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.
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。
{"title":"Are Some Subtypes of Video Gamer More at Risk for Gambling Issues? A Latent Class Analysis of a Canadian Sample of University Students","authors":"Jeff Biegun, J. Edgerton, M. Keough","doi":"10.4309/JGI.2021.46.11","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.11","url":null,"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.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44065354","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. Russell, Autumn C Puttick, Damien T Spilchen, R. Williams, James L. Sanders
Recently the use of implicit memory associations has expanded in the addiction literature to include the assessment of video gaming and gambling. However, the issue with memory associations lies in the open-ended nature of the answers that must be coded, which is often labour-intensive, costly, and where the ambiguity cannot always be resolved. The present study evaluates participant self-coding of memory associations versus researcher coding in the assessment of memory associations for video gaming and gambling. A sample of 3,176 Canadian adults were asked to produce responses to ten ambiguous words and ten potential behavioural associations for engagement in video gaming or gambling. Participants were subsequently asked to classify what categories their responses belonged to, including video gaming and gambling. Consistent with the literature on alcohol and marijuana memory associations, self-coded scores for video gaming and gambling were significantly higher than scores coded by the researchers, had significantly higher correlations with self-reported behaviours, and significantly improved the prediction of video gaming and gambling behaviours. Resume L’utilisation des associations de la memoire implicite comprend depuis peu l’evaluation des jeux video et des jeux de hasard dans le vocabulaire de la dependance. Le probleme des associations de la memoire reside toutefois dans le caractere ouvert des reponses qui doivent etre codees, ce qui est souvent a haute intensite de main-d’œuvre et couteux. De plus, il est parfois impossible de resoudre l’ambiguite. La presente etude evalue l’autocodage par les participants des associations de la memoire par rapport au codage effectue par le chercheur dans le cadre des jeux video et des jeux de hasard. On a demande a un echantillon de 3 176 Canadiens d’âge adulte de repondre a dix mots ambigus et dix associations comportementales potentielles en rapport avec la participation a des jeux video ou des jeux de hasard. On leur a ensuite demande de classer leurs reponses dans differentes categories, y compris les jeux video et les jeux de hasard. Tout comme dans la documentation sur les associations de memoire dans le domaine de l’alcool et de la marijuana, les pointages autocodes pour les jeux video et les jeux de hasard etaient considerablement plus eleves que ceux codes par les chercheurs, faisaient l’objet d’une correlation beaucoup plus elevee avec des comportements autodeclares, et amelioraient considerablement la prediction de comportements lies aux jeux video et aux jeux de hasard.
{"title":"Applying Self-Coding to the Measurement of Self-Generated Video Gaming and Gambling Memory Associations","authors":"G. Russell, Autumn C Puttick, Damien T Spilchen, R. Williams, James L. Sanders","doi":"10.4309/JGI.2021.46.3","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.3","url":null,"abstract":"Recently the use of implicit memory associations has expanded in the addiction literature to include the assessment of video gaming and gambling. However, the issue with memory associations lies in the open-ended nature of the answers that must be coded, which is often labour-intensive, costly, and where the ambiguity cannot always be resolved. The present study evaluates participant self-coding of memory associations versus researcher coding in the assessment of memory associations for video gaming and gambling. A sample of 3,176 Canadian adults were asked to produce responses to ten ambiguous words and ten potential behavioural associations for engagement in video gaming or gambling. Participants were subsequently asked to classify what categories their responses belonged to, including video gaming and gambling. Consistent with the literature on alcohol and marijuana memory associations, self-coded scores for video gaming and gambling were significantly higher than scores coded by the researchers, had significantly higher correlations with self-reported behaviours, and significantly improved the prediction of video gaming and gambling behaviours. Resume L’utilisation des associations de la memoire implicite comprend depuis peu l’evaluation des jeux video et des jeux de hasard dans le vocabulaire de la dependance. Le probleme des associations de la memoire reside toutefois dans le caractere ouvert des reponses qui doivent etre codees, ce qui est souvent a haute intensite de main-d’œuvre et couteux. De plus, il est parfois impossible de resoudre l’ambiguite. La presente etude evalue l’autocodage par les participants des associations de la memoire par rapport au codage effectue par le chercheur dans le cadre des jeux video et des jeux de hasard. On a demande a un echantillon de 3 176 Canadiens d’âge adulte de repondre a dix mots ambigus et dix associations comportementales potentielles en rapport avec la participation a des jeux video ou des jeux de hasard. On leur a ensuite demande de classer leurs reponses dans differentes categories, y compris les jeux video et les jeux de hasard. Tout comme dans la documentation sur les associations de memoire dans le domaine de l’alcool et de la marijuana, les pointages autocodes pour les jeux video et les jeux de hasard etaient considerablement plus eleves que ceux codes par les chercheurs, faisaient l’objet d’une correlation beaucoup plus elevee avec des comportements autodeclares, et amelioraient considerablement la prediction de comportements lies aux jeux video et aux jeux de hasard.