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Gambling and Video Game Playing Among Youth false
By:Jessica McBride
Published on 2015 by
|Gambling and video game playing represent two leisure activities in which adolescents and young adults participate. There are psychological and behavioural parallels between slot machine gambling and video arcade game playing. Because both activities have similar negative effects associated with excessive play (e.g., poor academic performance, moodiness, loss of interest in activities previously enjoyed, interpersonal conflict) there is concern that children and adolescents who are attracted to video games, for both psychological rewards and the challenge, may be at greater risk to gamble. The current research examined the gambling (land-based, online for money, and free online gambling games), video game, and Massively Multiplayer Online Role-Playing Games (MMORPG) playing behaviour in adolescents and young adults to determine shared risk factors and negative consequences for excessive play. These factors include depression, personality characteristics (i.e., impulsivity and extraversion), and outcome expectancies. Results indicate that gamblers, relative to non-gamblers, were more likely to play video games. Video game players were more likely than non-players to gamble offline and report playing free online gambling games. Problem gamblers had higher rates of video game playing than non-gamblers and addicted gamers had higher rates of land-based gambling than non-gamers. In addition, MMORPG players, relative to non-players, were more likely to have participated in online gambling activities, gambled offline, and played free online gambling games. There were no significant differences among the three gambling groups for depression, however addicted gamers had significantly higher depression scores than both social and non-gamers, who did not differ from each other. Results also suggest there are no differences between gamblers and video game players for Impulsiveness and Extraversion, however gamblers have significantly higher Venturesomeness scores than video game players. Problem gamblers and addicted video game players did not differ on measures of Impulsiveness, Venturesomeness, and Extraversion. On each of three positive expectancy scales, problem gamblers endorsed items on the positive scales more highly than social and non-gamblers. Non-gamblers endorsed the negative expectancies scales more highly than social gamblers.Results from the current study imply similarities in the personalities of gamblers and video game players, with significant overlap in participation in the two activities. These results have implications for the treatment of problem gambling and video game playing.| --
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