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Wieczorek Ł, Bujalski M, Dąbrowska K. 'I Can Tell You It's a Bit of a Gamble': A Qualitative Analysis of How People Who Engage in Gaming and Gambling Understand a Link Between These Two Behaviours. J Gambl Stud 2024; 40:859-871. [PMID: 38100034 PMCID: PMC11272723 DOI: 10.1007/s10899-023-10275-2] [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] [Accepted: 11/25/2023] [Indexed: 07/26/2024]
Abstract
This article explores the attention given to potential motives and determinants of the transition process from video games to gambling. Forty individual interviews were conducted among active video game players (n = 20), and people diagnosed with a gambling disorder who had the experience of playing video games (n = 20). A qualitative thematic analysis was employed to explore the collected empirical data. The range of factors considered responsible for the transition from playing video games to gambling included experiencing similar emotional states, the presence of gambling in video games, advertising of gambling companies in video games, loot boxes. The awareness of factors associated with the development of gambling disorders among video game players has an important role in informing prevention policies in the rapidly changing video gaming and gambling market. Decision-makers should introduce effective regulation of the use of gambling components in video games to protect gamers against the gambling-related harm.
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Affiliation(s)
- Łukasz Wieczorek
- Department of Studies on Alcoholism and Drug Dependence, Institute of Psychiatry and Neurology, Sobieskiego 9 Street, 02-957, Warsaw, Poland.
| | - M Bujalski
- Department of Studies on Alcoholism and Drug Dependence, Institute of Psychiatry and Neurology, Sobieskiego 9 Street, 02-957, Warsaw, Poland
- Institute of Applied Social Sciences, University of Warsaw, Nowy Świat 69 Street, 00-046, Warsaw, Poland
| | - K Dąbrowska
- Department of Studies on Alcoholism and Drug Dependence, Institute of Psychiatry and Neurology, Sobieskiego 9 Street, 02-957, Warsaw, Poland
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2
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Self-Generated Motives of Social Casino Gamers. J Gambl Stud 2023; 39:299-320. [PMID: 35616820 DOI: 10.1007/s10899-022-10135-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/21/2021] [Revised: 05/04/2022] [Accepted: 05/08/2022] [Indexed: 10/18/2022]
Abstract
Social casino games have achieved widespread popularity, and are accessed by more than 85 million people each day. Yet, why people play social casino games is largely unknown. To address this gap, an inductive approach was taken to better understand the motives for playing social casino games, as well as the motives for transitioning from social casino gaming to gambling and vice versa. To this end, 269 social casino gamers were asked to provide a ranked list of their motives for playing social casino games. Additionally, we asked participants their motivations for transitioning from gambling to social casino gaming (n = 202) or vice versa (n = 67). A total of 795, 605, and 201 unique responses describing motives for playing social casino games, transitioning from social casino gaming to gambling, and transitioning from gambling to social casino gaming, respectively, were analyzed using a thematic content analysis. The most frequently endorsed motive for playing social casino games was for enhancement (e.g., fun, challenge). Participants also noted playing to earn rewards, including money, and for social reasons. Several motives linked social casino game play to gambling. These included: to hone gambling-related 'skills', a desire to transition to gambling to win real money, and as a gambling harm-reduction strategy. Motives for playing social casino games did not differ significantly between those who first gambled and then transitioned to social casino gaming and vice versa, suggesting that once people begin playing social casino games, they have similar motives for continued engagement. The present study contributes to understanding the immense popularity of social casino games and their links to gambling.
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3
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Current loot box warnings are ineffective for informing consumers. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2022.107534] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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4
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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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5
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Wilson C, Butler N, Quigg Z. Associations between playing free-to-play sports gambling predictor games and online sports betting frequency for men in the United Kingdom. J Public Health (Oxf) 2022. [DOI: 10.1007/s10389-022-01774-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Abstract
Aim
This study aimed to describe associations between playing predictor games and online sports betting behaviours, and problem gambling.
Methods
An online survey using a convenience sample was completed by males aged 18 + years, living in the United Kingdom, and having participated in any gambling activity in the past year (n = 384). The survey asked questions about sociodemographics, gambling behaviours and predictor game playing behaviours. The Problem Gambling Severity Index (PGSI) tool was used to determine existence of at-risk and problem gambling. Bivariate analyses using X2, and multivariate analyses using binary logistic regressions were carried out.
