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Analysis of Gambling in the Media Related to Screens: Immersion as a Predictor of Excessive Use?

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  • Jean-Jacques Rémond

    (Psychology Department, Laboratory EA CLIPSYD 4430, Paris Nanterre University, 92000 Nanterre, France)

  • Lucia Romo

    (Psychology Department, Laboratory EA CLIPSYD 4430, Paris Nanterre University, 92000 Nanterre, France)

Abstract

This study investigates the intricacies between the player interface proposed by the screens, (in particular on smartphone applications or in video games) and gambling. Recent research indicates connections between “immersion” and excessive screen practice. We want to understand the causal-effects between online gambling and the “immersion” variable and understand their relationship and its contingencies. This article empirically investigates whether and how it is possible to observe immersion with its sub-dimensions in gambling on different screens. The objective of this study was to analyze: (1) the costs and benefits associated with gambling practice on screens (2) the link between gambling practice and screen practice (video game, Internet, mobile screen); (3) to observe the propensity to immersion for individuals practicing gambling on screens; and (4) to examine the comorbidities and cognitive factors associated with the practice of gambling on screen. A total of 432 adults (212 men, 220 women), recruited from Ile-de-France (France), responded to a battery of questionnaires. Our study suggests that immersion variables make it possible to understand the cognitive participation of individuals towards screens in general, the practice of gambling on screens and the excessive practice of screens.

Suggested Citation

  • Jean-Jacques Rémond & Lucia Romo, 2018. "Analysis of Gambling in the Media Related to Screens: Immersion as a Predictor of Excessive Use?," IJERPH, MDPI, vol. 15(1), pages 1-17, January.
  • Handle: RePEc:gam:jijerp:v:15:y:2018:i:1:p:58-:d:125141
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    References listed on IDEAS

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    4. Sally M. Gainsbury & Nerilee Hing & Paul H. Delfabbro & Daniel L. King, 2014. "A taxonomy of gambling and casino games via social media and online technologies," International Gambling Studies, Taylor & Francis Journals, vol. 14(2), pages 196-213, August.
    5. Katherine M. Diskin & David C. Hodgins, 2003. "Psychophysiological and Subjective Arousal during Gambling in Pathological and Non-pathological Video Lottery Gamblers," International Gambling Studies, Taylor & Francis Journals, vol. 3(1), pages 37-51, January.
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    Cited by:

    1. Sharon Lawn & Candice Oster & Ben Riley & David Smith & Michael Baigent & Mubarak Rahamathulla, 2020. "A Literature Review and Gap Analysis of Emerging Technologies and New Trends in Gambling," IJERPH, MDPI, vol. 17(3), pages 1-20, January.
    2. Bernadeta Lelonek-Kuleta & Rafał P. Bartczuk & Michał Wiechetek & Joanna Chwaszcz & Iwona Niewiadomska, 2020. "The Prevalence of E-Gambling and of Problem E-Gambling in Poland," IJERPH, MDPI, vol. 17(2), pages 1-15, January.
    3. Amen Alrobai & Abdullah Algashami & Huseyin Dogan & Tessa Corner & Keith Phalp & Raian Ali, 2019. "COPE.er Method: Combating Digital Addiction via Online Peer Support Groups," IJERPH, MDPI, vol. 16(7), pages 1-39, March.

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