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Xiao, L.Y. Conceptualising the Loot Box Transaction as a Gamble Between the Purchasing Player and the Video Game Company. Int J Ment Health Addiction 19, 2355–2357 (2021). https://doi.org/10.1007/s11469-020-00328-7
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DOI: https://doi.org/10.1007/s11469-020-00328-7