Loot Boxes, Esports Betting and Skin Betting: a Scoping Review Protocol to Map the Empirical

Total Page:16

File Type:pdf, Size:1020Kb

Loot Boxes, Esports Betting and Skin Betting: a Scoping Review Protocol to Map the Empirical 1 Scoping Review Protocol Title: Loot Boxes, eSports Betting and Skin Betting: A Scoping Review Protocol to Map the Empirical Research on Engagement in Gambling-Like Activities and Problem Gambling and Gaming Behaviours Authors: Hyoun S. (Andrew) Kim1, Diandra Leslie2, Sherry H. Stewart3, Daniel L. King4, Zsolt Demetrovics5,6, André Luiz Monezi Andrade7, Jung-Seok Choi8, Hermano Tavares9, David C. Hodgins2 Affiliations: 1. Department of Psychology, Ryerson University, Toronto, Ontario, Canada 2. Department of Psychology, University of Calgary, Calgary, Alberta, Canada 3. Departments of Psychiatry and Psychology & Neuroscience, Dalhousie University, Halifax, Nova Scotia, Canada 4. College of Education, Psychology, & Social Work, Flinders University, Australia 5. Centre of Excellence in Responsible Gaming, University of Gibraltar, Gibraltar, Gibraltar 6. Institute of Psychology, ELTE Eötvös Loránd University, Budapest, Hungary 7. Center for Life Science, Pontifícia Universidade Católica de Campinas, Campinas, Brazil 8. Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul National University College of Medicine, Seoul, South Korea 9. Department of Psychiatry, Instituto de Psiquiatria do Hospital das Clínicas da Faculdade de Medicina, Universidade de São Paulo, São Paulo, Brazil Contact person: Diandra Leslie ([email protected]) Anticipated start date: April 2021 Anticipated completion date: September 2021 2 Rationale for the Scoping Review Within the past decade, gambling-like activities (GLAs) such as loot boxes, eSports betting, and skin betting have increasingly become part of the video gaming experience – a phenomenon known as convergence. Multiple studies have linked gambling-like activities to problematic gambling and gaming behaviours (Gainsbury et al., 2017; Li et al., 2019; Macey & Hamari, 2019), and concerns about potential harms have led some jurisdictions to begin regulating the availability of these activities. Study of the convergence of gambling and gaming represents an area of relatively new yet rapidly growing research. Given the prevalence of GLAs in video games, discussion of their regulation, and the dearth of empirical research on the convergence of gambling and gaming, there is a need to synthesize the existing literature to understand what is known about the relationship between GLA engagement and problematic gambling and gaming behaviours. Additionally, this scoping review is the first of a three- part cross-national study on GLAs with researchers and participants from Canada, Brazil, Hungary, South Korea, and Australia that will include surveys and interviews with individuals who engage in GLAs. The results of this scoping review may help to identify questions and measures to be included in this cross- national investigation. Scoping Review Methodology Stages one through five of Arksey and O’Malley’s (2005) scoping review methodology framework, further developed by Levac et al. (2010) and Tricco et al. (2018), will be used to guide the process of this review. Arksey and O’Malley (2005) proposed a sixth, optional stage (consultation with consumers and stakeholders). Due to time and budgetary constraints, this stage will not be completed. What follows is an outline of the planned procedure for conducting the proposed scoping review. The review management software Covidence (Veritas Health Innovation, 2019) will be used to complete stages three and four. Stage One: Identifying the Research Question 3 The objectives of our scoping review are as follows: • synthesize the existing empirical studies that have assessed the link between engaging in GLAs and problematic gambling and gaming behaviours, • determine what is known regarding the link between GLA engagement and problematic gambling and gaming behaviours, and • identify emerging developments and gaps in the knowledge base that will require further research. Stage Two: Identifying Relevant Studies Search Strategy Seven databases will be systematically searched for relevant articles: • Ovid APA PsycINFO • Ovid MEDLINE • Ovid Embase • Ebsco CINAHL • Ebsco Academic Search Complete • ProQuest ABI Business Premium Collection • ProQuest Dissertations and Theses Global In addition to the seven databases identified, the reference lists of studies deemed eligible for the review will be hand searched, and a search of Google Scholar will be conducted to identify sources that may not have been captured during the database search. The titles and abstracts of the first 100 results from Google Scholar will be screened. The Ovid search strategy is presented in Appendix A. Inclusion and Exclusion Criteria The inclusion criteria agreed upon by the team members of this study are as follows: 4 • The articles must be written in English, Portuguese, Hungarian, or Korean. If any relevant non- English articles are found, they must contain an English-language abstract. • The research conducted must have been empirical. • The results of the study must contain a quantitative and/or qualitative measure of the impact of GLA engagement on gambling and/or gaming behaviours. Articles will be excluded if they concern any type of non-empirical research (e.g., reviews, meta- analyses); however, the reference sections of such