Order of first-play in simulated versus monetary gambling.

IF 6.6 1区 医学 Q1 PSYCHIATRY Journal of Behavioral Addictions Pub Date : 2023-11-30 Print Date: 2023-12-22 DOI:10.1556/2006.2023.00069
Alex M T Russell, Nerilee Hing, Philip Newall, Nancy Greer, Cassandra K Dittman, Hannah Thorne, Matthew Rockloff
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Abstract

Background and aims: Simulated gambling products, like loot boxes and social casino games, contain gambling elements, but are not classified as gambling. They are available to minors, raising concerns about a "gateway effect" into gambling. This study examined the time course of young people's engagement in simulated and monetary gambling, and associations between simulated gambling and gambling problems and harm. A necessary, although not sufficient, condition for simulated games leading to real money gambling is that simulated play must come first.

Method: Participants were 1,026 young adults (aged 18-25 years) who played video games in the last year. They reported the age at which they first took part in seven simulated and twelve monetary gambling products, and current gambling problems and harm.

Results: First use of loot boxes and video games with gambling content tended to precede monetary gambling. Forms where gambling is a core gameplay element, such as social casino and demonstration games, tended to follow some monetary gambling forms. Engagement in most simulated gambling products was associated with greater harm from monetary gambling.

Discussion: The findings leave open the possibility of a catalyst pathway from youth engagement in loot boxes and games with gambling content to later monetary gambling, but causal psychosocial mechanisms remain unclear. However, a pathway from social casino and demonstration games to monetary gambling appears less likely, which may instead reflect containment or substitution effects. Simulated gambling disproportionately attracts youth who are vulnerable to gambling problems and harm, indicating the need for consumer protection measures.

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模拟赌博与金钱赌博的首回合顺序。
背景和目的:模拟赌博产品,如战利品箱和社交赌场游戏,虽然包含赌博元素,但不属于赌博。未成年人也可以买到,这引发了人们对进入赌博的“门户效应”的担忧。本研究考察了青少年参与模拟赌博和金钱赌博的时间过程,以及模拟赌博与赌博问题和伤害之间的联系。模拟游戏导致真钱赌博的一个必要条件(尽管不是充分条件)是,模拟游戏必须先行。方法:参与者是1026名在过去一年中玩电子游戏的年轻人(18-25岁)。他们报告了他们第一次参加7种模拟和12种货币赌博产品的年龄,以及目前赌博的问题和危害。结果:首次使用战利品盒和带有赌博内容的电子游戏倾向于先于金钱赌博。赌博作为核心玩法元素的形式,如社交赌场和示范游戏,往往遵循一些金钱赌博形式。参与大多数模拟赌博产品与金钱赌博的更大伤害有关。讨论:这一发现为青少年参与战利品盒和赌博内容的游戏到后来的金钱赌博之间的催化途径提供了可能性,但因果心理机制仍不清楚。然而,从社交赌场和示范游戏到金钱赌博的途径似乎不太可能,这可能反映了遏制或替代效应。模拟赌博不成比例地吸引易受赌博问题和伤害的青少年,显示有需要采取保护消费者的措施。
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来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
期刊最新文献
Corrigendum to: Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning. Machine Learning(s) in gaming disorder through the user-avatar bond: A step towards conceptual and methodological clarity. User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution. Long-term changes on behavioral addictions symptoms among adults with attention deficit hyperactivity disorder treated with methylphenidate. Mainland China's 2021 restrictions on under-18s' video game time were imposed when older 2019 restrictions already applied: Omitting the historical regulatory context is misleading.
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