2016
DOI: 10.1016/j.chb.2016.05.021
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Migration from social casino games to gambling: Motivations and characteristics of gamers who gamble

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Cited by 70 publications
(54 citation statements)
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“…Paying SCG users reported more frequent engagement and spending in monetary gambling activities, and two-thirds of SCG payers recalled that their SCG use had preceded the involvement in financial gambling. These findings suggest that adolescents who invest money in SCGs may differ systematically from non-payers in terms of their level of interest, involvement, and expenditure in gambling, which is consistent with the differences between paying and non-paying adult SCG users (Gainsbury, Russell, et al., 2016). Underlying factors (e.g., impulsivity, poor financial literacy, and familial influences) may account for spending in SCGs; however, such variables may be complex and more difficult to observe, quantify, and monitor over time.…”
Section: Discussionsupporting
confidence: 77%
See 1 more Smart Citation
“…Paying SCG users reported more frequent engagement and spending in monetary gambling activities, and two-thirds of SCG payers recalled that their SCG use had preceded the involvement in financial gambling. These findings suggest that adolescents who invest money in SCGs may differ systematically from non-payers in terms of their level of interest, involvement, and expenditure in gambling, which is consistent with the differences between paying and non-paying adult SCG users (Gainsbury, Russell, et al., 2016). Underlying factors (e.g., impulsivity, poor financial literacy, and familial influences) may account for spending in SCGs; however, such variables may be complex and more difficult to observe, quantify, and monitor over time.…”
Section: Discussionsupporting
confidence: 77%
“…(2015) reported that spending in SCGs was a unique predictor of migration from SCGs to online gambling. Another study of 521 adult SCG users found that 10% reported that their gambling involvement had increased as a result of SCGs and 19% reported that they had gambled as a direct result of these games (Gainsbury, Russell, King, Delfabbro, & Hing, 2016). A recent study by Kim, Hollingshead, and Wohl (2016) surveyed 302 social casino gamers and reported that participants who made micro-transactions reported higher problem gambling severity and increased impulsivity and reward sensitivity, suggesting that spending in these activities may be associated with additional risks.…”
Section: Introductionmentioning
confidence: 99%
“…We recognize that social gaming companies are not currently required to provide warnings or any other consumer protection measures. Although most users are likely to use games without any difficulties, initial research in this field has uncovered a small proportion of users who engage in excessive game use leading to significant harms, as well as users migrating to gambling products from social casino games (Gainsbury, Hing, Delfabbro, Dewar, & King, ; Gainsbury, King, Russell, & Delfabbro, ; Gainsbury, Russell, et al, ). We therefore recommend that the social gaming industry embraces the corporate social responsibility standards of the gambling industry, recognizes the potential harms of advertisements accessible by young people, and includes warning messages.…”
Section: Discussionmentioning
confidence: 99%
“…Young adults are exposed to gambling advertisements when playing social casino games, as well as social casino game advertisements when gambling (Gainsbury, King, et al, ). In a recent study of 521 adult social casino gamers, almost one‐fifth reported that they had gambled for money as a direct result of these games (Gainsbury, Russell, King, Delfabbro, & Hing, ). This was more common among males, younger users, and those more involved in social casino games.…”
Section: Literature Reviewmentioning
confidence: 99%
“…As such, activities which utilise virtual items are not considered gambling in law 1 . This position is one which has been questioned, both in relation to loot boxes (Baglin, 2017;Griffiths, 2018), and other gambling-like experiences associated with games (Gainsbury, Hing, Delfabbro, and King, 2014;King et al, 2014;Gainsbury et al, 2016).…”
Section: Legal Contextmentioning
confidence: 99%