Results
Predictor games were played by 45.8% of all participants. In bivariate analyses, there was an association between predictor game playing and age (p = 0.019), with predictor game playing most prevalent in the age group 18–24 years 51.8%. In bivariate analysis, there was a significant graded relationship between playing predictor games and PGSI group (p < 0.001), with predictor game playing most prevalent among those with problem gambling 76.9%. In multivariate analysis, after controlling for sociodemographics and PGSI group, those who played predictor games were 2.80 (1.65–4.74 p < 0.001) times more likely to engage in high frequency online sports gambling than those who did not play predictor games.
Conclusions
This study suggests there may be links between playing predictor games and gambling harms through increased frequency of online sports gambling, particularly amongst already vulnerable groups. Policy options placing restrictions on the most harmful inducements – one of which being predictor games – must be considered to protect against gambling harms.
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Zhang Y, Wang H, Luo C, Chen S. Ephemerality in Social Media: Unpacking the Personal and Social Characteristics of Time Limit Users on WeChat Moments. Front Psychol 2021; 12:712440. [PMID: 34552534 PMCID: PMC8451155 DOI: 10.3389/fpsyg.2021.712440] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/20/2021] [Accepted: 08/16/2021] [Indexed: 11/29/2022] Open
Abstract
Social media platforms increasingly give users the option of ephemerality through settings that delete or hide posted content after a set period of time. Many individuals apply these settings to manage their posting history and, in turn, reduce concerns about self-presentation. Despite the growing popularity of this feature, few studies have empirically explored it. This study examines the Time Limit setting on WeChat Moments as an example and investigates how users using the Time Limit setting differ from nonusers in terms of personal characteristics (demographics, personality traits, psychological factors, and previous behavioral patterns) and social characteristics (audience size and audience diversity). Compared with nonusers, users using Time Limit setting scored significantly higher on posting frequency and privacy setting use and scored significantly lower on audience size. We also examine how personal and social characteristics vary between user groups with different degrees of ephemerality (i.e., low, medium, or high). Our findings show that users using the Time Limit setting who scored higher on measures of life changes, self-monitoring, posting frequency, and audience size and lower on perceived stress were more likely to opt for the low (i.e., 6months) rather than the medium (i.e., 1month) or high (i.e., 3days) degree of ephemerality. Our work contributes to the understanding of ephemerality settings on social media platforms and provides insights that help practitioners design more effective platforms.
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Affiliation(s)
- Yun Zhang
- School of Economic Information and Engineering, Southwestern University of Finance and Economics, Chengdu, China.,The Collaborative Innovation Centre of the Innovation and Regulation of Internet-Based Finance, Southwestern University of Finance and Economics, Chengdu, China
| | - Hongyan Wang
- School of Business Administration, Southwestern University of Finance and Economics, Chengdu, China
| | - Chuan Luo
- School of Economic Information and Engineering, Southwestern University of Finance and Economics, Chengdu, China
| | - Siyu Chen
- School of Economic Information and Engineering, Southwestern University of Finance and Economics, Chengdu, China
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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
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Kim HS, Rockloff M, Leslie D, McGrath DS, Wohl MJA, Hodgins DC. Offering small tangible rewards within social casino games increases in-play bets but does not impact real-money gambling. Addict Behav 2021; 120:106984. [PMID: 34034005 DOI: 10.1016/j.addbeh.2021.106984] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2020] [Revised: 05/01/2021] [Accepted: 05/07/2021] [Indexed: 11/20/2022]
Abstract
Many video games incorporate gambling-like elements into their design (and vice versa). Social casino games - a type of video game that mimics gambling activities-are one such example. In the current experimental research, we examined whether offering tangible rewards (i.e., rewards with value outside the game) in a social casino game was associated with increased social casino game play and subsequent gambling. Participants (N = 213, Mage = 36.5, 55.3% female) were recruited from CloudResearch. They were randomly assigned to either a reward condition (n = 109) in which, following a week of social casino game play, participants could trade in their virtual credits for a bonus, or a control condition in which the possibility of reward was not presented (n = 104). Following the week of play, all participants were then provided with an opportunity to gamble in an online roulette game with their study compensation. Participants in the reward condition placed more bets and bet higher credit amounts in the social casino game than participants in the control condition. In contrast, no differences were found between the two groups regarding their decision to gamble with their remuneration. Participants who elected to gamble reported higher problem gambling severity and gambling-related cravings. There were no differences in impulsivity. These results suggest that offering tangible rewards in social casino games may increase social casino game play but not necessarily the decision to gamble with real-world money.
