Convergence of gambling and gaming? Young adults' perceptions of the interrelationships between gambling and video games

Session Title

Session 2-1-E: New Horizons and Generations in Gaming

Presentation Type

Paper Presentation

Location

Park MGM, Las Vegas, NV

Start Date

24-5-2023 9:00 AM

End Date

24-5-2023 10:30 AM

Disciplines

Community Health and Preventive Medicine | Substance Abuse and Addiction

Abstract

Abstract:

Phenomena of convergence between gambling activities and video gaming have been the subject of concern for several years ; the possibility that these activities become a springboard towards a new activity inducing a risk of addiction worries many researchers and clinicians. To better understand these phenomena of convergence, research community asked for in-depth research exploring the phenomenon of gamification and gamblification. In response, this presentation aims to present the results of a qualitative study that explored the perceptions of gamers and gamblers regarding the common motivations for engaging in these activities as well as the phenomenon of perceived convergence between these two activities. Interviews with a sample of 22 young adults (m = 19 yrs) who game and gamble revealed that enjoyment, entertainment, and the acquisition of gains are common motivations for engaging in these activities. Three portraits of interrelationships between gambling and gaming participation were identified in the participants' discourse, namely (1) a perceived absence of relationship between gambling and gaming participation, (2) a relationship indicating that video gaming prevents gambling, and conversely (3) that video gaming participation generates an interest in gambling activities.

Presentation statement:

Results shows that the convergence phenomena decried in literature are not perceived by a large proportion of young adults who game or gamble. However, for some, participation in video games introduces participation in gambling. In this regard, some avenues of reflection on the awareness of this phenomenon are outlined.

Keywords

gaming, gambling, convergence, gamification, gamblification

Author Bios

Andrée-Anne Légaré, Ph.D. : Andrée-Anne Légaré is a psychologist and professor in the addiction department at the Université de Sherbrooke. She specializes in the intervention and evaluation of behavioral addictions, including gambling, video games and social media. Her research also focuses on the psychosocial consequences associated with the overuse of screens.

Magali Dufour, Ph.D. : Magali Dufour is a professor at the Université de Québec à Montréal. Her research focuses on addictions, particularly problematic Internet use (especially among adolescents). In addition, she is also interested in the assessment, treatment and consequences of gambling addiction.

Natacha Brunelle, Ph.D. : Natacha Brunelle has a doctorate in criminology and is a full professor in the Department of Psychoeducation at UQTR. She is mainly interested in the socio-community (re)integration of people in the justice system, recovery and service trajectories in drug addiction, and drug-crime links. She is also interested in problems associated with delinquency and drug addiction such as gambling addiction and Internet use.

Joel Tremblay, Ph.D. : Joël Tremblay (Ph.D., psychologist) is a full professor in the Department of Psychoeducation at the Université du Québec à Trois-Rivières and is the scientific director of the RISQ (Recherche et intervention sur les substances psychoactives - Québec) research team. He is interested in the role of family and friends in the effectiveness of addiction treatment, including projects evaluating the effectiveness of marital intervention with gamblers.

Mathieu Goyette, Ph.D. : Mathieu Goyette is a professor in the Department of Sexology at UQAM and an associate professor in the Department of Community Health Sciences at the Université de Sherbrooke. His work focuses on behavioural and substance dependencies and the relationship between sexual health and addiction.

Antoine Lemay: Antoine Lemay is a doctoral student in psychology at UQAM. His thesis work focuses on video games and school programs dedicated to e-sports

Yasser Khazaal, MD : Yasser Khazaal is a psychiatrist and psychotherapist. He is a professor at the University of Lausanne and chief physician at the addiction medicine department of the CHUV in Switzerland. He works in particular on the development and evaluation of apps and playful approaches to facilitate the dissemination of possible treatments and to promote empowerment and recovery processes.

Funding Sources

This research has been funded by Fonds de recherche du Québec - Société et Culture (FRQSC).

Competing Interests

Authors do not have any competing interests to declare.

Share

COinS
 
May 24th, 9:00 AM May 24th, 10:30 AM

Convergence of gambling and gaming? Young adults' perceptions of the interrelationships between gambling and video games

Park MGM, Las Vegas, NV

Abstract:

Phenomena of convergence between gambling activities and video gaming have been the subject of concern for several years ; the possibility that these activities become a springboard towards a new activity inducing a risk of addiction worries many researchers and clinicians. To better understand these phenomena of convergence, research community asked for in-depth research exploring the phenomenon of gamification and gamblification. In response, this presentation aims to present the results of a qualitative study that explored the perceptions of gamers and gamblers regarding the common motivations for engaging in these activities as well as the phenomenon of perceived convergence between these two activities. Interviews with a sample of 22 young adults (m = 19 yrs) who game and gamble revealed that enjoyment, entertainment, and the acquisition of gains are common motivations for engaging in these activities. Three portraits of interrelationships between gambling and gaming participation were identified in the participants' discourse, namely (1) a perceived absence of relationship between gambling and gaming participation, (2) a relationship indicating that video gaming prevents gambling, and conversely (3) that video gaming participation generates an interest in gambling activities.

Presentation statement:

Results shows that the convergence phenomena decried in literature are not perceived by a large proportion of young adults who game or gamble. However, for some, participation in video games introduces participation in gambling. In this regard, some avenues of reflection on the awareness of this phenomenon are outlined.