1
|
Catalano A, Milani L, Franco M, Buscema F, Giommarini I, Sodano B, Gilcrease W, Mondo L, Marra M, Di Girolamo C, Bena A, Ricceri F. The impact of COVID-19 pandemic on gambling: A systematic review. Addict Behav 2024; 155:108037. [PMID: 38613856 DOI: 10.1016/j.addbeh.2024.108037] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/09/2024] [Revised: 03/18/2024] [Accepted: 04/08/2024] [Indexed: 04/15/2024]
Abstract
BACKGROUND AND AIMS Since the COVID-19 outbreak, people's habits changed radically. In fact, to limit the spread of SARS-CoV-2, governments implemented restrictive measures that influenced the lives of individuals. The aim of this systematic review is to analyze the impact of COVID-19 on gambling by examining three different outcomes: frequency, expenditure, and transition among possible types of gambling. METHODS All studies assessing the impact of restrictive measures implemented to limit the spread of SARS-CoV-2 on gambling were included. For the search, two different databases were used: Pubmed and CINAHL. Moreover, two different populations were analyzed: the general population, and subjects who used to gamble before SARS-CoV-2 pandemic. All qualitative studies, reports not based on peer-review, and papers in which the statistical unit was not the subject but the gambling or wagering operators were excluded. RESULTS From the search, 408 reports were identified. Of these, 28 were included in the systematic review. From the studies, a strong reduction in the frequency and expenditure of land-based gambling emerged, while the results about online gambling were different among the studies. However, a reduction was observed assessing sports betting, and an increase emerged considering online casino and skill games. Finally, a significant migration from land-based gambling to online platforms was identified. The main reasons for these findings were the physical closures of land-based gambling venues and the more time spent at home, the suspension or cancelation of sporting events on which subjects used to bet, and more mental health issues during this challenging period. CONCLUSIONS The COVID-19 pandemic greatly affected subjects' habits, including gambling, by reducing land-based gambling and sports betting, and increasing gambling on online platforms. This shift poses significant challenges, requiring a comprehensive approach to monitor and mitigate the negative consequences of this increase in online gambling caused by the pandemic.
Collapse
Affiliation(s)
- Alberto Catalano
- Centre for Biostatistics, Epidemiology, and Public Health, Department of Clinical and Biological Sciences, University of Turin, Orbassano, Turin, Italy; Department of Translational Medicine, University of Piemonte Orientale, Novara, Italy.
| | - Lorenzo Milani
- Centre for Biostatistics, Epidemiology, and Public Health, Department of Clinical and Biological Sciences, University of Turin, Orbassano, Turin, Italy
| | - Matteo Franco
- Centre for Biostatistics, Epidemiology, and Public Health, Department of Clinical and Biological Sciences, University of Turin, Orbassano, Turin, Italy
| | - Federica Buscema
- Centre for Biostatistics, Epidemiology, and Public Health, Department of Clinical and Biological Sciences, University of Turin, Orbassano, Turin, Italy
| | - Ilenia Giommarini
- Centre for Biostatistics, Epidemiology, and Public Health, Department of Clinical and Biological Sciences, University of Turin, Orbassano, Turin, Italy
| | - Barbara Sodano
- Centre for Biostatistics, Epidemiology, and Public Health, Department of Clinical and Biological Sciences, University of Turin, Orbassano, Turin, Italy; Department of Statistics, Computer Science, Applications, University of Florence, Florence, Italy
| | - Winston Gilcrease
- Centre for Biostatistics, Epidemiology, and Public Health, Department of Clinical and Biological Sciences, University of Turin, Orbassano, Turin, Italy
| | - Luisa Mondo
- Unit of Epidemiology, Regional Health Service ASL TO3, Grugliasco, (TO), Italy
| | - Michele Marra
- Unit of Epidemiology, Regional Health Service ASL TO3, Grugliasco, (TO), Italy
| | - Chiara Di Girolamo
- Centre for Biostatistics, Epidemiology, and Public Health, Department of Clinical and Biological Sciences, University of Turin, Orbassano, Turin, Italy
| | - Antonella Bena
- Unit of Epidemiology, Regional Health Service ASL TO3, Grugliasco, (TO), Italy
| | - Fulvio Ricceri
- Centre for Biostatistics, Epidemiology, and Public Health, Department of Clinical and Biological Sciences, University of Turin, Orbassano, Turin, Italy
| |
Collapse
|
2
|
Costes JM, Bonnaire C. Spending Money in Free-to-Play Games: Sociodemographic Characteristics, Motives, Impulsivity and Internet Gaming Disorder Specificities. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:15709. [PMID: 36497782 PMCID: PMC9737990 DOI: 10.3390/ijerph192315709] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/04/2022] [Revised: 11/22/2022] [Accepted: 11/24/2022] [Indexed: 06/17/2023]
Abstract
Free-to-Play games (F2P) have spread widely all over the world in recent years. The current economic model for these games is based on microtransactions, where gamers can purchase additional items or services inside the game. The aim of the present study was (1) to describe the profiles and gaming patterns of F2P gamers, and (2) to compare F2P gamers who spend money and those who do not, in terms of sociodemographic characteristics, gaming experience, motivations, impulsivity, and risk of Internet gaming disorder (IGD), in a representative sample of 5062 French online gamers. Among the total sample, 68.6% were past-year F2P gamers. Among the F2P gamers, 26.1% had spent money in the game. Spending in the game was strongly associated with IGD (6.9% of F2P gamers were disordered gamers). Flow (gaming experience) and escape (motivation) were strongly associated with spending in the game and IGD. Negative urgency (impulsivity) was positively associated with spending in the game while positive urgency was positively associated with IGD. Given the strong association between spending in the game and IGD, these results highlight the importance of prevention and regulation in the field.