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44177629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The recent exponential increase in the presence of loot boxes and other forms of microtransactions in online games, together with the consequential development of a “token economy,” have created regulatory challenges around the world. The similarities between loot boxes and traditional forms of gambling give rise to serious and long-term psychological and financial risks, particularly among a largely minor, vulnerable audience. Regulators must, therefore, decide whether loot boxes and microtransactions should be addressed in the same manner as traditional gambling activities. Recognizing that the legal definition of gambling is a policy matter for different legislatures, this paper proposes a new classification framework for loot boxes and microtransactions that could be adopted as a guide by regulators and gaming publishers operating in the global, hyper-connected landscape of online gaming. The framework is designed to assist policy makers to achieve consumer welfare goals while also not unduly restricting the ability of adult consumers to make informed decisions as to when they participate in gambling-like activities or inappropriately interfering with the legitimate commercial endeavors of game developers. This paper advances nascent commentary in relation to the growing integration of microtransactions and loot boxes in the structure and content of video games and outlines a reform agenda informed by regulatory global responses to the issue. Resume La recente augmentation exponentielle des coffres a butin et d’autres formes de microtransactions qui sont integrees aux jeux en ligne et favorisent une « economie de jetons » a donne lieu a des defis reglementaires dans le monde entier. Les similarites entre les coffres a butin et les formes traditionnelles de jeux de hasard ont entraine de graves risques psychologiques et financiers a long terme, particulierement chez un public en grande partie mineur et vulnerable. Les organismes de reglementation doivent donc decider si les coffres a butin et les microtransactions devraient etre abordes de la meme facon que les activites liees aux jeux de hasard traditionnels. Cet article reconnait que la definition juridique des jeux de hasard est une question de politique relevant de differentes assemblees legislatives, et propose pour les coffres a butin et les microtransactions un nouveau cadre de classification que pourraient adopter a titre de guide les organismes de reglementation et les distributeurs de jeux video qui exercent leurs activites dans le contexte mondial hyperbranche des jeux en ligne. Ce cadre vise a aider les decideurs a atteindre des objectifs en matiere de bien-etre des consommateurs tout en ne restreignant pas indument la capacite des consommateurs adultes a prendre des decisions eclairees concernant leur participation a des activites de type jeux de hasard, et en ne nuisant pas de maniere inappropriee aux entreprises commerciales legitimes des developpeurs de jeux. Cet article enrich
最近在线游戏中战利品箱和其他形式的微交易呈指数级增长,以及随之而来的“代币经济”的发展,给世界各地的监管带来了挑战。战利品箱和传统赌博形式之间的相似性会带来严重的长期心理和财务风险,特别是对于那些弱势的未成年用户。因此,监管机构必须决定,是否应该像对待传统赌博活动那样对待战利品箱和微交易。认识到赌博的法律定义是不同立法机构的政策问题,本文提出了战利品盒和微交易的新分类框架,可以作为监管机构和游戏发行商在全球超连接的在线游戏环境中运营的指南。该框架旨在帮助政策制定者实现消费者福利目标,同时也不会过度限制成年消费者在参与赌博类活动时做出明智决定的能力,或者不恰当地干扰游戏开发商的合法商业努力。本文对电子游戏结构和内容中越来越多的微交易和战利品盒的整合进行了初步评论,并概述了全球监管机构对这一问题的反应所带来的改革议程。最近的“增强指数法”(augmentation exponentielle de coffes)是一种基于微交易形式的“增强指数法”(augmentation exponentielle de coffes),它是一种基于“经济指数法”(economidejetons)的“增强指数法”,一种基于“经济指数法”(economidejetons)的“增强指数法”,一种基于“经济指数法”的“增强指数法”。这些相似之处让人感到困惑,但也让人感到困惑。从长期来看,这些相似之处会给心理学家和金融家带来风险,尤其是在公众和大党领导人都很脆弱的情况下。有机体与规则之间的关系,决定因素之间的关系,决定因素之间的关系,决定因素之间的关系,决定因素之间的关系,决定因素与活动之间的关系,决定因素与传统之间的关系。这篇文章重新定义了关于法律的定义,关于法律的定义,关于政治的问题,关于不同的议会立法,我们提出了关于法律的定义,关于微交易的定义,关于分类的定义,关于法律的定义,关于采集者的定义,关于组织的定义,关于监管的定义,关于分发者的定义,关于视频的定义,关于活动的定义,关于法律的定义,关于环境的定义。行政管理人员有权决定和参与的目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标、目标和目标。这篇文章丰富了关于“一体化”、“小额交易”、“资金”、“结构”、“内容”、“改革方案”、“社会反应”、“问题”、“管理计划”等方面的论述。
{"title":"The Case for Uniform Loot Box Regulation: A New Classification Typology and Reform Agenda","authors":"Stephanie Derrington, Shaun Star, S. Kelly","doi":"10.4309/JGI.2021.46.15","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.15","url":null,"abstract":"The recent exponential increase in the presence of loot boxes and other forms of microtransactions in online games, together with the consequential development of a “token economy,” have created regulatory challenges around the world. The similarities between loot boxes and traditional forms of gambling give rise to serious and long-term psychological and financial risks, particularly among a largely minor, vulnerable audience. Regulators must, therefore, decide whether loot boxes and microtransactions should be addressed in the same manner as traditional gambling activities. Recognizing that the legal definition of gambling is a policy matter for different legislatures, this paper proposes a new classification framework for loot boxes and microtransactions that could be adopted as a guide by regulators and gaming publishers operating in the global, hyper-connected landscape of online gaming. The framework is designed to assist policy makers to achieve consumer welfare goals while also not unduly restricting the ability of adult consumers to make informed decisions as to when they participate in gambling-like activities or inappropriately interfering with the legitimate commercial endeavors of game developers. This paper advances nascent commentary in relation to the growing integration of microtransactions and loot boxes in the structure and content of video games and outlines a reform agenda informed by regulatory global responses to the issue. Resume La recente augmentation exponentielle des coffres a butin et d’autres formes de microtransactions qui sont integrees aux jeux en ligne et favorisent une « economie de jetons » a donne lieu a des defis reglementaires dans le monde entier. Les similarites entre les coffres a butin et les formes traditionnelles de jeux de hasard ont entraine de graves risques psychologiques et financiers a long terme, particulierement chez un public en grande partie mineur et vulnerable. Les organismes de reglementation doivent donc decider si les coffres a butin et les microtransactions devraient etre abordes de la meme facon que les activites liees aux jeux de hasard traditionnels. Cet article reconnait que la definition juridique des jeux de hasard est une question de politique relevant de differentes assemblees legislatives, et propose pour les coffres a butin et les microtransactions