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http://dx.doi.org/10.7583/JKGS.2020.20.2.123

The Probabilities and Expenditures of Game Users' Loot Box Purchases: Focusing on Differential Effects between Adults and Teenagers  

Choi, Dong-Ook (Dept. of Economics, Sangmyung Univ.)
Chang, Geun-Young (National Youth Policy Institute)
Abstract
The purpose of this study is to examine the probabilities and expenditures of game users' loot box purchases and to verify if there are differential effects on adults and teenagers. Results show that the purchasing probability of teenagers was significantly lower than that of adults, and the amount was also low or not significant. In addition, loot box purchasing has a positive correlation with the total expenditure on games, but teenage buyers have a lower game spending than adults do. This suggests the possibility that loot boxes are considered as cost-saving products for teenage gamers.
Keywords
Loot Boxes; Purchasing Probability; Game Spending; Teenagers;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
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