Central Queensland University, Bundaberg, Australia.
Central Queensland University, Melbourne, Australia.
J Gambl Stud. 2020 Dec;36(4):1253-1265. doi: 10.1007/s10899-019-09869-6.
Electronic gaming machines (EGMs) and other gambling-themed simulators are a popular sub-genre of video-games or "apps" played on mobile devices (King et al. in Comput Hum Behav 31(Supplement C):305-313, 2014). Qualitative evidence suggests that some people use gambling-themed simulators in an attempt to limit their real-money expenditure (Thorne et al. in J Gambl Issues 34:221-243, 2016), although playing such games might also encourage gambling due to anticipated enjoyment or profit. To test the potential relationship between use of simulated mobile gambling products and real-money gambling, a study was devised to explore current and retrospective accounts, as well as a prospective trial of how weekly play on EGM simulators might influence subsequent gambling. A total of 736 EGM gamblers (421 male) completed an initial scoping survey on their current and retrospective use of simulated and real-money gambling products. By invitation, 556 people (314 male) from the initial survey also volunteered in a 24 weeks follow-up study where approximately half (48.2%) were randomly assigned to play a simulated game, "Lucky Lolly Slots", for at least 5 min each week. Simulated gambling sessions were recorded for both Lucky Lolly Slots and any other gambling apps played by the participants. Results showed that people who had played gambling-themed EGM apps at some point in their lifetime had a higher frequency of play on real-money EGMs and were more likely to admit to current gambling problems. In addition, those people who played a simulated EGM app prior to age 13 nominated an earlier age at which they "gambled the most" in adolescence. In the 24 weeks trial, people's app play (number of sessions) in 1 week reliably predicted increases in real-money gambling the following week. We found no evidence that people who were trying to reduce their expenditure were contrarily influenced to gamble less as a result of their app play, with their app-sessions similarly being related to increases in expenditure. The present results suggest that gamblers who play simulated games are likely to be influenced to gamble more on real-money forms of gambling as a result of their use. The study raises particular concerns about the widespread availability and popularity of such gambling-themed simulators amongst children and adolescents.
电子游戏设备(EGMs)和其他赌博主题模拟器是移动设备上流行的视频游戏或“应用程序”的一个子类型(King 等人,Comput Hum Behav 31(增刊 C):305-313,2014)。定性证据表明,有些人使用赌博主题模拟器试图限制他们的实际货币支出(Thorne 等人,J Gambl Issues 34:221-243,2016),尽管玩这些游戏也可能因为预期的享受或利润而鼓励赌博。为了测试模拟移动赌博产品的使用与实际货币赌博之间的潜在关系,设计了一项研究来探索当前和回顾性的账户,以及对每周玩 EGM 模拟器如何影响随后的赌博的前瞻性试验。共有 736 名 EGM 赌徒(421 名男性)完成了他们当前和回顾性使用模拟和实际货币赌博产品的初始范围调查。根据邀请,736 名调查者中的 556 人(314 名男性)自愿参加了为期 24 周的后续研究,其中大约一半(48.2%)被随机分配每周至少玩 5 分钟模拟游戏“Lucky Lolly Slots”。记录了参与者玩“Lucky Lolly Slots”和任何其他赌博应用程序的模拟赌博会话。结果表明,在他们的一生中某个时候玩过赌博主题 EGM 应用程序的人在实际货币 EGM 上的游戏频率更高,并且更有可能承认当前的赌博问题。此外,那些在 13 岁之前玩过模拟 EGM 应用程序的人提名他们在青春期“赌博最多”的年龄更早。在 24 周的试验中,人们在一周内的应用程序游戏(游戏次数)可靠地预测了下周实际货币赌博的增加。我们没有发现证据表明,那些试图减少支出的人因为他们的应用程序游戏而被相反地影响,导致他们的应用程序游戏次数也与支出的增加有关。目前的结果表明,玩模拟游戏的赌徒可能会因为使用模拟游戏而受到影响,更倾向于在实际货币形式的赌博上赌更多的钱。该研究特别关注儿童和青少年中此类赌博主题模拟器的广泛可用性和普及性。