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ASYNCHRONOUS PRESENTATIONS

Lightning presentations

Permadeath, Edgework, and Platform Capitalism

Pierre-Olivier Jourdenais1 
1Concordia University, Montreal, Canada

This presentation examines how gamers describe their experiences of playing games in permadeath mode, where the death of their character effectively ends their game. These experiences will be theorized through the conceptual lens of edgework, noting some of its limitations as well as how it can be adapted to develop an understanding of permadeath play, and a critique of games user research literature. Edgework, defined by Stephen Lyng as when individuals engage in voluntary risk-taking as a form of boundary negotiation to gain emotional rewards, assumed risk to be tied to one’s physical reality; the risk in edgework was physical, or pertained to one’s material existence. But as our worlds move further online due to the COVID-19 pandemic, the boundaries between physical and virtual reality find themselves blurred, and thus what is defined as dangerous or risky is as well. Through an analysis of screenshots, strategy guides and Reddit forum posts regarding some of the themes found in the turn-based tactics video game XCOM 2, I propose a critique of edgework both from the macro sociological theories of risk as well as from the psychological perceptions of risk prevalent in games user research literature. I suggest that what is deemed and perceived as being risky from the part of the gamer is the meaningfulness associated with the gaming experience, and not the type of risk at play. But, as games are constructed by game designers and game researchers to be maximally meaningful for players, this raises questions pertaining to the thin and ambiguous line between making meaningful versus addictive games, and whether edgework in the context of intense video game experiences can truly be deemed to be voluntary risk-taking threading the boundaries between order and chaos, or life and death.

Impact of non-fungible tokens (NFTs) in the commodification of the gaming industry

Rifatur Rahim1
1University of Dhaka, Dhaka, Bangladesh

Non-fungible tokens (NFTs) are a unique cryptographic token that represents something original and singular which cannot be mutually interchanged like traditional cryptocurrency. As it is not interchangeable, the original owner has absolute power over the token and can easily monetize it as they see fit. Until now, the companies who design games have held most of the money, ownership and power in the gaming industry and dictated the prices and availability of their product. But NFTs give that rare opportunity where any individuals can own any gaming moments, collectible items and other desirable assets within any game. NFTs can be bought, sold or even auctioned off for any amount of money the market deems suitable. In the future, it is expected to be transferrable within games too. This study finds that, while NFTs as a valid monetization process is still in its infancy, it shows a lot of promise. While the concept of NFTs is hard to grasp for many people but when done right, its future can be as bright as the most profitable modern cryptocurrency but with more secure ownership and trading. This form of token not only gives any user the power of ownership to their own gameplay or digital gaming purchases but also provides an unprecedented opportunity to create tangible assets out of intangible moments or things. NFTs can transform games out of the virtual world and corporate ownership to individual property and personal tokens of interest.

Keywords: non-fungible tokens (NFTs), cryptocurrency, commodification of gaming

Poster presentations

How can we use video games to discuss gambling with teenagers and young adults?

Isabella Chatelain1 and Natacha Cattin1
1Association Rien ne va plus, Geneva, Switzerland

The purpose of the presentation is to share our experience in the field of problem gambling prevention.

We have set up a workshop for individuals between 12 and 25 years old, in which we stimulate teenagers and young adults in thinking critically about their screen usage and video games. The objective of this workshop is to discuss video games, but also discuss the gambling habits behind these games.

Concretely, in 2020, we organised this workshop 30 times, reaching more than 200 individuals. The typical process of the workshop is as follows: at the beginning, a game time is planned for the participants and the educators, then an open discussion takes place. This gives the participants a new perspective on the games they are used to playing. At the end of this one-and-a-half-hour workshop, participants can make more mindful choices about how they use games and how they can stop playing sooner.

In addition to the mechanisms related to screen usage, the industry also highlights several tools designed to motivate gamers in spending more money. During the workshops that were given this year on this subject, the discussion systematically turned to online casinos as well as sports betting. Educators often discovered the presence of gamblers amongst the gamers, of which they were unaware of.

This workshop showed the importance of developing critical thinking in teenagers and young adults in relation to the industries. Additionally, the fact that even if teenagers and young adults rarely discusses a subject, such as gambling, this does not signify that are not affected by that subject.

