Are Some Subtypes of Video Gamer More at Risk for Gambling Issues? A Latent Class Analysis of a Canadian Sample of University Students

IF 1.3 Q4 SUBSTANCE ABUSE Journal of Gambling Issues Pub Date : 2021-02-18 DOI:10.4309/JGI.2021.46.11
Jeff Biegun, J. Edgerton, M. Keough
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Abstract

Recently there has been growing interest in identifying links between video game playing and problem gambling. As video games continue to take on more gambling-like elements such as loot boxes, there is rising concern that they represent a potential pathway towards problem gambling. In this study, we explored video gamer profiles in a sample of Canadian undergraduate university students ( n = 687) to examine whether subgroups of gamers had different risk profiles for problem video gaming and/or problem gambling. Three predominant subgroups emerged: universal, free-to-play, and general gamer classes. Whereas the free-to-play class was associated with higher average amounts of time spent playing video games, the universal class was associated with higher average scores on measures of problem video gaming, problem gambling, and impulsivity. Although motivational differences were evident, there were no significant mental health differences among subgroups in this sample. Resume On s’interesse de plus en plus depuis peu de temps a l’etablissement de liens entre la pratique des jeux video et le jeu compulsif. A mesure que les jeux video comportent davantage d’elements de jeux de hasard comme des coffres a butin, on s’inquiete davantage du fait qu’ils puissent mener au jeu compulsif. Cette etude a examine le profil de joueurs de jeux video parmi un echantillon d’etudiants canadiens de premier cycle ( n = 687) afin de determiner si les sous-groupes de joueurs presentaient un profil de risque different pour le jeu video compulsif et/ou le jeu compulsif. Trois sous-groupes predominants sont ressortis : universel, gratuit et general. Le groupe des jeux gratuits etait associe a une plus grande quantite de temps consacree a jouer a des jeux video, le groupe universel etait associe pour sa part a un pointage moyen plus eleve au titre des parametres de mesure du jeu video compulsif, du jeu compulsif et de l’impulsivite. Les differences de motivation etaient evidentes, mais les sous-groupes de cet echantillon ne presentaient aucune difference importante sur le plan de la sante mentale.
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电子游戏玩家的某些子类是否更容易出现赌博问题?加拿大大学生样本的潜在类分析
最近,人们对确定电子游戏和问题赌博之间的联系越来越感兴趣。随着电子游戏继续融入更多赌博元素,如战利品箱,人们越来越担心它们可能会导致问题赌博。在这项研究中,我们研究了加拿大本科生(n = 687)的电子游戏玩家的特征,以检验不同玩家群体在问题电子游戏和/或问题赌博方面是否有不同的风险特征。出现了三个主要的子群体:普遍玩家、免费玩家和普通玩家。免费游戏类玩家花在玩电子游戏上的平均时间更长,而普通游戏类玩家在问题电子游戏、问题赌博和冲动方面的平均得分更高。虽然动机差异是明显的,但在这个样本的亚组之间没有显著的心理健康差异。个人简历:我的兴趣是,我的兴趣是,我的兴趣是,我的兴趣是,我的兴趣是,我的兴趣是,我的兴趣是,我的兴趣是,我的兴趣是,我的兴趣。一个衡量标准是“视频组件的优势”和“数据组件的优势”,以及“数据组件的优势”和“强制功能的优势”。我们研究了一项研究,研究了这些研究人员的特征特征,他们的特征特征,他们的特征特征,他们的特征特征,他们的特征特征,他们的特征特征,他们的特征特征,他们的特征特征,他们的特征特征,他们的特征特征。三个主要的群体是:普遍群体、毕业生群体和一般群体。Le group des jeeux gratuits etaite associate a one + grande quantite de temps consacree a jouer a de jex video, Le group universel etaite associe pour sa part a unpointmoney + eletete de parameter de measure du jeu video强迫性,du jeu强迫性与冲动性。动机特征证据的差异较小,个体特征证据的差异较小,个体特征证据的差异较小。
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来源期刊
Journal of Gambling Issues
Journal of Gambling Issues SUBSTANCE ABUSE-
CiteScore
2.20
自引率
0.00%
发文量
17
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