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Basic Needs in Games Scale (BANGS)
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A Manifesto for More Productive Psychological Games Research
Despite enormous resource investment, researchers lack consensus on seemingly simple questions about how video games affect players. …
Nick Ballou
Open Access
Publisher Version
No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
Background and Aims
Loot boxes are items in video games that may be bought for real-world money but provide ran- domized rewards. …
David Zendle
,
Catherine Flick
,
Elena Gordon-Petrovskaya
,
Nick Ballou
,
Leon Y. Xiao
,
Anders Drachen
Publisher Version (Open Access)
Response to Xiao et al.: If everything is a loot box, nothing is
Background and Aims
Loot boxes are items in video games that may be bought for real-world money but provide ran- domized rewards. …
David Zendle
,
Paul Cairns
,
Rachel Meyer
,
Stuart Waters
,
Nick Ballou
Publisher Version
A community-sourced glossary of open scholarship terms
Open scholarship is an umbrella term that refers to the endeavour to improve openness, integrity, social justice, diversity, equity, …
Sam Parsons
,
Flávio Azevedo
,
Mahmoud M Elsherif
,
Nick Ballou
,
…(113 total FORRT authors)
Publisher Version
“Clinically significant distress” in internet gaming disorder: An individual participant meta-analysis
Although the validity of internet gaming disorder (IGD) in the DSM-5 hinges on a relationship between 5 or more IGD symptoms and …
Nick Ballou
,
David Zendle
Open Access
Publisher Version
Data
Reforms to improve reproducibility and quality must be coordinated across the research ecosystem: The view from the UKRN Local Network Leads
Many disciplines are facing a “reproducibility crisis”, ushering in much discussion about how to improve research integrity, …
Suzanne Stewart
,
Charlotte Rebecca Pennington
,
Gonçalo Silva
,
Nick Ballou
,
Jessica Butler
,
Zoltan Dienes
,
Caroline Jay
,
Stephanie Rossit
,
Anna Samara
Published Version
A large-scale study of changes to the quantity, quality, and distribution of video game play during the COVID-19 pandemic
Video game play has been framed both as protective factor and risk to mental health during the COVID-19 pandemic. We conducted an …
Matti Vuorre
,
David Zendle
,
Elena Petrovskaya
,
Nick Ballou
,
Andrew Przybylski
Publisher Version
Data
The relationship between mental well-being and dysregulated gaming: A specification curve analysis of five gaming disorder scales
Gaming disorder (also known as dysregulated gaming) has received significant research and policy attention based on concerns that …
Nick Ballou
,
Antonius J Van Rooij
Publisher Version
Data
The Changing Face of Desktop Video Game Monetisation: An Exploration of Trends in Loot Boxes, Pay to Win, and Cosmetic Microtransactions in the Most-Played Steam Games of 2010-2019
It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or …
David Zendle
,
Rachel Meyer
,
Nick Ballou
Publisher Version
The Prevalence of Loot Boxes in Mobile and Desktop Games
Background and Aims
Loot boxes are items in video games that may be bought for real-world money but provide ran- domized rewards. …
David Zendle
,
Rachel Meyer
,
Paul Cairns
,
Stuart Waters
,
Nick Ballou
Open Access
Publisher Version
Data
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