Please use this identifier to cite or link to this item: https://hdl.handle.net/2440/114018
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dc.contributor.authorKing, D.L.-
dc.contributor.authorDelfabbro, P.H.-
dc.date.issued2018-
dc.identifier.citationAddiction, 2018; 113(11):1967-1969-
dc.identifier.issn0965-2140-
dc.identifier.issn1360-0443-
dc.identifier.urihttp://hdl.handle.net/2440/114018-
dc.descriptionEditorial-
dc.description.statementofresponsibilityDaniel L. King and Paul H. Delfabbro-
dc.language.isoen-
dc.publisherWiley-
dc.rights© 2018 Society for the Study of Addiction-
dc.source.urihttp://dx.doi.org/10.1111/add.14286-
dc.subjectInternet gaming disorder-
dc.subjectloot box-
dc.subjectmicrotransaction-
dc.subjectmoney-
dc.subjecton-line game-
dc.subjectpredatory monetization-
dc.titlePredatory monetization schemes in video games (e.g. 'loot boxes') and internet gaming disorder-
dc.typeJournal article-
dc.identifier.doi10.1111/add.14286-
dc.relation.granthttp://purl.org/au-research/grants/arc/DE170101198-
pubs.publication-statusPublished-
dc.identifier.orcidKing, D.L. [0000-0002-1762-2581]-
dc.identifier.orcidDelfabbro, P.H. [0000-0002-0466-5611]-
Appears in Collections:Aurora harvest 8
Psychology publications

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