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Review Article

Gaming-gambling convergence: evaluating evidence for the ‘gateway’ hypothesis

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Pages 380-392 | Received 21 Apr 2020, Accepted 06 May 2020, Published online: 02 Jun 2020
 

ABSTRACT

Similarities between video-games and gambling have led to the proposition that video-gaming could act as a ‘gateway’ activity for gambling. In this paper, we review the major lines of evidence advanced to support this idea, including evidence for the co-occurrence of the two activities; the relationship between problem gambling and problem gaming; and, studies of gambling and loot boxes. Our review suggests that, at best, only a small correlation exists between overall gambling and video-game engagement and this may often be accounted for by underlying demographic and personality variables. We find even less evidence to support a direct relationship between problem gaming and problem gambling. However, problem gambling symptoms appear to be positively related to loot-box purchases. Gamblers who play video-games may be attracted to features that enable them to engage in risk-taking via familiar systems of variable reinforcement. Less evidence supports the view that loot-boxes encourage gambling or facilitate an entry point into other types of gambling, including those associated with gaming (e.g. esports betting). Overall, this review found little convincing evidence in support of the ‘gateway hypothesis’ and suggests that further longitudinal research is necessary to strengthen our understanding of the links between video-gaming and gambling.

Declaration

Paul Delfabbro

I have received funding for research, support for conference travel and speaking engagements from government and non-government research bodies such as AGRI, VRGF, IAGR and the Department of Consumer Affairs, GambleAware/RGT, Gambling Research Australia, Independent Gambling Authority, the ARC, NHMRC, Channel 7 Children’s Foundation and Australian Institute of Criminology. I have conducted paid consultancy work on responsible gambling for regulatory bodies, government, peak bodies such as the Australasian Gambling Commission and reviews of responsible gambling programs for some industry groups (e.g. reviews of the list of indicators, self-exclusion program, host responsibility quality in relation to international best practice), but not received direct industry funding for any research. I acknowledge that many peak research bodies are indirectly funded by industry through levies or contributions.

Daniel King

I have received funding for research, support for conference travel and speaking engagements from government and non-government research bodies such as the VRGF, SSBA, and the ARC. I have conducted paid consultancy work on gaming disorder and gaming-gambling convergence, but not received direct industry funding for any research. I am a member of a World Health Organization advisory group on gaming disorder.

Notes

1. Skins are cosmetic items used in games to change to look of characters, weapons and other elements. They do not usually afford a material advantage in the game.

Additional information

Funding

None

Notes on contributors

Paul Delfabbro

Paul Delfabbro graduated from the University of Adelaide with degrees in Arts, Commerce and Economics and a PhD in psychology. He has published extensively in several areas, including the psychology of gambling, child protection and child welfare and applied cognition. He has over 320 publications in these areas including over 230 national and international refereed journal articles. His recent research interests in addiction have related to: the cross-over between gambling and gaming; the relationship between clinical co-morbidity and problem gambling; gambling-harm; the psychology of gaming machines and the behavioral indicators of problem gambling and harm.

Daniel L. King

Daniel L. King is a senior lecturer in the College of Education, Psychology and Social Work at Flinders University. He has over 100 refereed papers in the field of behavioral addictions and has been a regular consultant for the WHO in relation to the measurement and classification of gaming and internet-related disorders.

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