2 research outputs found

    Testing the spectrum hypothesis of problematic online behaviors: A network analysis approach.

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    The validity of the constructs of problematic Internet or smartphone use and Internet or smartphone addiction has been extensively debated. The spectrum hypothesis posits that problematic online behaviors (POBs) may be conceptualized within a spectrum of related yet distinct entities. To date, the hypothesis has received preliminary support, and further robust empirical studies are still needed. The present study tested the spectrum hypothesis of POBs in an Australian community sample (n = 1,617) using a network analysis approach. Psychometrically validated self-report instruments were used to assess six types of POBs: problematic online gaming, cyberchondria, problematic cybersex, problematic online shopping, problematic use of social networking sites, and problematic online gambling. A tetrachoric correlation matrix was computed to explore relationships between online activities and a network analysis was used to analyze relationships between POBs. Correlations between online activities were positive and significant, but of small magnitude (0.051 ≤ r ≤ 0.236). The community detection analysis identified six distinct communities, corresponding to each POB, with strong relationships between items within each POB and weaker relationships between POBs. These findings provide further empirical support for the spectrum hypothesis, suggesting that POBs occur as distinct entities and with little overlap

    Understanding gambling and gaming skill and its implications for the convergence of gaming with electronic gaming machines

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    Skill-based elements are increasing being introduced to electronic gaming machines to appeal to a broad consumer cohort by offering different play experiences. In this paper, we examine what is meant by skill in gambling and to what extent electronic skilled-gambling games differ from existing forms of gambling. Using examples drawn from recent market releases, we examine the ways in which skill-elements are being incorporated into gaming machines. As we will highlight, the industry could look to profit from skillful games in different ways: one model might allow skillful play, but in a context where the long-term RTP always remains negative. Another model might allow individual players to obtain greater returns through competition against other players or genuine opportunities to obtain a positive RTP, but where this will only be achievable for a minority of players. We discuss the potential implications of these differences for player experiences as well as game profitability. We argue that a deeper understanding of how similar structural differences operate in video-gaming might provide useful insights into how popular and successful (from an industry perceptive) these games are likely to be as well as the potential implications for policies, problem gambling, and treatment.Paul Delfabbro, Daniel King and Sally M. Gainsbur
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