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Affiliation(s)
- Hyoun S Kim
- Department of Psychology, Ryerson University, 350 Victoria Street, Toronto, ON, Canada.
| | - Matthew Rockloff
- Department of Psychology and Public Health, Central Queensland University, 6 University Dr, Branyan, QLD 4670, Australia.
| | - Diandra Leslie
- of Psychology, University of Calgary, 2500 University Drive NW, Calgary, AB T2N 1N4, Canada.
| | - Daniel S McGrath
- of Psychology, University of Calgary, 2500 University Drive NW, Calgary, AB T2N 1N4, Canada.
| | - Michael J A Wohl
- Department of Psychology, Carleton University, 1125 Colonel By Drive, Ottawa, ON K1S 5B6, Canada.
| | - David C Hodgins
- of Psychology, University of Calgary, 2500 University Drive NW, Calgary, AB T2N 1N4, Canada.
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10
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Guillou-Landreat M, Gallopel-Morvan K, Lever D, Le Goff D, Le Reste JY. Gambling Marketing Strategies and the Internet: What Do We Know? A Systematic Review. Front Psychiatry 2021; 12:583817. [PMID: 33716809 PMCID: PMC7952992 DOI: 10.3389/fpsyt.2021.583817] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/15/2020] [Accepted: 02/02/2021] [Indexed: 11/30/2022] Open
Abstract
Background: The gambling industry has developed many types of gambling on Internet in recent years. Gambling is a social activity for a majority of the world population, but problem gambling (PG) can emerge. The trajectories of gamblers from initiation to PG development are influenced by many variables, including individual and environmental variables and also variables linked to the gambling characteristics. Marketing has been reported to influence gamblers' perceptions and behaviors, but this is not as clear for digital marketing. Digital gambling marketing is broad, ranging from the marketing of gambling websites to communication and advertising on the social media and networks. The objective of this article was to fill this gap by conducting a systematic literature review in order to answer the following questions: (1) What are the strategies of digital gambling marketing? (2) What is the effect of this exposure on gambling representations, intentions and practices? Method: A systematic review was conducted following the PRISMA guidelines on Pubmed database (Medline) from February 2020 to March 2020 and Scopus. Existing papers published between January 2000 and February 2020 were identified by searching with this algorithm: ((("internet"[MeSH Major Topic] OR (communications[All Fields] AND media[All Fields])) OR ("social media"[MeSH Terms] OR ("social"[All Fields] AND "media"[All Fields]) OR "social media"[All Fields])) AND "gambling"[MeSH Major Topic]) AND ("marketing"[MeSH Terms] OR "marketing"[All Fields]), in title, keywords or abstract. Results: Ninety-one candidate studies were selected, 21 studies were selected for the systematic review. Sport appeared as a specific target of online gambling marketing. A growing range of platforms for online sport betting and the development of strategies on the social media were identified. Regarding content, a systematic association between sport and gambling was highlighted. Vulnerable populations, such as young people, appeared to be at high risk of exposure to gambling marketing. Conclusion: Little data is available on the strategies of digital gambling marketing or on exposure to it. Sport could be the first target for future research to understand how the industry is targeting specific populations, and what influence these strategies could have on PG development.
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Affiliation(s)
- Morgane Guillou-Landreat
- EA 7479 SPURBO, University Bretagne Occidentale, Brest, France.,UMR SPHERE 1246, University Nantes/Tours, Nantes, France.,HUGOPSY Network, Rennes, France.,Addictive Disorders Center, Brest, France
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11
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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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Kim HS, King DL. Gambling-gaming convergence: new developments and future directions. INTERNATIONAL GAMBLING STUDIES 2020. [DOI: 10.1080/14459795.2020.1822905] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/21/2023]
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13
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Zendle D. Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming. PeerJ 2020; 8:e9466. [PMID: 32742782 PMCID: PMC7367055 DOI: 10.7717/peerj.9466] [Citation(s) in RCA: 35] [Impact Index Per Article: 8.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/20/2020] [Accepted: 06/11/2020] [Indexed: 12/04/2022] Open
Abstract
A variety of practices have recently emerged which relate to both video games and gambling. These range from opening loot boxes, to esports betting, real-money video gaming, token wagering, and social casino spending. It is unknown either how harmful or how widespread many of these activities are. A sample of 1,081 adults from the UK aged 18+ was therefore recruited. This sample was purposively recruited via quota sampling to represent the UK population in terms of sex, age, and ethnicity. Engagement in all forms of gaming-related practices were significantly associated with both problem gambling and disordered gaming. A total of 18.5% of the sample had engaged in these activities at least once in the new year. These results suggest a convergent ecosystem of practices that relate to both video games and gambling. Engagement in each of these activities is linked to problem gambling. However, it remains unclear whether engagement in these activities causes problem gambling.
