Exploring Attitudes and Cognitions Towards Game-Related Gambling: Results from a Survey Study
Session Title
Session 2-4-E: Esports and Lootboxes
Presentation Type
Paper Presentation
Location
Park MGM, Las Vegas, NV
Start Date
24-5-2023 3:30 PM
End Date
24-5-2023 5:00 PM
Disciplines
Social and Behavioral Sciences
Abstract
Abstract
In the early 2010s, game companies shifted to in-game transactions as a monetization model, known as the "freemium" model, which has been widely in use since. During this time, these “microtransactions” quickly took a form resembling traditional gambling. These mechanics, often known today as loot boxes, would allow the players to purchase randomized content, either with real money or in-game currencies bought with it. This also gave birth to the ‘skins gambling’ phenomenon, where players could exchange their in-game items gained from loot boxes to real world currencies via third-party sites. This research will use the ATGS, and the GamCog scales as independent variables, adjusted to further understand how attitudes and cognitive assertions predict engagement with game-related gambling. The main research question for this study will be: "How do gambling-related cognitions and attitudes predict engagement with game-related gambling?"
Implications
This research will be one of the first studies to employ the "Attitudes towards gambling screen" (ATGS) scale adjusted to focus on engagement with different forms of digital game-related gambling. Second, this study will further validate an already established scale, the 'Gambling Cognitions' (GamCog) that has been used to study players who also partake in gambling. Together, these two scales will yield fascinating results regarding how attitudes and cognitions related to gambling can predict engagement with game-related gambling, such as loot boxes, skins gambling, and esports betting.
Keywords
gambling, digital games, attitudes towards gambling, in-game gambling content, loot boxes
Funding Sources
This work will be supported by the Academy of Finland (Grant 312396), the Academy of Finland Flagship (Grant 337653), and a personal grant from the Finnish Foundation of Alcohol Studies (Alkoholitutkimussäätiö).
Exploring Attitudes and Cognitions Towards Game-Related Gambling: Results from a Survey Study
Park MGM, Las Vegas, NV
Abstract
In the early 2010s, game companies shifted to in-game transactions as a monetization model, known as the "freemium" model, which has been widely in use since. During this time, these “microtransactions” quickly took a form resembling traditional gambling. These mechanics, often known today as loot boxes, would allow the players to purchase randomized content, either with real money or in-game currencies bought with it. This also gave birth to the ‘skins gambling’ phenomenon, where players could exchange their in-game items gained from loot boxes to real world currencies via third-party sites. This research will use the ATGS, and the GamCog scales as independent variables, adjusted to further understand how attitudes and cognitive assertions predict engagement with game-related gambling. The main research question for this study will be: "How do gambling-related cognitions and attitudes predict engagement with game-related gambling?"
Implications
This research will be one of the first studies to employ the "Attitudes towards gambling screen" (ATGS) scale adjusted to focus on engagement with different forms of digital game-related gambling. Second, this study will further validate an already established scale, the 'Gambling Cognitions' (GamCog) that has been used to study players who also partake in gambling. Together, these two scales will yield fascinating results regarding how attitudes and cognitions related to gambling can predict engagement with game-related gambling, such as loot boxes, skins gambling, and esports betting.