62 research outputs found

    Sports betting incentives encourage gamblers to select the long odds: An experimental investigation using monetary rewards

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    Background and aims: Incentives for wagering products can provide extra value to gamblers. However, there is no financial reason why this added value should lead people to take greater gambling risks. This study aimed to experimentally test if wagering incentives cause gamblers to choose higher-risk (long odds) bets than un-incentivized bets. Methods: An online experiment was conducted with wagering customers (N = 299, female = 12). Participants bet $4 on each of six video game simulations of a sport that they had wagered on in the past 12 months (Australian Football League, Cricket, or Soccer). Each game offered different common wagering incentives: Bonus bet, Better odds/winnings, Reduced risk, Cash rebate, Player’s choice of inducement, or No-inducement. For each game, participants could bet on long, medium, or short odds, and subsequently viewed a highlight reel of the simulated game outcome and bet outcome. Results: Participants selected significantly longer odds (i.e., riskier) bets on games when an incentive was offered compared to the No-inducement condition. Better odds/winnings was the most attractive incentive, followed by Bonus bet, Cash rebate, Reduced risk, and No-incentive, respectively. No significant differences were observed based on demographics or problem gambling severity. Discussion and conclusions: The choice of long odds with incentivized bets increases the volatility of player returns. Increased volatility results in more gamblers in a losing position and fewer gamblers with larger wins. Moreover, if long odds bets are priced to provide poorer value to bettors compared to short odds, they would increase gamblers’ losses and equivalently increase operators’ profits

    Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation

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    BACKGROUND AND AIMS: Purchasing loot boxes in digital games is akin to gambling as it involves risking money for a chance-based reward of uncertain value. Research has linked buying loot boxes to problem gambling amongst adolescents, but has not examined co-occurring gambling participation. This study examined links between loot box purchasing and problem gambling amongst adolescents while controlling for monetary gambling participation. METHODS: Two survey samples of Australians aged 12–17 years were recruited through advertisements (n = 843) and online panels (n = 826). They included n = 421 and n = 128 adolescents, respectively, who met criteria for problem gambling. RESULTS: Past-month loot box purchasing was significantly related to gambling problems in bivariate analyses. When including age, gender and past-month monetary gambling, loot box purchases were still associated with at-risk and problem gambling in both samples. As expected, these other predictors attenuated the predictive value of recent loot box purchases in relation to gambling problems. The odds-ratios, nevertheless, were still in the predicted direction and remained significant. When controlling for monetary gambling, age and gender, recent loot box purchasing increased the odds of problem gambling 3.7 to 6.0 times, and at-risk gambling 2.8 to 4.3 times. DISCUSSION AND CONCLUSIONS: While causal relationships between loot box purchasing and problem gambling remain unclear, the results indicate that loot boxes disproportionately attract adolescents experiencing gambling problems, adding to the financial stress already caused by gambling. Consumer protection measures, youth and parental education, and age restrictions on loot box games are needed to protect young people

    Structural or dispositional? An experimental investigation of the experience of winning in social casino games (and impulsivity) on subsequent gambling behaviors

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    BACKGROUND AND AIMS: In the present research, we experimentally investigated whether the experience of winning (i.e., inflated payout rates) in a social casino game influenced social casino gamers' subsequent decision to gamble for money. Furthermore, we assessed whether facets of dispositional impulsivity - negative and positive urgency in particular - also influenced participants' subsequent gambling. METHODS: Social casino gamers who were also current gamblers (N = 318) were asked to play a social casino game to assess their perceptions of the game in exchange for 3.Unbeknownsttothem,playerswererandomlyassignedtooneofthreeexperimentalconditions:winning(n=110),breakeven(n=103),orlosing(n=105).Afterplaying,participantswereofferedachancetogambletheir3. Unbeknownst to them, players were randomly assigned to one of three experimental conditions: winning (n = 110), break-even (n = 103), or losing (n = 105). After playing, participants were offered a chance to gamble their 3 renumeration in an online roulette game. RESULTS: A total of 280 participants (88.1%) elected to gamble, but no between-condition variation in the decision to gamble emerged. Furthermore, there were no differences in gambling on the online roulette between condition. However, higher levels of both negative and positive urgency increased the likelihood of gambling. Finally, impulsivity did not moderate the re

    Young People Who Purchase Loot Boxes are More Likely to Have Gambling Problems: An Online Survey of Adolescents and Young Adults Living in NSW Australia

