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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A game of skill?: Miscognitions and problematic behaviour in video game players who gamble</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Joseph Macey Gamification Group, University of Tampere</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Juho Hamari Gamification Group, Tampere University of Technology</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>21</fpage>
      <lpage>23</lpage>
      <abstract>
        <p>This study used PLS-SEM to analyse data (n = 613) collected via an online survey, in order to investigate potential relationships between gambling related cognitive fallacies, or miscognitions, and both participation in gambling and problematic gambling behaviour in the target population. Statistically significant relationships were found to exist in both cases, an unexpected finding was the negative correlation between Interpretive Bias and both dependent variables. One potential explanation for this may be the sense of personal agency and control engendered through regular video game playing. This study forms one of the first to apply existing measures for gambling related cognitions and apply it to a newly emergent population of video game gamblers, and it marks the start of attempts to understand whether cognitive frameworks which underpin gambling apply to emergent forms in the same way as established forms. This study demonstrates that the Gambling Related Cognitions Scale is an applicable measure in the sample population, while highlighting areas for further investigation. As such, it suggests that the context of video games may affect the way in which gambling is perceived, an issue of significance as the gambling industry attempts to woo younger consumers with more skill-based activities inspired by video games. Under the growing influence of new media gambling has not only been brought into the realm of web-based electronic commerce, but also into many other areas of online life, such as video games, social media networks, and electronic sports (King, Delfabbro, Kaptsis, &amp; Zwaans, 2014; LopezGonzalez &amp; Griffiths, 2016). The coalescence of video gaming and gambling is just one example of the wider trend of digital convergence (Jenkins, 2006), and has emerged as the popularity of esports has increased worldwide. Esports is popularly conceived of as organised, competitive video gaming (Hamari &amp; Sjöblom, 2017); its rapid growth has been facilitated by the emergence of Internet Protocol Television (IPTV; Scholz, 2011) and online fan communities (Taylor, 2012). The convergence of gambling and gaming has resulted in the emergence of new forms of gambling, with activities connected to video games and esports available in many forms, both familiar and novel. Esports match betting and fantasy esports are virtually identical to established formats of sports betting (Tsai, 2015). However, esports have also afforded more novel manifestations of gambling practices such as Player-vs-Player (PvP) betting, opening loot crates/cases, virtual item lotteries, and the use of virtual items as wagers for casino and card games (Macey &amp; Hamari, 2018).</p>
      </abstract>
      <kwd-group>
        <kwd>video games</kwd>
        <kwd>gambling</kwd>
        <kwd>PGSI</kwd>
        <kwd>problematic behaviour</kwd>
        <kwd>cognitive bias</kwd>
        <kwd>miscognitions</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Recent legal cases
        <xref ref-type="bibr" rid="ref5">(Holden &amp; Ehrlich, 2017)</xref>
        and a community backlash
        <xref ref-type="bibr" rid="ref11">(Macey, 2017)</xref>
        have
highlighted the prevalence of gambling-like experiences in contemporary video games. Previous
work has theorised the possibility that such experiences are associated with the development of
cognitive biases which then promote more problematic gambling behaviours
        <xref ref-type="bibr" rid="ref10">(Ciccarelli, Griffiths,
Nigro, &amp; Cosenza, 2016)</xref>
        .
      </p>
      <p>
        While the prevalence of video game-related gambling (hereafter, VG gambling) has dramatically
increased in recent years, there is a distinct lack of academic research in the area, what work there
is has focussed on Social Network Casino games (SNC) and free play areas offered by dedicated
gambling sites
        <xref ref-type="bibr" rid="ref8">(Gainsbury et al., 2014; Kim, Wohl, Salmon, Gupta, &amp; Derevensky, 2015)</xref>
        . Work
addressing gambling specifically related to esports has only recently begun to emerge
        <xref ref-type="bibr" rid="ref12">(Gainsbury,
Abarbanel, &amp; Blaszczynski, 2017; Macey &amp; Hamari, 2018)</xref>
        , until recently research in this area was
limited to legal and regulatory issues (Holden, Rodenberg, &amp; Kaburakis, 2016; Owens, 2017).
Due to the fact that VG gambling is facilitated almost exclusively online, concerns exist about the
potential for problematic gambling behaviours to develop as a result of such issues as unrestricted
access to gambling services and the continuous availability of formerly discontinuous gambling
activities. Problematic gambling has also been shown to be associated with the presence of
miscognitions concerning the nature of probability and the misinterpretation of cause and effect,
an example of one of these miscognitions is the “gambler’s fallacy”.
