Journal articles on the topic 'Gaming'

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1

Close, James, Stuart Gordon Spicer, Laura Louise Nicklin, Joanne Lloyd, Ben Whalley, and Helen Lloyd. "Gambling and Gaming in the United Kingdom during the COVID-19 Lockdown." COVID 2, no. 2 (January 18, 2022): 87–101. http://dx.doi.org/10.3390/covid2020007.

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During the first UK national COVID-19 lockdown, there were fears that increased online gaming and gambling could negatively impact wellbeing. Using a cross-sectional retrospective change survey of 631 UK adult gamers and/or gamblers during the week the UK lockdown was partially lifted (June 2020), we investigated participation in gaming/gambling and relationships with problem gaming, problem gambling and wellbeing (using the following previously validated scales: the Internet Gaming Disorder Short Form; a short-form version of the Problem Gambling Severity Index; a short-form of the Warwick–Edinburgh Mental Well-Being Scale). Results indicated a near-doubling in gaming activity during lockdown and significant increases in problem gaming scores, but not in numbers of disordered gamers. Aggregate changes to gambling participation and problem gambling were negligible: decreases in offline and sports gambling were balanced by increases in online gambling. Wellbeing scores decreased during lockdown across the sample, particularly amongst women, and path analysis revealed moderate correlations between increases in problem gaming and gambling scores and reductions in wellbeing. We conclude that for some, maladaptive gaming/gambling coping strategies during the lockdown may have exacerbated its negative effects.
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Mohamed, Mohamed S., Gull Rukh, Helgi B. Schiöth, Sofia Vadlin, Susanne Olofsdotter, Cecilia Åslund, and Kent W. Nilsson. "Worsened Anxiety and Loneliness Influenced Gaming and Gambling during the COVID-19 Pandemic." Journal of Clinical Medicine 12, no. 1 (December 29, 2022): 249. http://dx.doi.org/10.3390/jcm12010249.

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Aim: To study the prevalence and patterns of problematic gaming and gambling during the COVID-19 pandemic and the association with psychiatric traits and major types of anxiety categories. Method: 1067 young adults participated in both wave 3 (2018) and wave 4 (2021) of the SALVe Cohort. Associations with psychiatric symptoms and anxiety were examined using logistic regression and Chi-square tests. Results: Problematic gaming decreased by 1.3 percentage points to 23.2% since the start of the pandemic, while problematic gambling increased by 0.9 percentage points to 6.5% in w4. Average time spent playing video games/day decreased from 2.2 h (w3) to 1.7 h (w4), while increases in gaming activity were associated with worsened feelings of loneliness (p = 0.002), depression (p < 0.001), and anxiety (p < 0.01) during the pandemic. Predictors for problematic gaming at w4 were previous problematic gaming and social anxiety (p = < 0.001 and 0.01, respectively). Moreover, previous problem gambling also predicted problem gambling at w4 p < 0.001. All anxiety categories were associated with both problematic gaming and gambling when adjusted for age and sex. However, after adjusting for depression and insomnia, social anxiety was associated with problematic gaming (p < 0.001), while panic was associated with problem gambling (p < 0.001). Conclusion: Overall, problematic gaming has decreased since the start of the pandemic, while problem gambling has increased. Worsened feelings of loneliness, depression, and anxiety during the pandemic are associated with increased gaming. Moreover, the association between problematic gaming and gambling and anxiety is independent of depression and sleep problems.
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Kisch, Mark, and Anders Håkansson. "Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study." JMIR Serious Games 10, no. 2 (April 22, 2022): e29077. http://dx.doi.org/10.2196/29077.

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Background Gambling within the world of gaming is an emerging phenomenon that may share common conceptual characteristics with traditional forms of gambling. The current literature suggests a higher degree of problematic behaviors in this gambling pattern, but studies are few, prompting for further research regarding individual characteristics and comorbid conditions associated with this activity. Objective The aim of the study is to investigate correlations between the use of gambling services within the world of gaming and individual characteristics and addictive behaviors including problem gambling. Methods A cross-sectional web survey was distributed to an existing panel of online respondents in Sweden. A total of 2001 respondents were included. Chi-square and Mann-Whitney U tests, followed by a logistic regression, were used in order to determine independent variables associated with gambling in the context of gaming. Results A total of 2.9% (58/1984) of respondents reported past-year gambling within gaming. Significant associations were found with male sex, younger age, history of treatment-seeking for alcohol problems, and higher Gaming Addiction Scale scores. Conclusions The demonstrated findings strengthen previously found associations between gambling in gaming and younger age, male sex, and problematic gaming behaviors. Additionally, the association with a history of treatment needs for alcohol problems adds to the previous impression of increased problem severity and comorbidity in within-gaming gamblers.
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Vadlin, S., C. Åslund, and K. W. Nilsson. "Stability of problematic gaming and associations with problematic gambling: A three-year follow-up study of adolescents in the SALVe-cohort." European Psychiatry 41, S1 (April 2017): s882. http://dx.doi.org/10.1016/j.eurpsy.2017.01.1782.

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AimThe aims of the present study was to investigate the long-term stability of problematic gaming among adolescents, and whether problematic gaming at wave 1 (W1) were associated with problematic gambling at wave 2 (W2), three years later.MethodsData from the SALVe-Cohort, including adolescents in Västmanland born in 1997 and 1999, at two waves were analyzed (W1, n = 1868; 1035 girls, W2, n = 1576; 914 girls). Adolescents self-rated the Gaming Addiction Identification Test (GAIT), Problematic Gambling Severity Index (PGSI), and gambling frequencies. Stability of gaming using Gamma correlation, and Spearman's rho was performed. General linear model analysis (GLM), and logistic regression analysis were performed, adjusted for sex, age, and ethnicity using PGSI as dependent variable, and GAIT as independent variable, for investigating associations between problematic gaming and problematic gambling.ResultsProblematic gaming was stable over time, γ = 0.810, P ≤ 0.001, and ρ = 0.555, P ≤ 0.001. Furthermore, problematic gaming at wave 1 increased the probability of having problematic gambling three years later, GLM F = 3.357, η2 = 0.255, P ≤ 0.001, and logistic regression OR = 5.078 (95% CI: 1.388–18.575), P = 0.014. Male sex was associated with higher probability of problematic gambling.ConclusionsThe present study highlights the importance of screening for problematic gambling among problematic gamers in order not to overlook possible coexisting gambling problems. The stability of problematic gaming indicates a need for development and evaluation of treatment for problematic gaming and also for coexisting gambling problems.Disclosure of interestThe authors have not supplied their declaration of competing interest.
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Richard, Jérémie, Émilie Fletcher, Stephanie Boutin, Jeffrey Derevensky, and Caroline Temcheff. "Conduct problems and depressive symptoms in association with problem gambling and gaming: A systematic review." Journal of Behavioral Addictions 9, no. 3 (October 12, 2020): 497–533. http://dx.doi.org/10.1556/2006.2020.00045.

