• Mi Re-Unir
    Búsqueda Avanzada
    JavaScript is disabled for your browser. Some features of this site may not work without it.
    Listar por tema 
    •   Inicio
    • Listar por tema
    •   Inicio
    • Listar por tema

    Listar por tema "loot boxes"

    • 0-9
    • A
    • B
    • C
    • D
    • E
    • F
    • G
    • H
    • I
    • J
    • K
    • L
    • M
    • N
    • O
    • P
    • Q
    • R
    • S
    • T
    • U
    • V
    • W
    • X
    • Y
    • Z

    Ordenar por:

    Orden:

    Resultados:

    Mostrando ítems 1-3 de 3

    • título
    • fecha de publicación
    • fecha de envío
    • ascendente
    • descendente
    • 5
    • 10
    • 20
    • 40
    • 60
    • 80
    • 100
      • Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling 

        Montiel, Irene ; Basterra-González, Mª Aránzazu ; Machimbarrena, Juan Manuel; Ortega-Barón, Jessica ; González-Cabrera, Joaquín (PLOS ONE, 2022)
        Background Loot boxes are an increasingly common type of random microtransaction in videogames. There is some concern about their expansion and entailed risks, especially among adolescents. The actual prevalence of ...
      • Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective study 

        González-Cabrera, Joaquín; Basterra-González, Mª Aránzazu; Ortega-Barón, Jessica; Caba-Machado, Vanessa; Díaz-López, Adoración; Pontes, Halley M.; Machimbarrena, Juan Manuel (Computers in Human Behavior, 2023)
        In recent years, the video game industry has introduced Loot Box (LB), a new type of microtransaction in which a gamer uses real currency to purchase a random virtual item within a video game. Recently, LBs became more ...
      • Loot boxes in Spanish adolescents and young adults: Relationship with internet gaming disorder and online gambling disorder 

        González-Cabrera, Joaquín; Basterra-González, Mª Aránzazu; Montiel, Irene; Calvete, Esther; Pontes, Halley M.; Machimbarrena, Juan Manuel (Elsevier Ltd, 2022)
        In recent years, the video game industry has introduced the possibility of buying virtual random goods (e.g., loot boxes) in electronic games using money through microtransactions, which are becoming more widespread and ...

        Mi cuenta

        AccederRegistrar

        ¿necesitas ayuda?

        Manual de UsuarioContacto: reunir@unir.net

        Listar

        todo Re-UnirComunidades y coleccionesPor fecha de publicaciónAutoresTítulosPalabras claveTipo documentoTipo de acceso






        Aviso Legal Política de Privacidad Política de Cookies Cláusulas legales RGPD
        © UNIR - Universidad Internacional de La Rioja
         
        Aviso Legal Política de Privacidad Política de Cookies Cláusulas legales RGPD
        © UNIR - Universidad Internacional de La Rioja