Collapse
Affiliation(s)
- Jean-Michel Costes
- Research Chair on Gambling, Concordia University, 2070 Mackay Street, 3rd Floor, Montreal, QC H3G 2J1, Canada
| | - Céline Bonnaire
- Laboratoire de Psychopathologie et Processus de Santé, Université Paris Cité, F-92100 Boulogne-Billancourt, France
- “Consultation Jeunes Consommateurs”, Centre Pierre Nicole, Croix-Rouge Française, F-75005 Paris, France
| |
Collapse
|
3
|
Russell AMT, Browne M, Hing N, Rockloff M, Newall P. Are any samples representative or unbiased? reply to Pickering and Blaszczynski. INTERNATIONAL GAMBLING STUDIES 2021. [DOI: 10.1080/14459795.2021.1973535] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
Affiliation(s)
- Alex M. T. Russell
- Experimental Gambling Research Laboratory, CQUniversity, School of Health, Medical and Applied Sciences, Sydney, Australia
| | - Matthew Browne
- Experimental Gambling Research Laboratory, CQUniversity, School of Health, Medical and Applied Sciences, Bundaberg, Australia
| | - Nerilee Hing
- Experimental Gambling Research Laboratory, CQUniversity, School of Health, Medical and Applied Sciences, Bundaberg, Australia
| | - Matthew Rockloff
- Experimental Gambling Research Laboratory, CQUniversity, School of Health, Medical and Applied Sciences, Bundaberg, Australia
| | - Philip Newall
- Experimental Gambling Research Laboratory, CQUniversity, School of Health, Medical and Applied Sciences, Sydney, Australia
| |
Collapse
|
4
|
Marchica L, Richard J, Mills D, Ivoska W, Derevensky J. Between two worlds: Exploring esports betting in relation to problem gambling, gaming, and mental health problems. J Behav Addict 2021; 10:447-455. [PMID: 34437298 PMCID: PMC8997199 DOI: 10.1556/2006.2021.00045] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/27/2020] [Revised: 02/27/2021] [Accepted: 07/01/2021] [Indexed: 12/22/2022] Open
Abstract
BACKGROUND AND AIMS Esports betting is an emerging gambling activity where individuals place bets on an organized video gaming competition. It represents only one of several gambling activities commonly endorsed by adolescents. To date, limited research has explored the relationship between esports betting and mental health among adolescents and its convergence with both problem gambling (PG) and problem video gaming (PVG). The present study examined the relation between esports betting, PG and PVG, and both externalizing and internalizing problems among adolescents while accounting for adolescents' video gaming intensity (i.e., how often they play 2 h or more in a day) and engagement in other gambling activities. METHODS Data was collected from 6,810 adolescents in Wood County, Ohio schools. A subset of 1,348 adolescents (M age = 14.67 years, SD = 1.73, 64% male) who had gambled and played video games during the past year were included in the analyses. RESULTS Approximately 20% (n = 263) of the included sample had bet on esports during the past year. Esports betting was positively correlated with other forms of gambling, both PG and PVG, and externalizing behaviors. Mediation analyses revealed esports betting was associated to both internalizing and externalizing problems through PVG and not PG. CONCLUSIONS Esports betting may be particularly appealing to adolescents who are enthusiastic video gamers. As such, regulators must be vigilant to ensure codes of best practices are applied to esports betting operators specifically for underaged individuals.
Collapse
Affiliation(s)
- Loredana Marchica
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, 3724 McTavish Street, Montreal, QC H3A 1Y2, Canada,Department of Psychology, The Montreal Children's Hospital, 1001 Boulevard Decarie, Montreal, QC H4A 3J1, Canada,Corresponding author. E-mail:
| | - Jérémie Richard
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, 3724 McTavish Street, Montreal, QC H3A 1Y2, Canada
| | - Devin Mills
- Department of Community, Family, and Addiction Sciences, Texas Tech University, Box 41250, Lubbock, TX 79409, USA
| | - William Ivoska
- Alcohol, Drug Addiction and Mental Health Services Board of Wood County Ohio, Bowling Green, OH, USA
| | - Jeffrey Derevensky
- International Centre for Youth Gambling Problems and High-Risk Behaviors, McGill University, 3724 McTavish Street, Montreal, QC H3A 1Y2, Canada
| |
Collapse
|
5
|
|
6
|
Brosowski T, Turowski T, Hayer T. Simulated gambling consumption mediation model (SGCMM): disentangling convergence with parallel mediation models. INTERNATIONAL GAMBLING STUDIES 2020. [DOI: 10.1080/14459795.2020.1799426] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
Affiliation(s)
- Tim Brosowski
- Institute of Psychology, Division on Gambling Research, University of Bremen, Bremen, Germany
| | - Tobias Turowski
- Institute of Psychology, Division on Gambling Research, University of Bremen, Bremen, Germany
| | - Tobias Hayer
- Institute of Psychology, Division on Gambling Research, University of Bremen, Bremen, Germany
| |
Collapse
|
7
|
Macey J, Kinnunen J. The convergence of play: interrelations of social casino gaming, gambling, and digital gaming in Finland. INTERNATIONAL GAMBLING STUDIES 2020. [DOI: 10.1080/14459795.2020.1770834] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
Affiliation(s)
- Joseph Macey
- Gamification Group, Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland
| | - Jani Kinnunen
- Game Research Lab, Centre of Excellence in Game Culture Studies, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland
| |
Collapse
|
8
|
