Session Title

Session 1-4-E: Online Betting: New Perspectives

Presentation Type

Paper Presentation

Location

Park MGM, Las Vegas, NV

Start Date

23-5-2023 3:45 PM

End Date

23-5-2023 5:15 PM

Disciplines

Communication Technology and New Media | Sociology of Culture

Abstract

In the Finnish Player Barometer study gambling games and other types of games, including non-digital and digital game genres, are studied together. This nationally representative study differs from many other studies, which usually concentrate either on gambling or on other types of gaming. The study also includes many of converged forms between gambling and gaming.

Almost all Finns play games at least occasionally. In the year 2022, active digital gamers consumed on average 10,6 € per month on digital gaming, including online gambling. High monetary consumption in digital gaming seems to be connected in active gambling, but also those players, who play actively converged forms of gambling and digital gaming, consume money in digital gaming substantially more than the average Finn. For example, players who actively pay in free-to-play games and actively pay to open loot boxes, consume almost four times more money in digital gaming than average players.

In this presentation, we will analyze the new Finnish Player Barometer 2022 dataset (N=1071) and take a closer look, who gamers and gamblers are and how money consumption is connected with playing. Implications for convergence processes between gambling and digital gaming are further discussed.

Implications:

Our analysis contributes to understanding better who gamblers and digital game players are, and how playing and paying are interrelated in new forms of digital gaming and gambling.

Keywords

Digital games, convergence between gambling and digital gaming, money, free-to-play games, loot boxes, survey

Author Bios

Jani Kinnunen, PhD, has worked as a researcher in Tampere University’s Game Research Lab since 2007. He is interested in the convergence processes between gambling and digital gaming, and social meanings of money and other gaming currencies. He has been the responsible researcher in the 2018, 2020 and 2022 Finnish Player Barometer studies.

Funding Sources

Jani Kinnunen had funding from The Finnish Foundation for Alcohol Studies in 2021-2022. He has been working in the Centre of Excellence in Game Culture Studies, which is funded by the Academy of Finland. These funding bodies have not had any involvement in any aspects of the research.

Competing Interests

Jani Kinnunen has no competing interests. He had funding from The Finnish Foundation for Alcohol Studies in 2021-2022. He has been working in the Centre of Excellence in Game Culture Studies, which is funded by the Academy of Finland. These funding bodies have not had any involvement in any aspects of the research.

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May 23rd, 3:45 PM May 23rd, 5:15 PM

Monetary consumption in gambling, digital gaming and their converged forms: findings from the Finnish Player Barometer 2022 study

Park MGM, Las Vegas, NV

In the Finnish Player Barometer study gambling games and other types of games, including non-digital and digital game genres, are studied together. This nationally representative study differs from many other studies, which usually concentrate either on gambling or on other types of gaming. The study also includes many of converged forms between gambling and gaming.

Almost all Finns play games at least occasionally. In the year 2022, active digital gamers consumed on average 10,6 € per month on digital gaming, including online gambling. High monetary consumption in digital gaming seems to be connected in active gambling, but also those players, who play actively converged forms of gambling and digital gaming, consume money in digital gaming substantially more than the average Finn. For example, players who actively pay in free-to-play games and actively pay to open loot boxes, consume almost four times more money in digital gaming than average players.

In this presentation, we will analyze the new Finnish Player Barometer 2022 dataset (N=1071) and take a closer look, who gamers and gamblers are and how money consumption is connected with playing. Implications for convergence processes between gambling and digital gaming are further discussed.

Implications:

Our analysis contributes to understanding better who gamblers and digital game players are, and how playing and paying are interrelated in new forms of digital gaming and gambling.