un nouveau cadre de classification que pourraient adopter a titre de guide les organismes de reglementation et les distributeurs de jeux video qui exercent leurs activites dans le contexte mondial hyperbranche des jeux en ligne. Ce cadre vise a aider les decideurs a atteindre des objectifs en matiere de bien-etre des consommateurs tout en ne restreignant pas indument la capacite des consommateurs adultes a prendre des decisions eclairees concernant leur participation a des activites de type jeux de hasard, et en ne nuisant pas de maniere inappropriee aux entreprises commerciales legitimes des developpeurs de jeux. Cet article enrich","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42920627","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributing to a common discourse concerning its risk profiles. Specifically, the study aims to assess the prevalence of addicted gamers among Italian online and offline gamers, accounting for gender and to investigate the mediation role of gaming motives on the relationship between personality risk traits and IGD. A total of 627 videogame players (55% women; mean age 27 years) recruited from social networking sites took part in the study and filled a questionnaire including gaming characteristics, the Internet Gaming Disorder Scale (IGDS9-SF), the Substance Use Risk Profile Scale (SURPS) and the Motives for Online Gaming Questionnaire (MOGQ). The prevalence rate of Internet gaming disorder was 5.3%. Hopelessness was the personality dimension that most differentiates gaming addicts from non-addicts. Results of the mediation model suggested that Hopelessness was both directly and indirectly (via escape, fantasy and recreational motives) associated with IGD. The motivations Escape and Fantasy also mediate between Anxiety sensitivity and IGD while Competition mediate between Sensation seeking trait and IGD. The evidence suggests that IGD is motivated by psychological mechanisms similar to those compelling substance abuse, but with its own unique features. Resume Cette etude a pour but d’ameliorer notre connaissance de la dependance au jeu sur Internet (DJI) afin d’enrichir le discours sur ses profils de risque. Elle vise plus precisement a evaluer la prevalence des joueurs dependants parmi les joueurs italiens en ligne et hors ligne, en tenant compte du genre et en examinant le role de mediation des raisons qui motivent la pratique des jeux dans la relation entre les traits de personnalite presentant des risques et la DJI. En tout, 627 joueurs de jeux video (55 % de femmes d’une moyenne d’âge de 27 ans) recrutes sur des sites de reseaux sociaux ont participe a l’etude et rempli un questionnaire comprenant des caracteristiques liees au jeu, l’echelle de la dependance au jeu sur Internet (IGDS9-SF), l’echelle de profil de risque de consommation de substances psychoactives (SURPS) et le questionnaire sur les raisons de jouer en ligne (MOGQ). Le taux de prevalence de la dependance au jeu sur Internet s’etablissait a 5,3 %. Le desespoir constituait l’aspect de la personnalite qui distinguait le plus les personnes dependantes au jeu des personnes non dependantes. Les resultats du modele de mediation donnaient a penser que le desespoir etait associe directement et indirectement (raisons liees a la fuite, a l’imaginaire et aux loisirs) a la DJI. Les raisons Fuite et Imaginaire assurent la mediation entre la sensibilite a l’anxiete et la DJI, tandis que la concurrence assure la mediation entre la recherche de sensations et la DJI. Tout indique que la DJI est motivee par des mecanismes psychologiques similaires a ceux qui incitent a la toxicomanie, mais possede ses prop
{"title":"The role of video gaming motives in the relationship between personality risk traits and Internet Gaming Disorder","authors":"Roberta Biolcati, S. Passini, Virginia Pupi","doi":"10.4309/JGI.2021.46.12","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.12","url":null,"abstract":"The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributing to a common discourse concerning its risk profiles. Specifically, the study aims to assess the prevalence of addicted gamers among Italian online and offline gamers, accounting for gender and to investigate the mediation role of gaming motives on the relationship between personality risk traits and IGD. A total of 627 videogame players (55% women; mean age 27 years) recruited from social networking sites took part in the study and filled a questionnaire including gaming characteristics, the Internet Gaming Disorder Scale (IGDS9-SF), the Substance Use Risk Profile Scale (SURPS) and the Motives for Online Gaming Questionnaire (MOGQ). The prevalence rate of Internet gaming disorder was 5.3%. Hopelessness was the personality dimension that most differentiates gaming addicts from non-addicts. Results of the mediation model suggested that Hopelessness was both directly and indirectly (via escape, fantasy and recreational motives) associated with IGD. The motivations Escape and Fantasy also mediate between Anxiety sensitivity and IGD while Competition mediate between Sensation seeking trait and IGD. The evidence suggests that IGD is motivated by psychological mechanisms similar to those compelling substance abuse, but with its own unique features. Resume Cette etude a pour but d’ameliorer notre connaissance de la dependance au jeu sur Internet (DJI) afin d’enrichir le discours sur ses profils de risque. Elle vise plus precisement a evaluer la prevalence des joueurs dependants parmi les joueurs italiens en ligne et hors ligne, en tenant compte du genre et en examinant le role de mediation des raisons qui motivent la pratique des jeux dans la relation entre les traits de personnalite presentant des risques et la DJI. En tout, 627 joueurs de jeux video (55 % de femmes d’une moyenne d’âge de 27 ans) recrutes sur des sites de reseaux sociaux ont participe a l’etude et rempli un questionnaire comprenant des caracteristiques liees au jeu, l’echelle de la dependance au jeu sur Internet (IGDS9-SF), l’echelle de profil de risque de consommation de substances psychoactives (SURPS) et le questionnaire sur les raisons de jouer en ligne (MOGQ). Le taux de prevalence de la dependance au jeu sur Internet s’etablissait a 5,3 %. Le desespoir constituait l’aspect de la personnalite qui distinguait le plus les personnes dependantes au jeu des personnes non dependantes. Les resultats