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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Joseph Maceya,b, Juho Hamaria,b, Max Sjöblom, Maria Törhönenb</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Centre of Excellence in Game Culture Studies, University of Turku</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Esports</institution>
          ,
          <addr-line>Video Games, Gamblification, Gambling, Loot Boxes, Betting, Skins</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Gamification Group, Tampere University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Recent years have seen increasing academic attention to the ways in which the convergence of video gaming and gambling creates novel activities, relationships, and business practices. The scale and pace of this convergence has been such that observers have referenced not only the gamification of gambling but, additionally, the gamblification of gaming. The phenomenon of esports, or competitive video game play, is the environment which is most obviously characterised by this process, combining as it does both novel forms of gamblified content and established gambling activities from the world of traditional sports. Given the concerns about the normalisation of gambling in young people there is a pressing need to investigate the ways in which the consumption of esports, as a gamblified media product, is associated with participation in gambling activities. The findings of this study highlight the importance of spectating esports as a predictor of involvement in gambling associated with esports, while also providing empirical evidence of under-age participation in gambling. Finally, it offers a snapshot of gamblified media consumption during a period of rapid change, serving both as a historical record and as a basis for comparison with subsequent developments in the field.</p>
      </abstract>
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    <sec id="sec-1">
      <title>-</title>
      <p>This ongoing process of convergence is one
which produces not only new hybrid activities
and media products, but new ways in which
media is consumed; new relationships and
channels of interaction between media,
producers and consumers are emerging12. The
gamblification of video games has potentially
served to make gambling both more attractive
and more easily accessible.</p>
      <p>Neither convergence nor gamblification are
restricted to the medium of video games,
however, the impact of these phenomena on the
both the consumption of contemporary games
and their financial success is particularly
strong44. Combined with the huge appeal of
video games globally, these issues make video
games a valuable and productive context in
which to study convergence in general, and
gamblification in particular.</p>
      <p>Contemporary video games, however, are
not a homogeneous entity, with many diverse
genres, business models, player communities,
and modes of consumption present in the
ecosystem. In order to effectively study the
consumption of gamblified media products
further specificity is required. It is in the
environment of esports where this trend for
gamblification is most heavily present,
combining as it does both new forms of
gamblified content associated with virtual
items, but also the translation of established
activities from the world of traditional sports.
For example, gambling activities related to
video games include both esports betting and
fantasy esports, alongside the paid opening of
loot boxes and the use of decorative items as
stakes in activities ranging from roulette to
lotteries22,24. Furthermore, the gambling
industry has established a significant presence
in both online and physical spaces, with many
companies sponsoring teams and tournaments
while also advertising heavily in esports
focused websites. Consequently, this research
is governed by the following question:
RQ: How is the consumption of esports
associated with participation in gambling
activities directly connected to esports?</p>
    </sec>
    <sec id="sec-2">
      <title>This study provides a detailed examination</title>
      <p>of the associations between spectating esports,
playing video games, and gambling behaviours.
It provides information regarding the behaviour
of consumers during the early period of
gamblified media consumption, thereby
allowing comparison with later, contemporary,
behaviours and practices. Establishing a
historical record of a dynamic and
everchanging environment is valuable as it provides
important context to later developments and
provides a snapshot of behaviours such as skins
lotteries which were popular at the time but
have since all but disappeared. Finally, this is
one of the few empirical investigations in the
field of gamblification which includes minors,
addressing a gap in existing knowledge.</p>
      <p>The ongoing convergence between gaming
and gambling has given rise to environments
which have been theorised as normalising
participation in gambling5,15; furthermore, the
practice of utilising traditional sports as a
vehicle for the promotion of gambling28 has
been theorised as also being present within the
more recently established field of esports20.
Previous work has shown that as engagement
with online esports grows, so too does
participation in a range of gambling activities22,
it is expected that this relationship will also be
present in those who attend live esports events.