articles will be searched for relevant sources. Additionally, restrictions will not be placed on the following: • the date of study publication, • the population studied (e.g., adults, adolescents, children; clinical or general population), • the method by which players acquired loot boxes or skins (e.g., purchased with real-world currency, cryptocurrency, in-game currency, or earned through regular gameplay), • the method by which bets were placed on eSports events (e.g., in-person or online, with real- world currency, cryptocurrency, or skins, in regulated or unregulated settings, or on professional or amateur competitions), • the types of video games played (e.g., genre), or • the platform on which the video games were played (i.e., desktop, console, mobile). Stage Three: Study Selection A two-step screening procedure consisting of a title and abstract screen and a full-text screen will be conducted to identify which among the retrieved articles will be included and excluded from the scoping review. This procedure will be completed by two independent reviewers. Cohen’s Kappa will be calculated in order to assess inter-rater reliability (IRR). The desired minimum IRR will be .70 (i.e., moderate agreement; McHugh, 2012). 5 Following the independent screening of the titles, abstracts, and full articles, the reviewers will meet to compare results, reach a consensus for any discrepancies in selected sources, and, if necessary, revise or re-establish the inclusion and exclusion criteria. If the two reviewers are unable to reach a consensus, a third reviewer will be tasked with doing so. A Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) flow diagram will be generated to illustrate the study selection process. Stage Four: Charting the Data Data from articles deemed eligible for the review will be extracted and charted using a standardized data charting form designed by the research team. This process will be completed independently by the same two reviewers who complete stage three. The reviewers will meet to discuss their results, and reach a consensus about any disagreements. If a consensus cannot be reached, the third reviewer who will be consulted to resolve disagreements in stage three will be responsible for doing so in stage four. Ten charting categories will be included. The data extraction framework is outlined in Appendix B. Stage Five: Collating, Summarizing, and Reporting the Data The Joanna Briggs Institute’s Preferred Reporting Items for Systematic Reviews and Meta- Analyses Extension for Scoping Reviews (PRISMA-ScR) checklist (Tricco et al., 2018) will be used to guide the process of stage five. The completion of stage five will include three components: • A compilation of the results to provide a descriptive numerical summary of the findings. This will involve summarizing characteristics of the included studies, such as the total number of eligible studies, the types of GLAs assessed, and study sample characteristics. • A thematic analysis of the results to address the primary goals of the review, which are to determine the gambling and gaming-related outcomes associated with GLA engagement and identify gaps and emerging areas in the knowledge base that will require further research. 6 • A consideration of potential implications the findings will have for research and policy. Ethics and Dissemination Ethics approval is not required for this scoping review because primary data will not be collected and the information that will be synthesized can be obtained from an already existing, publicly available knowledge base. Following the registration of this protocol with Open Science Framework, if any modifications are needed, descriptions of any changes, including rationale and the date of the modifications, will be submitted. The findings of this research will be submitted for publication in a peer- reviewed journal and may be presented at relevant national or international conferences. Conclusion To our knowledge, this is the first scoping review that will synthesize the results of empirical research that has assessed the link between GLA engagement and problem gambling or gaming behaviours. Practically, the results of this scoping review will provide an improved understanding of who engages in GLAs, why they do
Recommended publications
  • Uila Supported Apps
    Uila Supported Applications and Protocols updated Oct 2020 Application/Protocol Name Full Description 01net.com 01net website, a French high-tech news site. 050 plus is a Japanese embedded smartphone application dedicated to 050 plus audio-conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also 10086.cn classifies the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese web portal operated by YLMF Computer Technology Co. Chinese cloud storing system of the 115 website. It is operated by YLMF 115.com Computer Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr Korean shopping website 11st. It is operated by SK Planet Co. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt Lithuanian news portal Chinese web portal 163. It is operated by NetEase, a company which 163.com pioneered the development of Internet in China. 17173.com Website distributing Chinese games. 17u.com Chinese online travel booking website. 20 minutes is a free, daily newspaper available in France, Spain and 20minutes Switzerland. This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Shared 2shared is an online space for sharing and storage.
