Reference
Legal & regulatoryRegulating gambling-like video game loot boxes: A public health framework comparing industry self-regulation, existing national legal approaches, and other potential approaches
Xiao, L. Y.; Henderson, L. L.; Nielsen, R. K. L. · 2022
Current Addiction Reports
View at doi.org/10.1007/s40429-022-00424-9Patterns citing this source
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@article{xiao-2022,
author = {Xiao, L. Y. and Henderson, L. L. and Nielsen, R. K. L.},
title = {Regulating gambling-like video game loot boxes: A public health framework comparing industry self-regulation, existing national legal approaches, and other potential approaches},
journal = {Current Addiction Reports},
year = {2022},
doi = {10.1007/s40429-022-00424-9},
url = {https://doi.org/10.1007/s40429-022-00424-9}
}Xiao, L. Y., Henderson, L. L., & Nielsen, R. K. L. (2022). Regulating gambling-like video game loot boxes: A public health framework comparing industry self-regulation, existing national legal approaches, and other potential approaches. Current Addiction Reports. https://doi.org/10.1007/s40429-022-00424-9
L. Y. Xiao, L. L. Henderson, and R. K. L. Nielsen. 2022. Regulating gambling-like video game loot boxes: A public health framework comparing industry self-regulation, existing national legal approaches, and other potential approaches. Current Addiction Reports (2022). https://doi.org/10.1007/s40429-022-00424-9