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A taxonomy of gambling and casino games via social media and online technologies

Author

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  • Sally M. Gainsbury
  • Nerilee Hing
  • Paul H. Delfabbro
  • Daniel L. King

Abstract

The increased popularity of casino games on social media platforms has prompted international jurisdictions to consider the extent to which these games may be similar to Internet gambling activities and therefore subject to regulatory action. Gambling themes are popular in video and computer games, and simulated-gambling activities are commonly offered by gambling operators as a way of enticing users to gamble online with money. However, little research has evaluated the impact of the digital convergence of gambling and gaming. The lack of a clear definition of online gambling-themed activities to guide such research undertakings represents a significant hurdle to the fields of gambling and gaming. Based on a review of the extant literature, this article proposes a taxonomy to distinguish between many types of online activities with gambling-themed content. This taxonomy suggests that the principal features that differentiate online gambling games include the requirement for payment, the role of skill, the type of platform and the centrality of the gambling theme. The proposed hierarchical framework aims to promote clear and consistent discussion to guide ongoing investigation of new and emerging Internet gambling and gaming technologies.

Suggested Citation

  • 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.
  • Handle: RePEc:taf:intgms:v:14:y:2014:i:2:p:196-213
    DOI: 10.1080/14459795.2014.890634
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    Citations

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    Cited by:

    1. 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.
    2. Paul Delfabbro & Daniel L. King, 2021. "Contentious Issues and Future Directions in Adolescent Gambling Research," IJERPH, MDPI, vol. 18(21), pages 1-11, October.
    3. Koeder, Marco Josef & Tanaka, Ema & Mitomo, Hitoshi, 2018. ""Lootboxes" in digital games - A gamble with consumers in need of regulation? An evaluation based on learnings from Japan," 22nd ITS Biennial Conference, Seoul 2018. Beyond the boundaries: Challenges for business, policy and society 190385, International Telecommunications Society (ITS).
    4. Ó Ceallaigh, Diarmaid & Timmons, Shane & Robertson, Deirdre & Lunn, Pete, 2023. "Problem gambling: A narrative review of important policy-relevant issues," Research Series, Economic and Social Research Institute (ESRI), number SUSTAT119.
    5. Julie Giustiniani & Magali Nicolier & Madeline Pascard & Caroline Masse & Pierre Vandel & Djamila Bennabi & Sophia Achab & Frédéric Mauny & Emmanuel Haffen, 2022. "Do Individuals with Internet Gaming Disorder Share Personality Traits with Substance-Dependent Individuals?," IJERPH, MDPI, vol. 19(15), pages 1-15, August.
    6. Gathoni Ndungu Benson & Simon P. Munayi & Janet Wanjira & Justus Inyega, 2021. "Examining the effects of online sports betting on the perceived economic wellbeing of student-athletes," International Journal of Research in Business and Social Science (2147-4478), Center for the Strategic Studies in Business and Finance, vol. 10(7), pages 242-248, October.
    7. Nerilee Hing & Cassandra K. Dittman & Alex M. T. Russell & Daniel L. King & Matthew Rockloff & Matthew Browne & Philip Newall & Nancy Greer, 2022. "Adolescents Who Play and Spend Money in Simulated Gambling Games Are at Heightened Risk of Gambling Problems," IJERPH, MDPI, vol. 19(17), pages 1-15, August.
    8. Chagas, B.T. & Jesus, D. & Palma-dos-Reis, A., 2024. "Blockchain's value proposition for online gambling: The operators' perspective," Technological Forecasting and Social Change, Elsevier, vol. 200(C).
    9. Koeder, Marco Josef & Tanaka, Ema, 2017. "Game of chance elements in free-to-play mobile games. A freemium business model monetization tool in need of self-regulation?," 28th European Regional ITS Conference, Passau 2017 169473, International Telecommunications Society (ITS).

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