    [Show full text]
  • Iskysoft Itube Studio Supports 1000+ Sites.Xlsx(2)
    iSkysoft iTube Studio Supports 1000+ Sites abc bet clubic abc7news bild cmt academicearth bilibili cnet addanime blinkx cnn adobetv bliptv collegehumor adultswim bloomberg collegerama aftenposten bpb comcarcoff aftonbladet br comedycentral airmozilla breakcom common aljazeera brightcove commonmistakes allocine buzzfeed condenast alphaporno byutv cracked anitube c56 criterion anysex camdemy crunchyroll aol canal13cl cspan aparat canalc2 ctsnews appletrailers canalplus dailymotion archiveorg cbs daum ard cbsnews dbtv arte cbssports dctp atresplayer ccc deezer atttechchannel ceskatelevize defense audiomack channel9 dfb azubu chilloutzone discovery bambuser chirbit divxstage bandcamp cinchcast dotsub bbccouk clipfish douyutv beatportpro cliphunter drbonanza beeg clipsyndicate dreisat behindkink cloudy dropbox myvideo nytimes radiode myvidster odnoklassniki radiofrance nationalgeographic oktoberfesttv rai naver ooyala rbmaradio nba openfilm redtube nbc orf restudy ndr parliamentliveuk reverbnation ndtv patreon ringtv nerdcubed pbs ro220 nerdist phoenix rottentomatoes netzkino photobucket roxwel newgrounds pladform rtbf newstube planetaplay rte nextmedia played rtl2 nfb playfm rtlnl nfl playvid rtlnow nhl playwire rtp niconico podomatic rts ninegag pornhd rtve noco pornhub ruhd normalboots pornotube rutube nosvideo pornoxo rutv novamov primesharetv sandia nowness promptfile sapo nowvideo prosiebensat1 savefrom npo puls4 sbs nrk pyvideo scivee ntvde quickvid screencast ntvru r7 screencastomatic nuvid radiobremen screenwavemedia drtuber fktv
    [Show full text]
  • Relationships to Video Game Streamers: Examining Gratifications, Parasocial Relationships, Fandom, and Community Affiliation Online Michael G
    University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations August 2016 Relationships to Video Game Streamers: Examining Gratifications, Parasocial Relationships, Fandom, and Community Affiliation Online Michael G. Blight University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Communication Technology and New Media Commons Recommended Citation Blight, Michael G., "Relationships to Video Game Streamers: Examining Gratifications, Parasocial Relationships, Fandom, and Community Affiliation Online" (2016). Theses and Dissertations. 1255. https://dc.uwm.edu/etd/1255 This Dissertation is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. RELATIONSHIPS TO VIDEO GAME STREAMERS: EXAMINING GRATIFICATIONS, PARASOCIAL RELATIONSHIPS, FANDOM, AND COMMUNITY AFFILIATION ONLINE by Michael George Blight A Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Communication at The University of Wisconsin-Milwaukee August 2016 ABSTRACT RELATIONSHIPS TO VIDEO GAME STREAMERS: EXAMINING GRATIFICATIONS, PARASOCIAL RELATIONSHIPS, FANDOM, AND COMMUNITY AFFILIATION ONLINE by Michael George Blight The University of Wisconsin-Milwaukee, 2016 Under the Supervision of Professor Erin Ruppel Advances in media consumption and viewership have expanded the use of virtual communities such as streaming platforms (e.g., Twitch,tv, Azubu.tv, YouTube Gaming, AfreecaTV) and the ways individuals satisfy individual and social gratifications within these communities. Further, the connection viewers make with streamers as both fans and parasocially (i.e., a perceived friendship with media figure) has a number of implications for the communities that support them.
