Publications by authors named "Francesco Sanson"

Objective: Loot boxes (LBs) are virtual items embedded within video games that contain randomly generated in-game prizes. LB use can become risky, so it is important to have good measurement instruments, especially among adolescents, who are particularly involved in video gaming and LB purchasing. The present study analyses the adequacy of the (RLI; Brooks & Clark, 2019) by applying item response theory (IRT).

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Introduction: Nowadays, most of the research studies in the field of adolescent gambling are focused on individual factors related to problem gambling. The aim of this study was to test an integrated model to explain adolescent problem gambling involving both individual (i.e.

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Loot Boxes (LBs), i.e., virtual items embedded within video games with numerous features reminiscent of gambling, are increasingly widespread among adolescents.

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It is mainly children and adolescents who are involved in video gaming. The lockdown caused by the COVID-19 pandemic may have further increased their use of video games and, consequently, the risk of gaming disorder (GD) symptoms. However, currently, we do not have exhaustive knowledge of this issue.

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Despite the multidimensional/ecological integrative perspective that suggests that the risk for problem gambling in adolescents can be determined by an interactive effect of different risk factors, few studies have investigated how different individual factors may affect the risk for problem gambling in a multiplicative way. This study aimed at exploring the interaction between immigrant status (IS) and sensation seeking (SS) on adolescent problem-gambling severity. The study involved 994 Italian adolescents (64% boys, M = 16.

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