H1: That increased participation in gambling
connected to esports will be associated with
increased consumption of esports.</p>
      <p>In the same way that the practices
surrounding traditional sports betting have been
found to exist in esports betting (see H1), it is
reasonable to expect that the betting habits and
characteristics of esports bettors will reflect
those of traditional sports bettors. For example,
games of skill, such as betting, have been found
to be more strongly associated with males than
with females36,29. Indeed, previous work has
shown that engaged esports fans are more likely
to be male22, and that those who consume online
esports favour games of skill over games of
chance24,21; it is likely that this preference will
also be observed in live esports attendees.</p>
      <p>H2: Participation in both a) esports betting
and b) fantasy esports will be positively
correlated with: i) increased consumption of
esports; and ii) younger males.</p>
      <p>The presence of both loot boxes and cosmetic
items known as skins in the esports gambling
ecosystem has been theorised as facilitating
under-age gambling as they enable access
gambling activities without the need to employ
traditional payment systems10,27,24. These
virtual items are obtained through either
playing video games, or through online
marketplaces associated with specific games
and digital distribution platforms. In addition,
the increased visibility afforded to cosmetic
items by esports has been thought to increase
their desirability, for example as a signifier of
in-game status6,40.</p>
      <p>H3: Participation in a) skins lotteries, and b)
loot box opening, will be positively correlated
with: i) increased consumption of video games;
and ii) increased consumption of esports.
Furthermore, iii) they will be negatively
correlated with age.</p>
      <p>Given the ubiquity of both gamblified
content and consumption practices in the
esports ecosystem, there is a pressing need for
detailed investigation of ways in which the
consumption of esports, as a gamblified media
product, is associated with participation in
gambling activities. Investigating these
associations allows specific features or
practices to be identified which increase the
likelihood of participating in gambling. Such
knowledge can help guide efforts to mitigate
potential harms by providing empirical
evidence to a range of stakeholders: developers
and publishers will be able to understand the
results of their business approach; consumers
will be informed about the potential
ramifications of their choices; legislators and
regulators will be empowered to make
informed judgements; and clinicians and
therapists will be aided by the identification of
specific relationships between behaviours.</p>
      <p>By studying the relationships between the
consumption of gamblified media products and
participation in gambling activities in the
specific context of esports, this work will
produce knowledge which can be applied to
both the wider field of video games and other
forms of gamblified products and services.</p>
      <p>Increasing attention has been paid to the
ways in which the activities of video gaming
and gambling are converging with one another,
creating not only new hybrid activities, but also
new methods of interaction between games,
players, and companies. The scale and pace of
this convergence has been such that observers
have referenced not only the gamification of
gambling3,19 but, more significantly, the
gamblification of gaming1,44.
subsequently evolved, in parallel to that of
gamification. It was first used to describe the
practice of utilising sports, and other cultural
products, as a vehicle for distributing and
promoting gambling in wider society28.
Subsequently, gamblification has been used to
describe a range of practices that have evolved
as a result of the convergence of digital media.
Notable examples include: social media
networks and social casino games30; online
video games44,25; esports20,24; mobile gaming11;
and video streaming services1. Gamblification,
therefore, is not just limited to video games, nor
even consumption practices associated with
games. However, it is in relation to games that
the techniques and practices of gamblification
are most widespread, and where the
consequences are most keenly observed45,6.
Gamblification, therefore, is not simply the
addition of gambling activities to existing
services or products, instead it incorporates a
range of practices centred around the principles
of uncertainty and reward; core components of
gambling, but not, necessarily, of gaming.</p>
      <p>Gamblified video games share many
characteristics of online gambling which reduce
barriers to participation: it has a significant and
notable digital presence where availability is
unrestricted by time of day or geographical
location, while the ecosystem is served by
many specialist sites and third-party operators.
