2024
Macey, Joseph; Palomäki, Jussi; Castrén, Sari
Using latent class analysis to identify Finnish gambler types and potential risk Journal Article
In: International Gambling Studies, vol. 25, iss. 1, pp. 22-45, 2024, ISSN: 1445-9795.
Abstract | Links | Tags: Gambling, Latent class analysis
@article{nokey,
title = {Using latent class analysis to identify Finnish gambler types and potential risk},
author = {Joseph Macey and Jussi Palomäki and Sari Castrén},
url = {https://doi.org/10.1080/14459795.2024.2401521},
doi = {10.1080/14459795.2024.2401521},
issn = {1445-9795},
year = {2024},
date = {2024-09-28},
journal = {International Gambling Studies},
volume = {25},
issue = {1},
pages = {22-45},
abstract = {The trend of increasing liberalization in gambling markets has been matched by a need for both effective approaches to promote responsible gambling practices and for improved prevention strategies. Given that the majority of players do not experience problematic gambling, it is in the public interest that knowledge is generated which helps identify activities or clusters of activities which are associated with at-risk behaviors. This study uses a representative sample of the Finnish population aged 15–74, to identify distinct types of gamblers based on their behavioral patterns and predictors of class membership via Latent Class Analysis. Cross-sectional random sample data were collected in 2019 (n = 3148). In addition to confirming existing knowledge for gamblers characterized by high engagement and high risk, it offered insights into three further classes: the largest (ME-HR, 45%), was characterized by moderate engagement, but participated in activities associated with higher levels of risk. Additionally, low-risk classes were differentiated by both gambling preferences and demographic characteristics. Given that the largest class was associated with significant potential for the development of problematic behaviors, this work makes several recommendations for preventative actions, including targeted awareness campaigns and psychoeducation addressing erroneous beliefs about gambling.},
keywords = {Gambling, Latent class analysis},
pubstate = {published},
tppubtype = {article}
}
Macey, Joseph; Hamari, Juho; Adam, Martin
A Conceptual Framework for Understanding and Identifying Gamblified Experiences Journal Article
In: Computer in Human Behavior, vol. 152, 2024, ISSN: 0747-5632.
Abstract | Links | Tags: Convergence, Digital media, Gamblification, Gambling, Monetisation, Video games
@article{Macey2024,
title = {A Conceptual Framework for Understanding and Identifying Gamblified Experiences},
author = {Joseph Macey and Juho Hamari and Martin Adam},
url = {https://doi.org/10.1016/j.chb.2023.108087
https://www.sciencedirect.com/science/article/pii/S0747563223004387},
doi = {10.1016/j.chb.2023.108087},
issn = {0747-5632},
year = {2024},
date = {2024-03-31},
urldate = {2024-03-31},
journal = {Computer in Human Behavior},
volume = {152},
abstract = {Gamblification, i.e. the use of gambling as a tool to influence consumer decision-making, has most recently been associated with the monetisation of digital games. Yet, despite such implementations receiving the majority of attention, gamblification is not restricted to this context. Indeed, it is becoming increasingly visible across a range of media products and services, with the potential to be used to achieve pro-social as well as commercial aims. Given the varied implementations of gamblification, it is important to develop tools and methods which allow gamblified experiences and interactions to be investigated and analysed; thereby providing a basis for in-depth investigation by relevant stakeholders. This work presents a conceptual framework for identifying and evaluating the components which constitute gamblified experiences. It then applies the framework to an online health and wellbeing service in order to illustrate the application of the framework and the knowledge it generates. In addition to providing a practical tool for identifying and assessing gamblified products and services across a range of contexts, this work also offers theoretical insights into our understanding and interpretation of gamblified experiences. It draws from a wide range of disciplines and sources to deepen understanding of a topic which is growing in both social and economic significance. In addition, the importance of ethical implications in understanding the impact upon both individuals and wider society is underscored. While also highlighting that the potential success, or otherwise, of gamblified experiences in realising intended outcomes is impacted by the motivational drivers they gratify.},
keywords = {Convergence, Digital media, Gamblification, Gambling, Monetisation, Video games},
pubstate = {published},
tppubtype = {article}
}
2023
Macey, Joseph R.; Abarbanel, Brett L.; Castrén, Sari; Hamari, Juho J.; Salonen, Anne H.