du modele de mediation donnaient a penser que le desespoir etait associe directement et indirectement (raisons liees a la fuite, a l’imaginaire et aux loisirs) a la DJI. Les raisons Fuite et Imaginaire assurent la mediation entre la sensibilite a l’anxiete et la DJI, tandis que la concurrence assure la mediation entre la recherche de sensations et la DJI. Tout indique que la DJI est motivee par des mecanismes psychologiques similaires a ceux qui incitent a la toxicomanie, mais possede ses prop","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45500350","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A few months ago, the Journal of Gambling Issues announced that it was opening its doors to papers on other behavioral disorders and in particular to papers on video gaming. Video gaming is a rapidly growing industry that attracts a worldwide audience and therefore a worldwide impact, but few journals that specifically focus their attention on video gaming. According to a quick internet search, the worldwide video gaming industry is valued at $151.06 billion US in 2019 and, according to the same web page, is expected to grow at a rate of about 13% per year (Grand View Research, 2021). In addition to its size, the video game industry has rapidly changed from an emphasis on console gaming machines and computers to mobile devices. This shift means that video gaming is increasingly becoming available almost everywhere. If we view excessive gaming as an addiction, owning a smart phone is like walking around with an open bottle of alcohol all the time, a bottle that never becomes empty (unless you let your battery die).
几个月前,《赌博问题杂志》(Journal of Gambling Issues)宣布,它将向有关其他行为障碍的论文敞开大门,尤其是有关电子游戏的论文。电子游戏是一个快速发展的产业,吸引了世界各地的用户,因此产生了全球影响,但很少有期刊专门关注电子游戏。根据快速的互联网搜索,全球电子游戏行业在2019年的价值为1510.6亿美元,根据同一网页,预计将以每年13%的速度增长(Grand View Research, 2021)。除了规模之外,视频游戏行业也迅速从强调游戏机和电脑转向移动设备。这种转变意味着电子游戏几乎无处不在。如果我们将过度玩游戏视为一种成瘾,那么拥有智能手机就像一直带着一瓶开着的酒走来走去,一瓶永远不会空的酒(除非你让电池没电了)。
{"title":"The Journal of Gambling Issues Encompasses Video Gaming Papers","authors":"N. Turner, Jing Shi","doi":"10.4309/JGI.2021.46.1","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.1","url":null,"abstract":"A few months ago, the Journal of Gambling Issues announced that it was opening its doors to papers on other behavioral disorders and in particular to papers on video gaming. Video gaming is a rapidly growing industry that attracts a worldwide audience and therefore a worldwide impact, but few journals that specifically focus their attention on video gaming. According to a quick internet search, the worldwide video gaming industry is valued at $151.06 billion US in 2019 and, according to the same web page, is expected to grow at a rate of about 13% per year (Grand View Research, 2021). In addition to its size, the video game industry has rapidly changed from an emphasis on console gaming machines and computers to mobile devices. This shift means that video gaming is increasingly becoming available almost everywhere. If we view excessive gaming as an addiction, owning a smart phone is like walking around with an open bottle of alcohol all the time, a bottle that never becomes empty (unless you let your battery die).","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44434092","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Samantha J. Hollingshead, Hyoun S. Kim, M. Rockloff, Daniel S. McGrath, D. Hodgins, Michael J. A. Wohl
Social casino games (i.e., online, free to play casino-like games) share many similar visual, auditory and structural game mechanics as gambling games. Given the similarities between the two activities, it is not uncommon for people to migrate from social casino gaming to gambling or vice versa. In the current work, we investigated whether motives for playing social casino games may play a role in the transition from gaming to gambling. We also assessed whether motives for playing social casino games as a way to reduce gambling cravings was predictive of self-reported changes in gambling behaviour 30 days later and whether this relationship was dependent on the activity first played. In a community sample of people who gamble and play social casino games ( N =228), those who played social casino games before beginning to gamble were more likely to report playing social casino games for social motives, or as a way to reduce gambling-related cravings, than people who gambled before playing social casino games. Additionally, we found that using social casino games as a tool to moderate gambling cravings was associated with self-reported decreases in gambling behaviour one-month later, but only among those who played social casino games before beginning to gamble. Results suggest that what game was played first (social casino games or gambling games) matters, especially for the clinical utility of social casino games as a harm reduction strategy. Resume Les jeux de casino sociaux (qui sont offerts gratuitement en ligne) partagent avec les jeux de hasard un grand nombre de caracteristiques visuelles, auditives et structurelles definissant la mecanique de jeu. Vu les ressemblances entre ces deux types de jeux, il n’est pas inhabituel pour les joueurs de passer de l’un a l’autre et inversement. Nous avons cherche a savoir trois choses : premierement, si les raisons qui motivent la pratique des jeux de casino sociaux influent sur la transition vers les jeux de hasard; deuxiemement, si ces motivations peuvent, en tant que moyen de reduire l’envie de jouer, etre un predicteur de changements de comportement au bout de 30 jours; et troisiemement, si ce lien depend de l’activite adoptee en premier. Notre echantillon recrute dans la collectivite comptait des adeptes des deux types de jeux ( N =228). Ceux qui s’adonnaient aux jeux de casino avant d’adopter les jeux de hasard ont ete plus nombreux que ceux qui avaient fait l’inverse a evoquer des motivations sociales ou la recherche d’un moyen de temperer leur envie de jouer. Le recours aux jeux de casino dans un but de moderation est associe a une diminution de la frequence de jeu un mois plus tard, mais seulement chez les personnes qui s’adonnaient aux jeux de casino avant de passer aux jeux de hasard. Selon nos resultats, l’activite pratiquee en premier joue bel et bien un role, en particulier en ce qui touche l’utilite des jeux de casino sociaux en tant que strategie de reduction des risques.