Kristiansen S, Severin MC. Exploring groups of simulated gambling behaviour: a typological study among Danish adolescents. INTERNATIONAL GAMBLING STUDIES 2019. [DOI: 10.1080/14459795.2019.1697344] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
Affiliation(s)
- Søren Kristiansen
- Department of Sociology & Social Work, Aalborg University, Aalborg, Denmark
| | | |
Collapse
|
9
|
Latvala T, Alho H, Raisamo S, Salonen AH. Gambling involvement, type of gambling and grade point average among 18-29-year-old Finnish men and women. NORDIC STUDIES ON ALCOHOL AND DRUGS 2019; 36:190-202. [PMID: 32934559 PMCID: PMC7434129 DOI: 10.1177/1455072518800189] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/06/2018] [Accepted: 08/10/2018] [Indexed: 01/13/2023] Open
Abstract
AIMS This study explores the associations between gambling involvement, type of gambling, at-risk and problem gambling (ARPG) and register-based grade point average (GPA), among Finnish people aged 18-29 years (N = 676). It is assumed that high gambling involvement and engaging in certain types of gambling are linked to ARPG, and that low school achievement is positively associated with these measures. METHODS A nationwide cross-sectional random sample was collected in 2015. The data were weighted based on gender, age and region. Analyses were carried out using logistic regression models. RESULTS Frequent gambling, playing several game types, online gambling and ARPG were more common among men than women. Those with low GPA played fast and low-paced daily lottery games and used online casinos significantly more often than men and women with average/high GPA. Men with a low GPA were also more likely to gamble on a weekly basis and played casino games and online poker more often. For women with a low GPA online gambling and playing slot machines were more common than for women with an average/high GPA. When controlling for sociodemographic variables and gambling involvement, men's participation in daily lottery games and online poker was significantly associated with a low GPA, but among women none of the game types remained statistically significant. Among women, playing several different game types was linked with a low GPA. CONCLUSIONS It seems that poorer school achievement is associated not only with frequent gambling, a large number of game types played and online gambling, but also, to some extent at least, with game type preferences.
Collapse
Affiliation(s)
- Tiina Latvala
- The Finnish Foundation for Alcohol
Studies, Helsinki, Finland
- National Institute for Health and
Welfare, Helsinki, Finland
| | - Hannu Alho
- University and University Hospital of
Helsinki, Finland
- National Institute for Health and
Welfare, Helsinki, Finland
| | - Susanna Raisamo
- National Institute for Health and
Welfare, Helsinki, Finland
| | - Anne H Salonen
- National Institute for Health and
Welfare, Helsinki, Finland
- University of Eastern Finland,
Finland
| |
Collapse
|
10
|
Veselka L, Wijesingha R, Leatherdale ST, Turner NE, Elton-Marshall T. Factors associated with social casino gaming among adolescents across game types. BMC Public Health 2018; 18:1167. [PMID: 30305091 PMCID: PMC6180495 DOI: 10.1186/s12889-018-6069-2] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/28/2018] [Accepted: 09/25/2018] [Indexed: 11/20/2022] Open
Abstract
Background With the proliferation of social casino games (SCGs) online, which offer the opportunity to gamble without monetary gains and losses, comes a growing concern regarding the effects of these unregulated games on public health, particularly among adolescents. However, given the limited research pertaining to SCG use, little is currently known about the manner in which adolescents engage with this new gambling medium. The present study aims to identify the factors that characterize adolescent social casino gamers, and to determine whether these factors differ by SCG type. Moreover, the study examines the extent to which social casino gaming is associated with monetary gambling and problem gambling in this cohort. Method Data were obtained from students in Grades 9 to 12 (n = 10,035) residing in the Canadian provinces of Ontario, Saskatchewan, and Newfoundland and Labrador. Participants completed the Youth Gambling Survey (YGS), which is a supplementary instrument administered alongside the Canadian Student Tobacco, Alcohol and Drugs Survey (CSTADS). Logistic regression was used to assess the factors associated with SCG play. Results Overall, 12.4% of respondents reported having participated in SCGs in the past three months. Compared to adolescents who did not report playing SCGs, SCG players were typically more likely to participate in monetary gambling activities, and were more prevalently classified as problem gamblers of low-to-moderate severity or high severity. Although profiles of SCG players differed across SCG game types, factors significantly associated with the playing of SCGs were gender, weekly spending money, having friends and parents who gamble, and screen time. It was also shown that current smokers were significantly more likely to participate in simulated slots online relative to adolescents who did not play SCGs. Conclusion Significant associations exist between SCG play, monetary gambling, and problem gambling among adolescents. Gambling intervention efforts directed at this population should aim to identify personal and environmental factors associated with social casino gaming, and should be tailored to different types of SCGs.