Public Opinions and Attitudes toward a State Monopoly: A Study of the Finnish Gambling System Journal Article
In: BMC Public Health, vol. 23, no. 2012, 2023.
Abstract | Links | Tags: ATGS, Gambling, Harm reduction, Monopoly, Public Opinion, Regulation
@article{Macey2023,
title = {Public Opinions and Attitudes toward a State Monopoly: A Study of the Finnish Gambling System},
author = {Joseph R. Macey and Brett L. Abarbanel and Sari Castrén and Juho J. Hamari and Anne H. Salonen },
url = {https://doi.org/10.1186/s12889-023-16917-9
https://bmcpublichealth.biomedcentral.com/articles/10.1186/s12889-023-16917-9#citeas},
doi = {10.1186/s12889-023-16917-9},
year = {2023},
date = {2023-10-16},
urldate = {2023-10-16},
journal = {BMC Public Health},
volume = {23},
number = {2012},
abstract = {Background: Gambling regulated through a state monopoly is often justified for reasons of public health, that is, that monopolies are a more effective means of reducing potential harm. This focus on harm prevention has increased in recent years, particularly as a result of pressures arising from the growth of online gambling and of legislation designed to promote competition. While prior works have examined the role of stakeholders in influencing policy decisions and in public discussions of the monopoly systems, attention has been focused on those with direct financial interests; the opinions of the public have largely been absent from these discussions. In 2017 Finland restructured its monopoly order to improve efficacy of addressing gambling related harms; this restructuring offers a valuable insight into public perceptions of and attitudes toward the suitability of the Finnish system to address gambling-related harm.
Methods: This work uses Structural Equation Modelling and compares attitudes toward the Finnish system between 2015 (pre-restructuring) and 2019 (post-restructuring).
Results: Overall public opinion of the Finnish system as being suitable for addressing gambling harms declined between 2015 and 2019, despite the restructuring. Several predictors of attitudes were identified, however, the majority had small effect sizes, while the model explained little variance.
Conclusion: This work concludes that existing approaches to examining public opinions of gambling regulation should be amended to include additional predictors. Furthermore, it is likely that context-specific predictors should be included in models, in order to reflect the socio-cultural history of the population being investigated. Such predictors should be determined in respect to the population of interest but, for example, could include items measuring trust in authority, political orientation, cultural acceptance of gambling, or religious affiliation.},
keywords = {ATGS, Gambling, Harm reduction, Monopoly, Public Opinion, Regulation},
pubstate = {published},
tppubtype = {article}
}
Methods: This work uses Structural Equation Modelling and compares attitudes toward the Finnish system between 2015 (pre-restructuring) and 2019 (post-restructuring).
Results: Overall public opinion of the Finnish system as being suitable for addressing gambling harms declined between 2015 and 2019, despite the restructuring. Several predictors of attitudes were identified, however, the majority had small effect sizes, while the model explained little variance.
Conclusion: This work concludes that existing approaches to examining public opinions of gambling regulation should be amended to include additional predictors. Furthermore, it is likely that context-specific predictors should be included in models, in order to reflect the socio-cultural history of the population being investigated. Such predictors should be determined in respect to the population of interest but, for example, could include items measuring trust in authority, political orientation, cultural acceptance of gambling, or religious affiliation.
Mattinen, Topias; Macey, Joseph; Hamari, Juho
Gambling in Digital Games and Esports: A Scoping Review Proceedings Article
In: Proceedings of the 56th Hawaii International Conference on System Sciences, pp. 3921-3930, IEEE Computer Society, 2023, ISSN: 2572-6862.
