Abstract
See, stats, and : https : / / www . researchgate . net / publication / 322532601 IS A ? Article DOI : 10 . 1089 / glr2 . 2018 . 2216 CITATIONS 0 READS 2 1 : Some : Investigating . View project Evaluation - Process : Exploration impact . View Mark Nottingham 951, 259 SEE All . The."Thenoveltyof[LasVegas]canhideitstrueintentions.[Its]seedinessmightbehardtodetectonthesurfaceofmanyvideogames,butreplacetheroulettetablewithaCandyCrushwheelandthesimilaritiesbecomeclearer.Thinkabouthowmanytimesyou'vepaidreal-lifemoneyinagameforthechancetowinanitemyoureallywanted.WasitaniceOverwatchskin?PerhapsitwasacovetedHearthstonecard.Howmanytimesdidyounotgettheitemyouwanted,thenimmediatelyboughtinforanotherchancetohitthebigtime?"1Thebuyingoflootboxestakesplacewith-inonlinevideogamesandare(ines-sence)virtualgamesofchance.Playersuserealmoneytobuyvirtualin-gameitemsandcanredeemsuchitemsbybuy-ingkeystoopentheboxeswheretheyreceiveachanceselectionoffurthervirtualitems.Othertypesofequivalentin-gamevirtualassetsthatcanbeboughtincludecrates,cases,chests,bundles,andcardpacks.Thevirtualitemsthatcanbe"won"cancomprisebasiccustomization(i.e.,cosmetic)optionsforaplayer'sin-gamecharacter(avatar)orin-gameassetsthatcanhelpplayersprogressmoreeffectivelyinthegame(e.g.,ga-meplayimprovementitemssuchasweapons,armor).
Cite
CITATION STYLE
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
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