4 research outputs found
Die subjektive Wahrnehmung des Pokerspiels : kognitive Verzerrungen und interindividuelle Differenzen bei einem Spiel mit Glücks- und Geschicklichkeitsanteilen
The study explores the question if poker represents a game of chance or of skill, and whether there are differences between average and expert players with regard to the subjective perception of poker. In total n = 300 subjects played computer-based 60 hands of the poker variant Texas Hold'em No Limit in groups of six participants. In each unit, three average players and three expert players took part. A predefined card deck was identical in each experiment to control the factor of chance in the game and allowed differentiated card qualities. The subjects provided informations via questionnaires about opinions and beliefs related to poker and with regard to the specific session. Results show that experts were unable to reach a significantly higher final cash balance than average players. The biggest influence on the outcome of the game had the quality of cards. Experts were more likely to show attitudes that view poker as a sport or competition and had a higher confidence in success
The subjective perception of poker : cognitive distortions and interindividual differences in a game with parts of chance and skill
The study explores the question if poker represents a game of chance or of skill, and whether there are differences between average and expert players with regard to the subjective perception of poker. In total n = 300 subjects played computer-based 60 hands of the poker variant Texas Hold'em No Limit in groups of six participants. In each unit, three average players and three expert players took part. A predefined card deck was identical in each experiment to control the factor of chance in the game and allowed differentiated card qualities. The subjects provided informations via questionnaires about opinions and beliefs related to poker and with regard to the specific session. Results show that experts were unable to reach a significantly higher final cash balance than average players. The biggest influence on the outcome of the game had the quality of cards. Experts were more likely to show attitudes that view poker as a sport or competition and had a higher confidence in success
Spielerschutz im Internet: Evaluation der Maßnahmen des Glücksspielstaatsvertrages 2021 / Gambler protection on the Internet: Evaluation of the measures of the State Treaty on Gambling 2021
Zum 01. Juli 2021 ist in Deutschland der aktuelle Glücksspielstaatsvertrag in Kraft getreten. Eine zentrale Neuerung stellt die bundesweite Legalisierung aller wesentlichen Formen des internetgestützten Glücksspiels dar (d. h. Online-Sportwetten, virtuelles Automatenspiel, Online-Casinospiele, Online-Poker). Um den mit diesen Glücksspielangeboten verbundenen hohen Suchtgefahren zu begegnen, wird dem Spielerschutz im Internet im Vertragswerk eine bedeutsame Rolle beigemessen. Diese Kompromisslösung – Öffnung des Online-Glücksspielmarktes bei gleichzeitiger Stärkung des Spielerschutzes im Internet – geht mit dem Anspruch einher, die im Glücksspielstaatsvertrag definierten Ziele zu verfolgen. Im Fokus steht in diesem Zusammenhang insbesondere die Verhinderung der Entstehung von Glücksspiel- und Wettsucht bzw. die Etablierung von geeigneten Voraussetzungen für eine wirksame Suchtbekämpfung (§ 1 GlüStV, Ziel 1), die Spielbedürfnisse in der Bevölkerung in geordnete und überwachte Bahnen zu lenken (§ 1 GlüStV, Ziel 2) sowie die Gewährleistung eines möglichst effektiven Spieler- und Jugendschutzes (§ 1 GlüStV, Ziel 3).
