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de Andrade WM. Normalization of Chance-Based Mechanisms in Mobile Games for Children: A Descriptive Analysis. J Gambl Stud 2024; 40:1517-1537. [PMID: 38148441 DOI: 10.1007/s10899-023-10273-4] [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] [Accepted: 11/25/2023] [Indexed: 12/28/2023]
Abstract
Games for mobiles present strategies to monetize not only from selling a title but from financial exchanges that take place in the game. Those microtransactions motivate players to purchase random or surprise items (known as loot boxes) to customize game features or to overcome narrative obstacles necessary to progress to new levels. Researchers associate the practice with gambling if completing the transaction does not mean the acquisition of an item but the chance to receive it. This research quantified gambling-like features in games available for free, classified by Apple's marketplace as suitable for children from 4 to 8 years old, and from the top-downloaded list. The findings reveal normalization traces of chance-based mechanisms in most of the games. According to the research literature, early exposure to such features may result in problem gambling in adult life. This paper concluded that legal changes and more information provided by the marketplaces are needed to raise awareness of gambling-like practices in mobile games.
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Affiliation(s)
- Wiliam Machado de Andrade
- Department of Media, The University of Adelaide, 903/259 North Terrace, Adelaide, SA, 5000, Australia.
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2
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Hu Y, Zhang L, Zhao D, Gao X. Winning Exposure and Positive Illusions Among Chinese Lottery Gamblers: Moderating Effects of Lottery Winning Experience and Socioeconomic Status. J Gambl Stud 2024:10.1007/s10899-024-10307-5. [PMID: 38802626 DOI: 10.1007/s10899-024-10307-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 04/10/2024] [Indexed: 05/29/2024]
Abstract
Positive illusions and winning exposure are key factors leading to problem lottery gambling, but few studies have examined the relationships between them. 402 Chinese lottery gamblers was conducted with the Winning Exposure Questionnaire, the Positive illusion Questionnaire, the Winning Experience Questionnaire, and the Social and Economic Status Questionnaire to investigate the relationship between winning exposure and positive illusions as well as the moderating role of winning experience and socioeconomic status. The results showed that winning exposure can significantly and positively predict the positive illusions (optimism bias, better than average bias, and illusion of control) of lottery gamblers. The highest winning amount and subjective socioeconomic status significantly moderated the relationship between winning exposure and optimism bias. That was to say, for lottery gamblers with smaller maximum winning amount and lower subjective socioeconomic status, the association between winning exposure and optimism bias was stronger. Furthermore, the moderating effect of highest winning amount in the relationship between winning exposure and better than average bias, and the moderating effects of occupational status and subjective socioeconomic status in the relationship between winning exposure and illusion of control were marginally significant.
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Affiliation(s)
- Yue Hu
- School of Education and Psychology, Tianjin University of Sport, No. 16 Donghai Road, West Tuanbo New Town, Tianjin, 301617, PR China.
