Dear colleagues,
We are building a project to research loot boxes phenomena within the next Erasmus+ small-scale partnership call (deadline 3th November).
In this sense, purchasable random reward mechanisms appear in 35% of computer video games and more than half of top cell phone video games. Beyond the risks associated with their use, some authors have suggested they may facilitate the transition to gambling. However, the data in this regard is still not very robust and primarily quantitative. For this reason, we claim the need for the emergence of qualitative explanations that allow us to account for the phenomenon in its whole complexity.
We are especially interested in joining partners from countries where the regulation regarding this issue is still diffuse. As suggested, we will prioritize qualitative methods (such as virtual ethnography and interviews) to build up political recommendations for the future development of national bills.
Feel free to let us know your interest and experience in related ;
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