      </p>
      <p>
        Whilst VG gambling utilises existing forms, such as sportsbook betting, and contexts, being
predominantly accessed via the internet, there are several ways in which it may potentially differ
from established practices. In regard to forms of VG gambling, there are several which are not
found elsewhere, these include PvP betting and “crash” betting. Furthermore, participation in these
and other activities is often facilitated via the use of virtual items which can only be obtained by
owning and playing video games, these items can take a number of forms, the most common of
which are “skins”
        <xref ref-type="bibr" rid="ref5">(Holden &amp; Erlich, 2017)</xref>
        . Using virtual items with no fixed monetary equivalent
potentially obscures or confuses established notions of value. Similarly, the game-related context
of these emergent forms, such as the use of loot boxes as a game mechanic, can also be thought to
obfuscate the true nature of the gambling experience for players. The distinct context of VG
gambling can also be seen in the fact that it is popularised and normalised through the dissemination
of pre-recorded and live-streamed video content, thereby repositioning gambling as an activity
which is consumed passively, in addition to active involvement. As recent scandals have shown,
this presentation of gambling is also subject to exploitative and fraudulent activity on the part of
the content creators
        <xref ref-type="bibr" rid="ref5">(Holden &amp; Erlich, 2017)</xref>
        , something only possible due to the unregulated
environment in which VG gambling is currently conducted compared to the highly regulated
environments of established forms of gambling.
      </p>
      <p>As such, the role of cognitive biases in the newly-emergent population of video game gamblers
urgently requires researching. If cognitions related to established forms of gambling are also found
to be function in the same way for newly-emergent forms, then established approaches to treatment,
for example Cognitive Behavioural Therapy (CBT), may also benefit this new population. On the
other hand, if differences exist between cognitive frameworks underpinning established and
emergent gambling activities, it is important that we understand how the context of VG gambling
may affect the way in which gambling is perceived.</p>
      <p>
        Currently, the younger generations are abandoning established forms of gambling, such as at
casinos
        <xref ref-type="bibr" rid="ref13">(Martinelli, 2017)</xref>
        , as such, the gambling industry is attempting to woo millennials with
more experience-based events, and through the development of new gambling activities derived
from video games and gaming culture
        <xref ref-type="bibr" rid="ref16">(Prince, 2018)</xref>
        . Therefore, understanding potential
differences in the ways in which traditional gambling and VG gambling are conceptualised by
consumers becomes increasingly important.
      </p>
      <p>
        This study, therefore, will use the Gambling Related Cognitions Scale (GRCS; Raylu &amp; Oei, 2004)
to investigate the presence of cognitive biases associated with gambling in a population of regular
video game players who also consume esports. Furthermore, this research aims to understand the
ways in which cognitive biases interact with the consumption of gambling activities related to video
games, and the prevalence of problematic and potentially problematic gambling behaviours by
using the Problematic Gambling Severity Index
        <xref ref-type="bibr" rid="ref4">(PGSI; Ferris &amp; Wynne, 2001)</xref>
        . These issues give
rise to the following questions which guide this research:
      </p>
      <p>RQ1: How do gambling related cognitions relate to the consumption of video game-related
gambling activities in a sample of esports spectators?
RQ2: How do gambling related cognitions relate to problematic, and potentially
problematic, gambling behaviours in a sample of esports spectators?</p>
      <sec id="sec-1-1">
        <title>1.1. Research Model</title>
        <p>
          An involvement model
          <xref ref-type="bibr" rid="ref1">(Binde, 2013)</xref>
          was developed in order to address the research questions
detailed above.
        </p>
        <p>Established research has shown that, in the context of established gambling activities,
miscognitions are associated with increased consumption of gambling (Ciccarelli et al., 2016) and
with the development of problematic gambling behaviour in established forms of gambling,
whether land-based or online. Therefore, the model employed the five subscales of the GRCS as
independent variables, with consumption of video game-related gambling and problematic
gambling assessment constituting the dependent variables. Age, average household income, and
employment status were used as control variables.</p>
        <p>Although the particular forms of VG gambling, and the environments which surround it, may differ
from established practices, at heart they retain the same elements of calculated risk, uncertain
outcome, and an exchange of “wealth” (Griffiths, 2018). Therefore, it is expected that the
association between cognitive biases and consumption of gambling will also hold true for the novel
gambling activities related to video games (H1) and with increased rates of problematic gambling
in the context of video game-related gambling (H2).</p>
        <p>Accordingly, all individual constructs of the GRCS are expected to show positive associations with
consumption of VG gambling, in varying degrees (H1a). Of the 5 GRCS constructs,
Gamblingrelated Expectations (GE) is expected to demonstrate the strongest individual associations with
increased consumption of video game-related gambling activities (H1b) as it is theorised that the
anticipation of positive gambling experiences would be associated with increased consumption.