| | - Libin Zhang
- Collaborative Innovation Center of Assessment for Basic Education Quality, Beijing Normal University, Beijing, PR China
| | - Demao Zhao
- Collaborative Innovation Center of Assessment for Basic Education Quality, Beijing Normal University, Beijing, PR China
| | - Xin Gao
- Collaborative Innovation Center of Assessment for Basic Education Quality, Beijing Normal University, Beijing, PR China
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3
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Bradt L, Grosemans E, De Cock R, Dupont B, Vansteenkiste M, Soenens B. Does parents' perceived style of setting limits to gaming matter? The interplay between profiles of parental mediation and BIS/BAS sensitivity in problematic gaming and online gambling. J Adolesc 2024; 96:580-597. [PMID: 37968846 DOI: 10.1002/jad.12271] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2023] [Revised: 10/30/2023] [Accepted: 10/31/2023] [Indexed: 11/17/2023]
Abstract
INTRODUCTION Parents try to prevent possible negative outcomes associated with gaming by setting rules on their adolescent's gaming behavior (i.e., restrictive mediation). Parents can use either more autonomy-supportive or more controlling styles to communicate those rules. Using a person-centered approach, this study aims to, first, identify profiles of parents' perceived degree of restrictive mediation in gaming and styles of communicating these rules (i.e., autonomy-supportive and controlling); second, to examine how adolescents in different profiles differ in terms of maladaptive gaming outcomes (i.e., problematic gaming, simulated, and online gambling); third, to investigate the moderating role of gaming frequency and adolescents' personality (i.e., behavioral inhibition system [BIS] sensitivity and behavioral activation system [BAS] sensitivity) in the associations between the parental profiles and the outcomes. METHODS The study used quantitative, cross-sectional survey data from Belgian adolescents (N = 1651, mean age = 14.00 years, 51.2% boys), collected between November 2021 and February 2022 in schools. RESULTS Cluster analysis yielded four profiles of perceived restrictive mediation: an exclusively controlling one, an autonomy-supportive one, one where parents used a perceived mix of both communication styles, and one where there was an overall perceived lack of restrictive mediation. Adolescents in the controlling profile displayed the most maladaptive outcomes. Some of the associations between the parental profiles and the outcomes were stronger for more frequent gamers and for adolescents scoring higher on both BIS and BAS sensitivity. CONCLUSION Associations between the parental profiles and gaming outcomes were theoretically meaningful, yet small in terms of effect size.
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Affiliation(s)
- Lowie Bradt
- Department of Developmental, Personality and Social Psychology, Ghent University, Ghent, Belgium
| | - Eva Grosemans
- Institute for Media Studies, KU Leuven, Leuven, Belgium
| | | | - Bruno Dupont
- Institute for Media Studies, KU Leuven, Leuven, Belgium
| | - Maarten Vansteenkiste
- Department of Developmental, Personality and Social Psychology, Ghent University, Ghent, Belgium
| | - Bart Soenens
- Department of Developmental, Personality and Social Psychology, Ghent University, Ghent, Belgium
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Inaguma T, Misumi S, Funatogawa T, Nemoto T, Harima H, Mizuno M. Does the loot box open the door to addiction? A case report of gaming disorder with high charges for loot box purchases. PCN REPORTS : PSYCHIATRY AND CLINICAL NEUROSCIENCES 2024; 3:e167. [PMID: 38868486 PMCID: PMC11114398 DOI: 10.1002/pcn5.167] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/16/2023] [Revised: 12/19/2023] [Accepted: 12/27/2023] [Indexed: 06/14/2024]
Abstract
Background A loot box is a gaming term for an electronic lottery that randomly provides items that enhance the gaming experience. In recent years, loot boxes have been increasingly discussed as a risk factor of gaming disorder (GD). While they may be purchased for a few dollars at a time, the cumulative expenses resulting from their addictive use have become a social problem. Case Presentation This paper presents a case of GD involving a substantial financial burden incurred through the use of a Japanese loot box called Gacha. Conclusion The randomness in the selection of virtual items in loot boxes resembles gambling, triggering the reward system and contributing to an addiction to purchasing more loot boxes. For therapeutic purposes, understanding the motivations behind purchasing loot boxes and considering individual developmental characteristics are crucial to helping patients find satisfaction and a sense of achievement in activities besides gaming.
