Annotated Bibliography (4 Entries)

  1. Lizardi, Ryan. “DLC: Perpetual Commodification of the Video Game.” Democratic Communiqué, vol. 25, no. 1, 18 June 2012, https://journals.flvc.org/demcom/article/view/78739.
    1. This Source talks about how video game downloadable content is a way for businesses to increase the profit between software titles, without needing to add much, if any, new content. The article is by Ryan Lizardi, a Penn state Ph.D graduate in the field of Communications, who now works for the SUNY Institute of Technology. I chose this source because it is very related to my thesis and topic, and because of the attention to detail and research that was done by the author. While the publication date (2012) may render some of the actual statistics inaccurate, most of the points hold true. This is especially true since the gaming industry has not shrunken, but rather grown exponentially. Found with Google Scholar.
  2. Zendle, David, and Paul Cairns. “Video Game Loot Boxes Are Linked to Problem Gambling: Results of a Large-Scale Survey.” PLOS ONE, Public Library of Science, 21 Nov. 2018, https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0206767.
    1. This source describes the relationship between video game loot boxes and real world gambling. It is written by David Zendle and Paul Cairns, who both work for the University of York in the computer science department and have written peer reviewed articles for years. I chose this article because it supports on the main arguments in my paper that is loot boxes are essentially gambling. This source is perfect for my needs since it is both relevant and peer reviewed to ensure that the information in it is accurate and up to date. Found with Google Scholar.
  3. Heimo OI, Harviainen JT, Kimppa KK, Mäkilä T. Virtual to Virtuous Money: A Virtue Ethics Perspective on Video Game Business Logic. Journal of Business Ethics. 2018;153(1):95-103. doi:10.1007/s10551-016-3408-z.
    1. This source talks about the ethics of different forms of payment in games, as well as clearly defining the different types. It is written by Olli I. Heimo and Kai K. Kimppa who both are employed at the University of Turku, as well as J. Tuomas Harvianinen who is employed at Tampere University. I chose this source because it talks about the ethical portion of the issue. It was published in 2018, therefore it can be very useful to my finished paper, since the information within, especially statistics, is up to date. Found with The OSU Library Database.
  4. King, Daniel L, and Paul H Delfabbro. “Video Game Monetization (E.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures.” SpringerLink, International Journal of Mental Health and Addiction, Feb. 2019, https://link-springer-com.proxy.lib.ohio-state.edu/article/10.1007/s11469-018-0009-3.
    1. This source explains in detail the different types of lootboxes and DLC, and attempts to offer methods of making them less unfair to the players. It is written by Daniel L. King who is employed at Flinders University and has a Ph.D in Psychology, as well as Paul H. Delfabbro who is employed at the University of Adelaide and also has a Ph.D in Psychology. I chose this source because of the counter measures it offers to the issues of video game payment. Since it was published in 2019, it is a very relevant and up to date paper, therefore the information within will be beneficial.

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