Do purchasable randomised reward mechanisms in video games (loot boxes) constitute gambling? Opinions often rest on whether virtual items obtained from loot boxes have real-world value. Using market data from real transactions, we show that virtual items have real-world monetary value and therefore could be regulated under existing gambling legislation.
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Data availability
The Steam Market data are available at https://osf.io/8xmrt/ and the survey data are available at https://osf.io/2jgph/.
Change history
15 February 2021
A Correction to this paper has been published: https://doi.org/10.1038/s41562-020-00933-5
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Acknowledgements
This work was supported by the Marsden Fund Council from Government funding, managed by Royal Society Te Apārangi New Zealand; MAU1804 awarded to A.D. and J.D.S. The funders had no role in study design, data analysis, decision to publish or preparation of the manuscript. We thank C. Ferguson for comments on an earlier version of this manuscript.
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Drummond, A., Sauer, J.D., Hall, L.C. et al. Why loot boxes could be regulated as gambling. Nat Hum Behav 4, 986–988 (2020). https://doi.org/10.1038/s41562-020-0900-3
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DOI: https://doi.org/10.1038/s41562-020-0900-3
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