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Affiliation(s)
- Tokuya Inaguma
- Department of PsychiatryTokyo Metropolitan Matsuzawa HospitalTokyoJapan
- Department of NeuropsychiatryToho University Graduate School of MedicineTokyoJapan
| | - Sumiko Misumi
- Department of PsychiatryTokyo Metropolitan Matsuzawa HospitalTokyoJapan
| | - Tomoyuki Funatogawa
- Department of NeuropsychiatryToho University Graduate School of MedicineTokyoJapan
| | - Takahiro Nemoto
- Department of NeuropsychiatryToho University Graduate School of MedicineTokyoJapan
| | - Hirohiko Harima
- Department of PsychiatryTokyo Metropolitan Matsuzawa HospitalTokyoJapan
| | - Masafumi Mizuno
- Department of PsychiatryTokyo Metropolitan Matsuzawa HospitalTokyoJapan
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Delfabbro P, King D. The evolution of young gambling studies: digital convergence of gaming, gambling and cryptocurrency technologies. INTERNATIONAL GAMBLING STUDIES 2023. [DOI: 10.1080/14459795.2023.2171469] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Affiliation(s)
- Paul Delfabbro
- School of Psychology, University of Adelaide, Adelaide, Australia
| | - Daniel King
- College of Education, Psychology and Social Work, Flinders University, Adelaide, Australia
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Hing N, Dittman CK, Russell AMT, King DL, Rockloff M, Browne M, Newall P, Greer N. Adolescents Who Play and Spend Money in Simulated Gambling Games Are at Heightened Risk of Gambling Problems. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:10652. [PMID: 36078369 PMCID: PMC9517771 DOI: 10.3390/ijerph191710652] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/19/2022] [Revised: 08/19/2022] [Accepted: 08/22/2022] [Indexed: 06/15/2023]
Abstract
Simulated gambling, such as playing a virtual slot machine for points rather than money, is increasingly part of the online gaming experience for youth. This study aimed to examine (1) if youth participation in simulated gambling games is associated with participation in monetary gambling; (2) if youth participation in simulated gambling games is associated with increased risk of problematic gambling when controlling for breadth of monetary gambling (i.e., number of gambling forms); and (3) if monetary expenditure and time spent playing simulated gambling games increase the risk of problematic gambling. Two samples of Australians aged 12-17 years were recruited-826 respondents through an online panel aggregator (mean age 14.1 years) and 843 respondents through advertising (mean age 14.6 years). Aim 1 was addressed using chi-square and correlation analyses. Linear multiple regression analyses were conducted to address Aims 2 and 3. The findings in both samples supported the study's hypotheses-that (1) youth who play simulated gambling games are more likely to participate in monetary gambling, and that (2) participation and (3) time and money expenditure on simulated gambling are positively and independently associated with risk of problematic gambling when controlling for the number of monetary gambling forms, impulsivity, age and gender. To better protect young people, simulated gambling should, at minimum, emulate the consumer protection measures required for online gambling.
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Affiliation(s)
- Nerilee Hing
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg 4670, Australia
| | - Cassandra K. Dittman
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg 4670, Australia
| | - Alex M. T. Russell
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg 4670, Australia
| | - Daniel L. King
- College of Education, Psychology, and Social Work, Flinders University, Adelaide 5042, Australia
| | - Matthew Rockloff
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg 4670, Australia
| | - Matthew Browne
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg 4670, Australia
| | - Philip Newall
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg 4670, Australia
- School of Psychological Science, University of Bristol, Bristol BS8 1TU, UK
| | - Nancy Greer
- Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, Central Queensland University, Bundaberg 4670, Australia
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What’s in the box? Exploring UK players’ experiences of loot boxes in games; the conceptualisation and parallels with gambling. PLoS One 2022; 17:e0263567. [PMID: 35139113 PMCID: PMC8827416 DOI: 10.1371/journal.pone.0263567] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/21/2021] [Accepted: 01/23/2022] [Indexed: 11/19/2022] Open
Abstract
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of loot boxes can be seen of as gambling. However, the perspectives of players are often neglected, such as whether they see them as ‘fair’ game elements and how closely they feel this aligns with gambling. In this paper, we synthesise a conceptualisation for loot boxes through players’ actual experience and explore if there are any parallels with gambling. Twenty-one participants who played video games took part in the research through either an interview or online survey. Thematic analysis suggested that six themes were core to exploring loot boxes: Random Chance Effects, Attitudes Towards Content, Implementation, Parallels with Gambling, Game Design, and The Player. The results suggested both indirect and direct parallels with gambling from the players experiences. Implications of game design and classifying loot boxes as gambling are discussed in relation to game design and risk factors of gambling and purchasing behaviour.
