Jun 27, 2023 | RESEARCH, SPORTS BETTING
Read the original article on The Basis HERE.
By John Slabczynski.
Video games have drawn the attention of activists and public health advocates since as early as the 1970’s. Many of these activists have focused on the intense depictions of violence in video games and suggest that these depictions may lead to real-life violence. One area that is often neglected, however, are depictions of substance use and gambling in video games. Although regulators have begun to investigate loot boxes and their relationship with problem gambling, other forms of gambling in video games have received less attention. For example, skin betting (i.e., exchanging virtual goods for digital gambling currency) — which was first popularized by the game Counter-Strike: Global Offensive — has evolved from betting on in-game matches to skins being used as currency in other games of chance such as roulette. Many of those involved in these underground gambling networks are adolescents who are unable to engage in traditional gambling. This week, the WAGER reviews a study by Nancy Greer and colleagues that examined links between esports, skin betting, and problem gambling.
What was the research question?
How does esports and skin betting relate to other forms of gambling and gambling harms?
What did the researchers do?
The researchers recruited participants through Amazon Mechanical Turk and social media posts in online gaming communities to participate in an online survey. All participants reported either esports cash or skin betting, or gambling skins on games of chance in the past 6 months. In total, 737 participants completed the survey. The survey itself focused on four broad categories: (1) video game involvement, (2) video game-related gambling (including betting on esports), (3) traditional gambling, and (4) problem gambling and gambling-related harms. The researchers used ordinal logistic regression to test the hypothesis that video game involvement increases the likelihood of engaging in video game-related gambling, which in turn increases the likelihood of engaging in traditional gambling and experiencing gambling harms.
What did they find?
Though video game involvement related to video game-related gambling, video game-related gambling was only slightly related to traditional gambling. Consider three different video game-related types of gambling: esports cash betting, esports skin betting, and skin betting on other games of chance. Of these, only esports cash betting frequency significantly predicted involvement in traditional gambling activities. Interestingly, although the sample overall reported high rates of problem gambling and gambling harms, neither esports cash betting nor esports skin betting significantly predicted problem gambling or gambling harms. When controlling for other forms of traditional gambling, only skin gambling on games of chance was predictive of problem gambling and gambling harms (see Figure).
Figure. This figure displays the odds of experiencing problem gambling and gambling harms based on video game-related gambling behaviors. Odds ratios above 1.00 indicate that for every one unit increase in the predictor variable (video game-related gambling behaviors) the odds of being one category higher in the outcome variable (problem gambling or gambling harms) increases by X times. An odds ratio below 1.00 indicates that the odds decrease by X times. For example, a one unit increase in esports cash betting frequency would mean a participant is 1.033 times as likely to experience a one unit increase in their problem gambling severity. Only skin betting on games of chance was significantly associated with either outcome variable.
Why do these findings matter?
These findings suggest that buying skins and esports gambling are not risk factors for problem gambling in and of themselves. Rather, skin gambling on games of chance appears to increase the risk of gambling harms. It remains unclear whether individuals who gamble skins on games of chance do so because they have exhausted other financial resources, or if skin gambling on games of chance directly increases the risk of problem gambling and other gambling harms. Regardless, these findings suggest that regulatory bodies should consider focusing on gambling operators who facilitate skin gambling on games of chance, rather than other more traditional esports focused operators.
Every study has limitations. What are the limitations in this study?
This study has significant limitations in terms of its generalizability. Participants were required to have gambled either on esports or via using skins in the past six months, so the results likely do not represent video game players as a whole. The study also failed to include anyone under the age of 18 despite the fact that many people who gamble using skins are adolescents. Additionally, due to the study’s limited sample size, the researchers were unable to conduct path analysis, an analytical technique that allows for estimating causal effects instead of only statistical associations.
For more information:
Individuals who are concerned about their gambling behaviors or simply want to know more about problem gambling may benefit from visiting the National Council on Problem Gambling. Others who want to learn more about video game addiction can find information via the Cleveland Clinic. Additional resources can be found at the BASIS Addiction Resources page.
Jan 4, 2023 | CONCERNED OTHERS, RESEARCH
Read the original article on the Basis website HERE.
By John Slabczynski
With online gambling revenue projected to surpass $150 billion by 2030, developing a better understanding of the causes and consequences of gambling-related problems is especially important. A key focus in those suffering from gambling problems is the family, as family members are greatly impacted by problem gambling. However, some evidence also indicates that one’s family can potentially contribute to the risk of developing gambling problems. This week, The WAGER reviews a study by Marie Aime Uwiduhaye and colleagues that examined the role of family in the relationships among psychosocial risks, gambling problems, and other adverse outcomes.
What were the research questions?
What are the psychosocial correlates of gambling problems? Does family dysfunction moderate the relationship among gambling problems and negative outcomes, including drug misuse, alcohol dependence, anti-social behavior, and poor sleep quality?
What did the researchers do?
The researchers recruited 104 men from casinos in Musanze, Rwanda during 2019. Participants completed a number of self-report survey items, including questions about their gambling, substance use, sleep quality, family relationships, and mental health. The researchers used a combination of Pearson’s r correlation analyses and regression analyses to examine relationships. First, they examined the correlations between gambling problems and all other variables. Next, they examined these relationships through a series of regression analyses that also assessed the role of family dysfunction as a moderator.
What did they find?
Nearly half (44%) of participants reported high-risk gambling, with 37% reporting moderate risk gambling and 19% reporting low-risk gambling (see Figure). As expected, people with more severe gambling problems reported worse drug and alcohol problems (perhaps due to self-medication), as well as more insomnia, anti-social behavior, and family dysfunction. However, among participants with relatively high levels of family dysfunction, the links between problem gambling severity, and drug misuse, alcohol dependence, and insomnia (but not anti-social behavior) were stronger, suggesting that family dysfunction elevates the risk for these gambling harms.
Figure. Proportion of participants in the low-risk, moderate-risk, and high-risk gambling categories, and correlates of high-risk gambling.
Why do these findings matter?
These findings help explain the relationship between gambling problems and frequently comorbid conditions including substance misuse. Clinicians need to understand each individual client’s pattern of co-occurring conditions, including which are primary and which are secondary, to address the root causes of distress. In addition, improving our understanding of both the causes and consequences of gambling-related problems can help enhance evidence-based treatments, which can be administered earlier in the development of problems. For example, the results of this study suggest that evidence-based treatments focused on the family, such as community reinforcement and family training, may decrease substance misuse in addition to gambling by improving family functioning.
Every study has limitations. What are the limitations in this study?
This study's recruiting strategy was rather limited. The authors employed a convenience sample that only included men gambling at a casino. As a result, their findings might not be representative of other gamblers and the rate of high-risk gambling should not be interpreted as a prevalence estimate. Additionally, due to the cross-sectional nature of the data, we cannot be certain whether one variable causes another. Future studies should include a wider range of participants and collect data over time to better assess causality.
For more information:
Individuals who are concerned about or want to change their gambling habits can find support services through the National Council on Problem Gambling or Gamblers Anonymous.