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AbstractBackground and aimsBehavioral addictions such as gambling and gaming disorder are significant public health issues that are of increasing importance to policy makers and health care providers. Problem gambling and gaming behaviors have been identified as being associated with externalizing and internalizing problems, with theoretical models suggesting that both conduct problems and depressive symptoms may be significant risk factors in the development of problem gambling and gaming. As such, the purpose of this systematic review is to provide an overview of research identifying the relationship between conduct problems, depressive symptoms and problem gambling and gaming among adolescents and young adults.MethodsSystematic literature searches in accordance with PRISMA guidelines found 71 eligible studies that met the inclusion criteria, 47 for problem gambling, 23 for problem gaming and one for both problem behaviors.ResultsBased on cross-sectional evidence, both problem gambling and gaming are consistently concurrently associated with conduct problems and depressive symptoms. Longitudinal evidence appears to be clearer for conduct problems as a risk factor for problem gambling, and depressive symptoms as a risk factor for problem gaming. However, both risk factors appear to increase the risk for these problem behaviors.Discussion and ConclusionsResults from the literature review suggest that problem gambling and gaming are associated with the presence of conduct problems and depressive symptoms, with the potential of sharing common etiological factors. Additional research is necessary to confirm these longitudinal relationships with an emphasis on investigating the interaction of both early conduct problems and depressive symptoms.
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André, Frida, Anders Håkansson, Björn Axel Johansson, and Emma Claesdotter-Knutsson. "The prevalence of gaming and gambling in a child and adolescent psychiatry unit." Journal of Public Health Research 11, no. 2 (April 2022): 227990362211041. http://dx.doi.org/10.1177/22799036221104160.

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Background: Gaming and gambling are frequently reported from child and adolescent psychiatry and school health care. Swedish epidemiological data show that 1.3% of the population meet the criteria for gambling disorder. Risk factors are male gender, young age, single status and being born outside Sweden. Both problem gaming and gambling are associated with compulsion, psychiatric and physical symptoms, impaired cognitive development and school performance. Based on the limited knowledge and the need for more research into these behaviours among young individuals, the present study aimed to look at the prevalence of gaming and gambling in patients at the child and adolescent psychiatry department (CAP) in Skåne, a region in the south of Sweden. Design and methods: The overall aim is to explore gaming and gambling in a child and youth population. Children aged 8–18 years ( N = 144) from CAP in Skåne were assessed with two self-screening instruments: GASA (Game Addiction Scale for Adolescents) and NODS-CLiP (NORC Diagnostic Screen for Gambling Problems). Information were collected regarding type of care, housing situation and diagnosis. Results: Thirty-three percent of the study participants showed problem/addictive gaming. Fifty-two percent of the males in the study showed problem/addictive gaming. Forty-four percent of the subjects with ADHD showed problem/addictive gaming. Eleven percent of the study participants showed problem gambling. Conclusions: The present study reports hitherto unreported figures of problem gaming and gambling. Our results show the importance of screening children and adolescents for these conditions when admitting subjects to CAP in/outpatient care.
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Chang, Fong-Ching, and Wei-Chun Chuang. "0802 Adolescents’ In-game Purchase, Problem Gaming, Gambling Game Playing Associated with Poor Sleep Quality." SLEEP 47, Supplement_1 (April 20, 2024): A343—A344. http://dx.doi.org/10.1093/sleep/zsae067.0802.

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Abstract Introduction Problem gaming and sleep deprivation among adolescents represent critical issues in public health. Online gaming frequently incorporates monetary features, like microtransactions, blurring the line between gaming and gambling. More than half of parents are worried that their children feel pressured to make in-game purchases (Ofcom, 2023). Research has shown an association between problem gaming and heightened psychological distress as well as reduced sleep quality in adolescents. In Taiwan, there has been a notable increase in online game and gambling game advertisements across both offline and online platforms in recent decades. This study aims to explore the relationships between adolescents' exposure to marketing, parental involvement, in-game purchases, problem gaming, engagement in gambling games, psychological distress, and sleep problems in Taiwan. Methods Data were gathered from a sample of 2595 seventh-grade students across 30 middle schools in both urban and rural areas of Taiwan. A self-administered questionnaire was conducted in 2020. A panel of 8 experts was invited to assess the content validity of the questionnaire. The questionnaires were distributed to students in their classrooms by trained interviewers. Approval was obtained from the Institutional Review Board at National Taiwan Normal University. Results The findings revealed that 94% of adolescents engaged in online gaming, with 38% making in-game purchases, 9% participating in online gambling games, and 32% reporting poor sleep quality. The multiple regression results showed that adolescents exposed to higher levels of gaming marketing, involved in in-game purchases, and experiencing lower levels of active parental mediation were more likely to have problem gaming. Furthermore, adolescents with increased exposure to gambling game marketing, influenced by advertising effects, involved in in-game purchases, and experiencing problem gaming, were more likely to engage in online gambling games and purchase tokens. Additionally, adolescents involved in in-game purchases, problem gaming, and playing online gambling games were more likely to experience higher psychological distress and poor sleep quality. Conclusion Adolescents' engagement in in-game purchases, problem gaming behaviors, and playing online gambling games has been linked to increased risks of psychological distress and poor sleep quality. Support (if any) This research was supported by a research grant from the Taiwan Ministry of Science and Technology.
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Monaghan, Sally, Alex Blaszczynski, and Lia Nower. "Do Warning Signs on Electronic Gaming Machines Influence Irrational Cognitions?" Psychological Reports 105, no. 1 (August 2009): 173–87. http://dx.doi.org/10.2466/pr0.105.1.173-187.

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Electronic gaming machines are popular among problem gamblers; in response, governments have introduced “responsible gaming” legislation incorporating the mandatory display of warning signs on or near electronic gaming machines. These signs are designed to correct irrational and erroneous beliefs through the provision of accurate information on probabilities of winning and the concept of randomness. There is minimal empirical data evaluating the effectiveness of such signs. In this study, 93 undergraduate students were randomly allocated to standard and informative messages displayed on an electronic gaming machine during play in a laboratory setting. Results revealed that a majority of participants incorrectly estimated gambling odds and reported irrational gambling-related cognitions prior to play. In addition, there were no significant between-group differences, and few participants recalled the content of messages or modified their gambling-related cognitions. Signs placed on electronic gaming machines may not modify irrational beliefs or alter gambling behaviour.
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Miers, David. "THE RELATIONSHIP BETWEEN THE REGULATORY ENVIRONMENT GOVERNING COMMERCIAL GAMBLING AND THE SHAPE OF THE MARKET IN THE SUPPLY AND GAME PARAMETERS OF GAMING MACHINES." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): 111–49. http://dx.doi.org/10.5750/jgbe.v7i3.820.

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This paper has three main purposes. The first sets the controls over the supply and the game parameters of gaming machines within the broader regulatory environment governing commercial gambling in Great Britain. This account notes the tensions that existed prior to the regime introduced by the Gambling Act 2005, but whose legacy continues to present both regulatory and commercial difficulties. Its second purpose is to indicate how these controls have shaped the gaming machine market and the debate around the ways in which the government could realise its policy of striking a balance between the interests of both operators and players. This paper does not address the regulation of online gambling; that is, ‘remote gambling’ by means of ‘remote communication’ (s. 4 of the Gambling Act 2005). Its third purpose is to provide a critical account of the regulatory regime governing the availability of gaming machines as the background against which the Responsible Gambling Trust’s other commissioned contextual papers may be read.The text falls into four sections:An overview of the regulation of machines under the Gaming Act 1968 and of the reasons underlying the structure of the new regimeA summary of the overall regulatory structure of the 2005 ActA descriptive account of the 2005 Act’s regulation of machinespreliminarycommon core definitional features of a ‘gaming machine’the categories of gaming machinesgaming machine licences and permitsconditions and standards for their use4.Some concluding comments on how these arrangements have shaped both the commercial availability of gaming machines and the debate about how the interests of operators and of players can be accommodated
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Karlsson, J., N. Broman, and A. Håkansson. "Associations between Problematic Gambling, Gaming, and Internet Use: A Cross-Sectional Population Survey." Journal of Addiction 2019 (September 24, 2019): 1–8. http://dx.doi.org/10.1155/2019/1464858.