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Sirola A, Kaakinen M, Savolainen I, Paek HJ, Zych I, Oksanen A. Online identities and social influence in social media gambling exposure: A four-country study on young people. TELEMATICS AND INFORMATICS 2021. [DOI: 10.1016/j.tele.2021.101582] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/22/2023]
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Social Ecological Model of Problem Gambling: A Cross-National Survey Study of Young People in the United States, South Korea, Spain, and Finland. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18063220. [PMID: 33804663 PMCID: PMC8003601 DOI: 10.3390/ijerph18063220] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/27/2021] [Revised: 03/15/2021] [Accepted: 03/16/2021] [Indexed: 12/17/2022]
Abstract
Problem gambling among young people is an emerging trend globally. The online environment in particular offers various possibilities for gambling engagement. This is the first cross-national survey study using the social ecological model to analyze problem gambling, especially in the online context. The study aimed to analyze how different social ecological spheres explain problem gambling. Participants were young people aged 15–25 in the United States (n = 1212), South Korea (n = 1192), Spain (n = 1212), and Finland (n = 1200). The South Oaks Gambling Screen (SOGS) instrument measured problem gambling. The regression models analyzed problem gambling with measures of intrapersonal, interpersonal, organizational, and societal spheres. Spanish participants had the highest SOGS score for problem gambling. In all countries, the variations in problem gambling were best explained by the organizational sphere measures (26%) when compared to the intrapersonal (11%), interpersonal (5%), and societal (3%) spheres. In the full model, the organizational sphere measures had strong associations with problem gambling. These included consumer debt, online gambling community participation, online casino participation, and exposure to online pop-up advertisements. Problem gambling was also associated with conformity to group norms in the interpersonal sphere, and male gender and impulsivity in the intrapersonal sphere. Cross-national results were similar in different countries. Within the final model, gambling community participation had the strongest association with problem gambling (β = 0.23, p < 0.001). The online context plays a major role in problem gambling behavior. The social ecological model is a useful tool for tackling problem gambling and developing preventative measures.
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Sirola A, Savela N, Savolainen I, Kaakinen M, Oksanen A. The Role of Virtual Communities in Gambling and Gaming Behaviors: A Systematic Review. J Gambl Stud 2021; 37:165-187. [PMID: 32306232 PMCID: PMC7882555 DOI: 10.1007/s10899-020-09946-1] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
Abstract
Gambling opportunities are facilitated by the growth of the Internet and social media platforms. Digital games also increasingly include monetary features, such as microtransactions, blurring the line between gambling and gaming. The Internet provides a variety of virtual communities for gamblers and gamers, but comprehensive research on these communities and their relevance in gambling and monetary gaming behaviors remains scarce. This paper summarizes research of online gambling and monetary gaming communities based on a systematic literature review. A systematic literature search was conducted from five databases: Scopus, Web of Science, PsycINFO, Social Science Premium Collection, and EBSCOhost. The search was limited to empirical articles that focused on gambling or gaming involving money and examined online interaction between gamblers or gamers. Preliminary search resulted in 1056 articles, from which 55 were selected for the analyses based on pre-determined criteria. According to results, online communities serve different functions in gambling and gaming behaviors. Gambling communities are typically forums for discussing and sharing gambling experiences, strategies, and tips as well as gambling problems, while gaming communities are inherently embedded inside a game being an essential part of the gaming experience. Identification with virtual communities influences gambling behavior and monetary gaming behavior through mechanisms of perceived norms, social influence, and community feedback. Whereas some gambling communities may provide protection from excessive gambling habits, gaming communities seem to solely motivate gaming behavior and purchase intentions. The role of online communities should be acknowledged in prevention and treatment of gambling and gaming problems.
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Affiliation(s)
- Anu Sirola
- Faculty of Social Sciences, Tampere University, 33014, Tampere, Finland.