Collapse
Affiliation(s)
- Livia Veselka
- Centre for Addiction and Mental Health, Institute for Mental Health Policy Research, 100 Collip Circle, Suite 200, London, ON, N6G 4X8, Canada.
| | - Rochelle Wijesingha
- Centre for Addiction and Mental Health, Institute for Mental Health Policy Research, 100 Collip Circle, Suite 200, London, ON, N6G 4X8, Canada.,Department of Sociology, McMaster University, Hamilton, ON, Canada
| | - Scott T Leatherdale
- School of Public Health and Health Systems, University of Waterloo, Waterloo, ON, Canada
| | - Nigel E Turner
- Centre for Addiction and Mental Health, Institute for Mental Health Policy Research, 100 Collip Circle, Suite 200, London, ON, N6G 4X8, Canada.,Dalla Lana School of Public Health, University of Toronto, Toronto, ON, Canada
| | - Tara Elton-Marshall
- Centre for Addiction and Mental Health, Institute for Mental Health Policy Research, 100 Collip Circle, Suite 200, London, ON, N6G 4X8, Canada.,Dalla Lana School of Public Health, University of Toronto, Toronto, ON, Canada.,Department of Epidemiology and Biostatistics, Western University, London, ON, Canada
| |
Collapse
|
11
|
Salonen AH, Kontto J, Perhoniemi R, Alho H, Castrén S. Gambling expenditure by game type among weekly gamblers in Finland. BMC Public Health 2018; 18:697. [PMID: 29871617 PMCID: PMC5989364 DOI: 10.1186/s12889-018-5613-4] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/28/2017] [Accepted: 05/25/2018] [Indexed: 12/28/2022] Open
Abstract
BACKGROUND Excessive expenditure and financial harms are core features of problem gambling. There are various forms of gambling and their nature varies. The aim was to measure gambling expenditure by game type while controlling for demographics and other gambling participation factors. A further aim was to find out how each game type was associated with gambling expenditure when the number of game types played is adjusted for. METHODS Using data from the 2015 Finnish Gambling survey on adult gamblers (n = 3555), multiple log-linear regression was used to examine the effects of demographics, gambling participation, and engaging in different game types on weekly gambling expenditure (WGE) and relative gambling expenditure (RGE). RESULTS Male gender, lower education level, higher gambling frequency and higher number of game types increased both WGE and RGE, while younger age decreased WGE but increased RGE. Furthermore, seven specific game types increased both WGE and RGE. Weekly horse race betting and non-monopoly gambling had the strongest increasing effect on expenditure. Betting games and online poker were associated with higher expenditure even when they were played less often than weekly. Among weekly gamblers the highest mean WGE was recorded for those who played non-monopoly games (146.84 €/week), online poker (59.61 €/week), scratch games (51.77 €/week) and horse race betting (48.67 €/week). Those who played only 1-2 game types a week had the highest mean WGE and RGE on horse race betting and other betting games. CONCLUSIONS It seems that overall gambling frequency is the strongest indicator of high gambling expenditure. Our results showed that different game types had different effect sizes on gambling expenditure. Weekly gambling on horse races and non-monopoly games had the greatest increasing effect on expenditure. However, different game types also varied based on their popularity. The extent of potential harms caused by high expenditure therefore also varies on the population level. Based on our results, future prevention and harm minimization efforts should be tailored to different game types for greater effectiveness.
Collapse
Affiliation(s)
- Anne H. Salonen
- Alcohol, Drugs and Addictions Unit, National Institute for Health and Welfare, P.O. Box 30, FI-00271 Helsinki, Finland
- Faculty of Health Sciences, University of Eastern Finland, Kuopio, Finland
| | - Jukka Kontto
- Public Health Evaluation and Projection Unit, National Institute for Health and Welfare, Helsinki, Finland
| | - Riku Perhoniemi
- Alcohol, Drugs and Addictions Unit, National Institute for Health and Welfare, P.O. Box 30, FI-00271 Helsinki, Finland
| | - Hannu Alho
- Alcohol, Drugs and Addictions Unit, National Institute for Health and Welfare, P.O. Box 30, FI-00271 Helsinki, Finland
- Abdominal Center, University and University Hospital of Helsinki, Helsinki, Finland
| | - Sari Castrén
- Alcohol, Drugs and Addictions Unit, National Institute for Health and Welfare, P.O. Box 30, FI-00271 Helsinki, Finland
- Department of Psychology and Speech-Language Pathology, Faculty of Social Sciences, University of Turku, Turku, Finland
| |
Collapse
|
12
|
Do Simulated Gambling Activities Predict Gambling with Real Money During Adolescence? Empirical Findings from a Longitudinal Study. J Gambl Stud 2018; 34:929-947. [DOI: 10.1007/s10899-018-9755-1] [Citation(s) in RCA: 35] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
|
13
|
Teichert T, Gainsbury SM, Mühlbach C. Positioning of online gambling and gaming products from a consumer perspective: A blurring of perceived boundaries. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.06.025] [Citation(s) in RCA: 22] [Impact Index Per Article: 3.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
|
14
|
Abstract
In their position paper, Aarseth et al. (2016) bring to light several timely issues concerning the categorization of gaming disorder as a form of addiction and as a discrete mental disorder. In our commentary, we welcome their caution toward this move and their discussion of the equivocal scientific data in its support and the potential negative consequences for gamers. We suggest that a more heterogeneous approach is required for understanding any behavioral addiction, as concepts from gambling appear to be more relevant for aspects of mobile gaming than for video games more generally. In addition to a greater need for clinical research, we argue that studying gaming at a different level of analysis than the epidemiological study is required to gain a meaningful understanding of the harm video games may or may not entail.