Abstract | Links | Tags: Digital games, Esports, Gambling, Gambling-like activities, Scoping review
@inproceedings{Mattinen2023,
title = {Gambling in Digital Games and Esports: A Scoping Review},
author = {Topias Mattinen and Joseph Macey and Juho Hamari},
url = {https://hdl.handle.net/10125/103110
https://scholarspace.manoa.hawaii.edu/server/api/core/bitstreams/c9744b39-341b-49e3-96c7-8ea244060cc7/content},
issn = {2572-6862},
year = {2023},
date = {2023-01-03},
urldate = {2023-01-03},
booktitle = {Proceedings of the 56th Hawaii International Conference on System Sciences},
pages = {3921-3930},
publisher = {IEEE Computer Society},
abstract = {The convergence of gaming and gambling has become increasingly prominent in recent years, most notably in the context of esports. Consequently, there has been a recent surge of literature investigating this phenomenon. This convergence is often driven by the commercial advantages it offers, yet there are concerns over the effects of mixing gambling with gaming, both in relation to the quality of experiences, and possible ethical problems. In this scoping review of the related corpus, we explore the development of work addressing the presence of gambling associated with digital games; examining methodologies, research topics, the specific gambling activities addressed, and identifying gaps present in the field. The body of literature reviewed consists of peer-reviewed, English language publications (n=132). Our findings indicate a sharp increase in yearly publications in the late 2010s, attributed partly due to rising interest in novel gambling activities, such as loot boxes. We recommend future research incorporates both qualitative and mixed methods research to provide the field with results unavailable at current time.},
keywords = {Digital games, Esports, Gambling, Gambling-like activities, Scoping review},
pubstate = {published},
tppubtype = {inproceedings}
}
2022
Macey, Joseph; Cantell, Mikko; Tossavainen, Tommi; Karjala, Antti; Castrén, Sari
How Can the Potential Harms of Loot Boxes Be Minimised?: Proposals for Understanding and Addressing Issues at a National Level Journal Article
In: Journal of Behavioral Addictions, vol. 11, iss. 2, pp. 256–66, 2022, ISSN: 2062-5871.
Abstract | Links | Tags: Convergence of gambling and gaming, Gambling, Harm minimisation, Loot boxes, Regulation, Video gaming
@article{Macey2022c,
title = {How Can the Potential Harms of Loot Boxes Be Minimised?: Proposals for Understanding and Addressing Issues at a National Level},
author = {Joseph Macey and Mikko Cantell and Tommi Tossavainen and Antti Karjala and Sari Castrén},
url = {https://urn.fi/URN:NBN:fi-fe2022081154134},
doi = {10.1556/2006.2022.00016},
issn = {2062-5871},
year = {2022},
date = {2022-04-20},
urldate = {2022-04-20},
journal = {Journal of Behavioral Addictions},
volume = {11},
issue = {2},
pages = {256–66},
abstract = {Background and aims
Loot boxes are in-game items which distribute rewards to players via random-number generation; many games require players to make in-game payments to access their contents. The combination of financial outlay and random rewards has raised concern about similarities to gambling. This debate paper presents a series of themes identified by an inter-institutional working group in Finland, alongside suggested actions, and are presented with the intention of stimulating debate among stakeholders.
Methods
This work uses an exploratory research approach to gather data from a range of sources, including state-of-the-art reports from several fields and qualitative content analysis of invited presentations from a range of stakeholders, including affected individuals, practitioners, and field-specific experts.
Results and Discussion
Several significant themes emerged from the work and are presented alongside a series of proposed action points. Based on this preliminary exploration we propose a series of, non-exhaustive, actions for both primary and secondary prevention. Furthermore, the group identified the potential for responsible gaming practices to be adopted which would help to minimize the harm from overspending in gaming activities. Finally, we identified the need for further research in the field, for example the use of player data and both longitudinal and qualitative studies.
Conclusions
The emergent themes are discussed in relation to both the views of the presenters and existing research in the field and are intended to promote discussion concerning the viability of context-specific approaches to an issue of global reach and significance.},
keywords = {Convergence of gambling and gaming, Gambling, Harm minimisation, Loot boxes, Regulation, Video gaming},
pubstate = {published},
tppubtype = {article}
}
Loot boxes are in-game items which distribute rewards to players via random-number generation; many games require players to make in-game payments to access their contents. The combination of financial outlay and random rewards has raised concern about similarities to gambling. This debate paper presents a series of themes identified by an inter-institutional working group in Finland, alongside suggested actions, and are presented with the intention of stimulating debate among stakeholders.
Methods
This work uses an exploratory research approach to gather data from a range of sources, including state-of-the-art reports from several fields and qualitative content analysis of invited presentations from a range of stakeholders, including affected individuals, practitioners, and field-specific experts.
