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1.
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Research has noted many similarities between video gaming and gambling activities. It has been suggested that video game players may also be attracted to gambling, although there is limited research on this possibility. The present study examined concurrent video gaming and gambling habits in a sample of regular video game players in Australia (N = 485, 84 % male, M age = 25.8). Gambling involvement was found to be a generally unpopular activity among regular video game players. No significant association between frequency of video game play and frequency of gambling was found. Although significant correlations between gaming ‘addiction’ scores and gambling frequency were identified, age was the only significant predictor of gambling when controlling for all remaining variables. These findings are critically discussed in the context of past research, and future research directions concerning the link between video gaming and gambling are proposed.  相似文献   

3.
A methodological challenge to Fisher's (1992) study of adolescent fruit machine gamblers was carried out with young video game players. Fisher (1992) described an association between frequency fruit machine playing, dependency and delinquency. Some methodological concerns were considered that might weaken this conclusion, in particular the use of heterogeneous measures that fail to distinguish between variables. As such measures feature elsewhere in contemporary gambling research it was deemed important to examine some of the potential problems that may arise. 183 11–16 year old video game players (152 males; 31 females) were recruited from four amusement arcades to answer a computerised questionnaire. Using an analysis similar to Fisher (1992) her results for adolescent fruit machine use were confirmed. However a separation of key variables and the use of a multiple regression analysis showed that of money spent, time spent and impaired choice, only the first was a significant predictor of delinquency. It is suggested that delinquents have higher disposable incomes to spend on their leisure activities. Video game playing and possibly fruit machine gambling appear to be independently associated with delinquency; in video game playing this association is not mediated by dependency. It was argued that a similar methodology should be used in the UK to re-examine Fisher's (1992) conclusions for children who use gaming machines.The authors wish to thank Timezone Amusement Arcades for the generous use of their centres, Colin Davis for programming the questionnaire and Dr. Sung-Mook Hong for statistical advice.  相似文献   

4.
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.  相似文献   

5.
Electronic gambling machines (EGMs) show a strong association with gambling problems. The high speed of gaming offered by modern EGMs allows playing numerous games in a short span of time, which is thought to contribute to attentional distraction, increased spending and prolonged play. However, the relationship between EGM speeds and potentially risk-related gambling behavior remains unclear. We introduce a novel approach to investigating the role of gaming speed in EGM gambling behavior by examining ‘individual rate-of-play’ (I-ROP) during simulated EGM gambling. A community sample of male regular gamblers (N = 72) played virtual slot machines in pairs offering sequentially adjusted game speeds towards the estimation of a behaviorally expressed preference speed, or I-ROP. This initial experiment aimed to explore the variability of I-ROPs during simulated EGM gambling, and examine behavior while playing EGMs at speeds relative to their I-ROP. Estimated I-ROPs ranged from less than one half second to over seven seconds and were negatively associated with cognitive ability, but not related to problem gambling severity, impulsiveness, or gambling-related cognitions. Subsequent gambling sessions on EGMs offering individually calibrated faster and slower gaming speeds were associated with greater and reduced risk-related gambling behaviors respectively. I-ROPs represent a potentially informative construct for exploring influences of gaming speed on gambling behavior, and may lend insight into potential risk-related behavior an individual vulnerability with respect to commercially available EGMs that warrants additional research.  相似文献   

6.
There has been a shift in the most recent UK Government's Alcohol Strategy (2012) from personal responsibility towards a model of shared responsibility for young people's drinking. On closer examination of the strategy, however, it appears that rather than exonerating young people from blame, governance is merely extended to include wider partners. Using findings from nine focus groups with young people in Liverpool, UK, we explore who they believe are responsible for their drinking behaviours and how they learn to become ‘good drinkers’. Our findings show that while teenagers were aware of dominant alcohol-related messages and maintained a moral position as responsible citizens; they also negotiated and resisted norms about teenage drinking. Although both boys and girls agreed that parents were the primary responsible authority for regulating their drinking, there was gendered disagreement about personal responsibility. The girls described how they were ultimately responsible for any adverse consequences if they drank too much whilst the boys considered a wide range of partners who would be implicated. However, unlike the girls, the boys described a willingness to either abstain or moderate their alcohol intake in order to remain in control and avoid any alcohol-related trouble or harm.  相似文献   