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Background. While pathological gambling, or gambling disorder, is an established diagnosis, a link to other potential behavioural addictions has been suggested. The present study aimed to investigate whether signs of problem gaming and problematic internet use are related to problem gambling in the general population, while including other potential risk factors. Methods. A cross-sectional study design, using an electronical questionnaire, administered through a marketing survey company for relative representativeness with respect to age and gender. Potential correlates of problem gambling were measured in binary analyses, and significant associations were entered in a logistic regression analysis controlling them for one another. Problem gambling, gaming, and internet use were measured through established screening instruments (the CLiP, the GAS, and the PRIUSS). Results. Statistically significant associations were found between problem gambling and both problem gaming and problematic internet use, as well as with male gender. In logistic regression, problem gaming, problematic internet use, and male gender remained associated with problem gambling. Conclusion. After controlling for potential demographic risk factors, problem gaming and problematic internet use may be related to problem gambling, suggesting that these constructs may interact or may share similar risk factors. More research is needed to clarify factors mediating the links between these conditions.
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Barratt, Monica J., Michael Livingston, Sharon Matthews, and Susan L. Clemens. "Gaming machine density is correlated with rates of help-seeking for problem gambling: a local area analysis in Victoria, Australia." Journal of Gambling Issues, no. 29 (October 1, 2014): 1. http://dx.doi.org/10.4309/jgi.2014.29.16.

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Local environment plays an important role in understanding gambling as a public health issue. This study uses help-seeking as an outcome measure for a local area analysis of problem gambling in Victoria, Australia. We used a cross-sectional ecological design to investigate the extent to which gaming industry and demographic, economic, and social factors are associated with rates of telephone and face-to-face counselling for problem gambling at the local government area level. Electronic gaming machine density was independently correlated with both types of help-seeking, with a range of local factors controlled. This study supports previous research that has consistently found an association between gaming machine density and problem gambling, using gaming machine expenditure as a proxy measure of harm. We build on previous work by confirming that this relationship exists when gambling harm is measured through two types of help-seeking.
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Standen, Jeffrey A. "Gaming Law vs. Gambling Law." Gaming Law Review and Economics 15, no. 12 (December 2011): 777–83. http://dx.doi.org/10.1089/glre.2011.151210.

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Schneider, Sue. "Social Gaming and Online Gambling." Gaming Law Review and Economics 16, no. 12 (December 2012): 711–12. http://dx.doi.org/10.1089/glre.2012.16123.

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Rose, I. Nelson. "Compulsive Gambling and Gaming Debts." Gaming Law Review and Economics 20, no. 8 (October 2016): 627–34. http://dx.doi.org/10.1089/glre.2016.2082.

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Sanders, James, and Robert Williams. "The Relationship Between Video Gaming, Gambling, and Problematic Levels of Video Gaming and Gambling." Journal of Gambling Studies 35, no. 2 (August 18, 2018): 559–69. http://dx.doi.org/10.1007/s10899-018-9798-3.

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King, Anthony, and Gloria Wong-Padoongpatt. "Do Gamers Play for Money? A Moderated Mediation of Gaming Motives, Relative Deprivation, and Upward Mobility." International Journal of Environmental Research and Public Health 19, no. 22 (November 21, 2022): 15384. http://dx.doi.org/10.3390/ijerph192215384.

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Past research indicates strong monetary motives for gambling often elevate an individual’s risk of experiencing symptoms of gambling disorder, with personal relative deprivation (PRD) and upward mobility (UM) identified as key factors in this relationship. Nevertheless, few studies have examined how financial motives, PRD, and UM might interact for people playing modern video games—many of which offer financial incentives to encourage participation. Due to the overlap between gambling and (video) gaming, evidence suggests disordered gambling and disordered gaming might also share similarities. Therefore, the present study explored whether PRD influences associations between playing video games for financial motives, symptoms of Internet gaming disorder (IGD), and UM in two samples: 797 college students (Study 1) and 179 adult gamers over 25 years old (Study 2). Results from Study 1 revealed more PRD predicted more IGD symptoms, with higher financial gaming motives mediating the relationship. In Study 2, PRD also predicted IGD severity, but only coping motives appeared to mediate the positive association between PRD and IGD severity. In both samples, perceived UM inversely moderated the effect of PRD on one’s financial or coping gaming motives. These findings suggest financial motives for video games might lead to more problematic forms of participation for younger adults and negative perceptions of PRD and UM might interact, similar to gambling, to elevate a gamer’s vulnerability for IGD.
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Castrén, Sari, Terhi Mustonen, Krista Hylkilä, Niko Männikkö, Maria Kääriäinen, and Kirsimarja Raitasalo. "Risk Factors for Excessive Social Media Use Differ from Those of Gambling and Gaming in Finnish Youth." International Journal of Environmental Research and Public Health 19, no. 4 (February 19, 2022): 2406. http://dx.doi.org/10.3390/ijerph19042406.

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Purpose: Adolescents’ excessive social media use has characteristics similar to other addictive behaviours. This study aims to explore whether the same risk factors are associated with excessive social media use as with excessive gaming and gambling among Finnish adolescents. Methods: Multinomial logistic regression analyses were carried out using the European School Survey Project on Alcohol and Other Drugs data, collected from Finnish adolescents aged 15–16 in 2019 (n = 4595). Results: Excessive use of social media was more common among girls (reported by 46% of respondents) than boys of the same age (28%), whereas boys reported both excessive gaming (23%) and gambling (6%) more often than girls (4% and 1%, respectively). All differences between genders were statistically significant (p < 0.0001). Daily smoking was associated with a high risk of excessive gambling (AOR = 3.23) and low risk of excessive gaming (AOR = 0.27) but had no significant effect on excessive social media use. Cannabis use in the past 12 months was positively associated only with excessive gambling (AOR = 2.39), while past 12 months alcohol consumption increased the risk for excessive social media use (AOR = 1.25). Conclusions: Adolescent girls are at greater risk of excessive social media use than boys, while boys are at greater risk of excessive gaming and gambling. The associations with known risk factors are somewhat different for excessive use of social media as compared to excessive gambling and gaming and should be acknowledged when developing preventive measures for adolescents.
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Harviainen, J. Tuomas. "Gaming, Simulation/Gaming, and Simulation & Gaming." Simulation & Gaming 48, no. 6 (November 9, 2017): 719–21. http://dx.doi.org/10.1177/1046878117742201.

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Wang, Grace Y., Dovile Simkute, and Inga Griskova-Bulanova. "Neurobiological Link between Stress and Gaming: A Scoping Review." Journal of Clinical Medicine 12, no. 9 (April 25, 2023): 3113. http://dx.doi.org/10.3390/jcm12093113.