Collapse
Affiliation(s)
- Richard J. E. James
- School of Psychology, University of Nottingham, University Park, Nottingham, UK,Corresponding author: Richard J. E. James; School of Psychology, University of Nottingham, University Park, Nottingham NG7 2RD, UK; Phone: +44 115 951 5281; Fax: +44 115 95 15324; E-mail:
| | - Richard J. Tunney
- School of Psychology, University of Nottingham, University Park, Nottingham, UK
| |
Collapse
|
15
|
Wohl MJ, Salmon MM, Hollingshead SJ, Kim HS. An Examination of the Relationship Between Social Casino Gaming and Gambling: The Bad, The Ugly, and The Good. JOURNAL OF GAMBLING ISSUES 2017. [DOI: 10.4309/jgi.2017.35.1] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/28/2023]
Abstract
Social casino games (i.e., free-to-play online gambling-themed games) are now ubiquitous on social network platforms such as Facebook. Their popularity and similarity to gambling games has raised concern that, among other things, social casino games will normalize gambling behaviour, which may contribute to gambling participation and to a rise in the rate of disordered gambling (see Gainsbury, Hing, Delfabbro, & King, 2014; Kim, Wohl, Salmon, Gupta, & Derevensky, 2015; Parke, Wardle, Rigbye, & Parke, 2013). Herein, we review theory and research that address potentially bad (migration to gambling) and ugly (increased rate of problem gambling) consequences of social casino gaming. We also outline the limits and boundaries of this presupposition. Specifically, we outline contexts in which social casino games may yield positive consequences when played, including the use of such games as a proxy for gambling among disordered gamblers. Drawing on these discussions, we offer a path model for gambling behaviour that places social casino gaming at its core. Although we, like others, present some pessimism regarding the outcome of social casino game play, this paper points to situations and motivations that may yield positive effects.Les jeux de casino sociaux (à savoir, les jeux de hasard gratuits en ligne) se retrouvent maintenant sur les plateformes de réseaux sociaux comme Facebook. Leur popularité et leur ressemblance avec les jeux d’argent soulèvent des inquiétudes que les jeux de casino sociaux aient entre autres pour effet de normaliser les comportements de jeu, lesquels peuvent contribuer à une participation aux jeux de hasard et à une augmentation du taux de jeu compulsif (voir Gainsbury, Hing, Delfabbro, et King, 2014; Kim, Wohl, Salmon, Gupta, et Derevensky, 2015; Parke, Wardle, Rigbye, et Parke, 2013). Dans le présent article, nous analyserons la théorie et les travaux de recherche qui traitent des conséquences potentiellement néfastes (engouement pour les jeux d’argent) et horribles (augmentation du taux du jeu compulsif) des jeux de casino sociaux. Nous définissons également les limites de cette affirmation. Plus particulièrement, nous présentons une vue d’ensemble des contextes dans lesquels les jeux de casino sociaux peuvent avoir des conséquences positives lorsqu’on s’y adonne, notamment l’utilisation chez les joueurs pathologiques de ces jeux comme substitut pour les jeux de hasard. En nous inspirant de cette analyse, nous proposons un modèle de cheminement pour les comportements de jeu où les jeux de casino sociaux occupent la place centrale. Bien que nous soyons un peu pessimistes, et nous ne sommes pas les seuls, en ce qui a trait aux répercussions des jeux de casino sociaux, cet article cite des situations et des motivations qui peuvent amener des effets positifs.
Collapse
|
16
|
Abstract
Gambling and video game playing represent two leisure activities in which adolescents and young adults participate. There are psychological and behavioural parallels between some forms of gambling (e.g., slot machines, video lottery terminals, electronic gambling machines) and some types of video games (e.g., arcade games). Both activities operate on behavioural principles of variable reinforcement schedules in order to reward and prolong play and use exciting and stimulating sound and light effects within game play. Additionally, both activities have similar negative effects associated with excessive play (e.g., poor academic performance, moodiness, loss of interest in activities previously enjoyed, and interpersonal conflict). Thus, there is concern that children and adolescents who are attracted to video games, for both psychological rewards and the challenge, may be at greater risk to gamble. We examined the gambling and video game playing behaviour among 1,229 adolescents and young adults. Results indicate that gamblers, relative to non-gamblers, were more likely to play video games. Video game players were more likely than non-players to gamble. Both social and problem gamblers had higher rates of video game playing than did non-gamblers, and addicted gamers had higher rates of gambling than did social and non-gamers. Results from the current study suggest significant overlap in youth participation in both gambling activities and video game playing. These results have implications for future research and the treatment of problem gambling and video game addiction.Les jeux de hasard et les jeux vidéo sont deux loisirs auxquels s’adonnent les adolescents et les jeunes adultes. Il existe des parallèles psychologiques et comportementaux entre certaines formes des jeux de hasard (p. ex., les appareils à sous, les appareils de loterie vidéo, les machines de jeux électroniques) et certains jeux vidéo (p. ex., les jeux d’arcade). Ces deux types de jeux exploitent les principes comportementaux du programme variable de renforcement pour récompenser le joueur et l’amener à jouer plus longtemps et utilisent des effets lumineux et sonores stimulants et excitants pour accroître l’attrait de l’expérience de jeu. De plus, ces deux activités entraînent des effets négatifs similaires chez les joueurs excessifs (p. ex., mauvais résultats scolaires, instabilité émotive, perte d’intérêt pour des activités qui autrefois procuraient du plaisir, conflits interpersonnels). On craint donc que les enfants et les adolescents qui sont attirés par les jeux vidéo, en raison des défis qu’ils proposent et des récompenses psychologiques qu’ils procurent, soient plus à risque de s’adonner aux jeux de hasard. La présente recherche a examiné les comportements de jeu de 1229 adolescents et jeunes adultes relativement aux jeux de hasard et aux jeux vidéo. Les résultats indiquent que les joueurs de jeux de hasard, par rapport aux non-joueurs, étaient plus susceptibles de jouer à des jeux vidéo, et que les joueurs de jeux vidéo étaient pareillement plus susceptibles de s’adonner aux jeux de hasard que les sujets ne jouant pas aux jeux vidéo. Le groupe des joueurs sociaux et celui des joueurs à problèmes présentaient tous deux un taux plus élevé de pratique des jeux vidéo que celui des non-joueurs, et les sujets ayant une dépendance aux jeux vidéo s’adonnaient également en plus forte proportion aux jeux de hasard que les sujets ne pratiquant par les jeux vidéo ou les pratiquant de manière sociale uniquement. Les résultats de la présente étude donnent à croire qu’il y a un chevauchement important entre la pratique des jeux de hasard et celle des jeux vidéo chez les jeunes. Ces résultats ont des incidences sur les futures recherches et le traitement de la dépendance aux jeux de hasard et aux jeux vidéo.
