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Gambling games

Gamification Research Network

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57 posts В• Page 23 of 317

Gambling games imprints

Postby Digis В» 31.01.2020

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In the last few days and weeks the relationship between digital games and gambling has become a topic of interest to mainstream society with both national media and politicians debating the topic 4 , 3 0. This is the latest aspect that has seen increased attention placed on the role of gambling, and gambling companies, in contemporary society 46 , 13 , The timing could not be more relevant and the growth of media interest in this area has inspired the following discussion.

In recent decades we have seen a general trend toward liberalisation of gambling practices internationally 29, 15, 35, Against this background active participation in gambling has been growing, as have rates of at-risk and problem gamblers in both adolescent and adult populations 8.

Gambling is big business, and big news. The same timeframe has also seen the increased gamification of our everyday life; in many areas services, systems an practices are converging with games and gameful design 26 , and the ludification of culture, the ways in which identities are transformed by computer games and other digital technologies.

Alongside which the growing prevalence of games as both leisure and instrumental activities 14, 37 , of virtual economies 32 , and the increased use of both micro-transactions and the free-to-play business model 1, 25 , have all contributed to the increased accessibility and appeal of both video games and gambling and while gamification of our lives can generally be considered a positive development, the larger media convergence related to video games, gambling and game industry of has also brought on possible problematic aspects.

The blurring of boundaries between video games and gambling activities has led to a range of problematic scenarios for regulators and legislative bodies Allied to these specific concerns are those aspects of internet gambling which have been highlighted as potentially facilitating problematic behaviour, such as increased ease of access and the continuous availability of formerly discontinuous gambling activities 5, 20, 7. For anyone inside the gaming community it will have been hard to escape the topic in recent years: whether it be the growing popularity of esports betting, controversies and debates over the practice of skins gambling, or even discussions about the game mechanics utilised in free-to-play games.

But why has the issue been catapulted into mainstream awareness now? The answer is simple: Battlefront 2. Players use an in-game currency to unlock the boxes in order to access randomly-generated rewards, the currency can either be earned by playing the game or purchased with real-world currencies.

Nothing new here; the practice of increasing monetisation of a game using loot boxes crates, chests, cases, or any other similarly named item started with free-to-play games and has since spread to many other business models. Indeed the practice was first popularised in Asia over 10 years ago 36 , when Valve introduced the mechanic into Team Fortress 2 in it arguably provoked a move to the F2P business model Overwatch Loot Box: Blizzard. This is where the makers of Battlefront 2 went wrong: certain items required for character progression were only available through opening loot boxes, and the nature of the contents meant players could never be sure whether they would receive the required items.

Whether or not the players are fully aware of the nature of these randomly assigned prizes is a question that requires further investigation. A full explanation of the case can be found here There is a debate as to whether loot boxes constitute a form of gambling 10 , for most regulating authorities the situation is clouded by the use of virtual currencies and items, as they rely on a definition of gambling which includes paying a stake for the chance to win a prize.

In this definition both the initial stake and the payout are quantified in terms of real-world money. People may be familiar with the idea of crypto-currencies, such as Bitcoin, however many more variations on this theme exist: there are in-game currencies that are earned through achievements; there are in-game currencies which are purchased with real-world money; there are in-game currencies which can only be used in-game; there are in-game currencies which have online market exchanges.

The situation gets even more complicated by the fact that, in addition to in-game currencies, there are in-game items earned or purchased obtained via loot boxes, which have online market places where they are traded. The game most readily associated with skins, and especially skins gambling, is Counter Strike: Global Offensive.

The phenomenon of esports is one which encapsulates the connected themes of gamification, ludification, and the convergence of digital cultures.

Industry analysts predict the number of global viewers to rise to million during Furthermore, it was estimated that over 3m people actively participated in the informal markets surrounding in-game items, such as skins lotteries 12 during Esports gambling is virtually identical to match betting and fantasy sports are virtually identical to established formats which use football, baseball, or any other traditional sport where wagers are placed on outcomes and events PvP betting is a form of gambling where players stake money on their own performance rather than on the performance of others The longer a player stays in, the bigger the multiplier of their origianl stake, but as time progresses so does the chance that the game will crash, leaving the player with nothing.

Work addressing the direct relationship between video gaming and gambling habits has only recently begun to be published 16, However, there is a longer history of research into the structural similarities of video games and slot machines 22 , as well as investigation of video gaming and associated pathological behaviour 39, Slot Machines of Japan: Corpse Reviver. A key area of interest is whether there are particular characteristics of video gaming that serve to mediate, or facilitate, the practice of gambling.

An example of the potential value of this knowledge would be to improve methods of identifying and treating those at risk of developing behavioural problems. We can see that, from the large number of unregulated gambling sites connected to games, current international regulatory practices relating to the area are fragmented and not adequate to deal with this global activity It is also apparent that some game developers appear unable, or unwilling, to address the issue themselves and find themselves subject to the threat of legal action 9.

