David Zendle
Title
Cited by
Cited by
Year
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
1652018
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
902019
Loot boxes are again linked to problem gambling: Results of a replication study
D Zendle, P Cairns
PloS one 14 (3), e0213194, 2019
75*2019
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
60*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
512017
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
432020
Behavioural realism and the activation of aggressive concepts in violent video games
D Zendle, D Kudenko, P Cairns
Entertainment computing 24, 21-29, 2018
322018
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
21*2019
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
202020
No priming in video games
D Zendle, P Cairns, D Kudenko
Computers in Human Behavior 78, 113-125, 2018
192018
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
17*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
162020
Is excessive use of social media an addiction?
D Zendle, H Bowden-Jones
Bmj 365, 2019
152019
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
142020
Loot boxes and the convergence of video games and gambling
D Zendle, H Bowden-Jones
The Lancet Psychiatry 6 (9), 724-725, 2019
142019
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
132019
Higher Graphical Fidelity Decreases Players' Access to Aggressive Concepts in Violent Video Games
D Zendle, P Cairns, D Kudenko
Proceedings of the 2015 Annual symposium on computer-human interaction in …, 2015
102015
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
62021
Links between problem gambling and spending on booster packs in collectible card games: A conceptual replication of research on loot boxes
D Zendle, L Walasek, P Cairns, R Meyer, A Drummond
Plos one 16 (4), e0247855, 2021
42021
The hidden intricacy of loot box design: A granular description of random monetized reward features
N Ballou, CTT Gbadamosi, D Zendle
PsyArXiv, 2020
42020
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