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Research on video gaming has been challenged by the way to properly measure individual play experience as a continuum, and current research primarily focuses on persons with gaming disorder based on the diagnostic criteria established in relation to substance use and gambling. To better capture the complexity and dynamic experience of gaming, an understanding of brain functional changes related to gaming is necessary. Based on the proinflammatory hypothesis of addiction, this scoping review was aiming to (1) survey the literature published since 2012 to determine how data pertinent to the measurement of stress response had been reported in video gaming studies and (2) clarify the link between gaming and stress response. Eleven studies were included in this review, and the results suggest that gaming could stimulate a stress-like physiological response, and the direction of this response is influenced by an individual’s biological profile, history of gaming, and gaming content. Our findings highlight the need for future investigation of the stress-behaviour correlation in the context of gaming, and this will assist in understanding the biological mechanisms underlying game addiction and inform the potential targets for addiction-related proinflammatory research.
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Andersson, Claes, and Anders Håkansson. "Associations between Risk Factors in Late Adolescence and Problem Behaviors in Young Adulthood: A Six-Year Follow-Up of Substance Related and Behavioral Addictions in Swedish High School Seniors." International Journal of Environmental Research and Public Health 18, no. 23 (December 3, 2021): 12766. http://dx.doi.org/10.3390/ijerph182312766.

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Introduction: Risk factors of traditional substance use related problems in young adults are more well-known than for behavioral addictions such as gambling and gaming problems. The present study aims to provide knowledge about the longitudinal patters of substance use related and behavioral addictions in early adulthood. Methods: Using self-report surveys, substance-related, psychiatric, and demographic predictors were assessed in Swedish high school seniors and re-assessed six years later along with gambling and gaming problems, n = 800. Associations (Risk Ratios) between risk factors in late adolescence and problem behaviors in young adulthood were analyzed. Results: Tobacco use, illicit drug use, and hazardous drinking in young adulthood were associated with tobacco use, illicit drug use, alcohol use, conduct problems, and impaired impulse control in late adolescence. Gambling problems in young adulthood were only associated with heredity of alcohol problems, while gaming was not associated to any problem behavior in late adolescence. Conclusion: It is concluded that predictors for traditional substance-related addictions differ from predictors for behavioral addictions, and that this difference is more pronounced for gaming problems than for gambling problems.
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Khan, Novaira, Amy Dodds, Yanni Lu, and Sean McGroarty. "Personal Tax Planning: Online Gaming Windfalls—Know Your Odds When the House Is the Canada Revenue Agency." Canadian Tax Journal/Revue fiscale canadienne 72, no. 1 (April 2024): 207–17. http://dx.doi.org/10.32721/ctj.2024.72.1.ptp.

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Windfalls from online gaming have experienced an unprecedented surge in recent years, especially owing to the legalization of online gambling and single-event sports wagering. Recent court decisions have led to uncertainty between personal recreation and business activities in the digital gaming industry. This article explores the distinction between recreational and professional online gaming windfalls and whether these winnings are ultimately taxable.
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Delfabbro, Paul, Daniel King, and Sally M. Gainsbury. "Understanding gambling and gaming skill and its implications for the convergence of gaming with electronic gaming machines." International Gambling Studies 20, no. 1 (September 5, 2019): 171–83. http://dx.doi.org/10.1080/14459795.2019.1662824.

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Stanković, Marija, Jovana Bjekić, and Saša R. Filipović. "Effects of Transcranial Electrical Stimulation on Gambling and Gaming: A Systematic Review of Studies on Healthy Controls, Participants with Gambling/Gaming Disorder, and Substance Use Disorder." Journal of Clinical Medicine 12, no. 10 (May 11, 2023): 3407. http://dx.doi.org/10.3390/jcm12103407.

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Gambling disorder (GD) and internet gaming disorder (IGD) are formally recognized behavioral addictions with a rapidly growing prevalence and limited treatment options. Recently, transcranial electrical stimulation (tES) techniques have emerged as potentially promising interventions for improving treatment outcomes by ameliorating cognitive functions implicated in addictive behaviors. To systematize the current state of evidence and better understand whether and how tES can influence gambling and gaming-related cognitive processes, we conducted a PRISMA-guided systematic review of the literature, focusing on tES effects on gaming and gambling in a diverse range of population samples, including healthy participants, participants with GD and IGD, as well as participants with substance abuse addictions. Following the literature search in three bibliographic databases (PubMed, Web of Science, and Scopus), 40 publications were included in this review, with 26 conducted on healthy participants, 6 focusing on GD and IGD patients, and 8 including participants with other addictions. Most of the studies targeted the dorsolateral prefrontal cortex, using transcranial direct current stimulation (tDCS), and assessed the effects on cognition, using gaming and gambling computerized cognitive tasks measuring risk taking and decision making, e.g., balloon analogue risk task, Iowa gambling task, Cambridge gambling task, etc. The results indicated that tES could change gambling and gaming task performances and positively influence GD and IGD symptoms, with 70% of studies showing neuromodulatory effects. However, the results varied considerably depending on the stimulation parameters, sample characteristics, as well as outcome measures used. We discuss the sources of this variability and provide further directions for the use of tES in the context of GD and IGD treatment.
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Qin, Sihan. "An Overview of Casino and Gambling." Advances in Economics, Management and Political Sciences 60, no. 1 (January 5, 2024): 149–53. http://dx.doi.org/10.54254/2754-1169/60/20231199.

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A significant number of individuals engage in the gaming sector due to its association with financial prosperity. The gambling sector has experienced significant growth, leading to a heightened interest among the general public in its wealth and prosperity. Casinos that generate annual revenues in the billions have demonstrated remarkable resilience in the face of economic downturns. This research paper aims to investigate a relatively obscure domain within the gaming industry. It will employ a combination of scholarly theoretical analysis and empirical research to examine various aspects, including game categorization, the mechanics of gaming machines, effective marketing strategies employed by casinos, and the interplay between perceptions of gambling, psychological profiles, and behavioral patterns. The paper additionally investigates the efficacy of doubling and continuous betting techniques and provides recommendations pertaining to the marketing, management, and regulation of the gaming business.
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Pan, Hanting, and Meifang Zhang. "Translating for a healthier gaming industry." Culture and Society 5, no. 2 (November 28, 2016): 163–80. http://dx.doi.org/10.1075/ts.5.2.01pan.

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This article conducts a corpus-based critical discourse analysis of keywords and their translations in Macao’s gaming discourse, with an aim to explore the impact of translation on the construction of gaming discourse and the development of the gaming industry in Macao from 1999 to 2011, the first decade following the region’s sovereignty handover. The corpus consists of texts from 2000 to 2011 concerning three public sectors in Macao: local government, academia and the media. The study finds diachronic as well as synchronic changes in the distribution and translation of certain keywords in the corpus. It argues that shifts in the keyword terminology being used, such as from ‘gambling’ to ‘gaming,’ aim at framing the Macao gaming industry in specific social developmental ways. It also argues that translation plays a crucial role in the construction of a new gaming discourse.
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Phillips, David P., Ward R. Welty, and Marisa M. Smith. "Elevated Suicide Levels Associated with Legalized Gambling." Suicide and Life-Threatening Behavior 27, no. 4 (December 1997): 373–78. http://dx.doi.org/10.1111/j.1943-278x.1997.tb00516.x.

