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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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