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1.
R Soc Open Sci ; 11(1): 231046, 2024 Jan.
Article in English | MEDLINE | ID: mdl-38179078

ABSTRACT

In a pre-registered survey linked to this paper (Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses), we confirmed bivariate associations between engagement with loot boxes (purchasable randomized rewards in video games) and measures of problem gambling, problem video gaming, impulsivity, gambling cognitions, experiences of game-related 'flow', psychological distress and reduced wellbeing. However, these variables have complex relationships, so to gain further insights, we analysed the dataset (1495 gamers who purchase loot boxes and 1223 purchasers of non-randomized content) in a series of Bayesian mixed-effects multiple regressions with a zero-inflation component. The results challenge some well-established results in the literature, including associations between loot box engagement and problematic gambling measures, instead suggesting that this relationship might be underpinned by shared variance with problem video gaming and gambling-related cognitions. An entirely novel discovery revealed a complex interaction between experiences of flow and loot box engagement. Distress and wellbeing are both (somewhat contradictorily) predictive of participants engaging with loot boxes, but neither correlate with increasing loot box risky engagement/spend (among those who engage). Our findings unravel some of the nuances underpinning loot box engagement, yet remain consistent with narratives that policy action on loot boxes will have benefits for harm minimization.

2.
R Soc Open Sci ; 10(12): 231045, 2023 Dec.
Article in English | MEDLINE | ID: mdl-38126068

ABSTRACT

Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g. impulsivity, gambling-related cognitions, etc.) It has also been argued that loot box engagement may have negative influences on player financial and psychological wellbeing. We conducted a pre-registered survey of 1495 loot box purchasing gamers (LB cohort) and 1223 gamers who purchase other, non-randomized game content (nLB cohort). Our survey confirms 15 of our 23 pre-registered hypotheses against our primary outcome (risky loot box engagement), establishing associations with problem gambling, problem gaming, impulsivity, gambling cognitions, experiences of game-related 'flow' and specific 'distraction and compulsion' motivations for purchase. Results with hypotheses concerning potential harms established that risky loot box engagement was negatively correlated with wellbeing and positively correlated with distress. Overall, results indicate that any risks from loot boxes are liable to disproportionately affect various 'at risk' cohorts (e.g. those experiencing problem gambling or video gaming), thereby reiterating calls for policy action on loot boxes.

3.
J Gambl Stud ; 2023 Aug 27.
Article in English | MEDLINE | ID: mdl-37634166

ABSTRACT

Studies involving the analysis of objective data from online operators attempt to address common concerns about biases in self-report research. This paper surveys the progress in this area of research over the last 15 years. The findings highlight many areas of achievement, including: the development of a set of behavioural markers that reliably differentiate variations in gambler risk. Online gamblers can be grouped into clusters based on the intensity and frequency of gambling; behavioural variability; or, signs of over-commitment (e.g., deposit frequency or expenditure patterns). Behavioural indicators have also been successfully used to predict proxies of harm such as self-exclusion or account closures. However, relatively few studies have combined objective data with self-report data to achieve independent validation of the risk-status of gamblers. Evidence also supports the potential value of short-term responsible gambling interventions involving the use of voluntary and mandatory limits, messages and behavioural feedback. Less work has, on the other hand, addressed the comparative risk of different online gambling products. The findings suggest the need for further validation of findings against independent measures of gambling risk; consistent definitions of indicators; a greater focus on the differentiation of product risk; and, on the long-term impact of RG interventions.

4.
Addict Behav ; 137: 107540, 2023 02.
Article in English | MEDLINE | ID: mdl-36371859

ABSTRACT

Gambling behaviour is likely to be strongly influenced by operant learning principles. Most forms of gambling, and most notably slot machine play, follow a random ratio (RR) schedule of reinforcement that should lead to rapid and extinction-resistant behaviour. In this paper we highlight the caveats that need to be applied when generalising animal models of learning to human behaviour. Studies need to be cognisant of the role of verbal rules and cognitive appraisals of contingency; the ability for participants to self-modify important elements of reward schedules; potential differences between concurrent and longitudinal schedule preferences; and, the role of important human motivations in financial decision-making. In particular, we believe that operant approaches to gambling may need to incorporate a greater focus on FOMO (or the fear of missing out) as a motivational construct that may explain some of the observed patterns of behaviour, including riskier behaviours, on slot games. The implications of these observations for future research and harm minimisation are discussed.