7.
Online deviant behaviors have been prevalent since the Internet became ubiquitous, but research in this field is relatively scarce. The present study investigates a unique deviant behavior in online video gaming communities – game cheating – to further understand the scope of online deviant social behaviors. This paper aims to uncover how game players actively create and negotiate new meanings of game cheating in online games. Six focus groups were conducted to explore the rationalization process for engaging in game cheating among players of different online video games. It was discovered that elements of intentionality, utility, core gaming goals, evolving gaming norm, and social ties to gaming communities serve as important rationalizing process to justify game cheating behaviors. Through the discovery of these mental schemas for online game cheating, the paper discusses how online deviant behaviors are connected with social life online and form a unique online culture.  相似文献   

8.
Very little research has been conducted to examine the relationship between video-game playing and gambling in adolescence. In this study, 2,669 adolescents aged 13–17 years were surveyed to obtained details of their involvement in gambling and video-game playing as well as a measure of pathological gambling (the DSM-IV-J). The results showed that, the frequency of video game playing was significantly related to pathological gambling, but that the effect size was very small and largely accounted for by the greater popularity of both activities amongst boys. There was some evidence for stronger associations between technologically similar activities, namely arcade video games and an interest in gaming machines, but other factors discussed in the paper may also account for this association. In summary, the findings suggested that playing video-games is unlikely to be a significant risk factor for pathological gambling during adolescence.
Paul DelfabbroEmail: Email:
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9.
Historically, African Americans and white girls have not had the same access to playing sports as white boys have had. Changes in laws led to racial integration of sports teams and equal athletic opportunities for girls. Yet, racial and gender gaps in playing sports persist, and intersections between race and gender, as well as different contexts of participation, may contribute to the gaps. This article uses structural resource and racial competition theories to examine the interactions among race, gender, and school environment to determine whether racial gaps persist for boys and girls and whether individual and school-level factors account for gender-specific racial gaps in sports participation. We combine data on every ninth-grade student in North Carolina public schools with data from school yearbooks and find that racial gaps in playing sports differ by gender, and that school factors—including opportunities schools provide to play sports—have unique influences on racial gaps for boys and girls.  相似文献   

10.
Pachinko is an ‘amusement arcade’ type machine that is popular throughout Japan, with an estimated 17.1 million ‘players’ providing an enormous annual revenue of 2.87 trillion yen (US$250 billion). It is simple and easy to play and has all the hallmarks and structural features of gaming machines worldwide. While academic discourses on the addictive potential of gaming machines are well developed, their application to pachinko is very limited. This is, perhaps, due to a number of factors. First, pachinko is portrayed as a game rather than as gambling in Japan, so that addiction issues are ignored or downplayed. Second, most accounts of ‘playing’ pachinko are journalistic rather than academic. Third, academics tend to focus on police corruption and organized crime rather than addiction. Here, we take the approach that pachinko represents ‘gambling by proxy’ and explore its addictive potential. We conclude that unless pachinko is recognized as a form of gambling, present changes in Japanese legislation will be of limited value in tackling addiction.  相似文献   