Similarly, all individual constructs are expected to show positive associations with PGSI score, in
varying degrees (H2a). Finally, Inability to Stop Gambling (IS) is expected to have the strongest
individual associations with increased rates of problematic gambling (H2b) as it has been
associated with lack of control and, consequently, continued participation (Raylu &amp; Oei, 2004).
The GRCS constructs used as independent variables are all part of a previously validated measure,
this study replicates the approach of other research which has validated the GRCS in reference to
specific populations and established forms of gambling. As such, this study does not examine the
potential interactions or mediators with other variables.
2.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <sec id="sec-2-1">
        <title>2.1 Participants and Procedure</title>
        <p>Data was gathered via an online survey, distributed via social media and online discussion forums
associated with esports. The final data set (n=613) constitutes 25.6% of total responses received.
Participants were eligible to take part in the survey if they had played video games in the previous
12 months, and had also gambled or watched esports within the same timeframe. All valid
responses were given the option of participating in a prize draw to win one of five gift vouchers
worth $50.</p>
        <p>
          The final dataset was skewed heavily both young (27% under 18, 49% 18 to 25) and male (91%).
These characteristics are not unexpected, echoing previous research on both esports enthusiasts
          <xref ref-type="bibr" rid="ref18">(Statista, 2017)</xref>
          and online gamblers (Gainsbury, Russell, Wood, Hing, &amp; Blaszczynski, 2015).
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Measurement</title>
        <p>The Gambling Related Cognitions Scale (GRCS) is an established and validated tool, the scale
consists of a total of 23 items which reflect five distinct sub-scales: Illusion of Control (IC);
Interpretive Bias (IB); Gambling-related Expectancies (GE); Inability to Stop Gambling (IS); and,
Predictive Control (PC). Responses to each item were collected using a seven-point Likert scale,
with options ranging from 1 “strongly disagree” to 7 “strongly agree”. Cronbach’s alpha for the
present study was .9, with each of the subscales being: PC (α = .726); IB (α = .525); IC (α = .748);
GE (α = .813); and, IS (α = .857).</p>
        <p>
          The Problem Gambling Severity Index (PGSI) is a widely used means of assessing problematic,
and potentially problematic, behaviours related to gambling. The PGSI has been designed to be
applicable to any form of gambling, and in any context, as such it is a useful tool to investigate
newly-emergent forms of gambling for which specific tools have not yet been developed. The
short-form version (nine items) has been shown to be as effective a tool as the longer 27-item
version
          <xref ref-type="bibr" rid="ref4">(Ferris &amp; Wynne, 2001)</xref>
          . Respondents are assigned to one of four groups based on the
scoring of their responses, according to the following system: “never” = 0; “sometimes” = 1; “most
of the time” = 2; and, “almost always” = 3. The present study used the original form of all nine
items, as detailed in the appendix. Cronbach's alpha for the present study was .822.
Consumption of gambling related to video games was a composite measure, consisting of the
following items: frequency, average monthly spend (in US$), and average weekly hours spent on
the activity. Although the link was distributed globally, in total 61 different nationalities were
recorded, the survey used US$ in order to ensure all responses were comparable; in order to assist
respondents, the survey contained a link to a respected website which provided accurate currency
conversion rates. The VG Gambling construct exceeded thresholds establishing reliability and
validity, with Cronbach's alpha, composite reliability, and AVE values of .902, .939, and .836,
respectively. In addition, discriminant validity was also met as the square root of AVE was greater
than inter-construct correlations. Collinearity was not an issue as all VIF values were found to be
less than 3.
3.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <p>
        Analysis was conducted using Partial Least Squares Structural Equation Modelling (PLS-SEM) as
it has been shown to be the most appropriate method when assessing models which include latent,
formative, or reflective constructs. Furthermore, it is an approach which best suits predictive
studies. All results were obtained using SmartPLS 3 for Windows. Table 1 shows the effects
between each of the variables in the model (not including control variables):
The model demonstrates clear support for H1, with four of five GRCS constructs showing
statistically significant relationships with VG Gambling Consumption: Gambling Expectations (β
= .158, p = 0.011); Interpretive Bias (β = .219, p &lt; 0.001); Illusion of Control (β = -.213, p = 0.001);
Inability to Stop Gambling (β = .173, p = 0.007). In total, the model accounted for 21.2% of
variance in the consumption of gambling activities connected to video games. Surprisingly, Illusion
of Control was found to have a negative correlation with video game-related gambling, thereby
rejecting H1a. H1b was also rejected, as the largest correlation for VG Gambling Consumption
was with Interpretive Bias rather than Gambling Expectations (β = .219, and β = .158, respectively).
