References
- Abarbanel, B., Blum, B., Grove, C., Knuth, C., Schorr, S., & Sood, R. (2016). The future of gambling spaces: ESports and the world of competitive video gaming. In International conference on gambling & risk taking. Las Vegas. https://digitalscholarship.unlv.edu/gaming_institute/2016/June9/16
- Amaya, A., Bach, R., Keusch, F., & Kreuter, F. (2019). New data sources in social science research: Things to know before working with reddit data. Social Science Computer Review, 089443931989330. https://doi.org/10.1177/0894439319893305
- Auger, N., Lo, E., Cantinotti, M., & O’Loughlin, J. (2010). Impulsivity and socio-economic status interaction to increase the risk of gambling onset among youth. Addiction, 105(12), 2176–2183. https://doi.org/10.1111/j.1360-0443.2010.03100.x
- Block, F., Hodge, V., Hobson, S., Sephton, N., Devlin, S., Ursu, M. F., & Cowling, P. I. (2018, June). Narrative bytes: Data-driven content production in esports. In Proceedings of the 2018 ACM international conference on interactive experiences for TV and online video (pp. 29–41). Seoul, Republic of Korea.
- Brooks, G. A., & Clark, L. (2019). Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions. Addictive Behaviors, 96, 26–34. https://doi.org/10.1016/j.addbeh.2019.04.009
- Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour, 2(8), 530–532. https://doi.org/10.1038/s41562-018-0360-1
- Eysenck, S. B., & Eysenck, H. J. (1977). The place of impulsiveness in a dimensional system of personality description. British Journal of Clinical Psychology, 16(1), 57–68.28.
- Ferris, J., & Wynne, H. (2001). The Canadian problem gambling index: Final report. Canadian Centre on Substance Abuse.
- Fitch, A. (2020, April 1). Esports partnerships and sponsorships highlights for March 2020. Esports Insider. https://esportsinsider.com/2020/04/partnerships-and-sponsorships-march-2020/
- Gainsbury, S. M., Abarbanel, B., & Blaszczynski, A. (2017). Intensity and gambling harms: Exploring breadth of gambling involvement among esports bettors. Gaming Law Review, 21(8), 610–615. https://doi.org/10.1089/glr2.2017.21812
- Gambling Commission. (2017). Virtual currencies eSports and social casino gaming. Birmingham: Gambling Commission.
- Georgen, C. H. R. I. S. (2015). Well played & well watched: Dota 2, spectatorship, and eSports. Well Played A Journal on Video Games, Values, and Meaning, 4(1), 179–191.
- Greer, N., Rockloff, M., Browne, M., Hing, N., & King, D. L. (2019). Esports betting and skin gambling: A brief history. Journal of Gambling Issues, 43. http://dx.doi.org/10.4309/jgi.2019.43.8
- Jenkins, S. (2020, May 10). Esports Star Johan “N0Tail” Sundstein has earned over $6 million from tournaments. Sportscasting | Pure Sports. https://www.sportscasting.com/esports-star-johan-n0tail-sundstein-has-earned-over-6-million-from-tournaments/
- Katona, A., Spick, R., Hodge, V. J., Demediuk, S., Block, F., Drachen, A., & Walker, J. A. (2019, August). Time to die: Death prediction in dota 2 using deep learning. In 2019 IEEE Conference on Games (CoG) (pp. 1–8). London, UK: IEEE.
- LaPlante, D. A., Nelson, S. E., & Gray, H. M. (2014). Breadth and depth involvement: Understanding Internet gambling involvement and its relationship to gambling problems. Psychology of Addictive Behaviours, 28(2), 396–403. https://doi.org/10.1037/a0033810
- Li, W., Mills, D., & Nower, L. (2019). The relationship of loot box purchases to problem video gaming and problem gambling. Addictive Behaviors, 97, 27–34. https://doi.org/10.1016/j.addbeh.2019.05.016
- Macey, J., Abarbanel, B., & Hamari, J. (2020). What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors. New Media & Society, 1461444820908510. https://doi.org/10.1177/1461444820908510
- Macey, J., & Hamari, J. (2018). eSports, skins and loot boxes: Participants, practices and problematic behaviour associated with emergent forms of gambling. New Media & Society, 21(1), 1461444818786216. https://doi.org/10.1177/1461444818786216
- Mansfield, E. R., & Helms, B. P. (1982). Detecting multicollinearity. The American Statistician, 36(3a), 158–160. https://doi.org/10.1080/00031305.1982.10482818
- McKeever, V. (2020, May 18). These are some of the most popular virtual jobs you can do from home. CNBC. https://www.cnbc.com/2020/05/18/these-are-some-of-the-most-popular-virtual-jobs.html
- Mishra, S., & Carleton, N. R. (2017). Use of online crowdsourcing platforms for gambling research. International Gambling Studies, 17(1), 125–143. https://doi.org/10.1080/14459795.2017.1284250
- Newzoo. (2020). Newzoo global esports market report 2020 | Light version. Newzoo. https://newzoo.com/insights/trend-reports/newzoo-global-esports-market-report-2020-light-version/
- Rao, J. N. K., & Scott, A. J. (1984). On chi-squared test for multi-contingency tables with cell proportions estimated from survey data. The Annals of Statistics, 12(1), 46–60. https://doi.org/10.1214/aos/1176346391
- Schubert, M., Drachen, A., & Mahlmann, T. (2016, March). Esports analytics through encounter detection. In Proceedings of the MIT sloan sports analytics conference (Vol. 1, p. 2016). Boston, MA: MIT Sloan.
- Schultz, E. J. (2017, April 3). Behind the rise of esports and what it means for brands. https://adage.com/article/news/e-sports/308447
- Sweeney, K., Tuttle, M. H., & Berg, M. D. (2019). Esports gambling: Market structure and biases. Games and Culture, 1555412019872389. https://doi.org/10.1177/1555412019872389
- Wardle, H. (2020). The emerging adults gambling survey: Study protocol. Wellcome Open Research, 5, 102. https://doi.org/10.12688/wellcomeopenres.15969.1
- Wills, T. A., Windle, M., & Cleary, S. D. (1998). Temperament and novelty seeking in adolescent substance use: Convergence of dimensions of temperament with constructs from Cloninger’s theory. Journal of Personality and Social Psychology, 74(2), 387–406. https://doi.org/10.1037/0022-3514.74.2.387
- Zendle, D., Cairns, P., Barnett, H., & McCall, C. (2020, October). Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win. Computers in Human Behavior, 102, 181–191. https://doi.org/10.1016/j.chb.2019.07.003