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Background and aims

The aim of this paper is to examine the evidence and arguments in favor of prevention paradox (PP) logic in the context of problem gambling. Evidence from recent studies of gambling and the distribution of harm across lower and higher risk gamblers is reviewed to examine the contention that the absolute burden of harm is greater in low-risk (LR) gamblers than the problem gamblers.

Methods

The review examines a number of methodological and conceptual concerns about existing evidence in support of the PP.

Results

The principal problems identified include the misclassification of LR gamblers; the use of binary scoring method that understates the frequency of harms in high-risk populations; a tendency to confuse behavior and harm; and the use of potentially overly inclusive definitions of harm with low thresholds of severity.

Discussion and conclusions

This paper makes a number of recommendations for enhancement of this area of research, including the use of clear definitions of harm and LR behavior and a greater focus on harm with material impacts on people’s quality of life.

Open access

Abstract

Background and aims

Loyalty programs are implemented widely by gambling operators to provide customers with additional prizes and benefits for consistent patronage. The aim of this paper was to examine whether loyalty programs were more commonly reported by higher risk gamblers in large population studies conducted in Australia.

Method

This paper examines the prevalence of loyalty program use and the association with problem gambling in Australia using data from seven out of 13 public gambling prevalence surveys conducted over the last decade.

Results

Evidence drawn from six of these seven studies showed consistent positive association between loyalty card use and higher risk gambling in venue-based gamblers. At least 40% of problem gamblers reported loyalty card use compared with only around 10% of gamblers in general.

Discussion

These observations suggest that there is a need to conduct more focused investigations on the utilisation of loyalty programs by higher risk gamblers.

Conclusions

It will be important to examine whether loyalty programs encourage or extend gambling sessions, but also how they can be used to facilitate responsible gambling initiatives and inform further behavioural research.

Open access

Background and aims

In many jurisdictions, where gambling services are provided, regulatory codes require gambling operators to apply a duty of care toward patrons. A common feature of these provisions is some expectation that venue staff identify and assist patrons who might be experiencing problems with their gambling. The effectiveness of such measures is, however, predicated on the assumption that there are reliable and observable indicators that might be used to allow problem gamblers to be distinguished from other gamblers.

Methods

In this study, we consolidate the findings from two large Australian studies (n = 505 and n = 680) of regular gamblers that were designed to identify reliable and useful indicators for identifying problem gambling in venues.

Results

It was found that problem gamblers are much more likely to report potentially visible emotional reactions, unusual social behaviors, and very intense or frenetic gambling behavior.

Discussion and conclusions

This study shows that there are a range of indicators that could potentially be used to identify people experiencing problems in venues, but that decisions are most likely to be accurate if based on an accumulation of a diverse range of indicators.

Open access

Background and aims

This paper proposes that future research into electronic gaming machines (EGMs) is likely to benefit from conceptual and methodological approaches that capture the dynamic interplay between game parameters as well between the psychological needs of gamblers and their behavior.

Methods

The argument concerning the importance of player dynamics is developed in two sections. The first involves an analysis of existing work, which investigates individual gaming machine features and then a discussion; the second reappraises the value of Apter’s (1982) Reversal Theory as a framework for understanding behavioral dynamics and the interplay between gambler’s need states and their play choices.

Results

It is argued that existing methods based on the modification of single features are going to be limited and that differences in observed behavior may relate to measurable differences in motivational states before and during gambling sessions.

Discussion and conclusions

It is concluded that a more dynamic and interactive approach to studying EGMs could be facilitated by innovations in Big Data and greater access to genuine player data. It is argued that such work may help to inform in situ research methods as well as clinical interventions for gamblers at risk or those already involved in interventions involving exposure and controlled gambling.

Open access

Internet gaming disorder (IGD) is a proposed condition that refers to persistent gaming leading to clinically significant impairment. However, there have been few attempts to study the different types and degrees of harm caused by IGD. This commentary describes some of the negative intrapersonal and interpersonal effects of an extreme time investment in gaming activities in the context of IGD. Future research should examine the way in which IGD harms may occur at different levels and degrees. This may enhance the screening of individuals whose behavior is suspected to meet the definition of the proposed IGD criteria.

Open access

Abstract

Background and aims

Play-to-earn (P2E) gaming is a newly emerging form of gaming increasingly based on blockchain technology. In this paper, we examine the mechanics and business model of these games and their potential benefits and risks for players.

Methods

The paper draws upon and critically synthesises the developing published literature on predatory monetization in gaming as well as objective market data drawn from credible online sources.

Results

P2E gaming blurs the boundaries between gaming and trading and may not yield many of the benefits promoted to consumers or otherwise conveyed through marketing and social media messaging. Particular risks include the deflationary nature of reward currencies and the asymmetric reward structures that heavily favour early investors and exploit late adopters.

Discussion and conclusions

This paper highlights the need for greater consumer awareness of the mechanics and risks of these new gaming models. It will be important for business models to be more transparent and designed so as to encourage more equitable game outcomes, sustainable returns, a balance between intrinsic and extrinsic rewards, and protection for potentially vulnerable players.