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There has been no systematic, large‐scale statistical investigation of the link between gambling and suicide, despite the suggestion of such a link from small‐scale case studies. This article examines whether gamblers or those associated with them are prone to suicide and whether gaming communities experience atypically high suicide rates. Las Vegas, the premier U.S. gambling setting, displays the highest levels of suicide in the nation, both for residents of Las Vegas and for visitors to that setting. In general, visitors to and residents of major gaming communities experience significantly elevated suicide levels. In Atlantic City, abnormally high suicide levels for visitors and residents appeared only after gambling casinos were opened. The findings do not seem to result merely because gaming settings attract suicidal individuals.
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Emond, Alan M., and Mark D. Griffiths. "Gambling in children and adolescents." British Medical Bulletin 136, no. 1 (September 15, 2020): 21–29. http://dx.doi.org/10.1093/bmb/ldaa027.

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Abstract Introduction Children are susceptible to problems with gambling because of developmental and cognitive immaturities, as well as a sensitivity to peer pressure and marketing. Sources of data This review uses recent UK data from the Gambling Commission and from the Avon Longitudinal Study of Parents and Children, and evidence from recent reviews of gambling in children and adolescents. Areas of agreement The prevalence of gambling in children worldwide and in the UK is stable, having generally decreased since 2013. Online gambling is increasing in children and young people. A small minority of adolescents who gamble develop a gambling disorder. Adolescents who have problems with gambling tend to have lower self-esteem and a history of hyperactivity and impulsivity, are more likely to have parents who gamble, report less parental supervision and to use more alcohol than their peers. Areas of controversy Children’s access to slot machines, the relationship between gaming and gambling, and social media advertizing of gambling targeting children. Growing points An increase in online gambling and in-play sports betting by adolescents and the use of skins betting in video gaming. Areas timely for developing research: impact on young people of betting on e-gaming. How best to protect children from early exposure to gambling in the current internet age. Implications for clinicians Need to be aware of the growing and complex phenomenon of gaming and gambling, and implications for the mental health of children and adolescents. The effective management of gambling disorders in children and adolescents requires close working with families.
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Valenciano-Mendoza, Eduardo, Fernando Fernández-Aranda, Roser Granero, Mónica Gómez-Peña, Laura Moragas, Bernat Mora-Maltas, Anders Håkansson, José M. Menchón, and Susana Jiménez-Murcia. "Prevalence of Suicidal Behavior and Associated Clinical Correlates in Patients with Behavioral Addictions." International Journal of Environmental Research and Public Health 18, no. 21 (October 21, 2021): 11085. http://dx.doi.org/10.3390/ijerph182111085.

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Addictive disorders are characterized by severe consequences, including suicidal events, but most studies investigating the association between addiction and suicidal risk have focused on substance use disorders and gambling disorder at the expense of the rest of behavioral addictions. This study examined the prevalence and the associated clinical correlates of suicidal ideation and suicide attempts in a sample of patients with a diagnosis of behavioral addiction. The total sample consisted of 4404 individuals: 4103 of these patients with gambling disorder, 99 with gaming disorder, 44 with sex addiction, and 158 with buying–shopping disorder. All of them were assessed consecutively at a specialized hospital unit for the treatment of behavioral addictions. Participants attended two clinical interviews and completed self-reported questionnaires to explore clinical features of behavioral addictions, personality traits, psychopathological symptomatology, suicidal behavior, and sociodemographic variables. The highest prevalence of suicidal ideation was found in patients with gambling disorder (22.9%), followed by buying–shopping disorder (18.4%), sex addiction (18.2%), and gaming disorder (6.1%). The highest prevalence of suicide attempts was registered for sex addiction (9.1%), followed by buying–shopping disorder (7.6%), gambling disorder (6.7%), and gaming disorder (3.0%). Female gender and unemployment constituted two relevant sociodemographic factors associated with suicidal risk in gambling disorder, gaming disorder, and buying–shopping disorder. Lack of family support appeared as a relevant risk factor, except for gaming disorder. These results pointed out that suicide is a prevalent behavior in behavioral addictions, and clinicians and researchers need to pay particular attention to the specificities of each behavioral addiction when assessing suicidal risk.
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Zendle, David. "Beyond loot boxes: a variety of gambling-like practices in video games are linked to both problem gambling and disordered gaming." PeerJ 8 (July 14, 2020): e9466. http://dx.doi.org/10.7717/peerj.9466.

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A variety of practices have recently emerged which relate to both video games and gambling. These range from opening loot boxes, to esports betting, real-money video gaming, token wagering, and social casino spending. It is unknown either how harmful or how widespread many of these activities are. A sample of 1,081 adults from the UK aged 18+ was therefore recruited. This sample was purposively recruited via quota sampling to represent the UK population in terms of sex, age, and ethnicity. Engagement in all forms of gaming-related practices were significantly associated with both problem gambling and disordered gaming. A total of 18.5% of the sample had engaged in these activities at least once in the new year. These results suggest a convergent ecosystem of practices that relate to both video games and gambling. Engagement in each of these activities is linked to problem gambling. However, it remains unclear whether engagement in these activities causes problem gambling.
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Blaszczynski, Alex. "A CRITICAL EXAMINATION OF THE LINK BETWEEN GAMING MACHINES AND GAMBLING-RELATED HARM." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): 55–76. http://dx.doi.org/10.5750/jgbe.v7i3.818.

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It remains irrefutable that electronic gaming machines are associated with gambling-related harms. Although research on electronic gaming machines has predominantly focussed on their structural characteristics and to a lesser extent, situational variables contributing to the emergence of gambling-related harms, the precise causal mechanisms of these variables in the aetiology of gambling disorders remains inconclusive. In addition, it remains debatable as to whether or not electronic gaming machines have higher rates of problem gambling as a proportion of participants compared to other forms. Contributing to this state of uncertainty are methodological difficulties related to jurisdictional differences in the geographical location, distribution, density, and configuration of machines (payback percentages and volatility), socio-cultural and demographic features, and availability of and involvement in other gambling modes typically associated with gambling disorders. In addition, questionnaire and survey items have tended to elicit information on preferred or identified problem forms of gambling. Accordingly, gambling-related harms tend to be attributed to such identified forms without taking into consideration intensity (expenditure and frequency) and involvement in gambling modes in aggregate. It is therefore postulated that directing attention to electronic gaming machines over other forms equally capable of causing harm is not an optimal approach to harm minimisation. It may prove to be more fruitful to investigate the complex interaction between cultural/social values, accessibility and availability of all gambling products in aggregate within a community and the factors that promote participation in multiple forms rather than a narrow focus on a limited range of products.
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Claesdotter-Knutsson, Emma, Frida André, and Anders Håkansson. "Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study." JMIR Serious Games 10, no. 1 (January 25, 2022): e33059. http://dx.doi.org/10.2196/33059.