Results and Discussion
Several significant themes emerged from the work and are presented alongside a series of proposed action points. Based on this preliminary exploration we propose a series of, non-exhaustive, actions for both primary and secondary prevention. Furthermore, the group identified the potential for responsible gaming practices to be adopted which would help to minimize the harm from overspending in gaming activities. Finally, we identified the need for further research in the field, for example the use of player data and both longitudinal and qualitative studies.
Conclusions
The emergent themes are discussed in relation to both the views of the presenters and existing research in the field and are intended to promote discussion concerning the viability of context-specific approaches to an issue of global reach and significance.
Kinnunen, Jani
Raha, pelit ja rahapelit Book Section
In: Friman, Usva; Arjoranta, Jonne; Kinnunen, Jani; Heljakka, Katriina; Stenros, Jaakko (Ed.): Pelit kulttuurina, Vastapaino, 2022, ISBN: 978-951-768-965-6.
Links | Tags: Gambling, Games, Money
@incollection{Kinnunen2022,
title = {Raha, pelit ja rahapelit},
author = {Jani Kinnunen},
editor = {Usva Friman and Jonne Arjoranta and Jani Kinnunen and Katriina Heljakka and Jaakko Stenros},
url = {https://trepo.tuni.fi/handle/10024/146848},
isbn = { 978-951-768-965-6},
year = {2022},
date = {2022-03-31},
urldate = {2022-03-31},
booktitle = {Pelit kulttuurina},
publisher = {Vastapaino},
chapter = {10},
keywords = {Gambling, Games, Money},
pubstate = {published},
tppubtype = {incollection}
}
Macey, Joseph; Hamari, Juho
Gamblification: A Definition Journal Article
In: New Media & Society, vol. Pre-print, 2022, ISSN: 1461-4448.
Abstract | Links | Tags: Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games
@article{Macey2022b,
title = {Gamblification: A Definition},
author = {Joseph Macey and Juho Hamari},
url = {https://journals.sagepub.com/doi/10.1177/14614448221083903},
doi = {https://doi.org/10.1177/14614448221083903},
issn = {1461-4448},
year = {2022},
date = {2022-03-17},
journal = {New Media & Society},
volume = {Pre-print},
abstract = {In recent years, gambling has become increasingly prominent in everyday life; the term ‘gamblification’ first emerged in the late 2000s and was used to describe the colonisation of sports and sporting cultures by the gambling industry. Since that time, gamblification has been used to describe a range of phenomena in increasingly diffuse contexts; it has been variously used as a proxy for the convergence of gaming and gambling, to describe specific monetisation practices, or as a means of motivating consumer behaviours. Conceptual clarity has been further muddied by the positioning of gamblification as a form of gamification. This work provides a definition of gamblification, which draws upon and consolidates existing uses of the term while also providing a lens through which the differing aspects of gamblification can be understood and appraised. By doing so, this work will establish a clear conceptual framework, which can structure in-depth discussions of this multi-dimensional phenomenon.},
keywords = {Consumption, Convergence, Decision-making, Digital games, Digital media, Gamblification, Gambling, Gamification, Loot boxes, Video games},
pubstate = {published},
tppubtype = {article}
}
Macey, Joseph; Bujić, Mila
The Talk of the Town: Community Perspectives on Loot Boxes Book Section
In: Ruotsalainen, Maria; Törhönen, Maria; Karhulahti, Veli-Matti (Ed.): Modes of Esports Engagement in Overwatch, pp. 199-223, Palgrave Macmillan, 2022, ISBN: 978-3-030-82766-3.
Abstract | Links | Tags: Content analysis, Convergence, Gambling, Legal, Loot boxes, Overwatch
@incollection{Macey2022,
title = {The Talk of the Town: Community Perspectives on Loot Boxes},
author = {Joseph Macey and Mila Bujić
},
editor = {Maria Ruotsalainen and Maria Törhönen and Veli-Matti Karhulahti},
url = {https://link.springer.com/book/10.1007/978-3-030-82767-0},
doi = {https://doi.org/10.1007/978-3-030-82767-0_11},
isbn = {978-3-030-82766-3},
year = {2022},
date = {2022-03-10},
urldate = {2022-03-10},
booktitle = {Modes of Esports Engagement in Overwatch},
pages = {199-223},
publisher = {Palgrave Macmillan},
abstract = {Loot boxes are a common monetization mechanic in the contemporary games industry. However, an increasing number of regulatory bodies have been investigating loot boxes, with several having concluded that they constitute gambling. There is, however, a lack of consensus, with some authorities concentrating on the way loot boxes are obtained, while others consider the value of their contents. Overwatch is particularly affected by this disparity as it remains legal in some jurisdictions but not in others. In order to understand the role and function of loot boxes, an expert analysis must be complemented with consumer voices. This chapter utilizes content analysis to investigate discussions of loot boxes in Overwatch fan communities, identifying several prominent themes: monetization, effects, contents, gambling, regulation, alternatives, and their specifics in Overwatch.},
keywords = {Content analysis, Convergence, Gambling, Legal, Loot boxes, Overwatch},
pubstate = {published},
tppubtype = {incollection}
}
2021
Macey, Joseph
A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling PhD Thesis
2021, ISBN: 978-952-03-2190-1.