{"title":"Motives for playing social casino games and the transition from gaming to gambling (or vice versa): social casino game play as harm reduction?","authors":"Samantha J. Hollingshead, Hyoun S. Kim, M. Rockloff, Daniel S. McGrath, D. Hodgins, Michael J. A. Wohl","doi":"10.4309/JGI.2021.46.4","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.4","url":null,"abstract":"Social casino games (i.e., online, free to play casino-like games) share many similar visual, auditory and structural game mechanics as gambling games. Given the similarities between the two activities, it is not uncommon for people to migrate from social casino gaming to gambling or vice versa. In the current work, we investigated whether motives for playing social casino games may play a role in the transition from gaming to gambling. We also assessed whether motives for playing social casino games as a way to reduce gambling cravings was predictive of self-reported changes in gambling behaviour 30 days later and whether this relationship was dependent on the activity first played. In a community sample of people who gamble and play social casino games ( N =228), those who played social casino games before beginning to gamble were more likely to report playing social casino games for social motives, or as a way to reduce gambling-related cravings, than people who gambled before playing social casino games. Additionally, we found that using social casino games as a tool to moderate gambling cravings was associated with self-reported decreases in gambling behaviour one-month later, but only among those who played social casino games before beginning to gamble. Results suggest that what game was played first (social casino games or gambling games) matters, especially for the clinical utility of social casino games as a harm reduction strategy. Resume Les jeux de casino sociaux (qui sont offerts gratuitement en ligne) partagent avec les jeux de hasard un grand nombre de caracteristiques visuelles, auditives et structurelles definissant la mecanique de jeu. Vu les ressemblances entre ces deux types de jeux, il n’est pas inhabituel pour les joueurs de passer de l’un a l’autre et inversement. Nous avons cherche a savoir trois choses : premierement, si les raisons qui motivent la pratique des jeux de casino sociaux influent sur la transition vers les jeux de hasard; deuxiemement, si ces motivations peuvent, en tant que moyen de reduire l’envie de jouer, etre un predicteur de changements de comportement au bout de 30 jours; et troisiemement, si ce lien depend de l’activite adoptee en premier. Notre echantillon recrute dans la collectivite comptait des adeptes des deux types de jeux ( N =228). Ceux qui s’adonnaient aux jeux de casino avant d’adopter les jeux de hasard ont ete plus nombreux que ceux qui avaient fait l’inverse a evoquer des motivations sociales ou la recherche d’un moyen de temperer leur envie de jouer. Le recours aux jeux de casino dans un but de moderation est associe a une diminution de la frequence de jeu un mois plus tard, mais seulement chez les personnes qui s’adonnaient aux jeux de casino avant de passer aux jeux de hasard. Selon nos resultats, l’activite pratiquee en premier joue bel et bien un role, en particulier en ce qui touche l’utilite des jeux de casino sociaux en tant que strategie de reduction des risques.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45472684","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Chanel J. Larche, Peter Tran, Tyler B. Kruger, Navi K. Dhaliwal, M. Dixon
Playing video games to escape daily life is associated with problem video gaming and depression. Playing to escape is an especially common motive among players of role-playing games (RPGs). Given that RPGs are highly immersive, a possible source of positive affect for depressed escape players may be the rewarding aspects of flow or immersion. We aimed to ascertain whether players who report gaming to escape are more prone to experiencing flow while playing RPGs but not arcade-type platform games. In Experiment 1, we measured the depression symptoms and player motives of 56 participants while they played an RPG. We measured subjective arousal, flow, and positive affect after each condition of an ABBA design (A was a control condition featuring a simplified game, B the fully immersive game). In Experiment 2, we recruited 65 players to play a simple platform game (also measuring problem video gaming and mindfulness). In both studies, we contrasted those in the upper tercile of escape motivation scores with those in the lower tercile of these scores. Escape gamers ( n = 20) had greater flow and positive affect while playing an RPG (Experiment 1) than did non-escape players ( n = 19), but escape ( n = 22) and non-escape ( n = 22) gamers did not differ in flow and affect when playing a platform game (Experiment 2). Gaming to escape was significantly correlated with depression in Experiment 1. Experiment 2 showed that escape gaming was associated with problem video gaming and mindfulness problems. These findings suggest that escape gamers may find relief through the enjoyment of experiencing flow, but only in immersive games. Resume La pratique des jeux video comme moyen de s’evader de la vie quotidienne est associee au probleme de la dependance au jeu et a la depression. Cette motivation s’observe particulierement chez les adeptes de jeux de role. Etant donne la nature fortement immersive de ces derniers, l’experience gratifiante que procure la fluidite/l’immersion pourrait etre une source possible d’affect positif pour les joueurs deprimes. Nous avons voulu savoir si les joueurs qui disent pratiquer les jeux video par desir d’evasion font davantage l’experience de la fluidite dans le cadre des jeux de role que dans les plateformes de jeux de type arcade. Dans la 1 re experience, nous avons evalue la symptomatologie depressive et les motivations chez 56 joueurs dans le cadre d’un jeu de role. Nous avons mesure le degre d’excitation subjective, de fluidite et d’affect positif au terme de deux situations de jeu suivant un modele ABBA (A correspondant a un jeu simplifie, B a un jeu pleinement immersif). Dans la 2 e experience, 65 joueurs ont joue a un simple jeu de plateforme (tout en evaluant leur degre de dependance aux jeux video et leur capacite d’attention). Dans chaque cas, on a compare les resultats des tertiles superieur et inferieur relativement au desir d’evasion. Les joueurs en quete d’evasion (n=20) ont montre une fluidite et un affect posit