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Background Young people’s daily lives and social interactions changed remarkably during the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions have been raised by the media, schools, policy makers, and research communities about the effect on young people’s online behaviors. Objective This cross-sectional study aimed to study self-reported changes in gaming, focusing on a younger section of the population during the COVID-19 pandemic in Sweden. We also wanted to look at potential risk factors behind problematic gaming during the pandemic, including gaming patterns, gambling behavior, psychological distress, certain sociodemographic characteristics, health factors, and school situation. Methods This was an anonymous online survey study of web panel participants in Sweden (n=1501) to study changes in gaming behaviors during the COVID-19 pandemic. Self-reported increases in gaming were analyzed in logistic regression analyses against sociodemographic and health factors. Results Within the study population that reported changes in gaming activity, we found significant differences in age, employment status, disposable income, whether they ever played on loot boxes, time spent at home, school attendance, psychological distress, and gambling and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. When examining the 16–24-year-old age group who reported changes in gaming activity, we found significant differences within the group in disposable income, time at home, and school attendance. When examining the 25–39-year-old age group who reported changes in gaming activity, we found significant differences within the group in employment status, disposable income, time spent at home, whether the respondents were studying, school attendance level, psychological distress, and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. Psychological distress (all age groups analyzed together; 25–39-year-old age group), drinking less alcohol (all age groups analyzed together), spending more time at home (all age groups analyzed together), gaming problems, and exercising less (25–39-year-old age group) were positively correlated with a self-reported increase in gaming activity. Being employed (25–39-year-old age group) and being over 40 years of age (all age groups analyzed together) were negatively correlated with increased gaming. We found no significant correlations in the 16–24-year-old age group. Conclusions Those who reported increased gaming during the COVID-19 pandemic were more likely to be 16 years to 39 years old. In the age group of 25 years to 39 years old, the increase was associated with psychological distress, reporting less exercise, and being unemployed. COVID-19 may present as a risk factor of increased online gaming in a small but vulnerable group. More research and preferably longitudinal studies are needed in the field of gaming and effects of the COVID-19 pandemic.
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Antolak-Saper, Natalia. "The Legal Effect of Voluntary Self-Exclusion Programs for Problem Gambers." Deakin Law Review 15, no. 2 (December 1, 2010): 169. http://dx.doi.org/10.21153/dlr2010vol15no2art123.

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The voluntary self exclusion program has been designed as one attempt to minimise the harm caused by problem gambling and electronic gaming machines. However, the program’s role as a genuine regulatory response is questionable. Few reporting requirements for gaming corporations and a reliance on an unsophisticated method of detecting self-excluded problem gamblers significantly undermine the purpose of the program. This paper considers the liability of gaming venues and corporations in circumstances where a self-excluded problem gambler has not been successfully excluded from the gaming venue. It is suggested that, in entering into the program, a problem gambler may be under a reasonable expectation that the gaming venue will assist in his or her endeavour to control the problematic gambling. Drawing primarily on the laws of Victoria, this article will discuss how the voluntary self-exclusion program is in need of reform so that it can better act as a harm minimisation mechanism. Further, the article will explore possible legal redress in contract, equity and under the Trade Practices Act 1974 (Cth), for problem gamblers who have participated in an ineffective voluntary self-exclusion program.
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Jouhki, Hannu, Iina Savolainen, Anu Sirola, and Atte Oksanen. "Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic." International Journal of Environmental Research and Public Health 19, no. 19 (September 30, 2022): 12491. http://dx.doi.org/10.3390/ijerph191912491.

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Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18–75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October–November 2021 (Time 2), and April–May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem Gambling Severity Index), excessive gaming (Internet Gaming Disorder Test), and excessive internet use (Compulsive Internet Use Scale). Three escapism-specific questions were used to construct a dedicated escapism variable. Socio-demographic variables, alcohol consumption, and psychological distress were used as controls. The study was conducted with multilevel regression analyses using hybrid models. Our research showed that escapism had strong within-person effects on excessive gambling, B = 0.18, p = 0.003; excessive gaming, B = 0.50, p < 0.001; and excessive internet use, B = 0.77, p < 0.001 over time. The between-person effect of escapism was demonstrated on excessive gaming B = 0.91, p < 0.001, and excessive internet use B = 0.61, p = 0.036. Adverse societal events and uncertain times can manifest in excessive online behaviors motivated by escapism, highlighting a need to focus prevention efforts on healthy coping methods.
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Kaye, Alan S., and Thomas L. Clark. "The Dictionary of Gambling and Gaming." Language 65, no. 1 (March 1989): 178. http://dx.doi.org/10.2307/414861.

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Saunders, John B., Louisa Degenhardt, and Michael Farrell. "Excessive gambling and gaming: addictive disorders?" Lancet Psychiatry 4, no. 6 (June 2017): 433–35. http://dx.doi.org/10.1016/s2215-0366(17)30210-9.

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Thomas, Anna C., Felicity C. Allen, and James Phillips. "Electronic Gaming Machine Gambling: Measuring Motivation." Journal of Gambling Studies 25, no. 3 (July 7, 2009): 343–55. http://dx.doi.org/10.1007/s10899-009-9133-0.

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Lee, Jae-Kyoung, and Soo-Bi Lee. "Online Game Speculative Experiences and Problem Gambling among Adolescents in South Korea: Dual Mediation Effects of Irrational Beliefs and Gambling Attitude." Healthcare 11, no. 9 (April 25, 2023): 1226. http://dx.doi.org/10.3390/healthcare11091226.

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This study aimed to test the effect of online gaming speculative experiences on problem gambling via irrational beliefs in and attitudes toward gambling. Data were obtained from the Korea Center on Gambling Problems, and participants comprised 386 adolescents (female 168, male 218) who currently play online games and have experience with betting games or gambling. The main findings are that (i) online game speculative experience positively influenced gambling attitude (B = 0.172, p < 0.001); (ii) online game speculative experience positively influenced irrational beliefs (B = 0.194, p < 0.001); (iii) online game speculative experience (B = 0.140, p < 0.001), gambling attitude (B = 0.294, p < 0.01), and irrational beliefs (B = 0.689, p < 0.001) was positively correlated with problem gambling. Also, the mediation effect was statistically significant. Policy and practical measures to assess the impact of gaming facilitating speculative experience and for intervening in gambling problems in adolescents are discussed. The results suggest the need to screen, educate, and provide short-term interventions to adolescents with online game speculative experience. Strict assessments, regulation, and surveillance of speculative elements can preserve online gaming as a healthy play culture for the adolescents.
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Park, Hyoungjin, and Taewoon Jung. "The Effects of Equine-Assisted Learning on Adolescents with Internet Gaming Disorder." Healthcare 12, no. 3 (January 25, 2024): 311. http://dx.doi.org/10.3390/healthcare12030311.

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During the COVID-19 pandemic, internet gaming became more popular as a way to cope with stress, but excessive gaming can lead to mental health issues like internet gaming disorder (IGD). IGD has serious consequences, especially among children and young adults, and the gaming industry’s profits continue to grow. This study aims to understand the mental and behavioral health of adolescents with IGD participating in an equine-assisted learning (EAL) program and assess the changes in their addiction tendencies and emotional and behavioral problems. The results showed that the participants’ tendency towards internet gaming addiction and emotional and behavioral problems decreased immediately after the EAL program, but they rose again a month later. This suggests the importance of ongoing program involvement. As COVID-19 restrictions ease worldwide, this study highlights the increasing risk of IGD. It suggests that EAL could be a valuable approach to treating behavioral addictions, including gaming addiction. While prior research has shown the effectiveness of EAL in treating substance addiction, more research is needed to explore its potential in treating various types of addictions, such as gambling or gaming addictions.
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Ide, Soichiro, Miharu Nakanishi, Syudo Yamasaki, Kazutaka Ikeda, Shuntaro Ando, Mariko Hiraiwa-Hasegawa, Kiyoto Kasai, and Atsushi Nishida. "Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data." JMIR Serious Games 9, no. 1 (February 9, 2021): e23886. http://dx.doi.org/10.2196/23886.