Abstract | Links | Tags: Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods
@phdthesis{Macey2021b,
title = {A Whole New Ball Game: The Growing Prevalence of Video Game-Related Gambling},
author = {Joseph Macey},
url = {https://urn.fi/URN:ISBN:978-952-03-2191-8},
isbn = {978-952-03-2190-1},
year = {2021},
date = {2021-12-01},
publisher = {Tampere University},
abstract = {Recent decades have seen the parallel trends of the growing liberalisation of gambling practices and the increasing significance of games as both entertainment media and cultural reference points. It is, therefore, unsurprising that there has been a rapid convergence between video game play and gambling; it is a process in which traditional distinctions are becoming increasingly blurred, creating not only new activities and driving the development of new social relationships and consumption practices.
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.},
keywords = {Addiction, Betting, Cognitive bias, Consumption, Convergence, Digital media, Electronic sports, Free-to-play, Gamblification, Gambling, Gamification, Gaming, Loot boxes, MSSC, Problem gambling, Skins gambling, Video games, Virtual goods},
pubstate = {published},
tppubtype = {phdthesis}
}
The convergence of gaming and gambling facilitated by digital technologies has become the subject of growing academic attention in in recent years, spurred by the rapidly growing social and economic impact of these digital media products. Much attention has been focused on the in-game items known as loot boxes, however, there are many more examples of gambling, and gambling-like mechanics, being used to drive player engagement and, consequently, monetisation. Concerns have been raised about such developments, with commentators arguing that they are inherently exploitative, that they normalise gambling and gambling-like interactions, and that they encourage problematic consumption.
At the time this research was conducted, there existed a significant and notable dearth of empirical work addressing video games and gambling, with what published works there were predominantly focusing on legal and regulatory issues. The aim of this dissertation, therefore, is to investigate the emerging phenomenon of video game-related gambling (such as esports betting, virtual item lotteries, loot boxes, and other emergent practices) and its connection to video gaming habits, maladaptive cognitions, and motivations for consumption of online services. The work is divided into a series of complementary perspectives that, in unison, provide both depth and breadth to the investigation.
This dissertation constitutes the first empirical work dedicated to the study of video game-related gambling as a distinct topic; previously, work in this area had addressed individual activities, for example SCG or esports betting. In particular, the articles included as part of this work were among the first to address the role of loot boxes and other virtual items in facilitating gambling related to video games, an issue which has since gathered significant attention from within academia and beyond. Furthermore, this work provides a record of video game-related gambling at a key period of its development, a time of significant change and increased attention from those both inside and outside of the video game ecosystem.
Whereas prior works had examined populations of video game players, esports fans, or gamblers, this work is the first to identify those who reside at the intersection of these groups: those who participate in video game-related gambling specifically. A particular contribution of this work has been to highlight the presence of under-age individuals in the video game-gambling ecosystem. This is a group who are often absent from such studies, despite the increased risks known to be associated with early exposure to gambling.
Building upon these areas, this dissertation includes one of the first studies of gambling-related cognitions among video gamers who gamble; as a result of this work it developed the first measure for identifying such cognitions in this population. At the same time providing knowledge which can improve established measures used to identify gambling-related cognitions in traditional gambling populations, for example in reference to the ways in which luck and skill are conceptualised.
