comportan y a la necesidad de reforzar la protección de los menores en el entorno digital …

  96. Addiction-related problems in Japan: A regional perspective

    Japan's addiction landscape appears paradoxical. The lifetime use of illicit drugs is among the lowest in Organisation for Economic Cooperation and Development countries, but harm from alcohol, tobacco, and gambling ranks among the world's highest …

  97. Trends in problematic gambling among school-aged adolescents based on three Spanish nationwide population-based studies (2018-2023): a gender-based analysis of risk and protective factors

    This observational study investigated the prevalence and associated factors of problematic gambling (PG) among adolescents aged 14 to 18 years old who reported gambling in the past 12 months, using data from three Spanish Nationwide Population-Based studies (ESTUDES) conducted between 2018 and 2023 …

  98. Association between school phone restriction policies and adolescents’ cyberbullying, gambling, and substance use behaviors

    Adolescents are increasingly exposed to online risks in the digital era, yet few studies have examined how school phone restriction policies relate to these risks …

  99. [The National Survey on Addiction Problems in Hungary 2023 (NSAPH): Methodology and sample description]

    The paper presents the general methodological background and main methodological results of the 2023 wave of the National Survey on Addiction Problems in Hungary (NSAPH) …

  100. Tinjauan Sistematis Gangguan Perjudian Online di Kalangan Remaja di Era Digital

    Perjudian daring di kalangan remaja telah menjadi fenomena yang mengkhawatirkan, terutama karena konvergensinya dengan permainan digital seperti loot boxes dan taruhan skin. Penelitian ini merupakan tinjauan sistematis terhadap 27 artikel dari database Scopus dan Taylor & Francis menggunakan pedoman PRISMA …

  101. The association between loot boxes and gambling in children and adolescents

    With increased screen time among children and adolescents, concerns about the impact of loot boxes (LB) on gambling behaviors have grown. LBs, often included in video games as purchasable items with randomized rewards, resemble gambling mechanics, raising concerns about potential risks for youth …

  102. Gaming and gambling behaviours among Italian adolescents: a cross-sectional study

    As the boundaries between gaming and gambling increasingly blur, emerging evidence suggests that gaming might act as a gateway to gambling. In this context, we examined the prevalence of these behaviours and their relationship with each other in a nationally representative sample of Italian adolescents …

  103. Evaluating different patterns of problematic internet use using a unified self-report measure based on the ICD-11 framework: Psychometric properties of the Italian version of the ACSID-11

    The ACSID-11 was developed to assess five patterns of problematic Internet use-namely, gaming disorder, compulsive online shopping, problematic online pornography use, problematic social networks use, and online gambling disorder-using a unified set of items grounded in the ICD-11 framework …

  104. Exploring microtransaction use and gambling risk: a cross-sectional study

    To determine whether playing video games with microtransactions is a predictor of higher scores on the SouthOaks Gambling Screen: Revised for Adolescents (SOGS-RA) questionnaire, and whether playing specific video gamesincreases the tendency to gamble or if another factor is involved.Methods: In this cross-sectional study, participants completed an online …

  105. Búsqueda de cajas de recompensa y otras prácticas en videojuegos: La delgada línea entre un simple juego y un juego de azar. Una reflexión sobre la compleja psicología detrás de las compras y transacciones en los videojuegos

    en videojuegos: La delgada línea entre un simple juego y un juego de azar.Una reflexión sobre la compleja psicología detrás de las compras y transacciones en los videojuegos Loot Boxes and Reward-Seeking Behaviors in Video Games: Where Gaming Ends and Gambling Begins.A Reflection on the Psychology of In-Game Purchases and Transactions

  106. Comparative Analysis of Video Gamers, Esports Spectators, and Esports Athletes on Gambling, Gaming, and Psychological Characteristics

    Collegiate athletes in traditional sports are a vulnerable population for problem gambling. Little is known about whether collegiate esports (competitive video gaming) athletes share the same vulnerability. Additionally, existing research combines esports groups into a larger sample of involvement, which does not capture potential distinct behaviors …

  107. Kebijakan Penegakan Hukum Pidana Terhadap Sponsor Perjudian Online Terhadap Tim Esports Di Indonesia

    The Esports industry in Indonesia is experiencing significant growth with large economic contributions, but raises legal issues related to the involvement of sponsors from online gambling companies …

  108. Social casino gaming in Indonesia: socio-economic and cultural impacts of Higgs Domino Island

    This ethnographic study examines the socio-economic and cultural impacts of social casino gaming, focusing the mobile application Higgs Domino Island (HDI) in Indonesia. Although Marketed as a casual game, HDI functions as a social casino platform whose monetization through third-party chip exchanges effectively serves as a proxy for gambling …

  109. Misleading omissions of loot box presence disclosures: widespread unfair commercial practices in video game advertising on social media in Ireland and the EU

    Loot boxes, gacha, and other gambling-like in-game purchases offer random rewards for money and may cause consumer harm, especially to children. Interpreting and strictly enforcing pre-existing consumer law to require companies to disclose loot box presence in all advertising may address some concerns …

  110. From gambling-like elements in and around video games to monetary gambling: testing a pathway model among adolescents

    The lines between video games and gambling have been blurring, raising concerns for vulnerable players. The inclusion of gambling-like elements in games is considered a potential gateway to gambling with real money. Research has shown correlations between interacting with gambling-like elements and (problematic) gambling behavior …

  111. Loot Box Regulation in New South Wales, Australia

    The widespread adoption of the internet in Australia has transformed digital interactions, particularly within the gaming industry, where loot boxes have emerged as a prominent monetization model …

  112. Loot boxes nos video games: análise do perfil biopsicossocial dos jogadores e impactos na saúde mental

    O crescimento da indústria de vídeo games e a introdução de mecânicas de microtransações, como as loot boxes, têm despertado preocupação devido ao seu potencial de associação com comportamentos aditivos, impulsivos e prejuízos psicológicos …

  113. Scars, screens, and stakes: Link between non-suicidal self-injury and problem gambling, problem gaming, and problematic internet use - A systematic review

    Abstract Objective Non-suicidal self-injury (NSSI) constitutes an important public health concern. Here, we systematically reviewed and synthesized existing literature to provide an up-to-date overview of associations between NSSI, problem gambling, problem gaming, and problematic internet use (PIU) …

  114. A Wise Intervention for Adolescents Who Purchase Loot Boxes (WISEBOx): Pilot Study (Preprint)

  115. Pay to Play or Pay to Lose? The Impact of In-game Spending in Digital Games on Gambling Problems

    Abstract During the mid-2010s, microtransactions within digital games became more common, raising concerns that the gambling-like features in these games would contribute to increases in gambling problems. However, studies on the topic have been mostly cross-sectional …