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1.
J Gambl Stud ; 40(1): 255-274, 2024 Mar.
Article in English | MEDLINE | ID: mdl-36757603

ABSTRACT

Gambling usually involves wagering real money but can also be conducted with virtual money, chips, or coins. This phenomenon is sometimes referred to as simulated gambling, social gambling, or play money gambling. This study explores correlations and transitions between simulated gambling and real money gambling with an emphasis on gambling-related harms and public health concerns. The analysis is based on a national representative survey of 46,136 German Internet users which included 5,191 real money online gamblers (RMG), 54% of whom had also participated in simulated gambling (SG). The data set is divided into subsamples based on participation in SG to carve out significant differences in these groups in regard to various socio demographics, gambling patterns, and gambling problems. Regression models are used to predict RMG frequency, participation in SG, SG participation frequency, and problem gambling. The results show a clear proximity between SG and RMG with 17% of the total sample and 54% of problem gamblers reporting being "quite sure" or "certain" that simulated gambling had led them to gambling with real money. While 7% of individuals that engaged exclusively in RMG showed gambling problems, the rate is 33% for those that engaged in both RMG and SG. Regression results provide further evidence of a relationship between SG and problem gambling, although with differing effect sizes for different game forms. We argue that SG can be both a substitute and a primer for RMG, especially for problem gamblers.


Subject(s)
Gambling , Humans , Gambling/psychology , Internet , Public Health
2.
J Gambl Stud ; 2023 Jul 19.
Article in English | MEDLINE | ID: mdl-37466781

ABSTRACT

Online gambling has demonstrated a significant and growing impact on overall gambling involvement. To examine online gambling practices and associated problems, we conducted surveys with national samples of Internet users in several European countries. The objective of this paper is to provide a portrait of online gambling practices and problems in five European countries (i.e., France, Italy, Germany, Switzerland, and Poland) with different online gambling regulatory systems. This paper is the first presenting national comparisons of online gambling practices. Participants reported on their gameplay patterns, demographic characteristics, gambling-related problems, gambling frequency, average spending on different online gambling activities, and offline gambling participation over the past 12 months. The Problem Gambling Severity Index was used to assess the severity of gambling problems in relation to online gambling (Ferris & Wynne, 2001 in The Canadian Problem Gambling Index: Final report, Canadian Centre on Substance Abuse, 2001). Pairwise logistic regressions examined the association between problem gambling and sociodemographic variables as well as gambling patterns and problem gambling. In all countries except Italy, the most popular online gambling activity was lotteries with nearly three quarters of participants reporting participation. The prevalence of at-risk and problem gambling was high in all countries with Poland reporting the highest prevalence and Switzerland the lowest. Gamblers who participated in gambling activities other than lottery were more likely to experience gambling-related problems. The rates in the present study are well above the levels usually found in surveys. High online gambling frequency, high spending, and participation in multiple online gambling activities were significantly associated with experiencing gambling-related problems.

3.
J Gambl Stud ; 38(3): 785-816, 2022 Sep.
Article in English | MEDLINE | ID: mdl-34106383

ABSTRACT

Pay-to-Win gaming describes a common type of video game design in which players can pay to advance in the game. The frequency and value of payments is unlimited, and payments are linked to players' competitiveness or progress in the game, which can potentially facilitate problematic behavioral patterns, similar to those known from gambling. Our analyses focus on assessing similarities and differences between Pay-to-Win and different forms of gambling. Based on a survey among 46,136 German adult internet users, this study presents the demographic and socio-economic profile of (1) Pay-to-Win gamers who make purchases in such games, (2) heavy users who conduct daily payments, and (3) gamers who are also gamblers. Motives for making payments were assessed and participation, frequency and spending in gambling by Pay-to-Win gamers are presented. To assess the similarity of Pay-to-Win gaming and gambling, we tested whether Pay-to-Win participation, frequency of payments and problematic gaming behavior are predictors for gambling and cross-tested the opposite effects of gambling on Pay-to-Win. We find that Pay-to-Win gamers are a distinct consumer group with considerable attraction to gambling. High engagement and problematic behavior in one game form affects (over)involvement in the other. Common ground for Pay-to-Win gaming and gambling is the facilitation of recurring payments.


Subject(s)
Behavior, Addictive , Gambling , Video Games , Adult , Behavior, Addictive/epidemiology , Gambling/psychology , Humans , Motivation , Surveys and Questionnaires
4.
J Gambl Stud ; 29(2): 289-309, 2013 Jun.
Article in English | MEDLINE | ID: mdl-22562549

ABSTRACT

Electronic gambling offers the opportunity to analyze huge and unbiased data sets of automatically recorded actual gambling behavior. This study refers to data on 2,127,887 poker playing identities from the Online Poker Database of the University of Hamburg (OPD-UHH) to analyze three subgroups of gamblers: regulars, newcomers, and dropouts. Their gambling habits over 6 months are analyzed in total, as well as over time. Regulars show a much higher involvement than non-regulars and increase their playing volume slightly over the observation period. Newcomers have a lower involvement than non-newcomers and most of them decrease their playing volume over time. Still, there is a small group of newcomers which increases their playing volume sharply and is, hence, very interesting for the industry as well as for the early prevention of pathological gambling. Dropouts have a higher gambling involvement than newcomers but play less than players who have not stopped stop gambling. Most dropouts also show a decreasing playing volume before dropping out. An analysis of the correlations between different variables of gambling habits shows that most of them reinforce each other, for example: gamblers with a higher total playing time tend to play at more tables simultaneously. Only playing frequency is a moderating variable of gambling involvement.


Subject(s)
Gambling/psychology , Habits , Empirical Research , Gambling/epidemiology , Humans , Time Factors
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