Open access

Abstract

Background

Engagement in responsible or ‘positive play’ strategies is known to be negatively associated with problem gambling, as indexed by measures such as the Problem Gambling Severity Index (PGSI). Less is known about whether positive play is associated with reduced harm or a greater ability to enjoy the recreational benefits of gambling.

Aims

This study investigated the relationship between positive play and gambling harm after controlling for PGSI scores and whether positive play moderated the relationship between PGSI scores and harm. It also examined whether positive play was related to perceived benefits associated with gambling.

Methods

The study utilised an online panel sample of 554 respondents who completed a survey that included the PGSI, measures of gambling harm drawn from Browne et al. (2016), and the newly developed Positive Play Scale (Wood et al., 2019). The study involved predominantly monthly gamblers with higher levels of gambling risk: 23% problem gamblers; 36% moderate risk; and 21% low risk gamblers.

Results

The results indicated that positive play was negatively associated with reduced gambling harm. The behavioural Positive Play subscales relating to pre-commitment and honesty and control explained additional variation in harm after controlling for PGSI scores. Higher levels of positive play also moderated and reduced the relationship between the PGSI and gambling harm. Perceived benefits were, unexpectedly, found to be higher in problem gamblers and negatively related to positive play.

Conclusion

Behavioural measures of positive play appear to be useful moderating factors in understanding the relationship between problem gambling and harm. Higher-risk gamblers appear to experience both greater costs as well as benefits from gambling, which likely reflects a stronger personal need to engage in the activity.

Open access

Abstract

Background and aims

Crypto-currency trading is a rapidly growing form of behaviour characterised by investing in highly volatile digital assets based largely on blockchain technology. In this paper, we review the particular structural characteristics of this activity and its potential to give rise to excessive or harmful behaviour including over-spending and compulsive checking. We note that there are some similarities between online sports betting and day trading, but also several important differences. These include the continuous 24-hour availability of trading, the global nature of the market, and the strong role of social media, social influence and non-balance sheet related events as determinants of price movements.

Methods

We review the specific psychological mechanisms that we propose to be particular risk factors for excessive crypto trading, including: over-estimations of the role of knowledge or skill, the fear of missing out (FOMO), preoccupation, and anticipated regret. The paper examines potential protective and educational strategies that might be used to prevent harm to inexperienced investors when this new activity expands to attract a greater percentage of retail or community investors.

Discussion and conclusions

The paper suggests the need for more specific research into the psychological effects of regular trading, individual differences and the nature of decision-making that protects people from harm, while allowing them to benefit from developments in blockchain technology and crypto-currency.

Open access

Background and aims

To review the conceptual and empirical relationship between gambling, investing, and speculation.

Methods

An analysis of the attributes differentiating these constructs as well as identification of all articles speaking to their empirical relationship.

Results

Gambling differs from investment on many different attributes and should be seen as conceptually distinct. On the other hand, speculation is conceptually intermediate between gambling and investment, with a few of its attributes being investment-like, some of its attributes being gambling-like, and several of its attributes being neither clearly gambling or investment-like. Empirically, gamblers, investors, and speculators have similar cognitive, motivational, and personality attributes, with this relationship being particularly strong for gambling and speculation. Population levels of gambling activity also tend to be correlated with population level of financial speculation. At an individual level, speculation has a particularly strong empirical relationship to gambling, as speculators appear to be heavily involved in traditional forms of gambling and problematic speculation is strongly correlated with problematic gambling.

Discussion and conclusions

Investment is distinct from gambling, but speculation and gambling have conceptual overlap and a strong empirical relationship. It is recommended that financial speculation be routinely included when assessing gambling involvement, and there needs to be greater recognition and study of financial speculation as both a contributor to problem gambling as well as an additional form of behavioral addiction in its own right.

Open access

Background and aims

The criterion of tolerance in DSM-5 Internet gaming disorder (IGD) refers to a need for increasing time spent gaming. However, this focus on “need for gaming time” may overlook some of the broader motivations, outcomes, or effects of gaming that underlie excessive play. This study aimed to explore regular and problematic gamers’ experiences and perceptions of tolerance in IGD.

Methods

An online survey of 630 adult gamers yielded 1,417 text responses to open-ended questions. A thematic analysis of 23,373 words was conducted to extract dominant themes.

Results

Participants reported that they increasingly desired game items, status, or story progress as they became more involved or invested in games. As players develop higher standards of play in games, an increasing number of potential reward outcomes may have diminishing mood-modifying effects. None of the participants, including those with self-reported IGD, explicitly referred to a need for increasing time spent gaming.

Discussion and conclusions

These results suggest that players may be motivated by preferences for specific goals or reinforcers in games rather than wanting an amount of time spent gaming. Thus, problematic gaming may involve a need for completion of increasingly intricate, time-consuming, or difficult goals to achieve satisfaction and/or reduce fears of missing out. Further research is needed to determine whether these cognitive and motivational factors related to gaming stimuli should extend or replace the concept of tolerance in IGD or be considered as separate but related processes in disordered gaming.

Open access