GAM(e)(a)BLE
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gameable.bsky.social
GAM(e)(a)BLE
@gameable.bsky.social
GAM(e)(a)BLE is an interdisciplinary research project focusing on the blurring lines between gaming and gambling among teenagers.
Funded by FWOVlaanderen
Ultimately, our study may tease out debate on how to regulate games successfully in the face of players’ technical abilities and motivation to gain access.
December 4, 2023 at 9:47 AM
of 'depth' (belonging to an online community, perceived gaming ability, gaming disorder, and risky lootbox use) and 'breadth' characteristics (frequency of #skinbetting, selling loot box rewards, and (re)watching loot box opening #livestreams)
December 4, 2023 at 9:46 AM
Findings suggest that #counterplayers resist current regulatory arrangements, delineating the boundaries of a national ban in a global game ecology. Counterplayers differentiate themselves from non counterplayers both in terms
December 4, 2023 at 9:46 AM
The authors drew from an online survey among Belgian adolescents with two questions: what counterplay practices are used to circumvent the ban on #lootboxes, and how do counterplayers compare to non counterplayers in terms of engagement with loot boxes and #games more broadly?
December 4, 2023 at 9:45 AM
with #lootboxes and the industry self-regulatory approach to probability disclosures to address potential harms. This paper dives deeper into the case with a multidisciplinary group of experts from #gamestudies, #law, and #humancomputerinteraction. 🕹️
November 30, 2023 at 2:35 PM
tens of thousands of Korean players from the game Maple Story (Nexon, 2003) mobilised in unprecedented online and offline protests in Spring 2021. Together with players from other #freetoplay (F2P) games, Maple Story players rallied against the industry norms of #monetising 🔽
November 30, 2023 at 2:35 PM
If you are interested in "A Story of #Lootboxes, #Probability disclosures, and #Gamer Consumer #Activism", have a look at the abstract: "The Maple Refugee incident was perhaps one of the most disruptive video game incidents that occurred in #SouthKorea in recent years. 🔽
November 30, 2023 at 2:35 PM
If you are interested in "A Story of #Lootboxes, #Probability disclosures, and #Gamer Consumer #Activism", have a look at the abstract: "The Maple Refugee incident was perhaps one of the most disruptive video game incidents that occurred in #SouthKorea in recent years. 🔽
November 30, 2023 at 2:19 PM
with #lootboxes and the industry self-regulatory approach to probability disclosures to address potential harms. This paper dives deeper into the case with a multidisciplinary group of experts from #gamestudies, #law, and #humancomputerinteraction. 🕹️
November 29, 2023 at 1:31 PM
tens of thousands of Korean players from the game Maple Story (Nexon, 2003) mobilised in unprecedented online and offline protests in Spring 2021. Together with players from other #freetoplay (F2P) games, Maple Story players rallied against the industry norms of #monetising 🔽
November 29, 2023 at 1:31 PM
If you are interested in "A Story of #Lootboxes, #Probability disclosures, and #Gamer Consumer #Activism", have a look at the abstract: "The Maple Refugee incident was perhaps one of the most disruptive video game incidents that occurred in #SouthKorea in recent years. 🔽
November 29, 2023 at 1:30 PM
4. Address gaps in prevention, early intervention and social assistance.
November 28, 2023 at 2:44 PM
3. Investigate the potential stepping-stone effect between simulated gambling and actual gambling.
November 28, 2023 at 2:44 PM
2. Provide an overview of (inter)national legislative and self/co-regulatory instruments : gambling legislation, consumer protection, and data protection.
November 28, 2023 at 2:44 PM
1. Unravel the design complexity of gambling in games, and reveal persuasive media tactics.
November 28, 2023 at 2:44 PM
4. Mapping business models, and analysing the users, attitudes and normative self-beliefs towards dark design patterns in industry and in education programs training future game developers.
November 28, 2023 at 2:42 PM
3. Unravelling the relation between gambling advertising, sponsoring, social influencers and attitudes towards gambling, simulated gambling and actual behaviour.
November 28, 2023 at 2:41 PM
2. Identifying the use of gambling elements in games in a longitudinal way among (early) teenagers in Flanders.
November 28, 2023 at 2:41 PM
1. Solving knowledge gaps that hinder the development of protective measures by building a scientific clear taxonomy and consistent terminology of gambling elements in game design.
November 28, 2023 at 2:41 PM