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Simon, Daniel
Kelemen-Erdos, Aniko
Feher-Polgar, Pal
Popovics, Anett
2025-09-24T08:18:58Z
2025-09-24T08:18:58Z
2020
http://hdl.handle.net/20.500.14044/33987
With the wide availability of personal computers and smart phones, today’s young generation are spending several hours a day playing online video games and socializing. The modern video game publishers are trying to take advantage of this rapidly growing industry by releasing new and new methods for players to spend their real money on video games. The loot boxes are a new type of treasure chests which can be bought for real money. After the purchase, players are getting a randomly selected item which most of the time is worthless, so they lost their spent money, but with a small chance it is very valuable, so they won the jackpot. This new method of moneymaking is working just the same as the classical slot machines or scratch cards which are strictly forbidden for children. So, the question is, can loot boxes cause the same type of gambling addiction as the classical forms of gambling? and if yes, why can the young generation freely purchase them in basically any video game?hu_HU
dc.formatPDFhu_HU
enhu_HU
Hidden Gambling Addiction in Online Video Gameshu_HU
Open accesshu_HU
Óbudai Egyetemhu_HU
2020. November 20.hu_HU
Budapesthu_HU
Keleti Károly Gazdasági Karhu_HU
Óbudai Egyetemhu_HU
Társadalomtudományok - gazdálkodás- és szervezéstudományokhu_HU
gamblinghu_HU
childrenhu_HU
lootboxeshu_HU
addictionhu_HU
Konferenciaközleményhu_HU
FIKUSZ 2020 XV. International Conference Proceedingshu_HU
local.tempfieldCollectionsKönyvrészletekhu_HU
9.hu_HU
Kiadói változathu_HU
9 p.hu_HU
FIKUSZ '20 Symposium for young researchershu_HU
978-963-449-235-1hu_HU
2020hu_HU
Óbudai Egyetemhu_HU
Budapesthu_HU


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