Although only three of five GRCS constructs were found to have statistically significant
relationships with PGSI Score, the total variance explained was 31.4%, an effect considered large
        <xref ref-type="bibr" rid="ref3">(Cohen, Cohen, West, &amp; Aiken, 2013)</xref>
        , as such H2 is supported. As before, Illusion of Control
displays a negative correlation with the dependent variable, in this case PGSI, meaning H2a is
rejected. However, H2b is supported, with Inability to Stop having the strongest relationship with
PGSI (β =0.419, p &lt; 0.001). Of the controls, only the relationship between age and PGSI score was
found to have a statistically significant relationship (β = -.202, p = 0.003).
This research has found clear evidence that miscognitions related to gambling are associated with
both increased consumption of gambling activities and problematic gambling behaviours in a
sample of regular video game players and esports enthusiasts who gamble. However, not all the
miscognitions were found to behave in the same way, with some exhibiting no discernible
relationship while others showed negative associations with both consumption of gambling and
with problem gambling score.
      </p>
      <p>That cognitive biases were shown to have clear associations with increased participation in
gambling connected to video games and esports, and with problematic gambling behaviours, was
in line with expectations and echoes previous research in other contexts (Ciccarelli et al., 2016). It
seems likely, therefore, that existing approaches which target the mistaken beliefs, such as
Cognitive Behavioural Therapy, would be suitable candidates for addressing problematic gambling
behaviours of video game gamblers.</p>
      <p>The sub-scale GRCS-GE was expected to correlate most strongly with participation in gambling
related to video games, however, GRCS-IB was found to have the strongest, positive association
with consumption (β = .225), rather than GRCS-GE (β = 0.144). It may be that by re-framing
outcomes of gambling, the cognitive biases which constitute Interpretive Bias serve to effect
greater influence on future consumption of gambling activities than Gambling-related
Expectancies, a group of miscognitions characterised by desire. As such, it may be that the ways
in which participants process and rationalise events would prove to be a productive area for further
study.</p>
      <p>A particularly surprising finding was that one of the subscales (GRCS-IC) had a statistically
significant, negative correlation with both increased consumption of video game-related gambling
and PGSI score. The Illusion of Control refers to a set of miscognitions in which good fortune is
thought to be secured via some kind of ritualistic behaviour or appeal to higher powers. Examples
of such behaviour are a belief in prayer, the collection of “lucky” objects and so on. It may be
interpreted as suggesting that this particular set of miscognitions actually serves to prevent
gambling. However, another perspective is that, as the data set consisted of regular video game
players, this particular population possessed more powerful feelings of agency and control. As a
result, they rejected the passivity implicit in the beliefs encapsulated in GRCS-IC, further research
is required in order to ascertain which of the possible interpretations, if any, are correct. It may
even be that GRCS-IC would require re-framing in order to be relevant to this particular population
of gamblers.</p>
      <p>
        Indeed, the fact that only three of the five GRCS constructs were found to have statistically
significant relationships with PGSI score in this sample is at odds with previous research which
has found the constructs to be statistically significant predictors of problematic gambling in
established gambling contexts
        <xref ref-type="bibr" rid="ref14 ref21">(Oei, Lin, &amp; Raylu, 2007; Yokomitsu, Takahashi, Kanazawa, &amp;
Sakano, 2015; Donati, Ancona, Chiesi, &amp; Primi, 2015)</xref>
        . Therefore, it seems that further
investigation of the GRCS is needed in light of the newly emergent forms of gambling connected
to video games.
      </p>
      <sec id="sec-3-1">
        <title>4.1 Limitations</title>
        <p>
          Data was collected via a publicly available link, and as such the standard criticisms related to
selfselected samples apply. However, the specific characteristics of the target population meant that
the process of recruiting a suitable number of participants through established methods of
probability sampling, such as calling telephone numbers from a registered directory, would be
unfeasible. A further point to consider is that the anonymity of online surveys facilitates potentially
sensitive topics, including gambling and addiction, to be addressed while at the same time reducing
the potential for responses to be guided by the desire for social acceptance (Griffiths, 2010).
