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A game of skill? : Miscognitions and problematic behaviour in video game players who gamble.

Hamari Juho; Macey Joseph

dc.contributor.authorHamari Juho
dc.contributor.authorMacey Joseph
dc.date.accessioned2022-10-28T14:14:32Z
dc.date.available2022-10-28T14:14:32Z
dc.identifier.issn1613-0073
dc.identifier.urihttps://www.utupub.fi/handle/10024/170215
dc.description.abstract<p>This study used PLS-SEM to analyse data (n = 613) collected via an online survey, in order to<br />investigate potential relationships between gambling related cognitive fallacies, or miscognitions, and both<br />participation in gambling and problematic gambling behaviour in the target population. Statistically<br />significant relationships were found to exist in both cases, an unexpected finding was the negative<br />correlation between Interpretive Bias and both dependent variables. One potential explanation for this may<br />be the sense of personal agency and control engendered through regular video game playing. This study<br />forms one of the first to apply existing measures for gambling related cognitions and apply it to a newly<br />emergent population of video game gamblers, and it marks the start of attempts to understand whether<br />cognitive frameworks which underpin gambling apply to emergent forms in the same way as established<br />forms. This study demonstrates that the Gambling Related Cognitions Scale is an applicable measure in the<br />sample population, while highlighting areas for further investigation. As such, it suggests that the context<br />of video games may affect the way in which gambling is perceived, an issue of significance as the gambling<br />industry attempts to woo younger consumers with more skill-based activities inspired by video games.<br />Keywords: video games, gambling, PGSI, problematic behaviour, cognitive bias, miscognitions</p><p></p><p> </p><p><b></b></p><p></p><p></p><p></p><p><br /></p>
dc.language.isoen
dc.relation.ispartofseriesCEUR Workshop Proceedings
dc.titleA game of skill? : Miscognitions and problematic behaviour in video game players who gamble.
dc.identifier.urlhttp://ceur-ws.org/Vol-2186/paper10.pdf
dc.identifier.urnURN:NBN:fi-fe2021042825730
dc.relation.volume2186
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|
dc.contributor.organization-code2602214
dc.converis.publication-id38137044
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/38137044
dc.identifier.jour-issn1613-0073
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityDomestic publication
dc.okm.typeConference proceedings article
dc.publisher.placePori
dc.relation.conferenceGamiFIN Conference
dc.relation.ispartofjournalCEUR Workshop Proceedings
dc.title.bookProceedings of the 2nd International GamiFIN Conference
dc.year.issued2018


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