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dc.contributor.authorZendle, Den_US
dc.contributor.authorCairns, Pen_US
dc.contributor.authorMeyer, Ren_US
dc.contributor.authorWaters, Sen_US
dc.contributor.authorBallou, Nen_US
dc.date.accessioned2022-07-05T14:38:59Z
dc.date.available2022-05-23en_US
dc.date.issued2022-09en_US
dc.identifier.urihttps://qmro.qmul.ac.uk/xmlui/handle/123456789/79304
dc.format.extent2555 - 2556en_US
dc.languageengen_US
dc.relation.ispartofAddictionen_US
dc.subjectDefinitionen_US
dc.subjectgamblingen_US
dc.subjectloot boxesen_US
dc.subjectrandomized rewardsen_US
dc.subjectsocial casinosen_US
dc.subjectvideo gamesen_US
dc.subjectBehavior, Addictiveen_US
dc.subjectGamblingen_US
dc.subjectHumansen_US
dc.titleResponse to Xiao et al.: If everything is a loot box, nothing is.en_US
dc.typeArticle
dc.identifier.doi10.1111/add.15976en_US
pubs.author-urlhttps://www.ncbi.nlm.nih.gov/pubmed/35722786en_US
pubs.issue9en_US
pubs.notesNot knownen_US
pubs.publication-statusPublisheden_US
pubs.volume117en_US
dcterms.dateAccepted2022-05-23en_US
qmul.funderEPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI)::epsrcen_US


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