Paper Title
How Loot Boxes and Microtransactions Lead to Gambling and If Players Can Stop Gambling by Themselves

Abstract
This study focuses on how microtransactions and loot boxes can lead to gambling in real life and if players can stop buying them without any individuals/entities convincing them to. The reason for this is because e of the randomness involved in earning in-game items and paying to win as it might convince players to start gambling with their real-life money to earn more real-life money. Many players have developed addictions to buying microtransactions and/or loot boxes in games and prior research has confirmed this. Little to no research has been done on whether players can stop buying microtransactions and/or loot boxes all by themselves. Keywords - video games, digital storefronts, microtransactions, loot boxes, gambling, in-game purchases, Xbox, PlayStation, Nintendo, console