L.Y. Xiao
Conceptualising the Loot Box Transaction as a Gamble Between the Purchasing Player and the Video Game Company
Xiao, L.Y.
Authors
Citation
Xiao, L. (2021). Conceptualising the Loot Box Transaction as a Gamble Between the Purchasing Player and the Video Game Company. International Journal of Mental Health and Addiction, 19(6), 2355-2357. https://doi.org/10.1007/s11469-020-00328-7
Journal Article Type | Article |
---|---|
Online Publication Date | Jul 12, 2020 |
Publication Date | 2021-12 |
Deposit Date | May 28, 2020 |
Publicly Available Date | May 28, 2020 |
Journal | International Journal of Mental Health and Addiction |
Print ISSN | 1557-1874 |
Electronic ISSN | 1557-1882 |
Publisher | Springer |
Peer Reviewed | Not Peer Reviewed |
Volume | 19 |
Issue | 6 |
Pages | 2355-2357 |
DOI | https://doi.org/10.1007/s11469-020-00328-7 |
Public URL | https://durham-repository.worktribe.com/output/1699954 |
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Copyright Statement
This is a post-peer-review, pre-copyedit version of an article published in International journal of mental health and addiction (Xiao, L.Y. Conceptualising the Loot Box Transaction as a Gamble Between the Purchasing Player and the Video Game Company. Int J Ment Health Addiction 19, 2355–2357 (2021). https://doi.org/10.1007/s11469-020-00328-7). The final authenticated version is available online at: https://doi.org/10.1007/s11469-020-00328-7