The knowledge generated by this body of work, both practical and theoretical, has contributed greatly to understanding the relationships between video game play and gambling behaviour. It has added to the growing body of evidence which questions the perspective that playing video games contributes directly to the development of problematic gambling. Instead, it highlights the influence of contextual factors, such as the surrounding consumption cultures associated with particular games or media formats, which are of greater significance to the development of gambling behaviours, rather than simply playing games.
All four articles included in this work employ quantitative methodologies in order to gain high-level insights into the phenomenon; they are among the first empirical investigations of video game-related gambling and its varied manifestations and, as such, provide a foundation upon which further research into specific phenomena can be built, while also serving as a record of activities and behaviours during a period of notable change in the field.
Kinnunen, Jani
Rahat, peli ja rahapelaamisen sosiaaliset palkkiot PhD Thesis
2021, ISBN: 978-952-03-2172-7.
Abstract | Links | Tags: Bingo, Free-to-play, Gambling, Game currency, Online gambling, Peliraha, Pelit, Pelivaluutat, Play money, Poker, Qualities of money, Rahan merkitykset, Rahapelit, Social networks
@phdthesis{Kinnunen2021,
title = {Rahat, peli ja rahapelaamisen sosiaaliset palkkiot},
author = {Jani Kinnunen},
url = {https://urn.fi/URN:ISBN:978-952-03-2172-7},
isbn = {978-952-03-2172-7},
year = {2021},
date = {2021-11-26},
abstract = {Rahapelien ja digitaalisten viihdepelien raja on hämärtynyt erityisesti internetissä. Rahapeleihin integroidaan digipeleistä tuttuja ominaisuuksia ja digipeleihin on lisätty rahapeleille ominaisia arpajaiselementtejä. Lisaksi digitaaliseen pelaamiseen on muodostunut uudenlaisia rahastamisen muotoja, jotka edelleen hämärtävät rajaa aiemmin erillään olleiden pelityyppien välillä. Digitaalisten ilmaispelien eli free-to-play- tai F2P-pelien aloittaminen on ilmaista, mutta pelaamisen aikaiseen rahankäyttöön kannustetaan monin eri tavoin. Rahapelejä ja F2P-ilmaispelejä yhdistää se, että niihin voi kuluttaa rahaa ilman ylärajaa pelaamisen aikana.
Tässä väitöskirjassa rahan, pelien ja pelaamiseen liittyvien palkkioiden suhdetta lähestytään useasta näkökulmasta hyödyntäen ensisijaisesti laadullisia menetelmiä. Väitöskirjassa analysoitava aineisto koostuu pelaajilta kerätyistä kysely- ja haastatteluaineistoista sekä pelinkehittäjiltä kerätystä haastatteluaineistosta. Päätutkimuskysymys on, millä tavoin pelaaminen ja siihen liittyvät palkkiot ovat sosiaalisesti määrittyneitä? Tarkentavina tutkimuskysymyksinä on 1) millaista raha on pelin kehyksessä, 2) mikä merkitys sosiaalisella vuorovaikutuksella on pelikokemukselle, 3a) kuinka pelaajat hallinnoivat pelirahaa ja 3b) millaista pelaamisen ja pelirahan hallintaa pelinkehittäjät odottavat pelaajilta?
Tulosten perusteella raha ei ole laadultaan muuttumatonta, vaan sen merkitykset vaihtelevat tilanteesta ja kontekstista toiseen. Raha voi olla sekä identiteetin että pelin sisäisten ja ulkoisten palkkioiden symboli. Rahapeleihin ja F2P-peleihin käytetty raha ei ole laadultaan samaa rahaa, vaikka pelirahojen muodostamisessa käytetään saman- kaltaisia sosiaalisia käytänteitä. Pelin kehyksen sisällä rahasta muodostuu leikkirahaa, jonka arvo kytkeytyy ensisijaisesti sen kykyyn pitää peli käynnissä. Tämä koskee sekä raha- että F2P-peleja. Pelaamisen aikaisella rahan hallinnoinnilla pelaajat pyrkivät saavuttamaan mahdollisimman laadukkaita pelikokemuksia niin rahapeleissä kuin ilmaispeleissäkin.
Pelinkehittäjät näkevät, että vastuu pelaamisen ja siihen liittyvän rahan käytön hallinnasta on pelaajilla itsellään. Pelinkehittäjien vastuu on valmistaa mahdollisimman hyvä peli, joka on samanaikaisesti reilu ja addiktiivinen. Addiktiivisuus tarkoittaa tässä tapauksessa pelikulttuurissa jaettua puhetapaa, jossa hyvät pelit ovat usein sillä tavoin koukuttavia, että niiden pelaamista halutaan jatkaa pitkään.