Weiterhin ist nach § 32 GlüStV eine Evaluation der Auswirkungen des Glücksspielstaatsvertrages vorgesehen. Im Rahmen dieser Gesamtevaluation erfährt das Internet-Glücksspiel in Form dieses Forschungsprojekts besondere Aufmerksamkeit. Unter wissenschaftlichen Gesichtspunkten stellt sich hier in erster Linie die Leitfrage, welche Positiv- und Negativeffekte mit der Marktöffnung für die oben genannten Internet-Glücksspiele verbunden sind. Vor allem gilt es, die vielfältigen Anforderungen an den Spielerschutz für die Veranstalter von Glücksspielen im Internet hinsichtlich ihres suchtpräventiven Nutzens zu bewerten und damit empirische Hinweise für eine evidenzgestützte Weiterentwicklung des Glücksspielstaatsvertrages vorzulegen. Anders ausgedrückt: Ist das im Glücksspielstaatsvertrag vorgegebene Schutzniveau zur Abwehr der mit Internet-Glücksspielen assoziierten Suchtgefahren hinreichend, oder fällt es an einigen Stellen zu hoch bzw. zu niedrig aus? Vor diesem Hintergrund wird ein Studiendesign skizziert, mit dem sich zum einen valide Erkenntnisse zum im Zentrum stehenden Forschungsgegenstand gewinnen lassen und das zum anderen einen wichtigen Steuerungsbeitrag im Gesamtgefüge der Staatsvertragsevaluation leistet.
The current State Treaty on Gambling (Glücksspielstaatsvertrag, GlüStV) came into effect in Germany on July 1, 2021. A key innovation is the nationwide legalization of all major forms of Internet-based gambling (i.e., online sports betting, virtual slot machines, online casino games, online poker). In order to counter the high risk of addiction associated with these gambling types, gambler protection on the internet is given a significant role in the treaty. The compromise of opening up the online gambling market while strengthening gambler protection on the internet at the same time goes hand in hand with the aim of pursuing the objectives defined in the State Treaty on Gambling. In this context, the focus is to prevent the development of gambling and betting addiction and to establish suitable conditions for effectively combating addiction (Section 1 GlüStV, Objective 1), guiding the play instinct / gambling urge of the population in an orderly and supervised manner (Section 1 GlüStV, Objective 2) and ensuring the most effective possible protection of gamblers and minors (Section 1 GlüStV, Objective 3).
Furthermore, Section 32 GlüStV calls for an evaluation of the effects of the State Treaty on Gambling. As a part of this evaluation as a whole, Internet gambling is given special attention in the form of this research project. From a scientific point of view, the key question here is which positive and negative effects are associated with the opening of the market for the above-mentioned Internet gambling. Above all, it is important to evaluate the various gambler protection requirements for online gambling operators with regard to their addiction prevention benefits and thus to provide empirical evidence for an evidence-based further development of the State Treaty on Gambling. In other words: Is the level of protection provided by the State Treaty on Gambling sufficient to prevent the dangers of addiction associated with Internet gambling, or is it too high or too low in some areas? Against this background, a study design is outlined which, on the one hand, allows for valid findings to be obtained on the subject and, on the other hand, makes an important contribution to the overall structure of the evaluation of the State Treaty
Pay-to-Win Gaming and its Interrelation with Gambling: Findings from a Representative Population Sample
Pay-to-Win gaming describes a common type of video game design in which players can pay to advance in the game. The frequency and value of payments is unlimited, and payments are linked to players' competitiveness or progress in the game, which can potentially facilitate problematic behavioral patterns, similar to those known from gambling. Our analyses focus on assessing similarities and differences between Pay-to-Win and different forms of gambling. Based on a survey among 46,136 German adult internet users, this study presents the demographic and socio-economic profile of (1) Pay-to-Win gamers who make purchases in such games, (2) heavy users who conduct daily payments, and (3) gamers who are also gamblers. Motives for making payments were assessed and participation, frequency and spending in gambling by Pay-to-Win gamers are presented. To assess the similarity of Pay-to-Win gaming and gambling, we tested whether Pay-to-Win participation, frequency of payments and problematic gaming behavior are predictors for gambling and cross-tested the opposite effects of gambling on Pay-to-Win. We find that Pay-to-Win gamers are a distinct consumer group with considerable attraction to gambling. High engagement and problematic behavior in one game form affects (over)involvement in the other. Common ground for Pay-to-Win gaming and gambling is the facilitation of recurring payments