Collapse
|
17
|
Gender comparison of online and land-based gamblers from a nationally representative sample: Does gambling online pose elevated risk? COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.02.033] [Citation(s) in RCA: 25] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
|
18
|
Virtual addictions: An examination of problematic social casino game use among at-risk gamblers. Addict Behav 2017; 64:334-339. [PMID: 26739340 DOI: 10.1016/j.addbeh.2015.12.007] [Citation(s) in RCA: 30] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/08/2015] [Revised: 12/03/2015] [Accepted: 12/11/2015] [Indexed: 11/22/2022]
Abstract
The overlap of gaming and gambling activities within online digital technologies is of growing relevance to the study of technological addictions. Social casino games are immensely popular 'free to play' games that offer realistic emulation of financial gambling activities. Their structural similarities might suggest that engagement in social casino games may be particularly risky for people with existing gambling problems. Currently it is not known whether social casino games are used problematically by individuals who also experience problematic gambling, the extent of this overlap, the characteristics of those who experience problems with both activities, and the symptoms of problematic social casino game use they experience. An online survey was administered to Internet users (N=1554) to assess social casino game use and associated problems. This study examined a subsample of 176 adults who played social casino games and reported self-identified gambling problems. The results indicated that a greater frequency and diversity of social casino game playing and more frequent and larger expenditure on social casino games was significantly positively associated with symptom severity of problematic social casino game use. Gamblers who were younger, less educated, spoke a non-English language, and with higher psychological distress, were more likely to report greater problems. Playing social casino games to escape or relieve a negative mood was the most commonly reported symptom. These findings suggest that some problem gamblers may also be at risk of problematic engagement in online gambling activities that lack financial incentives. Gamblers' concurrent engagement in social casino games therefore warrants further consideration in gambling research studies and clinical practice settings.
Collapse
|
19
|
Gainsbury SM, Russell AM, King DL, Delfabbro P, Hing N. Migration from social casino games to gambling: Motivations and characteristics of gamers who gamble. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.05.021] [Citation(s) in RCA: 51] [Impact Index Per Article: 6.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
|
20
|
Hollingshead SJ, Kim HS, Wohl MJA, Derevensky JL. The Social Casino Gaming-Gambling Link: Motivation for Playing Social Casino Games Determines Whether Self-Reported Gambling Increases or Decreases Among Disordered Gamblers. JOURNAL OF GAMBLING ISSUES 2016. [DOI: 10.4309/jgi.2016.33.4] [Citation(s) in RCA: 22] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
Abstract
Engagement with social casino games (i.e., free online casino-like games available on social networking sites) has been found to be a risk factor for increased gambling behaviours (Kim, Wohl, Salmon, Gupta, & Derevensky, 2015). However, this may not be true for all social casino gamers. In the current research, we tested the idea that motivation to play social casino games will predict changes in self-reported gambling behaviours among disordered gamblers. Results showed that disordered gamblers (N = 140) who were motivated to play social casino games for the social connection it provides or for skill building reported an increase in their gambling. Conversely, playing in order to cope with negative life events or for excitement was not predictive of gambling. However, gamblers who reported playing social casino games to reduce cravings to gamble reported an overall decrease in gambling. The implications of social casino games as a potential harm reduction strategy for some disordered gamblers are discussed.