Raha- ja F2P-peleissa pitkään pelaaminen tarkoittaa usein suurempaa rahankulua. Hallinnoimalla rahaa arjessaan sosiaalisesti hyväksytyillä tavoilla pelaajat pyrkivät pitämään pelaamisensa sekä yksilöllisesti kestävien taloudellisten rajojen sisällä että sosiaalisesti hyväksyttävänä toimintana. Tällä tavoin toimimalla he pyrkivät integroimaan pelaamisensa osaksi arkielämää ja löytämään tunnustetun paikkansa pelaamiseen liittyvistä sosiaalisista verkostoista.},
keywords = {Bingo, Free-to-play, Gambling, Game currency, Online gambling, Peliraha, Pelit, Pelivaluutat, Play money, Poker, Qualities of money, Rahan merkitykset, Rahapelit, Social networks},
pubstate = {published},
tppubtype = {phdthesis}
}
Tässä väitöskirjassa rahan, pelien ja pelaamiseen liittyvien palkkioiden suhdetta lähestytään useasta näkökulmasta hyödyntäen ensisijaisesti laadullisia menetelmiä. Väitöskirjassa analysoitava aineisto koostuu pelaajilta kerätyistä kysely- ja haastatteluaineistoista sekä pelinkehittäjiltä kerätystä haastatteluaineistosta. Päätutkimuskysymys on, millä tavoin pelaaminen ja siihen liittyvät palkkiot ovat sosiaalisesti määrittyneitä? Tarkentavina tutkimuskysymyksinä on 1) millaista raha on pelin kehyksessä, 2) mikä merkitys sosiaalisella vuorovaikutuksella on pelikokemukselle, 3a) kuinka pelaajat hallinnoivat pelirahaa ja 3b) millaista pelaamisen ja pelirahan hallintaa pelinkehittäjät odottavat pelaajilta?
Tulosten perusteella raha ei ole laadultaan muuttumatonta, vaan sen merkitykset vaihtelevat tilanteesta ja kontekstista toiseen. Raha voi olla sekä identiteetin että pelin sisäisten ja ulkoisten palkkioiden symboli. Rahapeleihin ja F2P-peleihin käytetty raha ei ole laadultaan samaa rahaa, vaikka pelirahojen muodostamisessa käytetään saman- kaltaisia sosiaalisia käytänteitä. Pelin kehyksen sisällä rahasta muodostuu leikkirahaa, jonka arvo kytkeytyy ensisijaisesti sen kykyyn pitää peli käynnissä. Tämä koskee sekä raha- että F2P-peleja. Pelaamisen aikaisella rahan hallinnoinnilla pelaajat pyrkivät saavuttamaan mahdollisimman laadukkaita pelikokemuksia niin rahapeleissä kuin ilmaispeleissäkin.
Pelinkehittäjät näkevät, että vastuu pelaamisen ja siihen liittyvän rahan käytön hallinnasta on pelaajilla itsellään. Pelinkehittäjien vastuu on valmistaa mahdollisimman hyvä peli, joka on samanaikaisesti reilu ja addiktiivinen. Addiktiivisuus tarkoittaa tässä tapauksessa pelikulttuurissa jaettua puhetapaa, jossa hyvät pelit ovat usein sillä tavoin koukuttavia, että niiden pelaamista halutaan jatkaa pitkään.
Raha- ja F2P-peleissa pitkään pelaaminen tarkoittaa usein suurempaa rahankulua. Hallinnoimalla rahaa arjessaan sosiaalisesti hyväksytyillä tavoilla pelaajat pyrkivät pitämään pelaamisensa sekä yksilöllisesti kestävien taloudellisten rajojen sisällä että sosiaalisesti hyväksyttävänä toimintana. Tällä tavoin toimimalla he pyrkivät integroimaan pelaamisensa osaksi arkielämää ja löytämään tunnustetun paikkansa pelaamiseen liittyvistä sosiaalisista verkostoista.