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Background Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn concern, as purchasing loot boxes might lead to the development of problematic gambling for adolescents. Although parental problem gambling is associated with adolescent problem gambling, no studies have evaluated the prevalence of loot box purchases in adolescents’ parents. Objective This study investigated the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples. Methods In total, 1615 adolescent (aged 14 years) gamers from Japan responded to a questionnaire regarding their loot box purchasing and problem online gaming behaviors. Problem online gaming was defined as four or more of the nine addictive behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents’ primary caregivers were asked about their loot box purchasing. Results Of the 1615 participants, 57 (3.5%) reported loot box purchasing. This prevalence did not differ according to primary caregivers’ loot box purchasing, but adolescents who purchased loot boxes were significantly more likely to exhibit problem online gaming (odds ratio 3.75, 95% CI 2.17-6.48). Conclusions Adolescent loot box purchasing is linked to problem online gaming, but not with parents’ loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers.
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Lopez-Fernandez, Olatz, and Daria J. Kuss. "Preventing Harmful Internet Use-Related Addiction Problems in Europe: A Literature Review and Policy Options." International Journal of Environmental Research and Public Health 17, no. 11 (May 27, 2020): 3797. http://dx.doi.org/10.3390/ijerph17113797.

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Internet use-related addiction problems are increasingly being recognized on a European scale due to international health organizations considering gaming addiction. In April 2013, the American Psychiatric Association recognized Internet Gaming Disorder in the fifth Diagnostic and Statistical Manual of Mental Disorders, and in April 2018, the World Health Organization included Gaming Disorder in the eleventh International Classification of Diseases. However, findings on these problems within this period are lacking in Europe, and a preventive approach is missing globally. A detailed critical literature review was conducted using PsycINFO and Web of Science in this five-year period. A total of 19 studies were reviewed and problems identified were: generalized Internet addiction and online gaming and gambling addictions across seven European countries (i.e., Spain, Germany, France, Italy, Greece, The Netherlands, and Denmark). The individuals with problematic use were found to be educated adolescents, usually young males with comorbid disorders, and gaming and gambling disorders were implicated in the most severe cases. Cognitive behavioral therapy was the main treatment, sometimes combined with a systemic approach for adolescents. Prevalence, high-risk populations, and factors contributing to these addiction problems are discussed, and a set of policy options are developed for this region. The implications for early detection, diagnosis, treatment, and prevention in Europe are considered.
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Freeman, Guo, Karen Wu, Nicholas Nower, and Donghee Yvette Wohn. "Pay to Win or Pay to Cheat: How Players of Competitive Online Games Perceive Fairness of In-Game Purchases." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (October 25, 2022): 1–24. http://dx.doi.org/10.1145/3549510.

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The advent of various in-game purchasing systems has led to several ethical concerns in contemporary gaming ecosystems, including the monetary dark patterns in game design and the potential harms on gamer welling by introducing cheating, gambling, and addictive mechanisms. These concerns have resulted in the rise of tensions regarding the impacts of in-game purchases on players who pay versus those who do not pay, such as their perceptions of "fairness" in highly competitive gaming contexts when spending is involved. Using 2,685 Reddit posts from five subreddits of popular online sports and card games that focus on player-to-player competition, we investigate how players of these games perceive fairness of their in-game purchases. This research expands our existing knowledge on ethical concerns and fairness in gaming by highlighting consumers' (players') diverse ethical judgments regarding the increasingly popular monetization mechanisms in modern gaming. It also highlights ethical dilemmas surrounding competition, spending, and enjoyment in online gaming and informs the design of future digital consumption systems for fairer, healthier, and more ethical gaming dynamics.
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Ho, Ying, Long W. Lam, and Desmond Lam. "Gamble more than you want?" International Journal of Contemporary Hospitality Management 31, no. 2 (February 11, 2019): 557–74. http://dx.doi.org/10.1108/ijchm-10-2017-0679.

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Purpose This study aims to explore the influence of casino servicescape on unplanned gaming behaviors by examining the mediating role of casino customers’ perceived behavioral control (i.e. perceived internal and external control). Design/methodology/approach Data were collected from 475 casino customers using street intercept survey. Multiple regression analysis was used to evaluate the mediating role of perceived behavioral control. Findings Results show a negative indirect effect of casino servicescape evaluation on customers’ unplanned gaming behaviors through perceived internal control. Moreover, casino customers’ perceived external control does not mediate the relationship between casino servicescape evaluation and unplanned gaming behaviors. Research limitations/implications Findings suggest that a favorable casino servicescape may enhance customers’ perception of control over their personal resources (e.g. skills and knowledge), which in turn facilitate self-regulation of their unplanned gaming behaviors. The findings are limited to Chinese casino customers, and researchers should further validate the results for non-Chinese casino patrons. Practical implications To casino operators, results suggest that the Friedman-style casino design (i.e. compact gambling areas and low ceilings) potentially encourages unplanned gaming behaviors of casino customers. From social-policy perspective, governments can create effective responsible gaming programs by enhancing casino customers’ perceived internal control. Originality/value This study illuminates the process that connects casino servicescape with unplanned gaming behavior by explicitly testing the mediating role of customers’ perceived behavioral control. Moreover, it examines unplanned gaming behaviors of leisure gamblers who represent the mass gaming population.
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Mora-Salgueiro, Javier, Sandra Feijóo, Teresa Braña, Jesús Varela, and Antonio Rial. "Gaming habits and symptoms of video game addiction in Spanish adolescents." Behavioral Psychology/Psicología Conductual 30, no. 3 (December 9, 2022): 627–39. http://dx.doi.org/10.51668/bp.8322302n.

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Gaming disorder has been receiving increased attention since its inclusion in the ICD-11. However, there are still few studies on minors in the Spanish context. The present study aimed to explore the gaming habits and symptomatology of gaming disorder in this population, as well as analyzing the relationship between both. Gaming habits were assessed such as frequency and weekly hours played, and the Game Addiction Scale for Adolescents was applied to a sample of 3748 students between 12 and 17 years old. It was found that 13.5% presented symptoms of problematic gaming and 3.3% a possible video game addiction. There was also a relationship between gambling habits and the presence of addiction symptoms. These results are compared to other studies and the heterogeneity of data available in the field is highlighted. Additionally, the implications of the results for preventive actions carried out by developers and families are discussed.
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Kaidalova, D. A., A. A. Kuznetsova, and E. A. Nikitina. "Peculiarities of eye Motor Reactions During the Perception of Static Images in Boys and Girls with a Bend to Computer Gaming Dependence." Proceedings of the Southwest State University. Series: Linguistics and Pedagogy 13, no. 4 (January 22, 2024): 164–75. http://dx.doi.org/10.21869/2223-151x-2023-13-4-164-175.

