N Greer, CM Boyle, R Jenkinson - … Gambling Research Centre …, 2022 - classification.gov.au
Background The value of the global video game industry is projected to grow to US $160 billion by 2022, and it is estimated that approximately 47% of the industry's revenue will be …
ABSTRACT A “gamblification” of sport has occurred over the last 25 years. Sports betting operators are now major sponsors of sport, and gambling activities and cultures are firmly …
Background and aims Purchasing loot boxes in digital games is akin to gambling as it involves risking money for a chance-based reward of uncertain value. Research has linked …
Background and aims Esports betting is expanding in popularity, yet little is known about who participates in this niche gambling activity. This study aimed to determine whether …
Research reports positive associations between gaming disorder (GD) in adolescents and loot box purchasing but has not examined this relationship for other types of simulated …
Esports betting and skin gambling involve betting on the outcomes of video game competitions and/or using virtual currencies for betting. The present study evaluated a …
This study aimed to examine gambling motivations for esports betting and skin gambling and their association with gambling frequency, problems, and harm. Data were collected via …
Background and aims Skin gambling uses in-game items (skins) acquired in video games, to gamble on esports, games of chance, other competitive events and privately with friends …
Simulated gambling, such as playing a virtual slot machine for points rather than money, is increasingly part of the online gaming experience for youth. This study aimed to examine (1) …