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Conceptualising the Loot Box Transaction as a Gamble Between the Purchasing Player and the Video Game Company

Xiao, L.Y.

Conceptualising the Loot Box Transaction as a Gamble Between the Purchasing Player and the Video Game Company Thumbnail


Authors

L.Y. Xiao



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Peer Reviewed Not Peer Reviewed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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Accepted Journal Article (211 Kb)
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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






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