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Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data
BACKGROUND: Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn...
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| Pubblicato in: | JMIR Serious Games |
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| Autori principali: | , , , , , , , |
| Natura: | Artigo |
| Lingua: | Inglês |
| Pubblicazione: |
JMIR Publications
2021
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| Soggetti: | |
| Accesso online: | https://ncbi.nlm.nih.gov/pmc/articles/PMC7902198/ https://ncbi.nlm.nih.gov/pubmed/33560241 https://ncbi.nlm.nih.govhttp://dx.doi.org/10.2196/23886 |
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