Gambling and Video Games: Are Esports Betting and Skin Gambling Associated with Greater Gambling Involvement and Harm?
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RESEARCH REPORT Gambling and video games: are esports betting and skin gambling associated with greater gambling involvement and harm? July 2020 responsiblegambling.vic.gov.au © Victorian Responsible Gambling Foundation, July 2020 This publication is licensed under a Creative Commons Attribution 3.0 Australia licence. The licence does not apply to any images, photographs, branding or logos. This report has been peer reviewed by two independent researchers. For further information on the foundation’s review process of research reports, please see responsiblegambling.vic.gov.au. For information on the Victorian Responsible Gambling Foundation Research Program visit responsiblegambling.vic.gov.au. Disclaimer The opinions, findings and proposals contained in this report represent the views of the authors and do not necessarily represent the attitudes or opinions of the Victorian Responsible Gambling Foundation or the State of Victoria. No warranty is given as to the accuracy of the information. The Victorian Responsible Gambling Foundation specifically excludes any liability for any error or inaccuracy in, or omissions from, this document and any loss or damage that you or any other person may suffer. Conflict of interest declaration The authors declare no conflict of interest in relation to this report or project. To cite this report Greer, N, Rockloff, M, Russell, Alex M. T., 2020, Gambling and video games: are esports betting and skin gambling associated with greater gambling involvement and harm?, Victorian Responsible Gambling Foundation, Melbourne. Enquiries Rosa Billi +61 3 9452 2625 [email protected] Victorian Responsible Gambling Foundation Level 6, 14–20 Blackwood Street North Melbourne Victoria 3051 PO Box 2156 Royal Melbourne Hospital Victoria 3050 Telephone: +61 3 9452 2600 Facsimile: +61 3 9452 2660 ABN: 72 253 301 291 Our vision: A Victoria free from gambling-related harm vicrgf Victorian Responsible Gambling Foundation responsiblegambling ResponsibleGambling Gambling and video games: are esports betting and skin gambling associated with greater gambling involvement and harm? Nancy Greer, Matthew Rockloff and Alex M. T. Russell CQUniversity Australia July 2020 Gambling and video games: are esports betting and skin gambling associated with greater gambling involvement and harm? Acknowledgements We would like to acknowledge the grant funding received for this project from the Victorian Responsible Gambling Foundation. We greatly appreciate the many survey participants. We would also like to thank Lisa Lole, from CQUniversity’s Experimental Gambling Research Laboratory, for her work copy editing. The content is solely the responsibility of the authors and does not necessarily represent the official views of the Victorian Responsible Gambling Foundation. Victorian Responsible Gambling Foundation Page ii Gambling and video games: are esports betting and skin gambling associated with greater gambling involvement and harm? Key terms Acronym or term Description EB/SG Esports bettor/skin gambler. Sample group which combines esports cash bettors (at least fortnightly), esports skin bettors (last 12 months), and skin gamblers on games of chance (last 12 months). See definitions below for these activities. EGM Electronic Gaming Machine Esports Professional video game competitions Esports cash betting Betting money or cryptocurrency on esports Esports skin betting Betting skins or skin deposits on esports EV Esports viewer. A group sampled for at least fortnightly esports viewing, but have not bet on esports or with skins in the last 12 months. Loot box A virtual item which when opened contains a randomised in-game item reward, most often a skin of varying rarity, virtual currency, or an item which assists with game play (e.g., weapon, power up). M Mean PGSI Problem Gambling Severity Index PG Problem Gambler, scoring between 8-27 on the Problem Gambling Severity Index. RQ Research question SB Sports bettor. A group sample for at least fortnightly sports betting, but have not watched or bet on esports or with skins in the last 12 months. SD Standard Deviation SE Standard Error SGHS Short Gambling Harm Screen Skins Virtual in-game items offering cosmetic alterations to a player’s weapons, avatar or equipment used within a video game (Gambling Commission, 2017, p. 17) Skin gambling Betting skins on games of chance Social casino game Games which are based on or interact with social networks and that simulate gambling activities (Gainsbury et al., 2014). Traditional gambling Includes any form of monetary gambling not related to video games. See the Methods section for the list of traditional gambling activities measured for this research. VG Video gamer. A group sampled for at least fortnightly video gaming on a video game which is also an esport, but have not watched or bet on esports or with skins in the last 12 months. Video game-related gambling Includes any form of monetary or simulated gambling related to video games. This includes esports betting, skin gambling, loot boxes, social casino games. Victorian Responsible Gambling Foundation Page iii Gambling and video games: are esports betting and skin gambling associated with greater gambling involvement and harm? Table of Contents ACKNOWLEDGEMENTS ............................................................................................II KEY TERMS ...............................................................................................................III LIST OF TABLES ........................................................................................................V LIST OF FIGURES .....................................................................................................VI EXECUTIVE SUMMARY .............................................................................................1 Research aims .......................................................................................................................................................... 1 Methods .................................................................................................................................................................... 1 Key results ................................................................................................................................................................ 2 Conclusions .............................................................................................................................................................. 6 BACKGROUND ...........................................................................................................7 Scope ........................................................................................................................................................................ 7 What are esports and skins? .................................................................................................................................... 7 Esports betting and skin gambling ............................................................................................................................ 8 The typical esports bettor or skin gambler ............................................................................................................... 9 Engagement in traditional forms of gambling ......................................................................................................... 10 Gambling-related harm and problem gambling ...................................................................................................... 10 The unique risk to video gamers and esports viewers ........................................................................................... 11 The gateway effect: migration from video game-related to traditional gambling .................................................... 13 Conclusion .............................................................................................................................................................. 14 The current study .................................................................................................................................................... 15 METHODS ................................................................................................................. 16 Design and procedure ............................................................................................................................................ 16 Participants ............................................................................................................................................................. 18 Measures ................................................................................................................................................................ 20 Data analyses ......................................................................................................................................................... 22 RESULTS ...................................................................................................................24 Demographic characteristics .................................................................................................................................. 24 RQ1. What are the demographic characteristics and gambling behaviours of esports bettors and skin gamblers? .................................................................................................................................................