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    Background and aims: Loot boxes are a common feature in video games where players win, buy or are gifted a virtual box or other container that is unwrapped to reveal virtual items of value, such as skins, weapons, in-game currency or special abilities. The current study aimed to relate the use of loot boxes to gambling problems and harm. Methods: An online survey was conducted with 1,954 adolescents and young adults from NSW Australia, 59.9% female (aged 12-24), recruited by online panel aggregator, Qualtrics. Results: Buying and selling loot boxes was associated with higher 12-month gambling frequency and gambling problems in young adults, aged 18-24 (Problem Gambling Severity Index). Young adults who bought loot boxes additionally had more gambling-related harms (Short Gambling Harms Screen). Young women, aged 18-24, who opened, bought and/or sold loot boxes spent more money in the last 12 months on gambling. In adolescents, aged 12-17, buying loot boxes was similarly associated with gambling problems (DSM-IV-MR-J). Furthermore, adolescent girls who bought and/or sold loot boxes viewed gambling more positively than other girls (Attitudes Towards Gambling Scale). There was no evidence, however, that longer-term experience in opening or purchasing loot boxes, a differentiating feature of the survey, is associated with current gambling problems. Discussion and conclusions: This study suggests that loot boxes may be attractive to people who are already predisposed to engage in other gambling, and females who use loot boxes may have unique vulnerabilities to gambling problems that could be explored in future research

    Are Esports Bettors a New Generation of Harmed Gamblers? A Comparison with Sports Bettors on Gambling Involvement, Problems, and Harm

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    Background and aims: Esports betting is expanding in popularity, yet little is known about who participates in this niche gambling activity. This study aimed to determine whether esports bettors are more vulnerable to harms and problems than gamblers engaged in traditional sports betting. Methods: Data were collected from 298 regular esports bettors and 300 sports bettors (who regularly bet on traditional sports, but not esports). These groups were compared on demographics, gambling involvement, problem gambling, and gambling-related harms. Results: Compared to sports bettors, esports bettors were more likely to be younger, university-educated, employed (lower income earners), and speak a non-English language at home. Esports bettors gambled on fewer traditional gambling activities in the last 12 months, but compared to sports bettors, gambled more frequently on some activities, were more likely to meet problem gambler criteria (64.8.% vs 17.3%), and experience at least one gambling-related harm (81.9% vs 45.3%). Being an esports bettor significantly predicted greater problem gambling severity and gambling-related harms. More frequent esports skin betting and skin gambling (on games of chance) were significant predictors of gambling problems amongst esports bettors. Discussion and conclusion: The results provide preliminary evidence that esports bettors are more likely to experience gambling problems compared to their sports betting counterparts, potentially stemming from their involvement in emerging video-game related gambling products

    Legacy gambling harms: What are they and how long do they last?

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    Background and aims: Legacy gambling harms are negative consequences of gambling that extend past periods of low risk, moderate risk and problem gambling. Gambling harm is typically measured within a 12-month timeframe and is often restricted to examining harm amongst active gamblers. The present research aimed to explore whether people experienced gambling harms 12 months or more after the resolution of at-risk or problem gambling, and how long these legacy harms lasted. Methods: An online survey was conducted in New Zealand with past and current gamblers and concerned significant others (CSOs) of gamblers, N 5 1,240 (50.8% female), that asked them about both past and current gambling harms. Results: A majority of both gamblers and CSOs of gamblers indicated that they still suffered from gambling harm even after most of their behavioural issues with gambling had been resolved, 12þ months ago. Legacy gambling harms reduced over time, with harms diminishing most quickly in the early years, and having an average half-life of 4 years. Harms involving community-relationships, church involvement, and domestic and other violence resolved more quickly than others. Discussion and conclusions: Legacy harms are common among ex-problem gamblers and should be considered in any full accounting of the impacts of gambling. Conclusion: Understanding the time course and persistence of legacy harms from gambling can provide gamblers, treatment professionals and public health experts with insights into how to address gambling’s long-term consequences

    Skin Gambling Predicts Problematic Gambling Amongst Adolescents When Controlling for Monetary Gambling