| | - Nina Savela
- Faculty of Social Sciences, Tampere University, 33014, Tampere, Finland
| | - Iina Savolainen
- Faculty of Social Sciences, Tampere University, 33014, Tampere, Finland
| | - Markus Kaakinen
- Institute of Criminology and Legal Policy, University of Helsinki, Helsinki, Finland
| | - Atte Oksanen
- Faculty of Social Sciences, Tampere University, 33014, Tampere, Finland
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King A, Wong-Padoongpatt G, Barrita A, Phung DT, Tong T. Risk Factors of Problem Gaming and Gambling in US Emerging Adult Non-Students: The Role of Loot Boxes, Microtransactions, and Risk-Taking. Issues Ment Health Nurs 2020; 41:1063-1075. [PMID: 32822251 DOI: 10.1080/01612840.2020.1803461] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/05/2023]
Abstract
Video gaming and gambling have increasingly converged with one another (e.g., social casino games). For emerging adults (18-25 years old), who are already at an elevated risk for addictive disorders, this overlap in these activities may increase the likelihood of problematic involvement. At the moment, Internet gaming disorder (IGD) is being considered as a future medical diagnosis by the American Psychiatric Association. Therefore, the purpose of this study was to examine the potential comorbidity between IGD and gambling disorder (GD) in emerging adults, as well as explore if problematic engagement in gaming and gambling may be explained by recent trends in video game microtransactions (e.g., loot boxes) and risk-taking behaviors. An online survey was completed by 300 emerging adult non-students (Mage = 22.79, 49% male) from across the United States. The results revealed that compared to non-gamers, problematic gamers were 6.45 times more likely to problem gamble and compared to non-gamblers, problem gamblers were 5.62 times more likely to problem game. Microtransactions were the major mechanism for the relationship between IGD and GD. Participants with higher severity levels of either disorder demonstrated a greater likelihood of purchasing microtransactions, in addition to displaying significantly less aversion towards several domains of risk-taking. These findings suggest that emerging adults with probable IGD or GD may share common risk factors and patterns of behavior that transdiagnostic treatment approaches may better serve than syndrome-specific models.
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Affiliation(s)
- Anthony King
- Department of Psychology, University of Nevada, Las Vegas, Las Vegas, Nevada, USA
| | | | - Aldo Barrita
- Department of Psychology, University of Nevada, Las Vegas, Las Vegas, Nevada, USA
| | - Danny Tran Phung
- Department of Psychology, University of Nevada, Las Vegas, Las Vegas, Nevada, USA
| | - Ting Tong
- Department of Psychology, University of Nevada, Las Vegas, Las Vegas, Nevada, USA
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12
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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
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13
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Li W, Mills D, Nower L. Validation of the problematic social casino gaming scale. INTERNATIONAL GAMBLING STUDIES 2020. [DOI: 10.1080/14459795.2020.1777577] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
Affiliation(s)
- Wen Li
- Center for Gambling Studies, Rutgers University, New Brunswick, NJ, USA
| | - Devin Mills
- Department of Community, Family, & Addiction Sciences, Texas Tech University, Lubbock, TX, USA
| | - Lia Nower
- Center for Gambling Studies, Rutgers University, New Brunswick, NJ, USA
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14
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Delfabbro P, King DL. Gaming-gambling convergence: evaluating evidence for the ‘gateway’ hypothesis. INTERNATIONAL GAMBLING STUDIES 2020. [DOI: 10.1080/14459795.2020.1768430] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/18/2023]
Affiliation(s)
- Paul Delfabbro
- School of Psychology, University of Adelaide, Adelaide, Australia
| | - Daniel L. King
- College of Education, Psychology & Social Work, Flinders University, Adelaide, Australia
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15
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Stehmann J. Identifying research streams in online gambling and gaming literature: A bibliometric analysis. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2019.106219] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
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King DL, Russell A, Hing N. Adolescent Land-Based and Internet Gambling: Australian and International Prevalence Rates and Measurement Issues. CURRENT ADDICTION REPORTS 2020. [DOI: 10.1007/s40429-020-00311-1] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/15/2022]
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Lawn S, Oster C, Riley B, Smith D, Baigent M, Rahamathulla M. A Literature Review and Gap Analysis of Emerging Technologies and New Trends in Gambling. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2020; 17:ijerph17030744. [PMID: 31979364 PMCID: PMC7036923 DOI: 10.3390/ijerph17030744] [Citation(s) in RCA: 29] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/17/2019] [Revised: 01/16/2020] [Accepted: 01/22/2020] [Indexed: 12/20/2022]
Abstract
There have been significant changes in the gambling landscape particularly relating to gambling in the digital age. As the gambling landscape changes, regulation of gambling also needs to change. In 2018, the Office of Responsible Gambling in New South Wales, Australia, commissioned a gap analysis to inform their research objectives and priority focus areas. This included an identification of gaps in our understanding of emerging technologies and new trends in gambling. A gap analysis of the peer-reviewed literature published since 2015 was undertaken, identifying 116 articles. The main area of focus was Internet gambling, followed by articles exploring the relationship between video gaming and gambling, the expansion of the sports betting market, Electronic Gambling Machines characteristics and articles exploring new technologies and trends in advertising and inducements. Key gaps related to the need for more research in general, as well as research focusing on subpopulations such as those using different gambling formats, those with varying levels of problem gambling, and vulnerable populations. From a methods perspective, researchers saw the need for longitudinal studies, more qualitative research and improved outcome measures. The development and testing of a public health approach to addressing the harms associated with gambling in these areas is needed.