Collapse
|
21
|
Adolescent Gambling and Problem Gambling: Prevalence, Current Issues, and Concerns. CURRENT ADDICTION REPORTS 2016. [DOI: 10.1007/s40429-016-0105-z] [Citation(s) in RCA: 34] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
|
22
|
Kim HS, Hollingshead S, Wohl MJA. Who Spends Money to Play for Free? Identifying Who Makes Micro-transactions on Social Casino Games (and Why). J Gambl Stud 2016; 33:525-538. [DOI: 10.1007/s10899-016-9626-6] [Citation(s) in RCA: 24] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
|
23
|
Kim HS, Wohl MJA, Salmon MM, Gupta R, Derevensky J. Do Social Casino Gamers Migrate to Online Gambling? An Assessment of Migration Rate and Potential Predictors. J Gambl Stud 2016; 31:1819-31. [PMID: 25410278 PMCID: PMC4651986 DOI: 10.1007/s10899-014-9511-0] [Citation(s) in RCA: 64] [Impact Index Per Article: 8.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
Abstract
Social casino games (i.e., free-to-play online gambling games) are enjoyed by millions of players worldwide on a daily basis. Despite being free to play, social casino games share many similarities to traditional casino games. As such, concerns have been raised as to whether social casino games influences the migration to online gambling among people who have not engaged in such activity (see Griffiths in World Online Gambl 9:12-13, 2010). To date, however, no empirical research has assessed this possibility. Thus, the purpose of the present research was to assess the extent to which social casino gamers migrate to online gambling and potential predictors (time spent on social casino games, skill building, enhancement and micro-transactions) of such migration. To this end, social casino gamers who never gambled online (N = 409) completed a questionnaire battery assessing our variables of interest and were re-contacted 6-months later to see if they had engaged in online gambling during the intervening months. Approximately 26% of social casino gamers reported having migrated to online gambling. Importantly, engagement in micro-transactions was the only unique predictor of migration from social casino gaming to online gambling. The implications for the potential harms associated with social casino gaming are discussed.
Collapse
Affiliation(s)
- Hyoun S Kim
- Department of Psychology, Carleton University, 1125 Colonel By Drive, B550 Loeb Building, Ottawa, ON, K1S 5B6, Canada
| | - Michael J A Wohl
- Department of Psychology, Carleton University, 1125 Colonel By Drive, B550 Loeb Building, Ottawa, ON, K1S 5B6, Canada.
| | - Melissa M Salmon
- Department of Psychology, Carleton University, 1125 Colonel By Drive, B550 Loeb Building, Ottawa, ON, K1S 5B6, Canada
| | | | | |
Collapse
|
24
|
The Role of Auditory Features Within Slot-Themed Social Casino Games and Online Slot Machine Games. J Gambl Stud 2016; 31:1735-51. [PMID: 25344661 DOI: 10.1007/s10899-014-9506-x] [Citation(s) in RCA: 15] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
Abstract
Over the last few years playing social casino games has become a popular entertainment activity. Social casino games are offered via social media platforms and mobile apps and resemble gambling activities. However, social casino games are not classified as gambling as they can be played for free, outcomes may not be determined by chance, and players receive no monetary payouts. Social casino games appear to be somewhat similar to online gambling activities in terms of their visual and auditory features, but to date little research has investigated the cross over between these games. This study examines the auditory features of slot-themed social casino games and online slot machine games using a case study design. An example of each game type was played on three separate occasions during which, the auditory features (i.e., music, speech, sound effects, and the absence of sound) within the games were logged. The online slot-themed game was played in demo mode. This is the first study to provide a qualitative account of the role of auditory features within a slot-themed social casino game and an online slot machine game. Our results found many similarities between how sound is utilised within the two games. Therefore the sounds within these games may serve functions including: setting the scene for gaming, creating an image, demarcating space, interacting with visual features, prompting players to act, communicating achievements to players, providing reinforcement, heightening player emotions and the gaming experience. As a result this may reduce the ability of players to make a clear distinction between these two activities, which may facilitate migration between games.
Collapse
|
25
|
Gainsbury SM, King DL, Russell AM, Delfabbro P. Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games. J Behav Addict 2016; 5:221-30. [PMID: 27306146 PMCID: PMC5387773 DOI: 10.1556/2006.5.2016.031] [Citation(s) in RCA: 37] [Impact Index Per Article: 4.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/19/2022] Open
Abstract
Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming.
Collapse
Affiliation(s)
- Sally M. Gainsbury
- Centre for Gambling Education and Research, Southern Cross University, Lismore, NSW, Australia,Corresponding author: Sally M. Gainsbury; Centre for Gambling Education and Research, Southern Cross University, PO Box 157, Lismore, NSW 2480, Australia; Phone: +612 6626 9436; E-mail:
| | - Daniel L. King
- School of Psychology, The University of Adelaide, SA, Australia
| | - Alex M. T. Russell
- Centre for Gambling Education and Research, Southern Cross University, Lismore, NSW, Australia
| | - Paul Delfabbro
- School of Psychology, The University of Adelaide, SA, Australia
| |
Collapse
|
26
|
Kim HS, Wohl MJA, Gupta R, Derevensky J. From the mouths of social media users: A focus group study exploring the social casino gaming-online gambling link. J Behav Addict 2016; 5:115-121. [PMID: 28092197 PMCID: PMC5322989 DOI: 10.1556/2006.5.2016.014] [Citation(s) in RCA: 19] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/19/2022] Open
Abstract
Background and aims The potential link between social casino gaming and online gambling has raised considerable concerns among clinicians, researchers and policy makers. Unfortunately, however, there is a paucity of research examining this potential link, especially among young adults. This represents a significant gap given young adults are frequently exposed to and are players of social casino games. Methods To better understand the potential link between social casino games and online gambling, we conducted three focus groups (N = 30) at two large Canadian Universities with college students who were avid social media users (who are regularly exposed to social casino games). Results Many participants spontaneously mentioned that social casino games were a great opportunity to build gambling skills before playing for real money. Importantly, some participants expressed a belief that there is a direct progression from social casino gaming to online gambling. Conversely, others believed the transition to online gambling depended on a person's personality, rather than mere exposure to social casino games. While many young adults in our focus groups felt immune to the effects of social casino games, there was a general consensus that social casino games may facilitate the transition to online gambling among younger teenagers (i.e., 12-14 yr olds), due to the ease of accessibility and early exposure. Discussion The results of the present research point to the need for more study on the effects of social casino gambling as well as a discussion concerning regulation of social casino games in order to minimize their potential risks.