What we can see from this is that some developers are purposefully developing virtual economies as a way to increase the monetisation of consumers without regard to the potentially harmful effects on vulnerable groups, such as adolescents.

However, it is not the games industry that is creating this potentially damaging environment, it is the lack of understanding that permeates all sectors of society; from the general population, policy makers and regulators, to the gamers themselves. Recent reports have surfaced in the mainstream media which highlight the potentially serious effects of the current situation 3.

This is an approach recently adopted by Chinese authorities Research on loot boxes is conducted at as part of the eSports research project at the of Tampere University of Technology and University of Tampere which is focused on the convergence of games and everyday life. Personal aide Ferial Govashiri sits at her desk at left. Early findings to come out of the Esports Research Project provide several points of interest. The first is that the contemporary gaming and gambling environments do not have shared patterns of addictive behaviours, in fact the more engaged plyers are with video games, the less likely they are to gamble.

In fact, rates of gambling in video gamers and esports enthusiasts are lower than those in the general population Second, results indicate that gambling connected to esports may indeed be an area of concern due to the fact that rates of problematic gambling, measured using PGSI, are significantly higher among esports enthusiasts compared to the general population Additionally, results indicate that as engagement with esports grows, so does both the frequency of gambling and the range of gambling activities in which individuals participate.

The value of this research is also demonstrated in the fact that it has produced results that contribute to a growing body of evidence in which traditional understanding of the relationship between playing video games and gambling is questioned As such, the role of media convergence in facilitating problematic behaviours has been further highlighted, an important issue to consider when developing a holistic understanding of potentially problematic gambling in a digital context.

Macey, J. Investigating relationships between video gaming, spectating esports, and gambling. Computers in Human Behavior, 80, Post written by Joseph Macey In the last few days and weeks the relationship between digital games and gambling has become a topic of interest to mainstream society with both national media and politicians debating the topic 4 , 3 0. Controversy: Battlefront 2 But why has the issue been catapulted into mainstream awareness now?

Overwatch Loot Box: Blizzard This is where the makers of Battlefront 2 went wrong: certain items required for character progression were only available through opening loot boxes, and the nature of the contents meant players could never be sure whether they would receive the required items.

Currencies: real vs virtual People may be familiar with the idea of crypto-currencies, such as Bitcoin, however many more variations on this theme exist: there are in-game currencies that are earned through achievements; there are in-game currencies which are purchased with real-world money; there are in-game currencies which can only be used in-game; there are in-game currencies which have online market exchanges.

Slot Machines of Japan: Corpse Reviver Gaming and gambling A key area of interest is whether there are particular characteristics of video gaming that serve to mediate, or facilitate, the practice of gambling. Research initiative Research on loot boxes is conducted at as part of the eSports research project at the of Tampere University of Technology and University of Tampere which is focused on the convergence of games and everyday life.

If you wish to refer to this content or to the article it is based on, please cite: Macey, J. References: Alha, K. Angry Rant — WTF?! Blackjack in the kitchen: Understanding online versus casino gambling. Journal of Consumer Research, 35 5 , Counter Strike.

Delfabbro, P. Doman, M. The social cost of gambling in Macao: Before and after the liberalisation of the gaming industry. International Gambling Studies,11 01 , Forrest, C. The gambling preferences and behaviors of a community sample of Australian regular video game players. Journal of Gambling Studies, Gainsbury, S. A taxonomy of gambling and casino games via social media and online technologies. International Gambling Studies, 14 2 , The prevalence and determinants of problem gambling in australia: Assessing the impact of interactive gambling and new technologies.

Migration from social casino games to gambling: motivations and characteristics of gamers who gamble. A digital revolution: Comparison of demographic profiles, attitudes and gambling behavior of internet and non-internet gamblers. Computers in Human Behavior, 28 4 , Gilbert, B. Risk factors in adolescence: The case of gambling, videogame playing, and the Internet. Journal of gambling studies,16 , Grove, C. Relationships and associations between video game and Internet addictions: Is tolerance a symptom seen in all conditions.

Hamari, J. Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. Gamification and economics. Deterding Eds. What is eSports and why do people watch it?

Internet research. DOI: Money over misery: restrictive gambling legislation in an era of liberalization. Journal of European Public Policy, Kingma, S. The Leeway of Lotteries in the European Union. An pilotstudy on the liberalisation of gambling markets in EU. Rozenberg Publishers.

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Re: gambling games imprints

Postby Malazil В» 31.01.2020

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Re: gambling games imprints

Postby Zubei В» 31.01.2020

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Postby Garisar В» 31.01.2020

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Postby Fauzil В» 31.01.2020

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