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Investigating relationships between video gaming, spectating esports, and gambling

机译:调查视频游戏,观看电子竞技和赌博之间的关系

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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. (C) 2017 Elsevier Ltd. All rights reserved.
机译:存在着已建立的研究机构,其中玩电子游戏已与潜在问题的行为(例如赌博)相关联。最近出现了基于游戏的问题。赌博行为,例如战利品箱,社交网络赌场,免费游戏机制以及使用虚拟商品和皮肤进行赌博。这项研究调查了一系列赌博活动与总体上电子游戏消费之间的关系,尤其是电子竞技的新出现现象。此外,这些做法与评估游戏成瘾和有问题的赌博的既定措施相关。该研究采用偏最小二乘模型对通过国际在线调查(N = 613)收集的数据进行调查。发现视频游戏成瘾与离线赌博,在线赌博和问题赌博负相关。电子游戏消费与与电子游戏相关的赌博和问题赌博之间只有很小的正相关关系。电子竞技消费与与视频游戏相关的赌博,在线赌博和问题赌博之间的联系程度较小或中等。这项研究的主要发现是,当代视频游戏本身与问题赌博的潜力增加没有关联,的确,人们质疑问题游戏和问题赌博从根本上联系在一起的立场。 (C)2017 Elsevier Ltd.保留所有权利。

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