Can problems with video game addiction lead to other gaming addictions? According to a recent study looking at Australian youth, it can.
An article on BASIS Online looks at the study, which examined the correlation between video game play over the past year with a screening instrument that looks at pathological gambling markers. Participants in the study, a total of 2,669, were 12-17 years old and pulled from four major metropolitan schools in South Australia.
Video game involvement "measures included frequency of play, number of hours played, and type of game played, including: TV games (e.g., Xbox, Nintendo, Playstation); phone-based games; hand-held games (e.g., Nintendo, Gameboy); PC games; and arcade games." Pathological Gambling (PG) was assessed using 12 yes/no questions that looked at past and present behavior. With the answers to these questions allowed researchers to put the student into three groups: Not At Risk, At-Risk and PG. The results of the PG were then correlated with frequency and type of video game play.
The conclusion:
The results indicated significant associations between various types of video-gaming and gambling-related problems. However, the effect sizes were very small; this suggests that frequent video-game playing accounts for only a small part of the relationship between video game playing and gambling-related problems among adolescents. The inconsistency within the results (e.g., PC games were protective of PG, but hand-held games did not show a difference between no risk and at risk) suggests that other factors might better explain the association between video games and gambling-related problems. Future research should consider exploring additional factors (e.g., social/family influences, personality, beliefs etc.) that extend beyond frequency of playing video games that may explain why some adolescents experience gambling-related problems.
The article mentioned several limitations on the study and provides a chart that breaks down gambling groups in relation to frequency of video game play in the past year.
Legitimate concern or grasping at straws? I'm honestly not sure.
A study conducted by researchers at the University of Adelaide has linked regular video game play to gambling addiction.
Australia's ABC News reports on comments by Paul Delfabbro of the University's school of psychology. Delfabbro's team studied more than 2,500 Australian teens and found that more than half admitted to gambling within the preceding 12 months. Delfabbro commented on his findings:
If you look at those young people who are classified as pathological gamblers you will find that they do have a higher frequency of involvement with many different types of videogame. They're much more likely to play games on Xboxes and similar consoles. They are also more likely to play arcade games...
Some young people who don't have a lot of structured activities in their life... what they'll often do is spend very large amounts of time playing videogames or often be more likely to be the ones who go off to street venues to play arcade games.
Those sort of young people who've had this need for more sort of unstructured activities probably also drift into gambling a bit more because it's another activity which you can do if you're out on the street.
However, University of Sydney psychology professor Alex Blaszczynski said that the evidence gathered by Delfabbro does not support a causal link between video game play and compulsive gambling:
Does an interest in gambling lead to people becoming involved in video games or do video games lead to people becoming involved in gambling? Or is there a third factor which accounts for both gambling and videogames?
There’s also the possibility that some people with certain characteristics would then tend to engage in both video and technology type gaming activity and gambling as well. And that may well be linked to things like risk taking or impulsivity or other factors.
The University of Adelaide research will appear in next month's Journal of Gambling Studies.
Should video gamers be allowed to bet real money on their gaming skills (or lack thereof)?
BringIt.com thinks so and hopes to capitalize on the concept. As reported by the Associated Press, the site, which is apparently legal in 39 states, will end its beta phase any day now.
BringIt says that the service it provides is not a form of gambling because its outcomes are based on skill, not chance. From the AP report:
It's free to sign up, provided you are at least 18. The site makes money by taking a 10 percent cut from people's wagers and a $4 fee from winners when they withdraw their loot.
Founder and CEO Woody Levin, 30, said most of the players on BringIt play for small amounts of money, $5 or $10...
BringIt supports the PlayStation 2, the PS3, the Xbox 360 and the Wii. Players challenge each other on the site, but play on their consoles. BringIt holds players' entry fees until the game is finished. After the game is done, it verifies the results and credits the winner, minus the service fee.
Arizona is one of 11 states in which BringIt is illegal, but the Phoenix New Times suggests - with tongue in cheek - that it could be a potential source of tax revenue:
Who knows? Maybe Levin and BringIt will someday steer as much money toward Arizona politicians as the racing industry does, and then Arizona video nuts can clean out each other's bank accounts -- with the state taking its cut, natch.
ESPN The Magazine has an in-depth interview with BringIt's Levin, who mentions that bets can be as high as $100,000.
Here on GamePolitics we have - by design - ignored issues relating to electronic gambling games.
That's because, as a form of entertainment, video games are quite distinct from gambling. But that line may be blurred a bit by a new generation of tavern games which appear to require video game-like skills to win, rather than mere luck.
The Omaha World-Herald reports on one such game, a billiards affair called Bank Shot. While games of chance are considered illegal gambling under laws in Nebraska and many other states, Bank Shot seems to require skill:
The makers of the machine [say] that it is a game of skill that is no different from a game of Trivial Pursuit or a dart tournament sponsored by a bar or tavern. They also argue that the video game was carefully constructed to comply with Nebraska law...
The difficulty for law enforcement is in determining when a game requires more chance than skill, or more skill than chance.
Players can bet from $0.25 to $4 per game. To date, the largest jackpot has been $17,000:
The game centers on nine pool balls arranged in a grid formation. The player pushes a button that starts the balls flashing quickly in various formations. The player then pushes “stop” on a particular pattern, which helps to determine whether or not a player wins.
There are 30,000 patterns of pool balls built into the game. About 27 patterns flash in a given minute... players become more skillful at spotting the winning patterns after playing the game for a period of time...
Nebraska law enforcement officials are hoping that the state legislature will provide guidance on the issue.
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