A factor which further increases ease of access,
and which serves to obscure the cost of
participation in gambling, is the use of virtual
items as stakes and prizes.</p>
      <p>Virtual items often take the form of cosmetic
upgrades, or skins, which can be applied to
-game characters or equipment, and
which have varying degrees of rarity: the rarer
an item is, the more desirable it is and,
therefore, the more it is worth. Acquiring
sought after skins confers social rewards to the
player, in the same way that other forms of
gambling have been found to do34,4, increasing
the attraction of gamblified content in which
they are available as prizes. Indeed, in addition
to the chance of winning something, be it
ingame rewards or financial rewards, games and
gaming culture has been used to brand
gambling activities in order to appeal to players,
for example by using imagery from games such
as CounterStrike: Global Offensive (CS:GO) in
simulated coin-flipping games24. Finally,
gambling mechanics have been incorporated
into a range of game-based content and
products which, although not directly
constituting gambling per se, drives player
engagement with titles, resulting in increased
profitability for publishers16.</p>
      <p>The gamblification of games is, therefore,
evident at two distinct levels: first in specific
forms of gamblified content or activities
originating within the games themselves; and,
second, within the wider gaming culture in
which games themselves are the object of
gambling, in this case the explicit act of
gambling is not an intended design feature
present within the game.</p>
      <p>It is the phenomenon of esports which most
succinctly encapsulates both the gamblification
of contemporary video games, and of gaming
culture7,17. Esports is most easily understood as
competitive video game play structured around
leagues and tournaments9. The organisation of
video game play along formal lines echoes that
of traditional sporting competition, as such the
emergence of sportsbook-style betting and, to a
lesser degree fantasy esports, is a predictable
and obvious development. Not only are
established industry operators offering esports
markets, they are a significant and visible
presence in the esports ecosystem, sponsoring
teams and tournaments. Furthermore, a notable
majority of online sites offering news and
discussion forums for esports fans display
significant amounts of material advertising
gambling operators and cross-promotion of
other gambling activities20,2. In addition, the
streaming of gambling activities associated
with video games and esports is a notable
presence on streaming services20,23.</p>
      <p>Perhaps the most (in)famous example of
gamblified content is the loot box, a catch-all
term denoting an in-game item which uses
random number generation (RNG) to distribute
rewards to players24. Loot boxes, and other
gamblified content have been closely
associated with esports due to their presence in
popular esports titles, notably CS:GO24. Indeed,
the popular esports team Ninjas in Pyjamas
launched the 2013 update in which loot boxes
were first added to CS:GO41. Loot boxes have
been linked to consumption patterns which
mirror problematic gambling behaviour and
have been the subject of numerous
investigations by regulatory bodies, with some
ruling that they constitute a form of gambling24.</p>
      <p>Although loot boxes are not the only
example of gamblificaiton present in
contemporary video games, and gaming
culture, they serve to highlight the growing
unease around the convergence of gaming and
gambling. First, the scale of gamblified content
and consumption practices has led to concern
that gambling-like behaviours are being
normalised among those who play and watch
video games5. The comparative youth of this
group, in regard to general society, is a potential
risk factor given the proven link between early
exposure to gambling and the subsequent
development of disordered gambling
behaviours later in life35,18. In addition, the use
of gambling, and gambling-like interactions, as
a means of increasing the monetisation of
players has been termed exploitative as
decisions about purchases are negatively
impacted16. These issues are further
compounded by the fact that these gamblified
interactions are taking place within
environments which are predominantly
unregulated, and which are not subject to
independent scrutiny24.</p>
    </sec>
    <sec id="sec-3">
      <title>Data was collected at the large-scale LAN</title>
      <p>event Assembly Summer 2016, between the
dates 4th and 7th of August 2016. The event
originally focused on the demoscene computer
art subculture but has since expanded to include
gaming and eSports as a core component.
Survey participants were approached by the
researchers and asked to fill in a survey related
to eSports, with the added incentive of being
entered into a raffle for six gift certificates for
the Steam webstore, each worth 50 euros.
Respondents that chose to complete the survey
did so immediately at a table set up for this
purpose. Information regarding the nature of
the research was provided in English and
Finnish, both verbally and in written form, and
researchers were present to provide any further
information on demand.</p>
      <p>The survey included items measuring a
range of items related to both their behaviour at
the event itself and more general consumption
practices related to video games and esports. In
addition, it included items measuring
participation in a range of gambling activities
and motivations for watching esports. The four
individual gambling activities included in the
survey were not an exhaustive list, but reflected
those directly associated with esports, betting
and fantasy esports, and with virtual items
strongly associated with esports games, loot
boxes and skins. Questions recording average
weekly hours spent on an individual activity
allowed free-form responses, while possible
responses for frequency of participation ranged
Participation in
individual gambling activities were recorded
via</p>
      <p>In total, approximately 550 individuals were
approached, of those approached an estimated
50% agreed to complete the survey. Of the 281
returned surveys, 26 were found to be
incomplete or to contain otherwise invalid
responses giving a final dataset of 255 valid
responses.</p>
      <p>Both the frequency of gambling associated
with esports games (a) and participation in
specific gambling activities (b) were
crosstabulated with measures of: demographic
characteristics, the consumption of esports, and
game play. Several cells had counts below 5, as
-squared14
order to determine predictive power and
D is an asymmetric test, accordingly, frequency
of gambling associated with esports (a) and
individual gambling activities (b) were selected
as the dependent variables for each
crosstabulation. Only one table was square
(frequency of participation in gambling by
frequency of watching esports online), in this
-b is reported, for all other
rong
relationship33
42. All
analysis was performed using SPSS version 24.</p>
    </sec>
    <sec id="sec-4">
      <title>The final data set was predominantly</title>
      <p>youthful, with approximately 85% of
respondents reporting being under the age of 30
(Table 1); the youngest respondent was 12
years of age, while the oldest reported being 47.