Self-esteem in adolescents practicing problematic Internet use with a preference for video games or social media: preliminary data

Christine Lavoie1, Magali Dufour1, Julie Lane2 and Djamal Berbiche2
1University of Quebec at Montreal, Montreal, Canada
2University of Sherbrooke, Sherbrooke, Canada

The aim of this post is to expose and interpret empirical data suggesting differences in the level of self-esteem among adolescents with problematic Internet use (PIU) who have a preference for video games (PIU-VG) and those with a preference for social media (PIU-SM). The presentation of this preliminary data will allow for a better understanding and reflection on the potential impacts of applications (or “apps”) on the self-esteem of problematic users.

The data was collected during the winter of 2018 as part of the HORS-PISTE research project of the RBC Centre at the University of Sherbrooke. Variables of interest were measured using the Internet Addiction Test, the Rosenberg Index and a new scale measuring the number of hours allocated to specific applications.

The analyses carried out are therefore secondary analyses of data. Participants were divided into three groups based on their IAT scores and the number of hours spent on the apps: without PIU, PIU-SM, and PIU-VG. An ANOVA test was performed to analyze the differences between the groups concerning the level of self-esteem.

The three groups differ significantly in self-esteem [ω^2 (2,2880)=128.04,p<.000]. Participants without PIU reported significantly higher self-esteem scores than participants in the PIU-SM and PIU-VG groups. In addition, participants in the PIU-VG group reported significantly higher scores compared to those in the PIU-SM group.

By providing opportunities for achievements, online games could be used to temporarily elevate the fragile self-esteem of adolescents with PIU-VG. Social media does not appear to offer similar opportunities that could explain why PIU-SM teenagers report lower esteem levels. The hypothesis of social comparisons could also be used to interpret the low esteem levels in this group.

The characteristics of these two applications could affect the self-esteem levels of problematic users. Therefore, these results encourage the prioritization of the study of structural components of applications. It should be noted that the self-esteem of adolescents with PIU-SM is of great concern. It is therefore essential to address this critical issue when intervening with this population.

Development of a Detection System for Problematic Online Gambling in Québec

W. Spencer Murch1, Sophie Dauphinais1, Elyse Picard1, Martin French1 and Sylvia Kairouz1
1Concordia University, Montreal, Canada

Spurred by recent advances in internet connectivity and mobile computing, and compounded by the COVID-19 pandemic, an increasing number of people are participating in online gambling. This presents new opportunities for the field of Responsible Gambling (RG). The requirement of online gamblers to maintain unique user accounts enables gambling operators to deliver targeted interventions that may improve the efficacy of specific RG initiatives. However, the tenability of targeted interventions requires accurate identification of users experiencing gambling-related harms. We invited users of the Loto Quebec gambling platform (N = 10,839; formerly espacejeux.com) to complete the Problem Gambling Severity Index (PGSI) online. Participants who completed the survey (n = 9,145) agreed to release additional data about themselves, their financial transactions, and their betting activities on the site. The dataset was randomly divided into training (80%) and testing (20%) groups. Machine learning algorithms were then trained to identify individuals experiencing moderate (PGSI 5+), and severe (PGSI 8+) gambling problems. Our PGSI 5+ and 8+ models showed exemplary overall performance in classifying our testing data, accounting for 84.2% and 82.5% of the total area under the receiver operating characteristic curves, respectively. Follow-up analyses indicated that the optimal solutions for these models correctly classified 81.7% of people who reported at least moderate gambling problems, and 81.9% of people who reported severe gambling problems. In doing so, these models also correctly identified 74.4% and 72.2% of people with PGSI scores less than 5 and 8. The most important factors in these models included participants’ age, various aspects of their betting behaviour, and whether or not they exhibited behavioural signs of loss chasing. These results provide strong evidence for the use of machine learning algorithms in the identification of at-risk users of online gambling platforms. They identify several potential behavioural markers of online gambling harm; some novel and some supported by existing evidence. Crucially, models such as these could improve online gambling platforms by enabling them to curtail the number of promotions and advertisements delivered to individuals experiencing gambling-related harm.

