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Transcranial Direct Current Stimulation for Online Gamers
Published on: November 9, 2019
'I Can Tell You It's a Bit of a Gamble': A Qualitative Analysis of How People Who Engage in Gaming and Gambling
Łukasz Wieczorek1, M Bujalski2,3, K Dąbrowska2
1Department of Studies on Alcoholism and Drug Dependence, Institute of Psychiatry and Neurology, Sobieskiego 9 Street, 02-957, Warsaw, Poland. lwieczorek@ipin.edu.pl.
Abstract:
This article explores the attention given to potential motives and determinants of the transition process from video games to gambling. Forty individual interviews were conducted among active video game players (n = 20), and people diagnosed with a gambling disorder who had the experience of playing video games (n = 20). A qualitative thematic analysis was employed to explore the collected empirical data. The range of factors considered responsible for the transition from playing video games to gambling included experiencing similar emotional states, the presence of gambling in video games, advertising of gambling companies in video games, loot boxes. The awareness of factors associated with the development of gambling disorders among video game players has an important role in informing prevention policies in the rapidly changing video gaming and gambling market. Decision-makers should introduce effective regulation of the use of gambling components in video games to protect gamers against the gambling-related harm.
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