Subject(s)
Gambling , Animals , Humans , Gambling/psychology , Motivation , Reward , Reinforcement, Psychology , Harm Reduction
5.
J Clin Med ; 10(24)2021 Dec 18.
Article in English | MEDLINE | ID: mdl-34945245

ABSTRACT

Qualitative studies have identified a diverse array of motivations for purchasing items within video games through chance-based mechanisms (i.e., "loot boxes"). Given that some individuals-particularly those at risk of disordered gaming and/or gambling-are prone to over-involvement with loot box purchasing, it is important to have a reliable, valid means of measuring the role of different motivations in driving purchasing behaviour. Building on prior qualitative research, this paper reports the development and validation of the "RAFFLE" scale, to measure the Reasons and Facilitators for Loot box Engagement. A 23-item, seven-factor scale was developed through cognitive interviews (n = 25) followed by two surveys of UK-based gamers who purchase loot boxes; analysed via exploratory (n = 503) and confirmatory (n = 1495) factor analysis, respectively. Subscales encompassed "enhancement'; "progression'; "social pressure'; "distraction/compulsion'; "altruism'; "fear of missing out'; and "resale". The scale showed good criterion and construct validity (correlating well with measures of loot box engagement; the risky loot box index (r = 0.63) and monthly self-reported spend (r = 0.38)), and good internal validity (Cronbach's alpha = 0.84). Parallels with, and divergence from, motivations for related activities of gaming and gambling, and alignment with broader theoretical models of motivation, are discussed.

6.
J Clin Med ; 10(10)2021 May 13.
Article in English | MEDLINE | ID: mdl-34068271

ABSTRACT

Excessive engagement with (increasingly prevalent) loot boxes within games has consistently been linked with disordered gambling and/or gaming. The importance of recognising and managing potential risks associated with loot box involvement means understanding contributing factors is a pressing research priority. Given that motivations for gaming and gambling have been informative in understanding risky engagement with those behaviours, this qualitative study investigated motivations for buying loot boxes, through in-depth interviews with 28 gamers from across the UK. A reflexive thematic analysis categorised reasons for buying into seven "themes"; opening experience; value of box contents; game-related elements; social influences; emotive/impulsive influences; fear of missing out; triggers/facilitators. These themes are described in detail and discussed in relation to the existing literature and motivation theories. This study contributes to understanding ways in which digital items within loot boxes can be highly valued by purchasers, informing the debate around parallels with gambling. Findings that certain motivations were disproportionately endorsed by participants with symptoms of problematic gambling has potential implications for policy and warrants further study.

7.
J Gambl Stud ; 37(3): 1007-1024, 2021 Sep.
Article in English | MEDLINE | ID: mdl-33969455

ABSTRACT

Scratch cards (SCs) or tickets are lottery-based games which are played by scratching to reveal numbers, letters or symbols to win prizes. Such activities have sometimes been likened to paper-based slot-machines, but relatively little systematic analyses have been conducted to examine the risk or harm associated with these activities. In this paper, we provide a narrative review of the peer-reviewed literature relating to the potential association between SCs and problem gambling and what is known from publically available data sources (e.g., prevalence studies and treatment data). Evidence is analysed within the context of the Bradford Hill Criteria. Both prevalence and peer reviewed literature suggest that SCs are less strongly associated with problem gambling than most other gambling activities. We argue that this difference is due to the nature of the products. SC gambling differs from slot-machine gambling in a number of structural ways; it is less continuous; has a slower event frequency; and, emerging literature suggests that near-miss design features are unlikely to have a significant impact upon behaviour. Thus, in our view, and based on the empirical evidence, it appears that earlier parallels between SCs and slot-machines now appear more tenuous. Nevertheless, we encourage further investigation into the potential impact of new and emerging online lottery products because of the more immersive, faster and more technology-based nature of these products.


Subject(s)
Awards and Prizes , Gambling , Cross-Sectional Studies , Gambling/psychology , Humans , Risk , Risk-Taking
8.
J Gambl Stud ; 32(2): 721-35, 2016 Jun.
Article in English | MEDLINE | ID: mdl-26323795

ABSTRACT

Loss-chasing is a central feature of problematic gambling, yet it remains a poorly conceived and understood concept. Loss-chasing is believed to stem from an erosion of cognitive control when gambling. The opportunity to gamble at significantly disparate stake sizes on a gambling activity is considered to be a risk factor for loss-chasing. This study investigated the impact of gambling at disparate stake sizes on executive processes integral to maintaining cognitive control when gambling, namely response inhibition and reflection impulsivity. Frequent adult non-problem gamblers (n = 32) participated in a repeated measures experiment; and gambled at three disparate stake sizes (£20, £2 and no stake per bet) on a simulated gambling task. Participants' response inhibition performance and reflection impulsivity levels after gambling at various stake sizes were compared via a go/no-go task and information sampling task, respectively. Quality of decision-making i.e. the evaluation of available information to make probability judgements was impaired after gambling at higher stakes in comparison to lower stakes, indicating an increase in reflection impulsivity. No effect on response inhibition was observed. Although exploratory, this suggests that the opportunity for participants to substantially increase stake size on a gambling activity may be a risk factor for impaired cognitive performance when gambling, and perhaps create vulnerability for within-session loss-chasing in some players.