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Kim HS, Rockloff M, McGrath DS, Wohl MJA, Hodgins DC. Structural or dispositional? An experimental investigation of the experience of winning in social casino games (and impulsivity) on subsequent gambling behaviors. J Behav Addict 2019; 8:479-488. [PMID: 31545099 PMCID: PMC7044615 DOI: 10.1556/2006.8.2019.48] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/21/2022] Open
Abstract
BACKGROUND AND AIMS In the present research, we experimentally investigated whether the experience of winning (i.e., inflated payout rates) in a social casino game influenced social casino gamers' subsequent decision to gamble for money. Furthermore, we assessed whether facets of dispositional impulsivity - negative and positive urgency in particular - also influenced participants' subsequent gambling. METHODS Social casino gamers who were also current gamblers (N = 318) were asked to play a social casino game to assess their perceptions of the game in exchange for $3. Unbeknownst to them, players were randomly assigned to one of three experimental conditions: winning (n = 110), break-even (n = 103), or losing (n = 105). After playing, participants were offered a chance to gamble their $3 renumeration in an online roulette game. RESULTS A total of 280 participants (88.1%) elected to gamble, but no between-condition variation in the decision to gamble emerged. Furthermore, there were no differences in gambling on the online roulette between condition. However, higher levels of both negative and positive urgency increased the likelihood of gambling. Finally, impulsivity did not moderate the relationship between experience of winning and decision to gamble. CONCLUSION The results suggest that dispositional factors, including impulsive urgency, are implicated in the choice to gamble for social casino gamers following play.
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Affiliation(s)
- Hyoun S. Kim
- Department of Psychology, University of Calgary, Calgary, Canada,Corresponding author: Hyoun S. Kim; Department of Psychology, University of Calgary, Admin Building 240, 2500 University Dr. NW, Calgary, AB T2N 1N4, Canada; Phone: +1 403 210 9580; E-mail:
| | - Matthew Rockloff
- Department of Psychology and Public Health, Central Queensland University, Branyan, QLD, Australia
| | | | | | - David C. Hodgins
- Department of Psychology, University of Calgary, Calgary, Canada
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Abstract
Zusammenfassung. Die vorliegende Studie beschäftigt sich mit simulierten Internet-Glücksspielen und folglich mit neuartigen Spielangeboten, die an der Schnittstelle von Computer- und Glücksspielen anzusiedeln sind. Erstmals werden für Deutschland in diesem Zusammenhang differenzierte Daten zum Nachfrageverhalten sowie zu teilnahmefördernden Bedingungen vorgelegt. Grundlage der Datenanalyse ist eine quantitative Erhebung mit N = 1 905 Schülern und Schülerinnen der Klassenstufen 6 bis 10 ( M = 13.8 Jahre) aus drei norddeutschen Großstädten. Die Ergebnisse zeigen, dass etwa die Hälfte aller Befragten in den letzten 12 Monaten am simulierten Internet-Glücksspiel teilgenommen hat. Dabei dominieren Spielerfahrungen innerhalb von Videospielen. Darüber hinaus variieren die Prädiktoren einer Spielteilnahme in Abhängigkeit konkreter Spielvarianten (innerhalb von Videospielen, über Apps, in sozialen Netzwerken, als Demospiele). Abschließend werden weiterführende Handlungsbedarfe in Bezug auf Prävention, Regulation und Forschung diskutiert.
