Reference
PapersVideo game monetization (e.g., 'loot boxes'): A blueprint for practical social responsibility measures
King, D. L.; Delfabbro, P. H. · 2018
International Journal of Mental Health and Addiction
View at doi.org/10.1007/s11469-018-0009-3Cite this
@article{king-delfabbro-2018b,
author = {King, D. L. and Delfabbro, P. H.},
title = {Video game monetization (e.g., 'loot boxes'): A blueprint for practical social responsibility measures},
journal = {International Journal of Mental Health and Addiction},
year = {2018},
doi = {10.1007/s11469-018-0009-3},
url = {https://doi.org/10.1007/s11469-018-0009-3}
}King, D. L., & Delfabbro, P. H. (2018). Video game monetization (e.g., 'loot boxes'): A blueprint for practical social responsibility measures. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-018-0009-3
D. L. King and P. H. Delfabbro. 2018. Video game monetization (e.g., 'loot boxes'): A blueprint for practical social responsibility measures. International Journal of Mental Health and Addiction (2018). https://doi.org/10.1007/s11469-018-0009-3