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Brett Abarbanel

Biographic Data

ID5419029
NAMEBrett Abarbanel
GIVEN NAMESBrett
FAMILY NAMEAbarbanel
SIGNATUREABARBANEL B
AFFILIATIONSUniversity of Nevada, Las Vegas
ORCID0000-0002-4279-8466
VERIFIEDYes
TOTAL WORKS10
TOTAL CITATIONS2
WORKS AS AUTHOR10
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2013
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Differentiating video game expertise using the Model of Domain Learning

    Open Access•Sam A Leif, Michael P McCreery et al.•ARTICLE•Frontiers in Education•2026

    Introduction Expertise in video games is commonly stratified using self-reported experience, which is prone to bias and measurement error. This study introduces a behavioral observation approach to provide a more objective and psychometrically sound method for differentiating expertise. Specifically, the Behavioral Observation Matrix-Proxemics (BOM-Proxemics) was developed to assess expertise through observable in-game behaviors grounded in digit…

  • Watch and yearn? Effects of watching gambling livestreams on cravings

    Open Access•Raymond Wu, Brett Abarbanel et al.•ARTICLE•Journal of Behavioral Addictions•2024

  • Players Gonna Pay

    Open Access•Kasra Ghaharian, Brett Abarbanel et al.•ARTICLE•Computers in Human Behavior•2023

  • Sports betting around the world

    Open Access•Repairer Etuk, Tiange Xu et al.•ARTICLE•Journal of Behavioral Addictions•2022

  • Ethical judgments of esports spectators regarding cheating in competition

    Open Access•M R Johnson, Brett Abarbanel•ARTICLE•Convergence The International…•2022

    Esports contests at the highest levels frequently involve millions of dollars in prize money and spectatorship numbers in six or seven figures. Given these opportunities for financial success and public visibility, players have found ways to cheat in esports competitions. We draw on over one thousand qualitative survey responses from esports viewers to examine how spectators perceive cheating, both “cheating to win” (attempting to secure an illeg…

  • The Relationship Between In-Play Betting and Gambling Problems in an Australian Context of Prohibited Online In-Play Betting

    Open Access•Sally M Gainsbury, Brett Abarbanel et al.•ARTICLE•Frontiers in Psychiatry•2020

    Internationally, Internet gambling is increasingly permitted under regulated licensing conditions; however, the specific products that are legal varies between jurisdictions. Online sports and race wagering are now legal in many jurisdictions, but in-play betting (also referred to as "live action" or "in-the-run" betting) is often restricted. In-play betting enables bets to be placed on an event after it has commenced. Prohibitionist policies oft…

  • What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors

    Open Access•Joseph Macey, Brett Abarbanel et al.•ARTICLE•New Media & Society•2020•Cited by: 2•References: 7

    The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals’ backgrounds and consumption of game media may lead to esports betting. This study emplo…

  • Gamblers’ Perceptions of Stakeholder Responsibility for Minimizing Gambling Harm

    Open Access•Heather M Gray, Debi A Laplante et al.•ARTICLE•International Journal of Mental…•2019

  • On the frontline in Macao

    Brett Abarbanel•ARTICLE•Journal of Tourism and Cultural…•2016

  • Exploring the Relationship Between Treatment Satisfaction, Perceived Improvements in Functioning and Well-Being and Gambling Harm Reduction Among Clients of Pathological Gambling Treatment Programs

    Open Access•M Monnat, Shannon M Monnat et al.•ARTICLE•Community Mental Health Journal•2013•References: 65

  • What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors

    Open Access•Joseph Macey, Brett Abarbanel et al.•ARTICLE•New Media & Society•2020•Cited by: 2•References: 7

    The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals’ backgrounds and consumption of game media may lead to esports betting. This study emplo…

  • Exploring the Relationship Between Treatment Satisfaction, Perceived Improvements in Functioning and Well-Being and Gambling Harm Reduction Among Clients of Pathological Gambling Treatment Programs

    Open Access•M Monnat, Shannon M Monnat et al.•ARTICLE•Community Mental Health Journal•2013•References: 65

  • On the frontline in Macao

    Brett Abarbanel•ARTICLE•Journal of Tourism and Cultural…•2016

  • Gamblers’ Perceptions of Stakeholder Responsibility for Minimizing Gambling Harm

    Open Access•Heather M Gray, Debi A Laplante et al.•ARTICLE•International Journal of Mental…•2019

  • The Relationship Between In-Play Betting and Gambling Problems in an Australian Context of Prohibited Online In-Play Betting

    Open Access•Sally M Gainsbury, Brett Abarbanel et al.•ARTICLE•Frontiers in Psychiatry•2020

    Internationally, Internet gambling is increasingly permitted under regulated licensing conditions; however, the specific products that are legal varies between jurisdictions. Online sports and race wagering are now legal in many jurisdictions, but in-play betting (also referred to as "live action" or "in-the-run" betting) is often restricted. In-play betting enables bets to be placed on an event after it has commenced. Prohibitionist policies oft…

  • What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors

    Open Access•Joseph Macey, Brett Abarbanel et al.•ARTICLE•New Media & Society•2020•Cited by: 2•References: 7

    The parallel media related to sports, gaming and gambling are expanding, exemplified by the emergence of esports and game-related gambling (e.g. loot boxes, esports betting). The increasing convergence of these phenomena means it is essential to understand how they interact. Given the expanding consumer base of esports, it is important to know how individuals’ backgrounds and consumption of game media may lead to esports betting. This study emplo…

  • Sports betting around the world

    Open Access•Repairer Etuk, Tiange Xu et al.•ARTICLE•Journal of Behavioral Addictions•2022

  • Ethical judgments of esports spectators regarding cheating in competition

    Open Access•M R Johnson, Brett Abarbanel•ARTICLE•Convergence The International…•2022

    Esports contests at the highest levels frequently involve millions of dollars in prize money and spectatorship numbers in six or seven figures. Given these opportunities for financial success and public visibility, players have found ways to cheat in esports competitions. We draw on over one thousand qualitative survey responses from esports viewers to examine how spectators perceive cheating, both “cheating to win” (attempting to secure an illeg…

  • Players Gonna Pay

    Open Access•Kasra Ghaharian, Brett Abarbanel et al.•ARTICLE•Computers in Human Behavior•2023

  • Watch and yearn? Effects of watching gambling livestreams on cravings

    Open Access•Raymond Wu, Brett Abarbanel et al.•ARTICLE•Journal of Behavioral Addictions•2024

  • Differentiating video game expertise using the Model of Domain Learning

    Open Access•Sam A Leif, Michael P McCreery et al.•ARTICLE•Frontiers in Education•2026

    Introduction Expertise in video games is commonly stratified using self-reported experience, which is prone to bias and measurement error. This study introduces a behavioral observation approach to provide a more objective and psychometrically sound method for differentiating expertise. Specifically, the Behavioral Observation Matrix-Proxemics (BOM-Proxemics) was developed to assess expertise through observable in-game behaviors grounded in digit…

Psychology (7 works) · Gambling Behavior and Treatments (6 works) · Business (5 works) · Digital Games and Media (5 works) · Social Psychology (5 works) · Advertising (4 works) · Computer Science (3 works) · Political science (3 works) · Psychiatry (3 works) · Sexuality, Behavior, and Technology (3 works)

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