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Gaming-gambling convergence: evaluating evidence for the ‘gateway’ hypothesis

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  • Paul Delfabbro
  • Daniel L. King

Abstract

Similarities between video-games and gambling have led to the proposition that video-gaming could act as a ‘gateway’ activity for gambling. In this paper, we review the major lines of evidence advanced to support this idea, including evidence for the co-occurrence of the two activities; the relationship between problem gambling and problem gaming; and, studies of gambling and loot boxes. Our review suggests that, at best, only a small correlation exists between overall gambling and video-game engagement and this may often be accounted for by underlying demographic and personality variables. We find even less evidence to support a direct relationship between problem gaming and problem gambling. However, problem gambling symptoms appear to be positively related to loot-box purchases. Gamblers who play video-games may be attracted to features that enable them to engage in risk-taking via familiar systems of variable reinforcement. Less evidence supports the view that loot-boxes encourage gambling or facilitate an entry point into other types of gambling, including those associated with gaming (e.g. esports betting). Overall, this review found little convincing evidence in support of the ‘gateway hypothesis’ and suggests that further longitudinal research is necessary to strengthen our understanding of the links between video-gaming and gambling.

Suggested Citation

  • Paul Delfabbro & Daniel L. King, 2020. "Gaming-gambling convergence: evaluating evidence for the ‘gateway’ hypothesis," International Gambling Studies, Taylor & Francis Journals, vol. 20(3), pages 380-392, September.
  • Handle: RePEc:taf:intgms:v:20:y:2020:i:3:p:380-392
    DOI: 10.1080/14459795.2020.1768430
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    Cited by:

    1. Elena Petrovskaya & David Zendle, 2022. "Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective," Journal of Business Ethics, Springer, vol. 181(4), pages 1065-1081, December.
    2. D. Leahy, 2022. "Rocking the Boat: Loot Boxes in Online Digital Games, the Regulatory Challenge, and the EU’s Unfair Commercial Practices Directive," Journal of Consumer Policy, Springer, vol. 45(3), pages 561-592, September.

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