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Investigating relationships between video gaming, spectating esports, and gambling

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Investigating relationships between video gaming, spectating esports, and gambling. / Macey, Joseph; Hamari, Juho.

julkaisussa: Computers in Human Behavior, Vuosikerta 80, 03.2018, s. 344-353.

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Macey, Joseph ; Hamari, Juho. / Investigating relationships between video gaming, spectating esports, and gambling. Julkaisussa: Computers in Human Behavior. 2018 ; Vuosikerta 80. Sivut 344-353.

Bibtex - Lataa

@article{aad08b617c6645c384133062fec454ea,
title = "Investigating relationships between video gaming, spectating esports, and gambling",
abstract = "An established body of research exists in which playing video games has been associated with potentially problematic behaviours, such as gambling. An issue highlighted by the recent emergence of game-based gambling practices such as loot boxes, social network casinos, free-to-play game mechanics, and gambling using virtual goods and skins. This study investigates relationships between a range of gambling activities and the consumption of video games in general, and the newly emergent phenomenon of esports in particular. In addition, these practices are considered in relation to established measures assessing game addiction and problematic gambling. The study employs Partial Least Squares modelling to investigate data gathered via an international online survey (N = 613). Video game addiction was found to be negatively associated with offline gambling, online gambling, and problem gambling. Video game consumption had only small, positive association with video game-related gambling and problem gambling. Consumption of esports had small to moderate association with video game-related gambling, online gambling, and problem gambling. The primary finding of this study are that contemporary video games are not, in themselves, associated with increased potential for problematic gambling, indeed, the position that problem gaming and problem gambling are fundamentally connected is questioned.",
keywords = "Addiction, Esports, Free-to-play, Gambling, Games, Virtual Goods",
author = "Joseph Macey and Juho Hamari",
note = "DUPL=40410108",
year = "2018",
month = "3",
doi = "10.1016/j.chb.2017.11.027",
language = "English",
volume = "80",
pages = "344--353",
journal = "Computers in Human Behavior",
issn = "0747-5632",
publisher = "Elsevier",

}

RIS (suitable for import to EndNote) - Lataa

TY - JOUR

T1 - Investigating relationships between video gaming, spectating esports, and gambling

AU - Macey, Joseph

AU - Hamari, Juho

N1 - DUPL=40410108

PY - 2018/3

Y1 - 2018/3

N2 - An established body of research exists in which playing video games has been associated with potentially problematic behaviours, such as gambling. An issue highlighted by the recent emergence of game-based gambling practices such as loot boxes, social network casinos, free-to-play game mechanics, and gambling using virtual goods and skins. This study investigates relationships between a range of gambling activities and the consumption of video games in general, and the newly emergent phenomenon of esports in particular. In addition, these practices are considered in relation to established measures assessing game addiction and problematic gambling. The study employs Partial Least Squares modelling to investigate data gathered via an international online survey (N = 613). Video game addiction was found to be negatively associated with offline gambling, online gambling, and problem gambling. Video game consumption had only small, positive association with video game-related gambling and problem gambling. Consumption of esports had small to moderate association with video game-related gambling, online gambling, and problem gambling. The primary finding of this study are that contemporary video games are not, in themselves, associated with increased potential for problematic gambling, indeed, the position that problem gaming and problem gambling are fundamentally connected is questioned.

AB - An established body of research exists in which playing video games has been associated with potentially problematic behaviours, such as gambling. An issue highlighted by the recent emergence of game-based gambling practices such as loot boxes, social network casinos, free-to-play game mechanics, and gambling using virtual goods and skins. This study investigates relationships between a range of gambling activities and the consumption of video games in general, and the newly emergent phenomenon of esports in particular. In addition, these practices are considered in relation to established measures assessing game addiction and problematic gambling. The study employs Partial Least Squares modelling to investigate data gathered via an international online survey (N = 613). Video game addiction was found to be negatively associated with offline gambling, online gambling, and problem gambling. Video game consumption had only small, positive association with video game-related gambling and problem gambling. Consumption of esports had small to moderate association with video game-related gambling, online gambling, and problem gambling. The primary finding of this study are that contemporary video games are not, in themselves, associated with increased potential for problematic gambling, indeed, the position that problem gaming and problem gambling are fundamentally connected is questioned.

KW - Addiction

KW - Esports

KW - Free-to-play

KW - Gambling

KW - Games

KW - Virtual Goods

U2 - 10.1016/j.chb.2017.11.027

DO - 10.1016/j.chb.2017.11.027

M3 - Article

VL - 80

SP - 344

EP - 353

JO - Computers in Human Behavior

JF - Computers in Human Behavior

SN - 0747-5632

ER -