Given
the
expansion
of
digital
economy
and
rapid
growth
online
gaming
industry,
this
study's
exploration
into
behavioral
phenomenon
is
timely
relevant.
Even
though
game
publishers
are
reporting
loot
box
earnings
in
hundreds
millions
dollars,
governmental
organizations
still
debating
whether
to
define
boxes
as
a
form
gambling
so
regulate
them.
This
research
investigates
influence
social
value,
emotional
functional
value
on
players'
motivation
purchase
randomized
microtransactions
their
intention
obtain
virtual
goods
environments.
All
independent
variables
under
examination
posited
have
positive
significant
effect
but
only
one
variable;
had
an
for
goods,
which
particular
theorized
play
pivotal
role
influencing
these
behaviors,
given
its
inherent
ties
enjoyment,
immersion,
personal
gratification.
The
draws
range
prior
studies
employs
robust
methodological
approach
121
samples
provide
insights
matter.
expected
findings
potential
implications,
not
developers
marketers,
also
policymakers,
particularly
those
concerned
with
consumer
protection
markets.
PeerJ,
Journal Year:
2025,
Volume and Issue:
13, P. e19164 - e19164
Published: March 25, 2025
Nowadays,
many
of
the
top-selling
video
games
include
options
to
purchase
loot
boxes
as
paid
virtual
items.
As
research
progressed,
have
been
found
similar
characteristics
gambling,
and
there
has
an
ongoing
debate
whether
can
be
defined
gambling.
In
order
better
study
boxes,
psychometrically
meaningful
scales
are
necessary.
The
Risky
Loot
Box
Index
(RLI)
was
developed
by
Brooks
Clark,
which
is
most
commonly
used
tool
assess
use
boxes.
This
aimed
translate
original
RLI
into
Chinese
evaluate
its
psychometric
properties.
Two
samples
were
recruited
through
online
gaming
forums
(n
=
143)
offline
internet
cafes
236).
An
exploratory
factor
analysis
sample
yielded
a
one-dimensional
nine-item
model,
with
focused
on
risky
behaviors
associated
confirmatory
carried
out
corroborated
results
obtained
from
analysis,
version
displays
satisfactory
Furthermore,
Problem
Gambling
Severity
(r
0.57,
P
<
0.001)
Internet
Gaming
Disorder
Scale-Short
Form
0.67,
significantly
RLI.
We
also
that
players
high
scores
may
higher
levels
anxiety
depression,
they
more
willing
spend
money
some
spending
nearly
all
their
earnings.
Interestingly,
no
significant
correlations
between
age,
gender,
education,
or
income
level,
found.
SUCHT - Zeitschrift für Wissenschaft und Praxis / Journal of Addiction Research and Practice,
Journal Year:
2025,
Volume and Issue:
unknown
Published: April 4, 2025
Zusammenfassung:
Zielsetzung:
In
den
letzten
Jahren
haben
Mikrotransaktionen,
insbesondere
Lootboxen
(LB),
in
Videospielen
an
Bedeutung
gewonnen.
Übersichtsarbeiten
mit
überwiegend
erwachsenen
Teilnehmenden
zeigen
einen
Zusammenhang
zwischen
LB-Nutzung
und
problematischer
Videospiel-
bzw.
Glücksspielnutzung.
Ziel
unserer
Arbeit
war,
diesen
im
Kanton
Zürich
bei
einer
Stichprobe
von
Jugendlichen
Alter
durchschnittlich
knapp
14
zu
untersuchen
(Min.
=
12,
Max.
17,
M
13.7,
SD
1.0).
Methodik:
Die
vorliegende
Querschnittsstudie
ist
eine
Sekundärdatenanalyse
1005
befragten
Schülerinnen
Schülern
der
Sekundarstufe.
Datenerhebung
erfolgte
fünf
Schulen
Februar
2022
Oktober
2023.
Mittels
statistischer
Regressionsanalysen
(linear
binär-logistisch)
wurden
Zusammenhänge
untersucht
dem
Risky-Lootbox-Index
(RLBI)
problematischen
Videospielnutzung,
erfasst
anhand
„Game
Addiction
Scale
for
Adolescents“,
sowie
RLBI
Online-Glücksspielteilnahme.
Zudem
Prävalenzdaten
ermittelt.
Ergebnisse:
Subgruppe
638
mindestens
wöchentlich
videospielenden
lag
die
LB-Nutzungsprävalenz
rund
30
%.
Rund
9
%
zeigten
problematische
Videospielnutzung
8.5
schon
Online-Glücksspielaktivitäten
teilgenommen.
Der
Lootbox-Nutzung
recht
stark
(standardisierter
β-Koeffizient
.31).
Derjenige
allfälligen
Online-Glücksspielteilnahme
ebenfalls
signifikant,
aber
nur
sehr
schwach
(OR
1.07;
95
KI
[1.01–1.14]).
Einfluss
eines
sozialen
Gradienten
bereits
7.
bis
9.
Klasse
erkennbar,
was
Präventionsmaßnahmen
berücksichtigt
werden
sollte.
Schlussfolgerungen:
Nutzung
verbreitet
einem
erhöhten
Risiko
für
Videospiel-Nutzungsstörung
assoziiert.
Trotz
des
Verbots
Online-Glücksspielen
Jugendliche
Zugang
nachweislich
möglich,
auf
Lücken
Jugendschutz
hinweist.
Eine
Regulierung
LB
könnte
aus
Public-Health-Sicht
zur
Prävention
psychischer
Belastungen
beitragen.