In addition, 79% of respondents reported
identifying as male (Table 2). These figures are
unsurprising given the nature of the event at
which data was gathered; young males have
previously been found to dominate attendance
at both LANs and other computer culture events
such as live esports competitions37,38.</p>
      <p>Somewhat unsurprisingly, the majority of
respondents reported playing video games
regularly, with 59% stating that they played 15
hours per week or more. Indeed, only two
individuals, under 1% of the total respondents,
reported not playing games while 28% reported
playing 30 hours per week or more.</p>
      <p>Approximately 13% of respondents reported
that this was the first time they had attended a
live esports event, while the majority, 59%,
reported having previously attended upto five
live esports events. A total of 33% of
respondents reported watching esports online
once a week or more, with under 10% reporting
that they never watch esports online. A
minority, 29%, reported watching esports
online for an average of five or more hours per
week, of these five individuals, 2% of total
respondents, reported watching an average of
25 hours or more per week.</p>
      <p>In respect to gambling activities associated
with video games and esports, a majority of
64% reported never having participated in such
activities, while approximately 8% reported
participating once a week or more often. Of
those who had participated in gambling
activities, the most popular individual activity
was found to be betting on esports matches or
tournaments (31%), followed by loot box
opening (22%), using skins lotteries (14%), and
playing fantasy esports (3%). These activities
are not mutually exclusive, approximately 20%
indicated participating in more than one
activity, in varying combinations. Finally, of
those who reported participating in gambling
associated with video games and esports, less
than 20% were over the age of 25. Indeed, the
more frequent participation was associated with
younger respondents: 60% of both monthly and
weekly gamblers were under 18, while 50% of
daily gamblers were under the age of 18.</p>
      <p>As several tests were performed in each
cross-tabulation, results were subject to a
family-wise error correction in order to control
for type I errors. The Bonferroni method has
been criticised as resulting in increased chance
of type II errors due to the fact that it is an
overly conservative approach32,39. The
Benjamini-Hochberg procedure was chosen
preference to the Bonferroni method given that
it balances power and parsimony43. All p-values
have been presented at the adjusted level.</p>
      <p>The primary area of interest was the
potential relationships between participation in
gambling associated with esports and the
consumption of both esports and video games.
Only two items were found to have statistically
significant relationships with participation in
gambling activities: average weekly hours
spent watching esports online, and frequency of
watching esports online. Both items were found
to have strong effects, with average hours being
notably larger than frequency of online
respectively). Similarly, both were found to
have moderately strong predictive power
However, frequency of watching esports online
was found to have a strong positive association
ile average hours spent watching
esports online was found to have a moderately</p>
      <p>In regard to participation in esports betting,
the following items were found to be
statistically significant predictors of
participation: age, gender, average weekly
hours spent watching esports online, and
frequency of watching esports online. Of these,
both age and frequency of watching online were
found to
.5, and .343, respectively), while gender was
V = .17). Age was found to have moderate
predictive power, and to have a strong negative
- - .349,
respectively). Gender was found to have low
predictive power, and to have a moderate
-
.113, respectively). Average weekly hours
watching esports online was found to have
moderate predictive power, and to have a
moderately strong positive association
Finally, frequency of watching esports online
was found to have moderately strong predictive
power, and to have a strong positive association
= 339, respectively).</p>
      <p>Only one item, average weekly hours spent
playing digital games, was found to be a
statistically significant predictor of
participation in esports betting. However, the
exact nature of the relationship is unclear as,
after applying the Benjamini-Hochberg
correction, the apparently large effect size
of statistical significance. Neither of the other
statistically significant results.</p>
      <p>Gender and frequency of watching esports
online were found to be statistically significant
predictors of participation in skins lotteries,
with the effect size or gender being moderate
esports was found to have a large effect size
.061) and to demonstrate a weak, positive</p>
      <p>Alongside participation in betting, paying to
open loot boxes was found to have four
statistically significant predictors: number of
live events attended, average weekly hours
spent watching esports online, frequency of
watching esports online, and average weekly
hours spent playing digital games. All except
average weekly hours spent playing digital
games were found to have strong effect sizes
respectively). Number of live events previously
attended was found to have weak predictive
remaining items (average weekly hours spent
watching esports online, frequency of watching
esports online, and average weekly hours spent
playing digital games) all displayed moderate
predictive power and moderately strong,
= .148, .154,</p>
    </sec>
    <sec id="sec-5">
      <title>This research uses data collected at a</title>
      <p>computer culture and esports event in August
2016 in order to examine the consumption of
esports and associated gambling activities.