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Affiliation(s)
- Tobias Hayer
- Institut für Psychologie und Kognitionsforschung der Universität Bremen
| | - Moritz Rosenkranz
- Zentrum für Interdisziplinäre Suchtforschung der Universität Hamburg
| | - Gerhard Meyer
- Institut für Psychologie und Kognitionsforschung der Universität Bremen
| | - Tim Brosowski
- Institut für Psychologie und Kognitionsforschung der Universität Bremen
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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.
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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
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Trivedi RH, Teichert T. Attitudes, beliefs and impulsivity in online gambling addiction. INTERNATIONAL GAMBLING STUDIES 2018. [DOI: 10.1080/14459795.2018.1466188] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
Affiliation(s)
- Rohit H. Trivedi
- Chair of Marketing and Innovation, University of Hamburg, Hamburg, Germany
| | - Thorsten Teichert
- Chair of Marketing and Innovation, University of Hamburg, Hamburg, Germany
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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]
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Armstrong T, Rockloff M, Browne M, Li E. An Exploration of How Simulated Gambling Games May Promote Gambling with Money. J Gambl Stud 2018; 34:1165-1184. [DOI: 10.1007/s10899-018-9742-6] [Citation(s) in RCA: 20] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
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Rémond JJ, Romo L. Analysis of Gambling in the Media Related to Screens: Immersion as a Predictor of Excessive Use? INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2018; 15:E58. [PMID: 29301311 PMCID: PMC5800157 DOI: 10.3390/ijerph15010058] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 11/12/2017] [Revised: 12/25/2017] [Accepted: 12/27/2017] [Indexed: 11/18/2022]
Abstract
This study investigates the intricacies between the player interface proposed by the screens, (in particular on smartphone applications or in video games) and gambling. Recent research indicates connections between "immersion" and excessive screen practice. We want to understand the causal-effects between online gambling and the "immersion" variable and understand their relationship and its contingencies. This article empirically investigates whether and how it is possible to observe immersion with its sub-dimensions in gambling on different screens. The objective of this study was to analyze: (1) the costs and benefits associated with gambling practice on screens (2) the link between gambling practice and screen practice (video game, Internet, mobile screen); (3) to observe the propensity to immersion for individuals practicing gambling on screens; and (4) to examine the comorbidities and cognitive factors associated with the practice of gambling on screen. A total of 432 adults (212 men, 220 women), recruited from Ile-de-France (France), responded to a battery of questionnaires. Our study suggests that immersion variables make it possible to understand the cognitive participation of individuals towards screens in general, the practice of gambling on screens and the excessive practice of screens.
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Affiliation(s)
- Jean-Jacques Rémond
- Psychology Department, Laboratory EA CLIPSYD 4430, Paris Nanterre University, 92000 Nanterre, France.
| | - Lucia Romo
- Psychology Department, Laboratory EA CLIPSYD 4430, Paris Nanterre University, 92000 Nanterre, France.
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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]
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Kim HS, Wohl MJA, Gupta R, Derevensky JL. Why do young adults gamble online? A qualitative study of motivations to transition from social casino games to online gambling. ACTA ACUST UNITED AC 2017; 7:6. [PMID: 28890860 PMCID: PMC5569650 DOI: 10.1186/s40405-017-0025-4] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/25/2017] [Accepted: 08/10/2017] [Indexed: 11/14/2022]
Abstract
The present research examined the mechanisms of initiating online gambling among young adults. Of particular interest was whether social casino gaming was noted as part of young adults’ experience with online gambling. This is because there is growing concern that social casino gaming may be a ‘gateway’ to online gambling. Three focus groups (N = 21) were conducted with young adult online gamblers from two large Canadian Universities. Participants noted the role of peer influence as well as incentives (e.g., sign up bonuses) as important factors that motivated them to start engaging in online gambling. Participants also noted a link between social casino games and online gambling. Specifically, several young adults reported migrating to online gambling within a relatively short period after engaging with social casino games. Potential mechanisms that may lead to the migration from social casino games to online gambling included the role of advertisements and the inflated pay out rates on these free to play gambling like games. The results suggest initiatives to prevent the development of disordered gambling should understand the potential of social casino gaming to act as a gateway to online gambling, especially amongst this vulnerable population.