Observing Change in Sports Gambling Behavior During the COVID-19 Pandemic

Elijah Otis1, Sherry H. Stewart1 and Igor Yakovenko1
1Dalhousie University, Halifax, Canada

Sports betting is one of the most popular forms of gambling in Canada; recent prevalence estimates indicate that 7.9% of Canadian adults endorsed gambling on sports in the past year. The ongoing COVID-19 pandemic led to the temporary closure of most major sports leagues worldwide beginning in March of 2020. These sudden closures created a dramatic decrease in the availability of sports betting in the early stages of the pandemic, followed by a subsequent increase as most sports leagues returned during the summer. These changes in the availability of sports gambling provide a rare opportunity to conduct a natural experiment. Using a retrospective self-report measure of gambling behaviours, we conducted a study with N = 51 past-year sports gamblers investigating how their gambling behaviours changed over the course of the pandemic. We predicted that we would observe an initial decrease in gambling behaviours from pre-pandemic baseline levels to the early stages of the pandemic in May when the availability of sports gambling was heavily restricted, followed by an increase in gambling behaviours from May to August, in accordance with the reemergence of live sporting events. Our general pattern of results supported our hypotheses, though gambling behaviours did not completely return to baseline levels. We discuss the implications of our findings for public health policy.

Keywords: sports gambling, COVID-19, availability hypothesis

The Reciprocal Effects of Pay-to-Win Gaming and Gambling: Results from a Representative Sample

Fred Steinmetz1, Ingo Fiedler1,2, Marc Von Meduna1 and Lennart Ante1
1University Hamburg, Hamburg, Germany
2Concordia University, Montreal, Canada

The presentation aims to communicate novel study results about the similarities of Pay-to-Win gaming and gambling. Pay-to-Win gaming describes a common type of video game design in which players can pay to advance in the game. The frequency and value of payments is unlimited, and payments are linked to players’ competitiveness or progress in the game, which can potentially facilitate problematic behavioral patterns, similar to those known from gambling. Our analyses focus on assessing similarities and differences between Pay-to-Win and different forms of gambling. Based on a survey among 46,136 German adult internet users, this study presents the demographic and socio-economic profile of (1) Pay-to-Win gamers who make purchases in such games, (2) heavy users who conduct daily payments, and (3) gamers who are also gamblers. Motives for making payments were assessed and participation, frequency and spending in gambling by Pay-to-Win gamers are presented. To assess the similarity of Pay-to-Win gaming and gambling, we tested whether Pay-to-Win participation, frequency of payments and problematic gaming behavior are predictors for gambling and cross-tested the opposite effects of gambling on Pay-to-Win. We find that Pay-to-Win gamers are a distinct consumer group with considerable attraction to gambling. High engagement and problematic behavior in one game form affects (over)involvement in the other. Common ground for Pay-to-Win gaming and gambling is the facilitation of recurring payments.

Impact of Advertising Campaigns Amongst Online Gamblers: Perceptions on the Role of Social Support

Samantha Tessier1, Oulmann Zerhouni1 and Lucia Romo1,2
1University Paris Nanterre, Paris, France
2CMME, GHU Paris Psychiatry and Neurosciences, Paris, France

Context: A small number of studies of problem gamblers have focused on how social environment and personality interact with gambling behavior. The aim of this research is to study how social support, personality dimensions, and advertising campaigns are associated with problem gambling amongst problem gamblers, moderate risk gamblers, and recreational gamblers in relation with online gambling (ie. sports and poker).

Methods: An online questionnaire was circulated during the first quarter of 2019 on social networks and on gambler forums. It addresses adults that have gambled at least once in the past 12 months. The questionnaire made it possible to identify the typology of gamblers through the Canadian Problem Gambling Index (CPGI) (Ferris and Wynne, 2001), the availability and satisfaction of perceived social support through the Support Social Questionnaire 6 (SSQ6), the recollection of advertising slogans disseminated in France, as well as questions on gambling practices (when they started to gamble, method of gambling) and socio-demographic questions. The analyses were carried out using R. One hundred and nine participants responded, 45% of which were problem gamblers or at moderate risk.

Results: Problem gamblers and moderate risk gamblers were significantly more susceptible to gambling ads when compared to recreational gamblers. Social support was significantly lower for online gamblers than for offline gamblers, but no association was found between social support and type of gambler. Problem gamblers and moderate risk gamblers had lower levels of extraversion than recreational gamblers. Notably, when the onset of gambling is before the age of 18, participants were more likely to recall more gambling advertisements as adults.

Conclusion: We propose that future longitudinal research examine the characteristics of online gamblers, especially their access to social support so as to understand their low level of adequacy in comparison to the social support accessible to offline gamblers.

Keywords: social support, Big Five model, personality, gambling ads, online gambling

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