Several statistically significant associations, of
varying effect sizes, were observed in relation
to both general esports/video game-related
gambling and specific individual activities. In
addition, this research demonstrated that
underage individuals are a notable presence in
gambling associated with games and esports,
thereby highlighting the importance of ensuring
such populations are not excluded from
research, despite being under the legal age.</p>
      <p>The expectation that participation in
gambling activities directly connected to
esports would be positively correlated with
increased consumption of esports (H1) was
only partially supported as no statistically
significant relationship was observed with
attendance at live events. This may be due to
the data being gathered at Assembly; although
the event features esports as a core component,
it has features of a LAN event38, as such the
focus is more on participation than spectating.
It is possible that if data were gathered at a
dedicated esports tournament, different results
might be observed.</p>
      <p>As with the first hypothesis, H2a was
partially supported as all expected associations
were present except that of attending live
esports events, it is likely that this too is
explained by the context in which data was
gathered. It is worth noting that the item with
the largest individual effect on participation in
esports betting, among esports fans is age.
While the second largest predictor, watching
esports online, is explained by the fact that it is
likely to serve as a channel for acquiring
information about players and teams, the strong
association with age is less easy to explain
given that betting can be accessed with
realworld currencies in addition to virtual items.
Given the potential for disordered gambling
behaviours to develop as a result of early
exposure35,18, this association is one which
requires closer study.</p>
      <p>Investigating the associations between
participation in fantasy esports (H2b) yielded
especially surprising results, as none of the
expected correlations were observed. Indeed,
only a single item was found to have a
statistically significant relationship: average
weekly hours spent playing video games. It was
anticipated that esports consumption habits
would be meaningful predictors given that
individuals can obtain knowledge as a result of
watching esports content, as is the case in
traditional sports31. As this appears not to be the
case, it may be that those who play fantasy
esports may get their information from other
sources, such as dedicated sites featuring news,
statistics etc. The association with game play
may be due to a situation in which fans of a
given game seek to maintain an ongoing
connection, one that goes beyond playing.
Participating in fantasy esports offers a channel
for engagement that can be accessed when
playing is not practical, or even possible, such
as at work or when travelling.</p>
      <p>Similar to H2b, as described above, analysis
of the data revealed results which were
substantially different to the expectations of
H3a. Participation in skins lotteries was
anticipated to be positively correlated with both
game play and esports consumption, and
negatively correlated with age, however, it was
found to positively correlate with hours spent
watching esports online and with males. It may
be that gender is a stronger predictor than age
due to the fact that skins lotteries have been
most strongly associated with the game
CS:GO24 a game with a predominantly, but not
exclusively, male player base. The rationale
underlying the hypothesised negative
correlation between skins lotteries and age was
that younger players could access the game by
using virtual items (skins) in place of
realmoney stakes, unlike other forms of gambling.
