相关参考文献
注意:仅列出部分参考文献,下载原文获取全部文献信息。Online Gambling Activity, Pay-to-Win Payments, Motivation to Gamble and Coping Strategies as Predictors of Gambling Disorder Among e-sports Bettors
Bernadeta Lelonek-Kuleta et al.
JOURNAL OF GAMBLING STUDIES (2021)
Pay for play - Behavioural patterns of pay-to-win gaming
Bernadeta Lelonek-Kuleta et al.
COMPUTERS IN HUMAN BEHAVIOR (2021)
Betting on DOTA 2's Battle Pass: Gamblification and productivity in play
Andrei Zanescu et al.
NEW MEDIA & SOCIETY (2021)
Loot Boxes and Gambling: Similarities and Dissimilarities in Risk and Protective Factors
Whitney DeCamp
JOURNAL OF GAMBLING STUDIES (2021)
What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors
Joseph Macey et al.
NEW MEDIA & SOCIETY (2021)
Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes
Chanel J. Larche et al.
JOURNAL OF GAMBLING STUDIES (2021)
The convergence of gambling and monetised gaming activities /
Daniel L. King et al.
CURRENT OPINION IN BEHAVIORAL SCIENCES (2020)
The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019
David Zendle et al.
PLOS ONE (2020)
Cross-Sectional Studies Strengths, Weaknesses, and Recommendations
Xiaofeng Wang et al.
CHEST (2020)
Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win
David Zendle et al.
COMPUTERS IN HUMAN BEHAVIOR (2020)
eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling
Joseph Macey et al.
NEW MEDIA & SOCIETY (2019)
The Avatar's new clothes: Understanding why players purchase nonfunctional items in free-to-play games
Ben Marder et al.
COMPUTERS IN HUMAN BEHAVIOR (2019)
Gambling spending spending and its concentration on problem gamblers
Ingo Fiedler et al.
JOURNAL OF BUSINESS RESEARCH (2019)
Predatory monetization schemes in video games (e.g. loot boxes') and internet gaming disorder
Daniel L. King et al.
ADDICTION (2018)
Video game loot boxes are linked to problem gambling: Results of a large-scale survey
David Zendle et al.
PLOS ONE (2018)
Free-to-Play Games: Paying Players' Perspective
Kati Alha et al.
MINDTREK'18: PROCEEDINGS OF THE 22ND INTERNATIONAL ACADEMIC MINDTREK CONFERENCE (2018)
Investigating relationships between video gaming, spectating esports, and gambling
Joseph Macey et al.
COMPUTERS IN HUMAN BEHAVIOR (2018)
Forms of gambling, gambling involvement and problem gambling: evidence from a Swedish population survey
Per Binde et al.
INTERNATIONAL GAMBLING STUDIES (2017)
Gambling, Risk-Taking, and Antisocial Behavior: A Replication Study Supporting the Generality of Deviance
Sandeep Mishra et al.
JOURNAL OF GAMBLING STUDIES (2017)
Why do players buy in-game content? An empirical study on concrete purchase motivations
Juho Hamari et al.
COMPUTERS IN HUMAN BEHAVIOR (2017)
Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder
M. Dreier et al.
ADDICTIVE BEHAVIORS (2017)
Limitation of a cross-sectional study
R. Christian Solem
AMERICAN JOURNAL OF ORTHODONTICS AND DENTOFACIAL ORTHOPEDICS (2015)
Distinguishing between gaming and gambling activities in addiction research
Daniel L. King et al.
JOURNAL OF BEHAVIORAL ADDICTIONS (2015)
The attraction of online games: An important factor for Internet Addiction
Hui-Jie Tone et al.
COMPUTERS IN HUMAN BEHAVIOR (2014)
Prevalence of comorbid disorders in problem and pathological gambling: systematic review and meta-analysis of population surveys
Felicity K. Lorains et al.
ADDICTION (2011)
Study Design, Precision, and Validity in Observational Studies
Melissa D. A. Carlson et al.
JOURNAL OF PALLIATIVE MEDICINE (2009)
A hierarchical model approach for identifying the trait antecedents of general gambling propensity and of four gambling-related genres
John C. Mowen et al.
JOURNAL OF BUSINESS RESEARCH (2009)
The structural characteristics of video games: A psycho-structural analysis
RTA Wood et al.
CYBERPSYCHOLOGY & BEHAVIOR (2004)
Personality traits in pathological gambling: Sensation seeking, deferment of gratification and competitiveness as risk factors
A Parke et al.
ADDICTION RESEARCH & THEORY (2004)
Exploring the trait of competitiveness and its consumer behavior consequences
JC Mowen
JOURNAL OF CONSUMER PSYCHOLOGY (2004)