Subject(s)
Behavior, Addictive/psychology , Cognition , Gambling/psychology , Internal-External Control , Reward , Adult , Decision Making , Female , Humans , Impulsive Behavior , Judgment , Male , Young Adult
9.
J Gambl Stud ; 31(1): 105-32, 2015 Mar.
Article in English | MEDLINE | ID: mdl-24276575

ABSTRACT

As the popularity of internet gambling increases, the increased opportunities to participate serve to heighten concerns about the potential for gambling related harm. This paper focuses on self-exclusion as one of the main responsible gaming interventions, and is split into three sections. Firstly, we set out a three-tier model for assessing at-risk gambling behaviors which examines player exhibited, declared and inferred behavior. Secondly, we present a literature review relating to who self-excludes and whether self-exclusion is effective. Finally, we report the results of an analysis of the exhibited behavior of internet self-excluders as sampled from a research cohort of over 240,000 internet gaming accounts. Our analysis of self-excluders (N = 347) versus a control group (N = 871) of gamblers indicates self-excluders are younger than the control group, more likely to suffer losses and more likely to adopt riskier gambling positions. Unlike some previous studies, there was little difference in terms of mean gambling hours per month or minutes per session. Some self-excluders (N = 306) can be tracked from the date their account was created through their self-exclusion history, indicating a large number of very quick self-exclusions (e.g., 25 % within a day) and a small set of serial self-excluders. Younger and older males are likely to self-exclude faster than middle-aged males (N = 242), but there is no such age pattern across female self-excluders (N = 63).


Subject(s)
Behavior, Addictive/epidemiology , Gambling/epidemiology , Internal-External Control , Internet , Self Efficacy , Adult , Age Distribution , Aged , Behavior, Addictive/psychology , Cohort Studies , Female , Gambling/psychology , Humans , Male , Middle Aged , Motivation , Personal Autonomy , Sex Distribution , Young Adult
10.
Int J Adolesc Med Health ; 22(1): 59-75, 2010.
Article in English | MEDLINE | ID: mdl-20491418

ABSTRACT

Internet gambling is a relatively under-researched area. While our current knowledge remains in its infancy and the prevalence rates are relatively low, researchers and clinicians are predicting greater involvement among youth. A comprehensive search of the relevant literature was undertaken. The resulting relevant literature was classified into four areas. These were (a) the empirical studies on adolescent internet gambling, (b) online gambling-like experiences in adolescence, (c) adolescent gambling via social networking sites, and (d) adolescent gambling via online penny auction sites. Age verification in relation to prevention and regulation is also examined. It is concluded that young people appear to be very proficient in using and accessing new media and are likely to be increasingly exposed to remote gambling opportunities. These young people will therefore require education and guidance to enable them to cope with the challenges of convenience gambling in all its guises.


Subject(s)
Adolescent Behavior , Gambling , Internet/statistics & numerical data , Adolescent , Age Factors , Behavior, Addictive/epidemiology , Female , Global Health , Humans , Impulsive Behavior , Male , Risk Factors , Risk-Taking , Social Support , United Kingdom/epidemiology
11.
Cyberpsychol Behav ; 12(4): 413-21, 2009 Aug.
Article in English | MEDLINE | ID: mdl-19594379

ABSTRACT

To date, little empirical research has focused on social responsibility in gambling. This study examined players' attitudes and behavior toward using the social responsibility tool PlayScan designed by the Swedish gaming company Svenska Spel. Via PlayScan, players have the option to utilize various social responsibility control tools (e.g., personal gaming budgets, self-diagnostic tests of gambling habits, self-exclusion options). A total of 2,348 participants took part in an online questionnaire study. Participants were clientele of the Svenska Spel online gambling Web site. Results showed that just over a quarter of players (26%) had used PlayScan. The vast majority of those who had activated PlayScan (almost 9 in 10 users) said that PlayScan was easy to use. Over half of PlayScan users (52%) said it was useful; 19% said it was not. Many features were seen as useful by online gamblers, including limit setting (70%), viewing their gambling profile (49%), self-exclusion facilities (42%), self-diagnostic problem gambling tests (46%), information and support for gambling issues (40%), and gambling profile predictions (36%). In terms of actual (as opposed to theoretical) use, over half of PlayScan users (56%) had set spending limits, 40% had taken a self-diagnostic problem gambling test, and 17% had used a self-exclusion feature.


Subject(s)
Gambling/psychology , Internet , Personal Autonomy , Self Efficacy , Social Responsibility , Adolescent , Adult , Aged , Aged, 80 and over , Choice Behavior , Female , Humans , Male , Middle Aged , Reference Values , Social Control, Informal , Young Adult
12.
Cyberpsychol Behav ; 10(3): 354-61, 2007 Jun.
Article in English | MEDLINE | ID: mdl-17594259

ABSTRACT

To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study was to establish basic information regarding Internet poker playing behavior among the student population, including various motivators for participation and predictors of problematic play. The study examined a self-selected sample of student online poker players using an online survey (n=422). Results showed that online poker playing was undertaken at least twice per week by a third of the participants. Almost one in five of the sample (18%) was defined as a problem gambler using the DSM-IV criteria. Findings demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.


Subject(s)
Gambling , Internet , Learning , Professional Competence , Students , Adult , Female , Humans , Male , Motivation , Surveys and Questionnaires
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