Journal of Consumer Behaviour,
Journal Year:
2025,
Volume and Issue:
unknown
Published: April 6, 2025
ABSTRACT
Ranging
from
purchasing
single
digital
items
through
bundles
to
packages
that
contain
several
objects
under
one
umbrella,
microtransactions
represent
an
increasingly
popular
and
yet
controversial
business
model
within
many
video
games.
A
particularly
interesting
segment
of
content
captures
those
purely
cosmetic
esthetically
oriented
goods
do
not
provide
users
with
concrete
mechanical
or
technical
benefits
but
are
nonetheless
valued
pursued
by
members
the
gaming
community.
Building
on
in‐depth
interviews
a
group
20
active
game
players
residing
in
France,
present
study
explores
variations
styles
preferences,
motivations
engage
microtransactions,
perceived
associated
consumption
We
identified
various
key
player
including
personal
achievement
goals,
social
belonging
needs,
prestige
seeking
status
signaling,
pursuit
novelty.
In
contrast
idea
hold
value
above
beyond
their
hedonic
esthetic
appeal,
our
findings
also
indicate
even
can
offer
competitive
advantages
(e.g.,
becoming
thinner,
gaining
latency
time,
less
visible
via
acquiring
certain
clothes
armors
game).
Through
these
emergent
themes
categories,
we
construct
six
personas
representing
perceptions,
expectations
concerning
valuation
microtransactions.
Last,
discuss
how
inform
theory
development
guide
decision‐making
around
design.
Recherche et Applications en Marketing (French Edition),
Journal Year:
2025,
Volume and Issue:
unknown
Published: May 1, 2025
Alors
que
l’univers
des
jeux
MOBA
(Multiplayer
Online
Battle
Arena)
s’étend,
la
littérature
sur
le
comportement
d’achat
joueurs
reste
à
explorer.
Comprendre
les
facteurs
qui
peuvent
influencer
l’achat
d’objets
virtuels
permet
aux
éditeurs
d’augmenter
leurs
ventes.
Dans
ce
contexte,
nous
proposons
un
modèle
conceptuel
basé
théories
de
familiarité
avec
l’équipe
(Huckman
et
al.,
2009)
force
liens
(Granovetter,
1973).
Nous
complétons
cette
base
par
théorie
susceptibilité
l’influence
interpersonnelle
(Bearden
1989)
gains
motivationnels
(Köhler,
1927).
À
travers
échantillon
1278
réponses
valides,
notre
suggère
trois
résultats
importants.
Tout
d’abord,
impact
informationnelle,
effet
médiation,
significativement
volonté
du
joueur
performer
d’acheter
objets
virtuels.
Ensuite,
influence
positivement
Enfin,
ces
sont
plus
importants
dans
contexte
forts.
Ces
encouragent
professionnels
développer
interfaces
permettent
d’interagir
davantage,
renforçant
ainsi
sociaux.
Research Square (Research Square),
Journal Year:
2025,
Volume and Issue:
unknown
Published: May 9, 2025
AbstractBackground:
While
psychological
resilience
has
been
established
as
a
protective
factor
in
the
field
of
disaster
research,
gap
literature
presents
line
inquiry
on
survivors
and
implications
‘bahala
na’
(fatalism)
context
Philippines.
Purpose:
The
study
aimed
to
examine
lived
experiences
Filipino
with
high
lower
income
classes.
Methods:
Narrative
data
gathered
from
six
participants
were
analyzed
through
interpretative
phenomenological
analysis
(IPA),
supporting
previous
research
indicating
higher
vulnerability
impacts
health
hazards
among
individuals
living
disaster-prone
areas.
Results:
findings
revealed
five
modules
Katatagan
model
that
reflected
responses
survivors:
Kalakasan
(finding
cultivating
strengths),
Kalooban
(managing
thoughts
emotions),
Kinabukasan
(moving
forward),
Kapaki-pakinabang
na
Gawain
(positive
activities),
Kalutasan
at
Kaagapay
(seeking
solutions
support).
The
emergent
themes
also
showed
meaning-making
processes
strategies
utilized
by
recover
bounce
back
stronger
adversity.
Participant
implorations
suggested
positive
connotation
towards
faithful
optimism
face
uncertainty
rather
than
fatalistic
resignation.
Conclusion:
From
these
findings,
recommends
further
investigation
managing
physiological
reactions
following
disaster,
development
an
assessment
tool
for
with
regards
disaster-related
resilience.
practical
suggest
improvements
culturally-specific
interventions
programs
be
aligned
better
needs
procedures
affected
natural
disasters.
Journal of System and Management Sciences,
Journal Year:
2024,
Volume and Issue:
14(5)
Published: April 6, 2024
Video
game
companies
can
monetize
their
players
in
free-to-play
and
pay-to-play
games.Mobile
platforms
alone
could
generate
billions
of
dollars,
where
most
the
revenue
comes
from
category.Players
spent
on
free
one,
instead
paying
advance.This
study
analyzed
variables
urge
to
purchase
for
video
microtransactions.A
survey
166
gamers
Indonesia
assessed
impacts
hedonism,
impulse
buying
tendency,
emotions,
enjoyment,
risks
buy.Results
showed
positive
affect,
tendency
as
prominent
factors.Negative
affect
lowers
urges.The
findings
provide
granular
insights
gaming
firms
design
sticky
monetization
strategies
leveraging
psychological
triggers.