Affiliation:
1. Computer Science, University of York, York, United Kingdom
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.
Subject
General Agricultural and Biological Sciences,General Biochemistry, Genetics and Molecular Biology,General Medicine,General Neuroscience
Reference53 articles.
1. Diagnostic and Statistical Manual of Mental Disorders
2. Cognitive distortions, anxiety, and depression among regular and pathological gambling online poker players;Barrault;Cyberpsychology, Behavior, and Social Networking,2013
3. Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions;Brooks;Addictive Behaviors,2019
4. Problem gambling worldwide: an update and systematic review of empirical research (2000–2015);Calado;Journal of Behavioral Addictions,2016
5. Is probability sampling always better? A comparison of results from a quota and a probability sample survey;Cumming;Community Health Studies,1990
Cited by
49 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献