Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

3 Citations (Scopus)
77 Downloads (Pure)

Abstract

Recent years have seen increasing academic attention to the ways in which the convergence of video gaming and gambling creates novel activities, relationships, and business practices. The scale and pace of this convergence has been such that observers have referenced not only the gamification of gambling but, additionally, the gamblification of gaming. The phenomenon of esports, or competitive video game play, is the environment which is most obviously characterised by this process, combining as it does both novel forms of gamblified content and established gambling activities from the world of traditional sports. Given the concerns about the normalisation of gambling in young people there is a pressing need to investigate the ways in which the consumption of esports, as a gamblified media product, is associated with participation in gambling activities. The findings of this study highlight the importance of spectating esports as a predictor of involvement in gambling associated with esports, while also providing empirical evidence of under-age participation in gambling. Finally, it offers a snapshot of gamblified media consumption during a period of rapid change, serving both as a historical record and as a basis for comparison with subsequent developments in the field.

Original languageEnglish
Title of host publicationProceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021
EditorsMila Bujić, Jonna Koivisto, Juho Hamari
PublisherCEUR-WS
Pages120-129
Number of pages10
Publication statusPublished - 2021
Publication typeA4 Article in conference proceedings
Event5th International GamiFIN Conference, GamiFIN 2021 - Virtual, Levi, Finland
Duration: 7 Apr 20219 Apr 2021

Publication series

NameCEUR Workshop Proceedings
PublisherCEUR-WS
Volume2883
ISSN (Print)1613-0073

Conference

Conference5th International GamiFIN Conference, GamiFIN 2021
Country/TerritoryFinland
CityVirtual, Levi
Period7/04/219/04/21

Funding

This research was supported by a grant from the Finnish Foundation for Alcohol Studies.

Keywords

  • Betting
  • Esports
  • Gamblification
  • Gambling
  • Loot Boxes
  • Skins
  • Video games

Publication forum classification

  • Publication forum level 1

ASJC Scopus subject areas

  • General Computer Science

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