{"title":"Escaping the Woes Through Flow? Examining the Relationship Between Escapism, Depression, and Flow Experience in Role-Playing and Platform Games","authors":"Chanel J. Larche, Peter Tran, Tyler B. Kruger, Navi K. Dhaliwal, M. Dixon","doi":"10.4309/JGI.2021.46.9","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.9","url":null,"abstract":"Playing video games to escape daily life is associated with problem video gaming and depression. Playing to escape is an especially common motive among players of role-playing games (RPGs). Given that RPGs are highly immersive, a possible source of positive affect for depressed escape players may be the rewarding aspects of flow or immersion. We aimed to ascertain whether players who report gaming to escape are more prone to experiencing flow while playing RPGs but not arcade-type platform games. In Experiment 1, we measured the depression symptoms and player motives of 56 participants while they played an RPG. We measured subjective arousal, flow, and positive affect after each condition of an ABBA design (A was a control condition featuring a simplified game, B the fully immersive game). In Experiment 2, we recruited 65 players to play a simple platform game (also measuring problem video gaming and mindfulness). In both studies, we contrasted those in the upper tercile of escape motivation scores with those in the lower tercile of these scores. Escape gamers ( n = 20) had greater flow and positive affect while playing an RPG (Experiment 1) than did non-escape players ( n = 19), but escape ( n = 22) and non-escape ( n = 22) gamers did not differ in flow and affect when playing a platform game (Experiment 2). Gaming to escape was significantly correlated with depression in Experiment 1. Experiment 2 showed that escape gaming was associated with problem video gaming and mindfulness problems. These findings suggest that escape gamers may find relief through the enjoyment of experiencing flow, but only in immersive games. Resume La pratique des jeux video comme moyen de s’evader de la vie quotidienne est associee au probleme de la dependance au jeu et a la depression. Cette motivation s’observe particulierement chez les adeptes de jeux de role. Etant donne la nature fortement immersive de ces derniers, l’experience gratifiante que procure la fluidite/l’immersion pourrait etre une source possible d’affect positif pour les joueurs deprimes. Nous avons voulu savoir si les joueurs qui disent pratiquer les jeux video par desir d’evasion font davantage l’experience de la fluidite dans le cadre des jeux de role que dans les plateformes de jeux de type arcade. Dans la 1 re experience, nous avons evalue la symptomatologie depressive et les motivations chez 56 joueurs dans le cadre d’un jeu de role. Nous avons mesure le degre d’excitation subjective, de fluidite et d’affect positif au terme de deux situations de jeu suivant un modele ABBA (A correspondant a un jeu simplifie, B a un jeu pleinement immersif). Dans la 2 e experience, 65 joueurs ont joue a un simple jeu de plateforme (tout en evaluant leur degre de dependance aux jeux video et leur capacite d’attention). Dans chaque cas, on a compare les resultats des tertiles superieur et inferieur relativement au desir d’evasion. Les joueurs en quete d’evasion (n=20) ont montre une fluidite et un affect posit","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45195402","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mobile games featuring the loot-box design are associated with gambling because of the uncertainty in the value of the purchase and the propensity for gamers to keep spending. Role-playing games (RPGs) have been associated with gaming disorders because of the addictiveness and immersion experienced by gamers. Advertisers have capitalized on this gaming trend by having gamers watch advertisements, often in return for earning in-game currency. In this study, we explored the intersection of role-playing and loot-box mobile gaming, in particular examining the association with gaming disorders and ad watching and the role of game spending. An online survey was conducted ( n = 595) in which we recruited participants who play four popular loot-box RPGs on their mobile devices. In line with previous research, we found similarities between these players and those with disordered gaming and an association with increased game and gaming involvement. We found that different spending habits based on gamer classifications have unexpected associations with the willingness of gamers to watch ads. Our results have implications for loot-box gamers, game designers, and advertisers, as we believe that addicted loot-box gamers, because of the association between loot-box games and gambling, may be experiencing a form of morbidity and that these gamers may be more susceptible to such addictions. Resume Les jeux mobiles comportant un coffre a butin sont associes a la pratique des jeux video en raison de l’incertitude liee a la valeur de l’achat, et la propension des joueurs a continuer de depenser. Les jeux de role ont ete lies au jeu compulsif en raison de la dependance et de l’immersion des joueurs. Les annonceurs profitent de cette tendance au jeu en forcant les joueurs a regarder frequemment des annonces afin d’obtenir de la monnaie du jeu en question. Cette recherche se penche sur le point d’intersection du jeu de role et du coffre a butin dans les jeux mobiles, et particulierement sur l’association a des troubles lies au jeu, a la visualisation d’annonces et au role des depenses en jeu. Un sondage en ligne a ete mene ( n = 595) en recrutant les participants parmi les personnes qui jouent sur leur appareil mobile a quatre jeux de role prises offrant un coffre a butin. Tout comme dans les recherches precedentes, nous avons constate des similarites avec le jeu compulsif et leur association a l’augmentation des jeux et de la pratique du jeu. Nous avons egalement constate que differentes habitudes de depenses fondees sur la classification des joueurs sont liees de maniere inattendue au consentement des joueurs a regarder des annonces. Nos resultats comportent des implications pour les joueurs de jeux offrant un coffre a butin, les developpeurs de jeux et les annonceurs, car nous sommes convaincus que les joueurs dependants qui jouent a des jeux offrant un coffre a butin pourraient souffrir d’une forme de morbidite, et qu’ils pourraient etre plus susceptibles a de tell
