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“我可以告诉你,这有点冒险”:对参与游戏和赌博的人如何理解这两种行为之间联系的定性分析。

'I Can Tell You It's a Bit of a Gamble': A Qualitative Analysis of How People Who Engage in Gaming and Gambling Understand a Link Between These Two Behaviours.

机构信息

Department of Studies on Alcoholism and Drug Dependence, Institute of Psychiatry and Neurology, Sobieskiego 9 Street, 02-957, Warsaw, Poland.

Institute of Applied Social Sciences, University of Warsaw, Nowy Świat 69 Street, 00-046, Warsaw, Poland.

出版信息

J Gambl Stud. 2024 Jun;40(2):859-871. doi: 10.1007/s10899-023-10275-2. Epub 2023 Dec 15.

DOI:10.1007/s10899-023-10275-2
PMID:38100034
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11272723/
Abstract

This article explores the attention given to potential motives and determinants of the transition process from video games to gambling. Forty individual interviews were conducted among active video game players (n = 20), and people diagnosed with a gambling disorder who had the experience of playing video games (n = 20). A qualitative thematic analysis was employed to explore the collected empirical data. The range of factors considered responsible for the transition from playing video games to gambling included experiencing similar emotional states, the presence of gambling in video games, advertising of gambling companies in video games, loot boxes. The awareness of factors associated with the development of gambling disorders among video game players has an important role in informing prevention policies in the rapidly changing video gaming and gambling market. Decision-makers should introduce effective regulation of the use of gambling components in video games to protect gamers against the gambling-related harm.

摘要

本文探讨了人们对从电子游戏向赌博转变过程中的潜在动机和决定因素的关注。对 40 名活跃的电子游戏玩家(n=20)和有电子游戏赌博经验且被诊断患有赌博障碍的人(n=20)进行了 40 次个体访谈。采用定性主题分析方法来探讨收集到的经验数据。被认为是导致从玩电子游戏到赌博转变的因素包括体验相似的情绪状态、电子游戏中的赌博内容、电子游戏中的赌博公司广告、战利品箱。提高电子游戏玩家对赌博障碍发展相关因素的认识,对于在快速变化的电子游戏和赌博市场中制定预防政策具有重要意义。决策者应该引入对电子游戏中使用赌博内容的有效监管,以保护玩家免受与赌博相关的伤害。

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本文引用的文献

1
Pay-to-Win Gaming and its Interrelation with Gambling: Findings from a Representative Population Sample.付费赢取游戏及其与赌博的相互关系:代表性人群样本的调查结果。
J Gambl Stud. 2022 Sep;38(3):785-816. doi: 10.1007/s10899-021-10042-1. Epub 2021 Jun 9.
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The role of gambling type on gambling motives, cognitive distortions, and gambling severity in gamblers recruited online.网络招募赌徒中赌博类型对赌博动机、认知扭曲和赌博严重程度的作用。
PLoS One. 2020 Oct 6;15(10):e0238978. doi: 10.1371/journal.pone.0238978. eCollection 2020.
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Loot Boxes and Gambling: Similarities and Dissimilarities in Risk and Protective Factors.战利品箱与赌博:风险和保护因素的异同。
J Gambl Stud. 2021 Mar;37(1):189-201. doi: 10.1007/s10899-020-09957-y.
4
Video game loot boxes are linked to problem gambling: Results of a large-scale survey.视频游戏战利品箱与赌博问题有关:一项大规模调查的结果。
PLoS One. 2018 Nov 21;13(11):e0206767. doi: 10.1371/journal.pone.0206767. eCollection 2018.
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Are Video Games a Gateway to Gambling? A Longitudinal Study Based on a Representative Norwegian Sample.电子游戏是否是赌博的入口?基于挪威代表性样本的纵向研究。
J Gambl Stud. 2019 Jun;35(2):545-557. doi: 10.1007/s10899-018-9781-z.
6
The Gambling Preferences and Behaviors of a Community Sample of Australian Regular Video Game Players.澳大利亚普通电子游戏玩家社区样本的赌博偏好与行为
J Gambl Stud. 2016 Jun;32(2):409-20. doi: 10.1007/s10899-015-9535-0.
7
Do Social Casino Gamers Migrate to Online Gambling? An Assessment of Migration Rate and Potential Predictors.社交赌场游戏玩家会转向在线赌博吗?迁移率及潜在预测因素评估。
J Gambl Stud. 2015 Dec;31(4):1819-31. doi: 10.1007/s10899-014-9511-0.
8
The relationship between gambling and video-game playing behavior in children and adolescents.儿童和青少年的赌博与视频游戏行为之间的关系。
J Gambl Stud. 1996 Dec;12(4):375-94. doi: 10.1007/BF01539183.
9
Current trends in slot machine gambling: Research and policy issues.老虎机赌博的当前趋势:研究与政策议题。
J Gambl Stud. 1995 Sep;11(3):239-47. doi: 10.1007/BF02104791.
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Illusory control, gambling, and video gaming: an investigation of regular gamblers and video game players.虚幻控制感、赌博和视频游戏:对经常赌博者和视频游戏玩家的调查。
J Gambl Stud. 2012 Sep;28(3):421-35. doi: 10.1007/s10899-011-9271-z.