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The problem of formation, course, prevention and rehabilitation of computer gambling addiction has been actively studied in the last decade. However, there is a shortage of valid and reliable methods for identifying a tendency to computer gambling addiction. The article is devoted to the study of the features of oculomotor reactions as markers of the risk of computer gambling addiction, as well as to the disclosure of the diagnostic potential of hardware methods, in particular the oculography method, in the early diagnosis of computer gambling.Purpose of the study. To reveal the features of oculomotor reactions in the perception of static images in boys and girls with a tendency to game computer addiction.Methods. To assess oculomotor reactions (fixation duration, number of fixations, and gaze fixation latency), we used the GP3 Gazepoint remote software and hardware system for assessing oculomotor reactions. To assess the tendency to game computer addiction, we used the following methods: clinical screening diagnostics of addictive and addictive behavior by I.S. Lukyantseva, V.A. Ruzhenkov; Internet Gaming Disorder Pontes, O. Kiraly, Z. Demetrovics, M.D. Griffiths (adapted by A.A. Petrova, N.B. Chernyak); screening diagnostics of computer gambling addiction L.N. Yurieva, T.Yu. Bolbot.Results. As a result of the study, we identified the features of oculomotor reactions that are characteristic of people with different experience in gaming (gamers, e-sportsmen who do not have experience in gaming), and analyzed their relationship with a tendency to computer gaming addiction. We have identified the most significant areas of interest for assessing oculomotor reactions (the area of control of the game action, the area of expectation of the game action, the peripheral area). A connection was found between the level of propensity for gaming computer addiction and the number and duration of fixations on stimuli containing gaming achievements and screenshots of eSports disciplines (Dota2, CS:GO, Hearthstone).Conclusion. The results obtained will make it possible to create guidelines for the selection of static images of a certain structure, as well as to develop a hardware method for diagnosing a tendency to game computer addiction
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Henzel, Vincent, and Anders Håkansson. "Hooked on virtual social life. Problematic social media use and associations with mental distress and addictive disorders." PLOS ONE 16, no. 4 (April 8, 2021): e0248406. http://dx.doi.org/10.1371/journal.pone.0248406.

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Background Social media is an important and growing part of the lives of the vast majority of the global population, especially in the young. Although still a young and scarce subject, research has revealed that social media has addictive potential. The aim of this cross-sectional study was to explore the associations between problematic use of social media and mental distress, problematic gaming and gambling, within the Swedish general population. Methods Data from 2,118 respondents was collected through self-report questions on demographics and validated scales measuring addiction-like experiences of social media, problem gaming, problem gambling, and mental distress. Associations were analyzed in unadjusted analyses and–for variables not exceedingly inter-correlated–in adjusted logistic regression analyses. Results In adjusted analyses, problematic use of social media demonstrated a relationship with younger age, time using instant messaging services, and mental distress, but not with education level, occupational status, or with treatment needs for alcohol or drug problems. Behavioral addictions (internet, gaming and gambling) were substantially inter-correlated, and all were associated with problematic use of social media in unadjusted analyses. Conclusions Social media use is associated with other addictive behaviors and mental distress. While factors of causality remain to be studied, these insights can motivate healthcare professionals to assess social media habits, for example in individuals suffering from issues concerning gambling, gaming or mental health.
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Tang, Wai Yen, Felix Reer, and Thorsten Quandt. "The interplay of gaming disorder, gaming motivations, and the dark triad." Journal of Behavioral Addictions 9, no. 2 (June 2020): 491–96. http://dx.doi.org/10.1556/2006.2020.00013.

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AbstractBackground and aimsThere is a considerable amount of research on the psychological antecedents and outcomes of gaming disorder. Although many studies have examined various personality traits or motivations as predictors in isolation, fewer studies have investigated the mediations between personality traits and motivations. Furthermore, the analyzed personality traits have been limited to a few core concepts, with the Big Five personality traits being a standard model in this context. However, more recently the dark triad of personality traits (Machiavellianism, narcissism, and psychopathy) has been found to be associated with various forms of problematic online behavior and usage, such as online gambling, yet little is known about gaming disorder. The current study examines the relationship of these dark personality traits to gaming disorder with three gaming motivations (achievement, social, and escapism) as mediators.MethodThe study uses an online survey of 1,502 German digital game users.ResultsResults indicate a fully mediated association for narcissism via escapism and partial mediation associations for Machiavellianism and psychopathy. Direct effects on gaming disorder were observed for Machiavellianism and psychopathy. Indirect effects by psychopathy were observed via escapism and social motivation, by narcissism via escapism, and by Machiavellianism via social motivation.Discussion and conclusionsThese findings contribute to the theoretical understanding of the mediation of gaming motivations and the dark triad personality traits' importance for gaming disorder.
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Palansky, Seth, Laura Mcallister Cox, Elizabeth Lanza, and Stewart Groumoutis. "Responsible Gaming for online Gaming." Gaming Law Review 25, no. 9 (November 1, 2021): 405–11. http://dx.doi.org/10.1089/glr2.2021.29044.sle.

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Beard, Charlotte L., and Robert E. Wickham. "Gaming-contingent self-worth, gaming motivation, and Internet Gaming Disorder." Computers in Human Behavior 61 (August 2016): 507–15. http://dx.doi.org/10.1016/j.chb.2016.03.046.

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Lloret Irles, Daniel, Víctor Cabrera Perona, and Yolanda Sanz Baños. "Relationships between video-gaming habits, parental monitoring and school performance." European Journal of Investigation in Health, Psychology and Education 3, no. 3 (August 22, 2013): 237–48. http://dx.doi.org/10.1989/ejihpe.v3i3.46.

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Children spend an average of 1.3 hours per day on video game and problematic video gaming prevalence is set between 2% and 8%. High levels of intensity and frequency of video gaming are associated with lower school achievement. Home is the most preferred place to play. Therefore parental monitoring is crucial. Objective: To analyse gaming patterns and to identify significant relationships between parental monitoring and academic performance. Method: Participants: 610 students of Secondary Education mean age 13.84 years (SD=1.27; range 12-16). Ad hoc scales were developed to analyse gaming frequency and intensity, school performance and parental monitoring. Results: Children, whose parents control gaming time and show interest in the contents continuously, play significantly fewer days, fewer hours and with adjusted contents to their age. Those with discontinuous parental control ("sometimes"), show a higher gaming frequency and intensity, and the proportion of unadjusted content, and do not differ from those without parental control. In addition, a greater number of hours of play are related to lower academic achievement. Discussion/ conclusions: This work helps in defining gambling problem behaviour. Results indicate that parental control is effective, on condition that it must be continuous and consistent.
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Lloret Irles, Daniel, Víctor Cabrera Perona, and Yolanda Sanz Baños. "Relationships between video-gaming habits, parental monitoring and school performance." European Journal of Investigation in Health, Psychology and Education 3, no. 3 (August 22, 2013): 237–48. http://dx.doi.org/10.3390/ejihpe3030021.

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Abstract:
Children spend an average of 1.3 hours per day on video game and problematic video gaming prevalence is set between 2% and 8%. High levels of intensity and frequency of video gaming are associated with lower school achievement. Home is the most preferred place to play. Therefore parental monitoring is crucial. Objective: To analyse gaming patterns and to identify significant relationships between parental monitoring and academic performance. Method: Participants: 610 students of Secondary Education mean age 13.84 years (SD=1.27; range 12-16). Ad hoc scales were developed to analyse gaming frequency and intensity, school performance and parental monitoring. Results: Children, whose parents control gaming time and show interest in the contents continuously, play significantly fewer days, fewer hours and with adjusted contents to their age. Those with discontinuous parental control ("sometimes"), show a higher gaming frequency and intensity, and the proportion of unadjusted content, and do not differ from those without parental control. In addition, a greater number of hours of play are related to lower academic achievement. Discussion/ conclusions: This work helps in defining gambling problem behaviour. Results indicate that parental control is effective, on condition that it must be continuous and consistent.
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