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Affiliation(s)
- David Zendle
- Computer Science, University of York, York, United Kingdom
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14
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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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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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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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Skill-Based Electronic Gaming Machines: a Review of Product Structures, Risks of Harm, and Policy Issues. CURRENT ADDICTION REPORTS 2020. [DOI: 10.1007/s40429-020-00309-9] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/11/2022]
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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
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19
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Abarbanel B, Johnson MR. Gambling engagement mechanisms in Twitch live streaming. INTERNATIONAL GAMBLING STUDIES 2020. [DOI: 10.1080/14459795.2020.1766097] [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)
- Brett Abarbanel
- International Gaming Institute, University of Nevada Las Vegas, Las Vegas, NV, USA
- Gambling Treatment and Research Clinic, University of Sydney, Sydney, Australia
| | - Mark R. Johnson
- Department of Media and Communications, University of Sydney, Sydney, Australia
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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
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King DL, Delfabbro PH, Gainsbury SM, Dreier M, Greer N, Billieux J. Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. COMPUTERS IN HUMAN BEHAVIOR 2019. [DOI: 10.1016/j.chb.2019.07.017] [Citation(s) in RCA: 59] [Impact Index Per Article: 11.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
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23
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Examining the Factor Structure of the Victorian Gambling Screen in Chinese Casino Workers. CURRENT PSYCHOLOGY 2019. [DOI: 10.1007/s12144-017-9699-0] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
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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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Video Game Monetization (e.g., ‘Loot Boxes’): a Blueprint for Practical Social Responsibility Measures. Int J Ment Health Addict 2018. [DOI: 10.1007/s11469-018-0009-3] [Citation(s) in RCA: 71] [Impact Index Per Article: 11.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/18/2023] Open
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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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Abstract
Regulation of gaming is largely based on the perception of gaming-related harm. This perception varies from one country to another and does not necessarily correspond to the real gaming-related harm. It is argued that there is a crucial need to define and assess domains of this harm in order to introduce policies that regulate gaming. Such policies would ideally be targeted at individuals at risk for problematic gaming and would be based more on educational efforts than on restrictive measures. The role of gaming industry in the regulation of gaming would depend on the more precise estimates of gaming-related harm.
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Affiliation(s)
- Vladan Starcevic
- Department of Psychiatry, Sydney Medical School – Nepean, University of Sydney, Sydney, NSW, Australia,Corresponding author: Vladan Starcevic; Department of Psychiatry, Nepean Hospital, PO Box 63, Penrith, NSW 2751; Australia; Phone: +61 2 4734 2585; Fax: +61 2 4734 3343; E-mail:
| | - Joël Billieux
- Addictive and Compulsive Behaviours Lab (ACB-Lab), Institute for Health and Behaviour, University of Luxembourg, Esch-sur-Alzette, Luxembourg,Centre for Excessive Gambling, Lausanne University Hospitals (CHUV), Lausanne, Switzerland
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Xouridas S. Gambling on Electronic Gaming Machines in Germany: An Age-Period-Cohort Analysis. INTERNATIONAL GAMBLING STUDIES 2018. [DOI: 10.1080/14459795.2018.1459776] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
Affiliation(s)
- Stergios Xouridas
- Gambling Research Center, University of Hohenheim, Stuttgart, Germany
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Macey J, Hamari J. Investigating relationships between video gaming, spectating esports, and gambling. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2017.11.027] [Citation(s) in RCA: 69] [Impact Index Per Article: 11.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
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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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Huang HC, Cheng T, Huang WF, Teng CI. Impact of online gamers’ personality traits on interdependence, network convergence, and continuance intention: Perspective of social exchange theory. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2018. [DOI: 10.1016/j.ijinfomgt.2017.08.009] [Citation(s) in RCA: 45] [Impact Index Per Article: 7.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
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33
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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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34
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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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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.
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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
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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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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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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]
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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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