Finally, online surveys have been found to produce data as consistent and valuable as that produced
by practices such as using university students, or paying participants
          <xref ref-type="bibr" rid="ref6">(Jamnick &amp; Lane, 2017)</xref>
          .
5.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>The results of this work suggest that miscognitions related to gambling function in the same manner
for the newly emergent behaviours of esports and video game-related gambling as they do for
established forms of gambling. Clear evidence was found of positive correlations between
miscognitions and both consumption of gambling, and of problematic gambling. With this in mind,
approaches such as Cognitive Behavioural Therapy are likely to be as effective methods for
addressing problematic behaviour in video game-related gambling as they are for traditional types
of gambling. However, the results also show that the constructs that make up the GRCS are not as
universally applicable in respect to emergent gambling activities as for established activities, with
only three of five demonstrating statistically significant relationships.</p>
      <p>This work has also highlighted several areas which would benefit from further investigation, for
example the roles played by specific miscognitions and their effects on problematic behaviour in
emergent forms of gambling based on video games. Furthermore, this work identified a potential
issue with the GRCS in regard to the population of video game gamblers; further work is required
in order to assess whether the subscale Illusion of Control is applicable to this particular group.
The discrepancies between established and emergent gambling activities are likely to become more
meaningful as casino operators, and the gambling industry as a whole, seek to attract younger
generations by offering new forms of skill-based gambling derived from, and inspired by, video
games.
Gainsbury, S. M., Abarbanel, B., &amp; Blaszczynski, A. (2017). Game on: comparison of demographic
profiles, consumption behaviors, and gambling site selection criteria of esports and sports bettors. Gaming
Law Review, 21(8), 575-587.</p>
      <p>Gainsbury, S. M., Russell, A., Hing, N., Wood, R., Lubman, D. I., &amp; Blaszczynski, A. (2014). The
prevalence and determinants of problem gambling in Australia: Assessing the impact of interactive
gambling and new technologies. Psychology of Addictive Behaviors, 28(3), 769.</p>
      <p>Gainsbury, S. M., Russell, A., Wood, R., Hing, N., &amp; Blaszczynski, A. (2015). How risky is Internet
gambling? A comparison of subgroups of Internet gamblers based on problem gambling status. New
media &amp; society, 17(6), 861-879.</p>
      <p>Griffiths, M. D. (2010). The use of online methodologies in data collection for gambling and gaming
addictions. International Journal of Mental Health and Addiction, 8(1), 8-20.</p>
      <p>Griffiths, M. D. (2018). Is the buying of loot boxes in video games a form of gambling or
gaming? Gaming Law Review.</p>
      <p>Hamari, J., &amp; Sjöblom, M. (2017). What is eSports and why do people watch it? Internet research, 27(2),
211-232.</p>
      <p>Holden, J. T., &amp; Ehrlich, S. C. (2017). esports, skins betting, and wire fraud vulnerability. Gaming Law
Review, 21(8), 566-574.</p>
      <sec id="sec-4-1">
        <title>Some of the next questions may not apply to you, but please try to be as accurate as possible. THINKING ABOUT THE LAST 12 MONTHS... 1. 2.</title>
      </sec>
      <sec id="sec-4-2">
        <title>Have you bet more than you could really afford to lose?</title>
      </sec>
      <sec id="sec-4-3">
        <title>Still thinking about the last 12 months, have you needed to gamble with larger amounts of money to get the same feeling of excitement?</title>
      </sec>
      <sec id="sec-4-4">
        <title>When you gambled, did you go back another day to try to win back the money you lost?</title>
      </sec>
      <sec id="sec-4-5">
        <title>Have you borrowed money or sold anything to get money to gamble?</title>
      </sec>
      <sec id="sec-4-6">
        <title>Have you felt that you might have a problem with gambling?</title>
      </sec>
      <sec id="sec-4-7">
        <title>Has gambling caused you any health problems, including stress or anxiety?</title>
      </sec>
      <sec id="sec-4-8">
        <title>Have people criticized your betting or told you that you had a gambling problem, regardless of whether or not you thought it was true?</title>
      </sec>
      <sec id="sec-4-9">
        <title>Has your gambling caused any financial problems for you or your household?</title>
      </sec>
      <sec id="sec-4-10">
        <title>Have you felt guilty about the way you gamble or what happens when you gamble?</title>
      </sec>
    </sec>
  </body>
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