11.
Cyberbullying has been recognized as a serious social concern. Considering the varied contexts of online engagement by children and youth is increasingly necessary to adequately understand their experiences and the impact of their participation. An online context which requires further attention is gaming platforms, which are especially popular among boys. Methods: Using a theoretical approach of social dominance, this paper analyzed secondary data drawn from a mixed methods study of cyberbullying to investigate the prevalence and experience of gaming among a quantitative survey sample (n?=?670) of 4th, 7th, and 10th grade students, as well as the experience and impact of gaming on a qualitative interview sub-sample (n?=?57). Gaming prevalence rates are provided. Boys were significantly more likely to engage in internet gaming (though the effect size was small); χ² (1, n?=?669)?=?10.11, p?=?0.001, phi?=??0.123, 95% CI (?0.207, ?0.047). Qualitative content analysis (QCA) identified four themes: (1) aggression (exceeding what was required to achieve game objectives) characterized gaming culture and pervaded gaming platforms; (2) anonymity contributed to the culture of aggression; (3) participants often did not consider aggression cyberbullying, but rather just a part of the culture of gaming platforms; and (4) participants’ responses to aggressive behaviors. Certain behaviors on gaming platforms may not be appropriately recognized as cyberbullying. Implications for social work practice with children and youth are provided.  相似文献   

12.
This paper helps to address a deficiency of gender-specific research into gambling. It focuses on gambling participation, gaming machine play, and problem gambling amongst 1,257 female respondents to a telephone survey of 3,000 members selected randomly from the membership lists of six of the largest clubs in Sydney, Australia. Using predominantly non-parametric tests, results identify a range of behaviors that characterize the gambling activities of female club members when compared to their male counterparts. Testing four hypotheses revealed that, when compared to male club members, the females had a higher preference for bingo, lotto, lotteries, pools, and gaming machines; they gambled less frequently on off-course and on-course betting, casino table games and hotel gaming machines, but more frequently on bingo; they were more likely to display patterns of gaming machine play that maximize playing time; and they experienced problem gambling at levels comparable to males. Further research questions arising from the study's findings are discussed.  相似文献   

13.
According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using the data from the Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities. (JEL I2, J13, J24)  相似文献   

14.
This article reports on a recent study of HIV/AIDS which investigated the role of gender in the experiences of young children in one region of Namibia. The findings reveal that while gender is reported to shape school‐age girls and boys’ experiences of being infected or affected by HIV/AIDS in many African nations, gender was not an influential variable in the experiences of very young children coping with HIV/AIDS. Conditions of poor health, deprivation and stigma were equally distributed amongst young girl and boy participants. Connectivity with families and communities was shown to be influenced by living conditions but not differentiated by gender. No gender differences were identified regarding young childrens’ sense of hope and vision for the future. The article implies that there may be a particular juncture when gender begins to make a difference in the life of girls and boys—and that this could be an important focus for research. Copyright © 2006 The Author(s).  相似文献   

15.
Abstract

This study evaluated the impact of three specific modifications to the structural design of electronic gaming machines proposed by the New South Wales Liquor Administration Board, on player satisfaction. These modifications: reduction in reel spin speed, maximum bet limited to A$1.00 and removal of high denomination bill acceptors; were recommended as putative harm minimisation strategies within a larger government responsible gaming policy framework. Participants were a total of 363 patrons attending either a club or hotel venue in Sydney. Gambling behaviour and responses to a brief satisfaction questionnaire were obtained under conditions of play on modified and unmodified electronic gaming devices. Responses to satisfaction measures varied between hotel and club patrons and recreational and problem gamblers. Problem gamblers consistently reported less satisfaction and enjoyment playing machines. Overall, little effect on satisfaction or enjoyment was found for either social or problem gamblers in respect to concurrent modifications limiting maximum bet size and reducing high denomination bill acceptors. Slower machines were rated as less satisfying to play, but effects were small and did not appear to influence player’s stated intentions. It is yet to be determined if changes to structural characteristics of electronic gaming machines are associated with harm reduction.  相似文献   

16.
ABSTRACT

This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games, and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.  相似文献   

