Loot box gambling addiction risk versus responsible computing: a systematic review

Detalhes bibliográficos
Autor(a) principal: Duarte, Luiz Felipe Carvalho
Data de Publicação: 2023
Outros Autores: Ishikawa, Edison
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/2955
Resumo: There are many ways to monetize video games: from the simple direct purchase to the system of “games as a service”. There are, however, forms of monetization that show strong indications of being detrimental to consumers, such as the so-called “loot boxes” that are offered during gameplay. No study so far has categorically proven whether or not loot boxes cause a dependency or lead to gambling addiction, therefore this study seeks to perform a systematic literature review to determine which studies and experiments were performed, in order to: 1) determine the harmful effects of loot box consumption; 2) compare the results found in these studies; 3) identify gaps in the methodology applied to suggest further research that might lead to stronger conclusions and 4) check if there are studies in the field of responsible computing of articles that aim to minimize the harmful effects of loot box in humans. These studies could be useful in, for example, supporting the drafting of regulatory legislation for the use of microtransactions in video games, and consumer protection and the need to research computational algorithms to try to reduce potential addictive effects generated by loot boxes, which is part of responsible computing. In this study, although this systematic review shows that these studies still do not prove that loot boxes lead to gambling addiction, they do show that there is a correlation between them and there is still a need for more studies in the field of computing area dedicated to the research of algorithms that seek to minimize the potentially harmful effects of loot box in humans.
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spelling Loot box gambling addiction risk versus responsible computing: a systematic reviewloot boxesmicrotransactionssystematic reviewvideo gamesgamblingThere are many ways to monetize video games: from the simple direct purchase to the system of “games as a service”. There are, however, forms of monetization that show strong indications of being detrimental to consumers, such as the so-called “loot boxes” that are offered during gameplay. No study so far has categorically proven whether or not loot boxes cause a dependency or lead to gambling addiction, therefore this study seeks to perform a systematic literature review to determine which studies and experiments were performed, in order to: 1) determine the harmful effects of loot box consumption; 2) compare the results found in these studies; 3) identify gaps in the methodology applied to suggest further research that might lead to stronger conclusions and 4) check if there are studies in the field of responsible computing of articles that aim to minimize the harmful effects of loot box in humans. These studies could be useful in, for example, supporting the drafting of regulatory legislation for the use of microtransactions in video games, and consumer protection and the need to research computational algorithms to try to reduce potential addictive effects generated by loot boxes, which is part of responsible computing. In this study, although this systematic review shows that these studies still do not prove that loot boxes lead to gambling addiction, they do show that there is a correlation between them and there is still a need for more studies in the field of computing area dedicated to the research of algorithms that seek to minimize the potentially harmful effects of loot box in humans.Brazilian Computer Society2023-05-12info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/295510.5753/jis.2023.2955Journal of Interactive Systems; v. 14 n. 1 (2023); 106-118Journal on Interactive Systems; Vol. 14 No. 1 (2023); 106-1182763-771910.5753/jis.2023reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/2955/2210Copyright (c) 2023 Luiz Felipe Carvalho Duarte, Edison Ishikawahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessDuarte, Luiz Felipe CarvalhoIshikawa, Edison2023-10-12T20:47:00Zoai:ojs2.sol.sbc.org.br:article/2955Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2023-10-12T20:47Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv Loot box gambling addiction risk versus responsible computing: a systematic review
title Loot box gambling addiction risk versus responsible computing: a systematic review
spellingShingle Loot box gambling addiction risk versus responsible computing: a systematic review
Duarte, Luiz Felipe Carvalho
loot boxes
microtransactions
systematic review
video games
gambling
title_short Loot box gambling addiction risk versus responsible computing: a systematic review
title_full Loot box gambling addiction risk versus responsible computing: a systematic review
title_fullStr Loot box gambling addiction risk versus responsible computing: a systematic review
title_full_unstemmed Loot box gambling addiction risk versus responsible computing: a systematic review
title_sort Loot box gambling addiction risk versus responsible computing: a systematic review
author Duarte, Luiz Felipe Carvalho
author_facet Duarte, Luiz Felipe Carvalho
Ishikawa, Edison
author_role author
author2 Ishikawa, Edison
author2_role author
dc.contributor.author.fl_str_mv Duarte, Luiz Felipe Carvalho
Ishikawa, Edison
dc.subject.por.fl_str_mv loot boxes
microtransactions
systematic review
video games
gambling
topic loot boxes
microtransactions
systematic review
video games
gambling
description There are many ways to monetize video games: from the simple direct purchase to the system of “games as a service”. There are, however, forms of monetization that show strong indications of being detrimental to consumers, such as the so-called “loot boxes” that are offered during gameplay. No study so far has categorically proven whether or not loot boxes cause a dependency or lead to gambling addiction, therefore this study seeks to perform a systematic literature review to determine which studies and experiments were performed, in order to: 1) determine the harmful effects of loot box consumption; 2) compare the results found in these studies; 3) identify gaps in the methodology applied to suggest further research that might lead to stronger conclusions and 4) check if there are studies in the field of responsible computing of articles that aim to minimize the harmful effects of loot box in humans. These studies could be useful in, for example, supporting the drafting of regulatory legislation for the use of microtransactions in video games, and consumer protection and the need to research computational algorithms to try to reduce potential addictive effects generated by loot boxes, which is part of responsible computing. In this study, although this systematic review shows that these studies still do not prove that loot boxes lead to gambling addiction, they do show that there is a correlation between them and there is still a need for more studies in the field of computing area dedicated to the research of algorithms that seek to minimize the potentially harmful effects of loot box in humans.
publishDate 2023
dc.date.none.fl_str_mv 2023-05-12
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/2955
10.5753/jis.2023.2955
url https://sol.sbc.org.br/journals/index.php/jis/article/view/2955
identifier_str_mv 10.5753/jis.2023.2955
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/2955/2210
dc.rights.driver.fl_str_mv Copyright (c) 2023 Luiz Felipe Carvalho Duarte, Edison Ishikawa
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2023 Luiz Felipe Carvalho Duarte, Edison Ishikawa
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 14 n. 1 (2023); 106-118
Journal on Interactive Systems; Vol. 14 No. 1 (2023); 106-118
2763-7719
10.5753/jis.2023
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
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