2021
DOI: 10.1177/1469540521993904
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The gamblification of digital games

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Cited by 37 publications
(27 citation statements)
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“…Potential risks and harms to children must be considered too within the "gamblification" of games. Gaming-gambling convergence is a relatively new phenomenon and describes the assimilation of gambling techniques and strategies into game formats and vice versa, resulting in hybrid products which may contain manipulative content (Brock & Johnson, 2021;Kolandi-Matchett & Abbott, 2021). Convergence poses questions about transitions between gameplay and gambling, and the causation pathways for development of disordered behaviours, especially in children and adolescents (Griffiths, 2008;Kolandi-Matchett & Abbott, 2021).…”
Section: Loot Boxes and Childrenmentioning
confidence: 99%
“…Potential risks and harms to children must be considered too within the "gamblification" of games. Gaming-gambling convergence is a relatively new phenomenon and describes the assimilation of gambling techniques and strategies into game formats and vice versa, resulting in hybrid products which may contain manipulative content (Brock & Johnson, 2021;Kolandi-Matchett & Abbott, 2021). Convergence poses questions about transitions between gameplay and gambling, and the causation pathways for development of disordered behaviours, especially in children and adolescents (Griffiths, 2008;Kolandi-Matchett & Abbott, 2021).…”
Section: Loot Boxes and Childrenmentioning
confidence: 99%
“…Meanwhile, the technology race and blockbuster marketing logic of pay once upfront AAA games made their production increasingly expensive and risky [33]. Freemium service games monetised by microtransactions and advertising make use of the afordances of internet technologies and platforms and promise to de-risk and increase revenues with predictable continuous player spending over months or years [5,25]. On the industry side, this has led to a diferent view of players and play: player activity is value generation for companies [56].…”
Section: Background 21 'Problematicness' Of Microtransactionsmentioning
confidence: 99%
“…Loot boxes can be defned as 'items in video games that may be bought for real-world money, but which provide players with a randomized reward of uncertain value' [59]. They are seen as a major form of the 'gamblifcation of games' [5] and have been repeatedly linked to problem gambling [12,57,58], to the extent that they have drawn the regulatory attention of several governments, including Belgium, China, and the United Kingdom. Loot boxes and similar formations like daily fantasy sports challenge our cultural and regulatory distinctions between inconsequential, skill-based games and luck-based gambling with monetary consequences [11,48,49].…”
Section: Background 21 'Problematicness' Of Microtransactionsmentioning
confidence: 99%
“…It may be premature to state that a "gamblification" of video games and esports is creating a new pathway for youth to experience gambling problems and harm (Brock & Johnson, 2021;Delfabbro & King, 2020;. However, the potential for some video gaming activities and video game-related gambling to increase the likelihood of transitioning to gambling and attendant gambling problems needs to be explored (Kim & King, 2020).…”
Section: Introductionmentioning
confidence: 99%