However, it seems that the use of virtual items
as stakes does not influence the age profile of
participants. The lack of statistically significant
association with hours spent playing video
games is likely explained by the fact that,
although skins are items which are used within
games, they can be obtained outside of the
game itself, either via online market places or
purchasing and opening loot boxes outside of
the game. Finally, the unexpected positive
correlation between skins lotteries and
watching esports online may be explained by
the fact that watching esports competitions
exposes spectators to a greater range of skins
than simply playing the game. Consequently,
spectators may be encouraged to try to obtain
desirable, and therefore expensive, skins by
gambling rather than direct purchase.</p>
      <p>Once again, H3b was only partially
supported with the expected positive
correlations between loot box opening and both
online esports spectating and video game play
having been observed, however, expected
negative correlation with age not being
observed. It is noteworthy that neither of the
demographic measures were found to be
statistically significant predictors of loot box
opening, whereas all measures of media
consumption were positively correlated.</p>
      <p>The significance of media consumption in
influencing participation in gambling
associated with esports and video games is
clear, with average hours spent spectating
esports online being a statistically significant
predictor in all cases except, somewhat
paradoxically, fantasy esports.</p>
      <p>That spectating esports online is a
significant influence on participation in
gambling is likely due to the fact that spectating
esports exposes viewers not only to the
gamblified content present within games, but
also to other aspects. These additional
influencing factors include exposure to
gambling sponsors and references to gambling
and odds as part of the event commentary, in
addition to video content featuring gambling
which is part of the wider esports mediascape23.</p>
      <p>This is particularly significant when
considering that gamblified media have the
potential to encourage problematic
consumption behaviours. Consequently, there
are implications for gamers, publishers, and
regulators. First, those publishers which seek to
further user engagement and drive monetisation
through adding gamblified content or
promoting an adjacent esports scene must be
aware of the potential consequences. Any such
approach much be carefully considered, and
responsibly enacted.</p>
      <p>Second, consumers need to be aware of
these gamblified environments and the
relationships with increased participation in
gambling. Such awareness can assist
consumers to make informed decisions, and to
seek services which suit their needs and desires.</p>
      <p>Third, in order to be effective, any attempts
to regulate the increasing gamblification of
media should not simply address individual
activities but must consider wider consumption
practices and surrounding cultures. Requiring
service providers to implement programmes
akin to responsible gambling initiatives, may be
an appropriate approach.</p>
      <p>The most significant limitation of this work
relates to the fact that data was gathered at an
event at which esports is a significant, but not
sole, focus; furthermore, Assembly is an event
which is centred upon participation, rather than
spectating. However, of those attendees who
participated in this research, 90% reported
spectating esports within the previous 12
months, demonstrating that the sample meets
the needs of the research. With these issues in
mind, a fruitful avenue for future research
would be to gather data from attendees at a
dedicated esports event, one in which activity is
limited to spectating.</p>
      <p>A further limitation is that at the time at
which the date was gathered skins lotteries were
the most prevalent form of gambling using
virtual items, with contemporary estimates
valuing the skins lottery market at
approximately $7.4bn8. However, late 2016
saw a series of scandals and negative publicity
related to skins lotteries, including examples of
rigged competitions and lawsuits targeting
Valve10. Consequently, Valve acted to restrict
the transfer of skins between player accounts,
thereby hindering the effective functioning of
many third-party websites which hosted skins
lotteries. Participation in skins lotteries has
significantly declined, yet skins are still used to
access many gambling activities, as such this
work can serve as a basis for examining other
activities which use virtual items as stakes.</p>
      <p>In addition to future research investigating
different forms of gambling connected to
esports and video games, a further area
requiring specific attention is the role of
streamed video content which showcases
gambling, such as loot box opening, crash
betting, or themed casino games. This
unregulated content is often used in order to
promote online gambling sites which use
virtual items, serving to both normalise
gambling and advertise gambling to vulnerable
populations. Indeed, this research has
highlighted the prevalence of gambling among
young esports spectators, providing empirical
evidence that under-age gambling is an
established practice in gaming and esports.</p>
      <p>This study examines the relationships
between the consumption of esports and
participation in associated gambling activities
in a sample of esports fans, offering insights
into a range of context-specific activities:
esports betting, fantasy esports, skins lotteries,
and loot box opening. The findings of this work
offer several contributions. First, it highlights
the importance of spectating esports online as a
predictor of involvement in gambling
associated with esports. Second, it provides
empirical evidence of under-age participation
in gambling. Finally, it offers a snapshot of
gamblified media consumption during a period
of rapid change; functioning both as a historical
record and as a basis for comparison with future
developments in the field.</p>
    </sec>
    <sec id="sec-6">
      <title>This research was supported by a grant from</title>
      <p>
        the Finnish Foundation for Alcohol Studies.
[
        <xref ref-type="bibr" rid="ref35">1</xref>
        ] B. Abarbanel, M. R. Johnson, Gambling
engagement mechanisms in twitch live
streaming. International Gambling
Studies, (2020) 1-21.
[2] B. Abarbanel, D. Phung, Exploring
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