The gamblification of digital leisure
The introduction of gambling among new publics
Bibliographic Data
| ID | 12698232 |
|---|---|
| Authors | Jesús C Aguerri (0000-0002-7730-8527, Universidad de Zaragoza, corresponding author), Fernando Miró-Llinares (0000-0001-6379-5857, Universitat de Miguel Hernández d'Elx), Ainhoa Coloma‐carmona (0000-0002-0857-9104, Universidad Miguel Hernández de Elche, Avenida de la Universidad, Elche (Alicante)), Ainhoa Coloma-Carmona (Universitat de Miguel Hernández d'Elx), José Luís Carballo (0000-0003-4602-8941, Universitat de Miguel Hernández d'Elx) |
| Year | 2026 |
| Publication date | 2026-03-31 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Consumer Culture (JOURNAL) |
| Journal identifiers | ISSN: 1469-5405 • E-ISSN: 1741-2900 |
| Publisher | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/14695405261440730 |
| OpenAlex | W7147579448 |
| Language | EN |
| References cited | 40 |
In recent years, the internet and digitalization have propelled a phenomenon of ‘gamblification’ across various sectors. This event extends beyond traditional areas like sports betting, introducing gambling elements into new domains such as video games and streaming platforms. The rise of loot boxes in online games exemplifies this trend, merging gambling mechanics with gaming. Not only does this process spread activities that may lead to problematic behaviors, but also normalizes gambling in contexts not typically associated with it, exposing individuals to a broader range of potential harms. Our study explores the ‘gamblification’ and normalization of gambling in digital leisure by examining the correlation between online and land-based gambling, electronic device-based leisure activities, and online sports betting with other kinds of online gambling. Utilizing data from a 2022 survey of the Spanish population (n = 1429), we identify a segmentation and introduction of gambling to new audiences who do not engage in traditional gambling ways. These findings, which address the evolving landscape of gambling in the digital age, have significant implications for the development of public prevention and intervention policies
Consumer behaviour · Entertainment · Intervention (counseling · Normalization (sociology · Phenomenon · Population · Publics · The Internet · Digital Games and Media · Educational Games and Gamification · Gambling Behavior and Treatments
Understanding gambling related harm
Video game loot boxes are linked to problem gambling
Loot boxes in Spanish adolescents and young adults
Are Loot Boxes Addictive? Analyzing Participant’s Physiological Arousal While Opening a Loot Box
Conceptualising the Loot Box Transaction as a Gamble Between the Purchasing Player and the Video Game Company
Internet-Based Structural Characteristics of Sports Betting and Problem Gambling Severity
Betting, Forex Trading, and Fantasy Gaming Sponsorships—a Responsible Marketing Inquiry into the ‘Gamblification’ of English Football
The role of peer influences on the normalisation of sports wagering
Speculating on Steam
The gamblification of digital games
Lifestyle gambling, indebtedness and anxiety
ESports, skins and loot boxes
Loot boxes are gambling-like elements in video games with harmful potential
Why loot boxes could be regulated as gambling
Video game loot boxes are psychologically akin to gambling
And Today's Top Donator is
Understanding the convergence of markets in online sports betting
| Citation velocity | historical |
|---|---|
| Highly cited | No |