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That’s why it’s gambling, because you don’t know what you find in it!’ Perceptions of the relationship between gaming and gambling among young adult gamers

Bibliographic Data

ID12601550
AuthorsSara Rolando (0000-0003-1002-2599, Eclectica, Institute for Research and Training, Torino, Italy, corresponding author), Heather Wardle (0000-0003-1361-3706, University of Glasgow)
Year2023
Volume27
Issue6
Pages869-884
Publication date2023-02-09
Open AccessNo
TypeARTICLE
VenueJournal of Youth Studies (JOURNAL)
Journal identifiersISSN: 1367-6261 • E-ISSN: 1469-9680
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1080/13676261.2023.2174012
OpenAlexW4319984901
LanguageEN
Citations received5
References cited35

Background. The convergence process between gambling and gaming is raising concerns in legislative and policy arenas and blurring definitions in what is and is not considered gambling. Since social definitions influence perception of legitimacy which subsequently shapes behaviours, the present study aims to investigate perceptions and opinions of young Italian gamers on the similarities and differences between gaming and gambling. Methods. Six online focus groups with gamers aged 14–17 were conducted. The whole sample includes 22 male and 7 female gamers attending high school and living in North-West Italy. Results. Young gamers’ definitions of gambling differed from official ones, where mechanisms like loot boxes and social casinos were perceived as gambling, though they do not entail cash wins. Participants also recognized that videogaming entails some risks – such as addiction – similar to those of gambling, and showed a certain degree of agency in adopting self-regulation practices aimed at reducing them. Conclusions. Research should focus more on what specific gaming mechanics are more likely to cause negative outcome, regardless of whether they are comparable to gambling or not, so that appropriate measures to limit risks can be introduced. To identify these mechanics, young gamers can provide crucial insights and knowledge

Advertising · Business · Perception · Digital Games and Media · Educational Games and Gamification · Gambling Behavior and Treatments · Psychology · Social Psychology

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Citations per year1.67
Citation span2023 - 2026 (4)
Highly citedNo

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