{"title":"A Whale of a Tale: Gaming Disorder and Spending and Their Associations With Ad Watching in Role-Playing and Loot-Box Gaming","authors":"Samuel M. Tham, G. Perreault","doi":"10.4309/JGI.2021.46.5","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.5","url":null,"abstract":"Mobile games featuring the loot-box design are associated with gambling because of the uncertainty in the value of the purchase and the propensity for gamers to keep spending. Role-playing games (RPGs) have been associated with gaming disorders because of the addictiveness and immersion experienced by gamers. Advertisers have capitalized on this gaming trend by having gamers watch advertisements, often in return for earning in-game currency. In this study, we explored the intersection of role-playing and loot-box mobile gaming, in particular examining the association with gaming disorders and ad watching and the role of game spending. An online survey was conducted ( n = 595) in which we recruited participants who play four popular loot-box RPGs on their mobile devices. In line with previous research, we found similarities between these players and those with disordered gaming and an association with increased game and gaming involvement. We found that different spending habits based on gamer classifications have unexpected associations with the willingness of gamers to watch ads. Our results have implications for loot-box gamers, game designers, and advertisers, as we believe that addicted loot-box gamers, because of the association between loot-box games and gambling, may be experiencing a form of morbidity and that these gamers may be more susceptible to such addictions. Resume Les jeux mobiles comportant un coffre a butin sont associes a la pratique des jeux video en raison de l’incertitude liee a la valeur de l’achat, et la propension des joueurs a continuer de depenser. Les jeux de role ont ete lies au jeu compulsif en raison de la dependance et de l’immersion des joueurs. Les annonceurs profitent de cette tendance au jeu en forcant les joueurs a regarder frequemment des annonces afin d’obtenir de la monnaie du jeu en question. Cette recherche se penche sur le point d’intersection du jeu de role et du coffre a butin dans les jeux mobiles, et particulierement sur l’association a des troubles lies au jeu, a la visualisation d’annonces et au role des depenses en jeu. Un sondage en ligne a ete mene ( n = 595) en recrutant les participants parmi les personnes qui jouent sur leur appareil mobile a quatre jeux de role prises offrant un coffre a butin. Tout comme dans les recherches precedentes, nous avons constate des similarites avec le jeu compulsif et leur association a l’augmentation des jeux et de la pratique du jeu. Nous avons egalement constate que differentes habitudes de depenses fondees sur la classification des joueurs sont liees de maniere inattendue au consentement des joueurs a regarder des annonces. Nos resultats comportent des implications pour les joueurs de jeux offrant un coffre a butin, les developpeurs de jeux et les annonceurs, car nous sommes convaincus que les joueurs dependants qui jouent a des jeux offrant un coffre a butin pourraient souffrir d’une forme de morbidite, et qu’ils pourraient etre plus susceptibles a de tell","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44171319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Smartphones are now a ubiquitous part of daily life for adolescents in the United Kingdom, who use their phones for a multitude of reasons beyond calling or texting. To date, little qualitative research has been conducted with adolescent smartphone users about their experiences of smartphone use, particularly problematic or excessive use. This study directly explored the topics of problematic use and smartphone etiquette with 13 British adolescents aged 16–18 years across three focus group discussions. An inductive thematic analysis resulted in the development of four themes related to users’ experiences: The Comfort Bubble, Digital Native Etiquette, The Extended Self, and Defining Dependency. These themes encompass the different drives underlying potentially excessive or antisocial smartphone use and how young people seek to minimize these risks by monitoring both their own and others’ smartphone use. The findings of this study demonstrate the complexity of disentangling functional and enjoyable smartphone use from problematic use in an era when smartphones are embedded so deeply in modern life. The implications of these findings are discussed in terms of potential future measures of problematic smartphone use and ways of promoting education about healthy smartphone use by applying some of the strategies put forward by the young people in this study.Résumé Les téléphones intelligents sont omniprésents dans la vie quotidienne des adolescents au Royaume-Uni. Ceux-ci les utilisent pour une foule de raisons dépassant le simple appel ou message texte. Il existe à ce jour très peu de recherches qualitatives menées auprès d’adolescents qui utilisent un téléphone intelligent au sujet de leur expérience d’utilisation, particulièrement si elle est problématique ou excessive. Cette étude se penche directement sur l’utilisation problématique et l’étiquette chez 13 adolescents britanniques âgés de 16 à 18 ans dans le cadre de trois groupes de discussion. Une analyse thématique inductive a permis de cerner quatre thèmes liés à l’expérience des utilisateurs : la bulle du confort, l’étiquette numérique naturelle, l’extension du Soi et la définition de la dépendance. Ces thèmes englobent les différents facteurs qui peuvent sous-tendre l’utilisation excessive ou antisociale des téléphones intelligents et la façon dont les jeunes cherchent à réduire ces risques en surveillant leur propre utilisation et celle d’autres personnes. Les conclusions de cette étude démontrent à quel point il est complexe de faire la distinction entre l’utilisation fonctionnelle et agréable du téléphone intelligent et son utilisation problématique à une époque où cet appareil est si profondément ancré dans la vie moderne. Les implications de ces conclusions sont abordées sur le plan des mesures futures potentielles visant l’utilisation problématique des téléphones intelligents et les façons de promouvoir la sensibilisation à l’usage sain à l’aide de certaines des stratégies suggérées par
