King Daniel L, Gainsbury Sally M, Delfabbro Paul H, Hing Nerilee, Abarbanel Brett
1 School of Psychology, The University of Adelaide , Adelaide, Australia.
J Behav Addict. 2015 Dec;4(4):215-20. doi: 10.1556/2006.4.2015.045.
Gambling and gaming activities have become increasingly recognised as sharing many common features at a structural and aesthetic level. Both have also been implicated as contributing to harm through excessive involvement. Despite this, relatively little attention has been given to the fundamental characteristics that differentiate these two classes of activity, especially in situations where the boundaries between them may be particularly hard to distinguish. This is evident, for example, in digital games that incorporate free and paid virtual currencies or items, as well as the capacity for wagering. Such overlaps create problems for regulatory classifications, screening, diagnosis and treatment. Is the problem related to the gambling or gaming content?
In this paper, we review the principal sources of overlap between the activity classes in terms of several dimensions: interactivity, monetisation, betting and wagering, types of outcomes, structural fidelity, context and centrality of content, and advertising.
We argue that gaming is principally defined by its interactivity, skill-based play, and contextual indicators of progression and success. In contrast, gambling is defined by betting and wagering mechanics, predominantly chance-determined outcomes, and monetisation features that involve risk and payout to the player. A checklist measure is provided, with practical examples, to examine activities according to features of design and function, which may inform guidelines for policy makers, researchers and treatment providers.
We suggest that, in some instances, using category-based nomenclature (e.g., "gambling-like game") may be too vague or cumbersome to adequately organise our understanding of new gaming/gambling hybrid activities.
赌博和游戏活动在结构和美学层面具有越来越多的共同特征,这一点已得到越来越多的认可。两者过度参与都会造成危害。尽管如此,对于区分这两类活动的基本特征,人们关注得相对较少,尤其是在两者界限可能特别难以区分的情况下。例如,在包含免费和付费虚拟货币或物品以及投注功能的数字游戏中就很明显。这种重叠给监管分类、筛查、诊断和治疗带来了问题。问题是与赌博内容还是游戏内容有关?
在本文中,我们从几个维度回顾了这两类活动重叠的主要来源:交互性、货币化、投注、结果类型、结构逼真度、内容的背景和核心地位以及广告。
我们认为,游戏主要由其交互性、基于技能的玩法以及进展和成功的背景指标来定义。相比之下,赌博由投注机制、主要由机会决定的结果以及涉及玩家风险和赔付的货币化特征来定义。提供了一份清单测量方法,并配有实际示例,以便根据设计和功能特征来审视活动,这可为政策制定者、研究人员和治疗提供者提供指导方针。
我们建议,在某些情况下,使用基于类别的术语(如“类赌博游戏”)可能过于模糊或繁琐,无法充分组织我们对新的游戏/赌博混合活动的理解。