Published on in Vol 9, No 1 (2021): Jan-Mar

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/23886, first published .
Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

Journals

  1. Syahrivar J, Chairy C, Juwono I, Gyulavári T. Pay to play in freemium mobile games: a compensatory mechanism. International Journal of Retail & Distribution Management 2021;ahead-of-print(ahead-of-print) View
  2. Yokomitsu K, Irie T, Shinkawa H, Tanaka M. Characteristics of Gamers who Purchase Loot Box: a Systematic Literature Review. Current Addiction Reports 2021 View
  3. Shinkawa H, Irie T, Tanaka M, Yokomitsu K. Psychosocial Adjustment and Mental Distress Associated With In-Game Purchases Among Japanese Junior High School Students. Frontiers in Psychology 2021;12 View