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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.
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Dussault F, Brunelle N, Kairouz S, Rousseau M, Leclerc D, Tremblay J, Cousineau MM, Dufour M. Transition from playing with simulated gambling games to gambling with real money: a longitudinal study in adolescence. INTERNATIONAL GAMBLING STUDIES 2017. [DOI: 10.1080/14459795.2017.1343366] [Citation(s) in RCA: 19] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Affiliation(s)
- Frédéric Dussault
- Faculty of Medicine and Health Sciences, Université de Sherbrooke, Longueuil, Canada
| | - Natacha Brunelle
- Department of Psychoeducation, Université du Québec à Trois-Rivières, Trois-Rivières, Canada
| | - Sylvia Kairouz
- Department of Sociology & Anthropology, Concordia University, Montréal, Canada
| | - Michel Rousseau
- Department of Psychoeducation, Université du Québec à Trois-Rivières, Trois-Rivières, Canada
| | - Danielle Leclerc
- Department of Psychoeducation, Université du Québec à Trois-Rivières, Trois-Rivières, Canada
| | - Joël Tremblay
- Department of Psychoeducation, Université du Québec à Trois-Rivières, Trois-Rivières, Canada
| | | | - Magali Dufour
- Faculty of Medicine and Health Sciences, Université de Sherbrooke, Longueuil, Canada
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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]
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King DL, Russell A, Gainsbury S, Delfabbro PH, Hing N. The cost of virtual wins: An examination of gambling-related risks in youth who spend money on social casino games. J Behav Addict 2016; 5:401-9. [PMID: 27648743 PMCID: PMC5264407 DOI: 10.1556/2006.5.2016.067] [Citation(s) in RCA: 32] [Impact Index Per Article: 4.0] [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) are not technically considered a form of gambling but they do enable players to spend money in a game that is gambling themed or structurally approximate to gambling. It has been theorized that SCGs could be a gateway to gambling activities or otherwise normalize the experience of gambling for young people, particularly when money becomes involved. The aim of this study was to investigate whether adolescents' financial expenditure in SCGs was associated with broader gambling activity, including level of participation, expenditure, and problem gambling symptoms. Methods An online survey was administered to 555 adolescents, including 130 SCG players (78 non-paying and 52 paying users). Results Paying SCG users tended to be employed males who play more frequently and engage in more SCG activities, who report more symptoms of problem gambling and higher psychological distress than non-paying SCG users. Paying SCG users reported more frequent engagement and spending in monetary gambling activities, and two-thirds of SCG payers recalled that their SCG use had preceded involvement in financial gambling. Discussion and conclusions Spending in simulated gambling activities by adolescents may be a risk factor for problem gambling. Although SCGs may currently defy classification as a form of gambling, these activities will likely continue to be scrutinized by regulators for the use of dubious or exploitative payment features offered in a gambling-themed format that is available to persons of all ages.
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Affiliation(s)
- Daniel L. King
- School of Psychology, The University of Adelaide, Adelaide, Australia,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:
| | - Alex Russell
- Centre for Gambling Education and Research, Southern Cross University, Lismore, Australia
| | - Sally Gainsbury
- Centre for Gambling Education and Research, Southern Cross University, Lismore, Australia
| | - Paul H. Delfabbro
- School of Psychology, The University of Adelaide, Adelaide, Australia
| | - Nerilee Hing
- School of Human, Health and Social Sciences, Central Queensland University, Bundaberg, QLD, Australia
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King DL, Delfabbro PH. Adolescents’ perceptions of parental influences on commercial and simulated gambling activities. INTERNATIONAL GAMBLING STUDIES 2016. [DOI: 10.1080/14459795.2016.1220611] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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34
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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]
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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.
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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
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Impact of Internet gambling on problem gambling among adolescents in Italy: Findings from a large-scale nationally representative survey. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2015.12.020] [Citation(s) in RCA: 60] [Impact Index Per Article: 7.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
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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.
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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:
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