Collapse
Affiliation(s)
| | - Michael J. A. Wohl
- Carleton University, Ottawa, Ontario, Canada,Corresponding author: Dr. Michael J. A. Wohl; Department of Psychology, Carleton University, 1125 Colonel By Drive, B550 Loeb Building, Ottawa, Ontario, Canada K1S 5B6; E-mail:
| | - Rina Gupta
- McGill University, Montreal, Quebec, Canada
| | | |
Collapse
|
27
|
King DL, Gainsbury SM, Delfabbro PH, Hing N, Abarbanel B. Distinguishing between gaming and gambling activities in addiction research. J Behav Addict 2015; 4:215-20. [PMID: 26690615 PMCID: PMC4712754 DOI: 10.1556/2006.4.2015.045] [Citation(s) in RCA: 53] [Impact Index Per Article: 5.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND AND AIMS Gambling and gaming activities have become increasingly recognised as sharing many common features at a structural and aesthetic level. Both have also been implicated as contributing to harm through excessive involvement. Despite this, relatively little attention has been given to the fundamental characteristics that differentiate these two classes of activity, especially in situations where the boundaries between them may be particularly hard to distinguish. This is evident, for example, in digital games that incorporate free and paid virtual currencies or items, as well as the capacity for wagering. Such overlaps create problems for regulatory classifications, screening, diagnosis and treatment. Is the problem related to the gambling or gaming content? METHODS In this paper, we review the principal sources of overlap between the activity classes in terms of several dimensions: interactivity, monetisation, betting and wagering, types of outcomes, structural fidelity, context and centrality of content, and advertising. RESULTS We argue that gaming is principally defined by its interactivity, skill-based play, and contextual indicators of progression and success. In contrast, gambling is defined by betting and wagering mechanics, predominantly chance-determined outcomes, and monetisation features that involve risk and payout to the player. A checklist measure is provided, with practical examples, to examine activities according to features of design and function, which may inform guidelines for policy makers, researchers and treatment providers. DISCUSSION AND CONCLUSIONS We suggest that, in some instances, using category-based nomenclature (e.g., "gambling-like game") may be too vague or cumbersome to adequately organise our understanding of new gaming/gambling hybrid activities.
Collapse
Affiliation(s)
- Daniel L. King
- Corresponding author: Daniel L. King; School of Psychology, Level 4, Hughes Building, The University of Adelaide, Adelaide, SA 5005, Australia; Phone: +61 8 83133740; Fax: +61 8 8303 3770; E-mail:
| | | | | | | | | |
Collapse
|
28
|
Abstract
Zusammenfassung. In internetbasierten sozialen Netzwerken, in Form von Demoversionen kommerzieller Spielangebote sowie Computer- und Videospielen erfreuen sich simulierte Glücksspiele, die aufgrund fehlender Geldeinsätze die formal-juristischen Kriterien für ein Glücksspiel nicht erfüllen und damit bspw. keinen Altersrestriktionen unterliegen, wachsender Beliebtheit. Ziel des Beitrages ist es, die mutmaßlichen gesundheitsrelevanten Gefährdungspotenziale dieser Spielformen durch eine Literaturrecherche aufzuzeigen, den aktuellen Kenntnisstand anhand der vorliegenden empirischen Befunde systematisch zusammenzufassen sowie mögliche Forschungslücken zu identifizieren. Die Datenbanken PubMed/MEDLINE, PsycInfo und Web of Science wurden anhand relevanter Schlagwörter nach peer-reviewten, empirischen Beiträgen durchsucht und um Dissertationen und Marktanalysen ergänzt. Insgesamt sind 56 Fundstellen in die Analyse eingeflossen. Querschnittbefragungen aus verschiedenen Ländern bestätigen die Attraktivität der Angebote, insbesondere für Kinder und Jugendliche. Während spielimmanente Faktoren wie gesteuerte Spielausgänge offenbar die Spiellust und kognitive Verzerrungsmuster fördern, bestätigt eine erste Längsschnittstudie den prädiktiven Wert von Mikrotransaktionen für den Umstieg von simuliertem zu klassischem Glücksspiel. Derartige Migrationsprozesse werden durch gezielte Werbung noch verstärkt. Ob von der Einbindung sozialer Komponenten risikoerhöhende Effekte ausgehen, muss zum gegenwärtigen Zeitpunkt offen bleiben. Weitere Befunde liegen zu Teilnahmemotiven, Konsummustern, Komorbiditäten und potentiellen Positiveffekten vor. Die Erhebung empirischer Daten zu psychosozialen Auswirkungen simulierter Glücksspiele stellt eine wichtige Aufgabe zukünftiger Forschung dar, um wissenschaftlich abgesicherte Forderungen zu notwendigen Präventions- und Regulierungsmaßnahmen dieser Angebote aufstellen zu können.
Collapse
|
29
|
Gainsbury SM, Hing N, Delfabbro P, Dewar G, King DL. An Exploratory Study of Interrelationships Between Social Casino Gaming, Gambling, and Problem Gambling. Int J Ment Health Addict 2014. [DOI: 10.1007/s11469-014-9526-x] [Citation(s) in RCA: 22] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/24/2022] Open
|