Video game loot boxes are linked to problem gambling: Results of a large-scale survey D Zendle, P Cairns PloS one 13 (11), e0206767, 2018 | 430 | 2018 |
Adolescents and loot boxes: Links with problem gambling and motivations for purchase D Zendle, R Meyer, H Over Royal Society open science 6 (6), 190049, 2019 | 285 | 2019 |
Loot boxes are again linked to problem gambling: Results of a replication study D Zendle, P Cairns PloS one 14 (3), e0213194, 2019 | 214 | 2019 |
The prevalence of loot boxes in mobile and desktop games D Zendle, R Meyer, P Cairns, S Waters, N Ballou Addiction 115 (9), 1768-1772, 2020 | 198 | 2020 |
Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win D Zendle, P Cairns, H Barnett, C McCall Computers in Human Behavior 102, 181-191, 2020 | 193 | 2020 |
The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of … D Zendle, R Meyer, N Ballou PloS one 15 (5), e0232780, 2020 | 137 | 2020 |
Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS) A Denisova, P Cairns, C Guckelsberger, D Zendle International Journal of Human-Computer Studies 137, 102383, 2020 | 115 | 2020 |
Why loot boxes could be regulated as gambling A Drummond, JD Sauer, LC Hall, D Zendle, MR Loudon Nature Human Behaviour 4 (10), 986-988, 2020 | 112 | 2020 |
Challenge in digital games: Towards developing a measurement tool A Denisova, C Guckelsberger, D Zendle Proceedings of the 2017 chi conference extended abstracts on human factors …, 2017 | 104 | 2017 |
Beyond loot boxes: A variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming D Zendle PeerJ 8, e9466, 2020 | 100* | 2020 |
Loot boxes, gambling, and problem gambling among young people: Results from a cross-sectional online survey H Wardle, D Zendle Cyberpsychology, Behavior, and Social Networking 24 (4), 267-274, 2021 | 98 | 2021 |
Ethereum crypto-games: Mechanics, prevalence, and gambling similarities OJ Scholten, NGJ Hughes, S Deterding, A Drachen, JA Walker, D Zendle Proceedings of the annual symposium on computer-human interaction in play …, 2019 | 94 | 2019 |
Predatory monetisation? A categorisation of unfair, misleading and aggressive monetisation techniques in digital games from the player perspective E Petrovskaya, D Zendle Journal of Business Ethics, 1-17, 2021 | 80 | 2021 |
Problem gamblers spend less money when loot boxes are removed from a game: A before and after study of Heroes of the Storm D Zendle PeerJ 7, e7700, 2019 | 63 | 2019 |
Behavioural realism and the activation of aggressive concepts in violent video games D Zendle, D Kudenko, P Cairns Entertainment computing 24, 21-29, 2018 | 57 | 2018 |
Is excessive use of social media an addiction? D Zendle, H Bowden-Jones Bmj 365, 2019 | 54 | 2019 |
A large-scale study of changes to the quantity, quality, and distribution of video game play during a global health pandemic M Vuorre, D Zendle, E Petrovskaya, N Ballou, AK Przybylski PubPub, 2021 | 48 | 2021 |
No priming in video games D Zendle, P Cairns, D Kudenko Computers in Human Behavior 78, 113-125, 2018 | 36 | 2018 |
Loot boxes and the convergence of video games and gambling D Zendle, H Bowden-Jones The Lancet Psychiatry 6 (9), 724-725, 2019 | 35 | 2019 |
Prevalence and salience of problematic microtransactions in top-grossing mobile and PC games: a content analysis of user reviews E Petrovskaya, S Deterding, DI Zendle Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems …, 2022 | 34 | 2022 |