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    Background and aims: Skin gambling uses in-game items (skins) acquired in video games, to gamble on esports, games of chance, other competitive events and privately with friends. This study examined characteristics of adolescent skin gamblers, their engagement in monetary gambling, and relationships between skin gambling and at risk/problem gambling. Methods: Two samples of Australian adolescents aged 12–17 years were recruited to an online survey through advertisements (n = 843) and an online panel provider (n = 826). Results: In both samples, past-month skin gamblers (n = 466 advertisements sample; n = 185 online panel sample) were more likely to have lower wellbeing, score as having an internet gaming disorder on the IGD, engage in more types of monetary gambling, and meet criteria for problem gambling on the DSM-IV-MR-J. Past-month skin gambling uniquely predicted problem gambling when controlling for past-month gambling on 11 monetary forms and the total number of monetary gambling forms. Discussion and conclusions: Underage participation in skin gambling is a growing concern. The strong convergence between engagement in skin gambling and monetary gambling suggests common risk factors may increase the propensity of some adolescents to gamble on these multiple forms. Nonetheless, past-month skin gambling predicted problem gambling even when controlling for past-month monetary gambling, indicating its unique contribution to gambling problems and harm. While the study was based on non-probability samples, its results strengthen the case for regulatory reforms, age restrictions and public health education to prevent underage skin gambling and its potentially harmful consequences for children and young people

    Going against the herd: psychological and cultural factors underlying the 'vaccination confidence gap'

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    By far the most common strategy used in the attempt to modify negative attitudes toward vaccination is to appeal to evidence-based reasoning. We argue, however, that focusing on science comprehension is inconsistent with one of the key facts of cognitive psychology: Humans are biased information processors and often engage in motivated reasoning. On this basis, we hypothesised that negative attitudes can be explained primarily by factors unrelated to the empirical evidence for vaccination; including some shared attitudes that also attract people to complementary and alternative medicine (CAM). In particular, we tested psychosocial factors associated with CAM endorsement in past research; including aspects of spirituality, intuitive (vs analytic) thinking styles, and the personality trait of openness to experience. These relationships were tested in a cross-sectional, stratified CATI survey (N = 1256, 624 Females). Whilst educational level and thinking style did not predict vaccination rejection, psychosocial factors including: preferring CAM to conventional medicine (OR .49, 95% CI .36 .83, 95% CI .71 to vaccination. Furthermore, for 9 of the 12 CAMs surveyed, utilisation in the last 12 months was associated with lower levels of vaccination endorsement. From this we suggest that vaccination scepticism appears to be the outcome of a particular cultural and psychological orientation leading to unwillingness to engage with the scientific evidence. Vaccination compliance might be increased either by building general confidence and understanding of evidence-based medicine, or by appealing to features usually associated with CAM, e.g.–.66), endorsement of spirituality as a source of knowledge (OR–.96), and openness (OR .86, 95% CI .74–.99), all predicted negative attitudes‘strengthening your natural resistance to disease’

    Identifying risky internet use: Associating negative online experience with specific online behaviours

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    Browne, M ORCiD: 0000-0002-2668-6229; Rockloff, M ORCiD: 0000-0002-0080-2690Experiencing negative outcomes online is increasingly common, with more people active online and the continued presence of aggressive online behaviours. This study sought to uncover the underlying factor structure of negative online consequences. It investigated how experiencing negative outcomes is associated with engaging in specific online activities. Australian adult Internet users (N = 1773, mean age = 42.5 years, 54.8% female) completed an online survey. An underlying factor structure was identified with subgroups of negative outcomes identified relating to hacking/identity theft, abuse/harassment, non-targeted scams and targeted scams. Victimisation was associated with engagement with online pornography and forums; use of multiple discussion forums, dating, and gaming sites; and expenditure on gaming, dating and pornography sites. Results suggest that overall Internet involvement does not predict victimisation, but specific activities are linked to certain harms. This research creates a framework to inform policy and practice to minimise online victimisation and guide ongoing research. © The Author(s) 2018.Associated Grant Code:DE106010045

    Evaluating the reliability and validity of the short gambling harm screen: are binary scales worse than Likert scales at capturing gambling harm?

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    Gambling-related harm has become a key metric for measuring the adverse consequences of gambling on a population level. Yet, despite this renewed understanding in contemporary research, little exploration has been conducted to evaluate which instrument is best suited to capture the harmful consequences of gambling. This study was designed with the aim of determining whether Likert scales were better suited to capture gambling harm than binary scales. We hypothesized that the Short Gambling Harm Screen (SGHS), initially scored using a binary scale, would perform similarly to the alternate form that was Likertized for the purpose of this study. A corresponding comparison in the reverse direction was executed for the Problem Gambling Severity Index. The SGHS’s performance was assessed via a repeated-measures design in combination with three other measures of validity administered at the conclusion of the survey. In the end, we found that changing the scoring format (i.e., from binary to Likert) had negligible impact on the SGHS’s psychometric performance. We conclude that the original scoring method of the SGHS is not only appropriate but also no less suitable than Likert scales in measuring gambling harm
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