17.
According to the cognitive perspective on gambling, regular gamblers persist in trying to win money at gambling because they hold a set of false beliefs about the nature of gambling, the likelihood of winning, and their own expertise. In order to investigate this claim, twenty seven university students were recruited who played one of three types of games at least twice a week: slot machines, video draw poker, and video amusement games. Subjects played their preferred machines on site (clubs, hotels and amusement arcades) first for at least thirty minutes and then the other two games for a minimum of twenty minutes each. During play, each subject spoke aloud into a microphone describing what he or she was doing or thinking about in the game. It was hypothesised that slot machine players would verbalise more irrational thinking than video poker or video amusement players and that slot machines would elicit more irrational thinking than video poker or video amusement machines. Most importantly, it was hypothesised that slot machine players would exhibit relatively greater amounts of irrational thinking when playing their preferred game. The data supported all three hypotheses. Out of all of the statements made by slot machine players when playing slot machines, 38% were categorised irrational. Furthermore, 80% of the strategic statements made by slot machine players while playing slot machines were categorised as irrational. These results are consistent with earlier work which showed high levels of irrational thinking in artificial gambling games. Together, the results provide support for a cognitive view of the origins of gambling problems.  相似文献   

18.
Abstract

This paper helps address a deficiency of gender specific research into gambling. Using predominantly non‐parametric tests, the paper analyses data from 1,257 female and 1,743 male respondents in a telephone survey of 3,000 members selected randomly from six large Sydney clubs. The results support female gambling stereotypes of lower individual bets and lower overall expenditure, but not of lower participation and frequency of play, and shorter duration of gambling sessions. Further, regular female gaming machine players appear more likely than non‐regular female players to be migrants, either young or old, and from lower socio‐economic groups. Regular female gaming machine players also appear to forgo the social side of playing machines, to spend more overall and to be more at risk of problem gambling than non‐regular female players. Finally, the distinguishing socio‐demographic characteristics and machine playing behaviours of regular male gaming machine players are very similar to those for regular female gaming machine players.  相似文献   

19.
OBJECTIVE: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. PARTICIPANTS AND METHODS: Nineteen male college students -- 12 experienced Dance Dance Revolution (DDR) players and 7 inexperienced players -- completed maximal oxygen uptake assessments and a 30-minute DDR gaming session. The authors recorded heart rate (HR), rating of perceived exertion (RPE), respiratory exchange rate (RER), oxygen consumption (VO2), and total steps (TS30). RESULTS: Experienced participants showed higher exercise HR, RPE, RER, VO2, total and relative energy expenditure, exercise intensity, TS30, and average steps per minute, and less time and steps to expend 150 kilocalories (p < .05). CONCLUSIONS: Participants with greater playing experience can work at higher intensities, promoting greater energy expenditure.  相似文献   

20.
This study used a person-centered approach to examine whether different developmental trajectories of boys’ and girls’ use of sexually explicit Internet material (SEIM) exist, which factors predict these trajectories, and whether sexual behavior develops differently for adolescents in these trajectories. A combination of latent class growth analysis on SEIM use and latent growth curve analysis on sexual behavior was used on four-wave longitudinal data of 787 eighth through tenth grade Dutch adolescents. Among boys, four SEIM use trajectories were identified, which were labeled Nonuse/Infrequent Use, Strongly Increasing Use, Occasional Use, and Decreasing Use. Among girls, a large Stable Nonuse/Infrequent Use and smaller Strongly Increasing Use and Stable Occasional Use trajectories were distinguished. Higher initial levels and/or stronger increases in SEIM use were predicted by demographic, social contextual, personal, and media use characteristics, including a stronger sexual interest, a higher degree of perceived realism regarding sexualized Internet content, and more permissive sexual attitudes. Moreover, initial levels of and, to some extent, developmental changes in sexual behavior varied for boys and girls in the different SEIM use trajectories. Whereas some adolescents showed concurrent low levels, or parallel strong increases in SEIM use and sexual behavior, a subgroup of boys decreased their SEIM use while increasing their sexual behavior.  相似文献   

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