Gam(e)(a)ble: multimethodisch onderzoek naar de grensvervaging tussen gamen en gokken bij adolescenten, en de rol van persuasieve communicatie

The lines between gaming and gambling are becoming increasingly blurred in (online) games that are popular among teenagers which rises the societal concern that minors are being progressively exposed to gambling. Games that include non-monetary forms of gambling (simulated gambling) such as free casino games as well as in-app purchases of so-called loot boxes or packages operate in a grey zone due to the lack of an obligatory strict classification system. This makes it hard for parents and teenagers to see potential risks. The convergence of gambling and gaming is a recent phenomenon, triggering a significant expansion of new forms of online gambling activities that are more covertly and unrestrictedly than traditional land-based, offline gambling and therefore potentially more problematic. Studies on simulated gambling have only recently begun to be published and no studies have been following young simulated gamblers during their developmental stage. Early exposure to gambling elements in games may make this young age cohort more likely to gamble later in life and to develop problematic gam(bl)ing behaviour. Therefore, this project is built around 4 major societal concerns and research needs that will result in valorisation tools. The current doctoral project will focus on media research to unravel the relation between exposure to persuasive media content on gambling (advertising, sponsoring, online social influencers) and teenagers' attitudes towards gam(bl)ing and actual behaviour.

Publication Details

Journal
Lirias (KU Leuven)
Published
2024-10-11
Primary Topic
Magnetic confinement fusion research
Type
article
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article

Gam(e)(a)ble: multimethodisch onderzoek naar de grensvervaging tussen gamen en gokken bij adolescenten, en de rol van persuasieve communicatie

Lirias (KU Leuven)
Magnetic confinement fusion research
article

Gam(e)(a)ble: multimethodisch onderzoek naar de grensvervaging tussen gamen en gokken bij adolescenten, en de rol van persuasieve communicatie

article en

Abstract

The lines between gaming and gambling are becoming increasingly blurred in (online) games that are popular among teenagers which rises the societal concern that minors are being progressively exposed to gambling. Games that include non-monetary forms of gambling (simulated gambling) such as free casino games as well as in-app purchases of so-called loot boxes or packages operate in a grey zone due to the lack of an obligatory strict classification system. This makes it hard for parents and teenagers to see potential risks. The convergence of gambling and gaming is a recent phenomenon, triggering a significant expansion of new forms of online gambling activities that are more covertly and unrestrictedly than traditional land-based, offline gambling and therefore potentially more problematic. Studies on simulated gambling have only recently begun to be published and no studies have been following young simulated gamblers during their developmental stage. Early exposure to gambling elements in games may make this young age cohort more likely to gamble later in life and to develop problematic gam(bl)ing behaviour. Therefore, this project is built around 4 major societal concerns and research needs that will result in valorisation tools. The current doctoral project will focus on media research to unravel the relation between exposure to persuasive media content on gambling (advertising, sponsoring, online social influencers) and teenagers' attitudes towards gam(bl)ing and actual behaviour.

Lirias (KU Leuven)
Openalex Percentile: Top 51%
Magnetic confinement fusion research
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