{"title":"Exploring British Adolescents’ Views and Experiences of Problematic Smartphone Use and Smartphone Etiquette","authors":"Marie-Claire Conlin, Elizabeth Sillence","doi":"10.4309/JGI.2021.46.14","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.14","url":null,"abstract":"Smartphones are now a ubiquitous part of daily life for adolescents in the United Kingdom, who use their phones for a multitude of reasons beyond calling or texting. To date, little qualitative research has been conducted with adolescent smartphone users about their experiences of smartphone use, particularly problematic or excessive use. This study directly explored the topics of problematic use and smartphone etiquette with 13 British adolescents aged 16–18 years across three focus group discussions. An inductive thematic analysis resulted in the development of four themes related to users’ experiences: The Comfort Bubble, Digital Native Etiquette, The Extended Self, and Defining Dependency. These themes encompass the different drives underlying potentially excessive or antisocial smartphone use and how young people seek to minimize these risks by monitoring both their own and others’ smartphone use. The findings of this study demonstrate the complexity of disentangling functional and enjoyable smartphone use from problematic use in an era when smartphones are embedded so deeply in modern life. The implications of these findings are discussed in terms of potential future measures of problematic smartphone use and ways of promoting education about healthy smartphone use by applying some of the strategies put forward by the young people in this study.Résumé Les téléphones intelligents sont omniprésents dans la vie quotidienne des adolescents au Royaume-Uni. Ceux-ci les utilisent pour une foule de raisons dépassant le simple appel ou message texte. Il existe à ce jour très peu de recherches qualitatives menées auprès d’adolescents qui utilisent un téléphone intelligent au sujet de leur expérience d’utilisation, particulièrement si elle est problématique ou excessive. Cette étude se penche directement sur l’utilisation problématique et l’étiquette chez 13 adolescents britanniques âgés de 16 à 18 ans dans le cadre de trois groupes de discussion. Une analyse thématique inductive a permis de cerner quatre thèmes liés à l’expérience des utilisateurs : la bulle du confort, l’étiquette numérique naturelle, l’extension du Soi et la définition de la dépendance. Ces thèmes englobent les différents facteurs qui peuvent sous-tendre l’utilisation excessive ou antisociale des téléphones intelligents et la façon dont les jeunes cherchent à réduire ces risques en surveillant leur propre utilisation et celle d’autres personnes. Les conclusions de cette étude démontrent à quel point il est complexe de faire la distinction entre l’utilisation fonctionnelle et agréable du téléphone intelligent et son utilisation problématique à une époque où cet appareil est si profondément ancré dans la vie moderne. Les implications de ces conclusions sont abordées sur le plan des mesures futures potentielles visant l’utilisation problématique des téléphones intelligents et les façons de promouvoir la sensibilisation à l’usage sain à l’aide de certaines des stratégies suggérées par ","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47135711","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Question-order effects are known to occur in surveys, particularly those that measure subjective experiences. The presence of context effects will impact the comparability of results if questions have not been presented in a consistent manner. In this study, we examined the influence of question order on how people responded to two gambling scales in the Australian Capital Territory Gambling Prevalence Survey: The Problem Gambling Severity Index and the Short Gambling Harm Screen. The application of these scales in gambling surveys is continuing to grow, the results being compared across time and between jurisdictions, countries, and populations. Here we outline a survey experiment that randomized the question ordering of these two scales. The results show that question-order effects are present for these scales, demonstrating that results from them may not be comparable across jurisdictions if the scales have not been presented consistently across surveys. These findings highlight the importance of testing for the presence of question-order effects, particularly for those scales that measure subjective experiences, and correcting for such effects where they exist by randomizing scale order.
{"title":"The Ordering of Gambling Severity and Harm Scales: A Cautionary Tale","authors":"K. Sollis, P. Leslie, N. Biddle, Marisa Paterson","doi":"10.4309/jgi.2021.48.1","DOIUrl":"https://doi.org/10.4309/jgi.2021.48.1","url":null,"abstract":"Question-order effects are known to occur in surveys, particularly those that measure subjective experiences. The presence of context effects will impact the comparability of results if questions have not been presented in a consistent manner. In this study, we examined the influence of question order on how people responded to two gambling scales in the Australian Capital Territory Gambling Prevalence Survey: The Problem Gambling Severity Index and the Short Gambling Harm Screen. The application of these scales in gambling surveys is continuing to grow, the results being compared across time and between jurisdictions, countries, and populations. Here we outline a survey experiment that randomized the question ordering of these two scales. The results show that question-order effects are present for these scales, demonstrating that results from them may not be comparable across jurisdictions if the scales have not been presented consistently across surveys. These findings highlight the importance of testing for the presence of question-order effects, particularly for those scales that measure subjective experiences, and correcting for such effects where they exist by randomizing scale order.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":null,"pages":null},"PeriodicalIF":1.2,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"71147377","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}