    [Show full text]
  • Ihalainen Lasse.Pdf (705.8Kt)
    Elektroninen urheilu brändien mainonnassa Lasse Ihalainen Opinnäytetyö Liiketalouden koulutusohjelma 2017 Tiivistelmä Tekijä Lasse Ihalainen Koulutusohjelma Liiketalouden koulutusohjelma Raportin/Opinnäytetyön nimi Sivu- ja liitesi- Elektroninen urheilu brändien mainonnassa vumäärä 34 + 2 Elektroninen urheilu on urheilumuoto, jossa tietokone- ja konsolipelaajat pelaavat toisiaan vastaan kilpailullisesti sekä tavoitteellisesti. Lajin suosion kasvun myötä elektronisesta ur- heilusta on muodostunut yleisölaji. Yleisö seuraa otteluita kisapaikalla tai suoratoistolähe- tysten välityksellä ympäri maailmaa. Suomessa lajin tunnettuus on melko vähäistä, eteen- kin elektronisen urheilun harrastajaryhmän ulkopuolella. Elektronisen urheilun katsoja- ja harrastajamäärät ovat kasvaneet viime vuosina nopeasti. Lajin uutuuden takia aihetta ei ole juurikaan tutkittu tieteellisesti. Elektronista urheilua käsit- televän tieteellisen kirjallisuuden saatavuus on yhtä lailla vähäistä. Maailmalla monet brän- dit ovat huomanneet elektronisen urheilun potentiaalin, mutta Suomessa mainonta elektro- nisen urheilun parissa on vielä melko vähäistä. Opinnäytetyön tavoitteena on selvittää, minkälaista mainonta on e-urheilun parissa Suo- messa tällä hetkellä ja millainen potentiaali sillä on tulevaisuudessa. Tutkimus on kohdis- tettu Suomeen. Teoreettisessa viitekehyksessä käsitellään elektronista urheilua sekä sen hyödyntämistä osana markkinointiviestintää. Elektronisen urheilun mainonnalla tavoitettava kohderyhmä koostuu pääosin 15-30-vuotiaista miehistä, mutta myös
    [Show full text]
  • 1 Escola De Comunicação, Artes E Design
    1 ESCOLA DE COMUNICAÇÃO, ARTES E DESIGN - FAMECOS PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL CAMILA AMORIM PROJETADO PARA A TRANSMISSÃO: COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Porto Alegre 2018 2 PONTIFÍCIA UNIVERSSIDADE CATÓLICA DO RIO GRANDE DO SUL FACULDADE DE COMUNICAÇÃO SOCIAL CAMILA A. SCHULTZ PROJETADO PARA A TRANSMISSÃO COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Porto Alegre 2017 3 CAMILA A. SCHULTZ PROJETADO PARA A TRANSMISSÃO COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Dissertação apresentada como pré-requisito para a obtenção do título de Mestre em Comunicação Social no Programa de Pós-graduação em Comunicação Social Orientador: Prof. Dr. André F. Pase Porto Alegre 2017 4 Ao meu marido Natan Schultz e ao meu filho de quatro patas Thor Schultz. Pelo amor, pelo carinho e pelo cuidado. 5 AGRADECIMENTOS A todos os meus amigos, em especial Gabi Raabe, Fernanda Soares Oliveira, Ana Carolina Marinho, Andy Nadvorny e Tanara Bodini pelo apoio, pelas conversas em momentos em que eu pensei em desistir, ou descobri que comunicação não era mais o que eu queria fazer. Sem vocês eu não teria terminado esse trabalho. A todos meus amigos e parceiros de jogo, especialmente Paulo Souza e Lucas Maia, sem vocês jogando LoL comigo esse trabalho não teria nenhum sentido. A todos os meus colegas, em especial Paulo Cabral, Militão Ricardo e Diego Wander, pela parceria, pela ajuda durante as aulas, por abrirem a sala quando eu precisei, por dividirem a sala de aula comigo.
    [Show full text]