Macey, Joseph; Hamari, Juho; Sjöblom, Max; Törhönen, Maria
Relationships Between the Consumption of Gamblified Media and Associated Gambling Activities in a Sample of Esports Fans Proceedings Article
In: Bujić, Mila; Koivisto, Jonna; Hamari, Juho (Ed.): Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021, pp. 120-129, CEUR-WS, 2021, ISSN: 1613-0073.
Abstract | Links | Tags: Betting, Electronic sports, Gamblification, Gambling, Loot boxes, Skins, Video games
@inproceedings{Macey2021,
title = {Relationships Between the Consumption of Gamblified Media and Associated Gambling Activities in a Sample of Esports Fans},
author = {Joseph Macey and Juho Hamari and Max Sjöblom and Maria Törhönen},
editor = {Mila Bujić and Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-202108176585},
issn = {1613-0073},
year = {2021},
date = {2021-04-07},
booktitle = {Proceedings of the 5th International GamiFIN Conference Levi, Finland, April 7-9, 2021},
pages = {120-129},
publisher = {CEUR-WS},
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.
},
keywords = {Betting, Electronic sports, Gamblification, Gambling, Loot boxes, Skins, Video games},
pubstate = {published},
tppubtype = {inproceedings}
}
2020
Macey, Joseph; Kinnunen, Jani
The Convergence of Play: Interrelations of Social Casino Gaming, Gambling, and Digital Gaming in Finland Journal Article
In: International Gambling Studies, vol. 20, iss. 3, pp. 414-435, 2020, ISSN: 1445-9795.
Abstract | Links | Tags: Convergence, Digital games, Gambling, Online environments, Social casino games
@article{Macey2020,
title = {The Convergence of Play: Interrelations of Social Casino Gaming, Gambling, and Digital Gaming in Finland},
author = {Joseph Macey and Jani Kinnunen},
doi = {10.1080/14459795.2020.1770834},
issn = {1445-9795},
year = {2020},
date = {2020-09-01},
journal = {International Gambling Studies},
volume = {20},
issue = {3},
pages = {414-435},
abstract = {This study provides an overview of the interactions between the playing of digital games, gambling activities and Social Casino Games (SCG) in the Finnish context. Earlier studies of SCG playing have predominantly focused on US and Australian markets, and have not included digital gaming in examinations. This study uses cross-tabulation to analyze data from a nationally representative survey (n = 946). SCG play was found to be associated with lower levels of educational attainment, younger males, increased digital game play, gambling in digital games, increased use of free-to-play (F2P) games, and microtransactions. Finally, positive associations were found to exist with established forms of gambling, both online and offline. The findings of this research contribute to the understanding of growing convergence between digital gaming and gambling as it is the first to consider digital game play, SCG play and participation in gambling holistically. It found stronger associations between digital game play and SCG play than between gambling consumption and SCG play, thereby highlighting the importance of context in relationships between digital game consumption and gambling. Furthermore, younger generations of Finns are likely to experience convergent gambling-gaming elements in digital gaming platforms and online environments before engaging in traditional gambling activities.},
keywords = {Convergence, Digital games, Gambling, Online environments, Social casino games},
pubstate = {published},
tppubtype = {article}
}
2019
Albarrán-Torres, César; Apperley, Thomas H.
Poker Avatars: Affective Investment and Everyday Gambling Platforms Journal Article
In: Media International Australia, vol. 172, iss. 1, pp. 103-113, 2019, ISSN: 1329-878X.
Abstract | Links | Tags: App, Avatars, Gambling, Online casino, Platform
@article{Albarrán-Torres2019,
title = {Poker Avatars: Affective Investment and Everyday Gambling Platforms},
author = {César Albarrán-Torres and Thomas H. Apperley},
url = {https://journals.sagepub.com/doi/10.1177/1329878X18805088?icid=int.sj-abstract.similar-articles.1},
doi = {10.1177/1329878X18805088},
issn = {1329-878X},
year = {2019},
date = {2019-08-01},
urldate = {2019-08-01},
journal = {Media International Australia},
volume = {172},
issue = {1},
pages = {103-113},
abstract = {This article examines the use of player-controlled avatars on digital gambling platforms and apps. Through a discussion of the influential, but now defunct, online gambling platform PKR ‘The Second Life of gambling’ the article illustrates how the avatar has a key role in the routinization of online gambling and cultivating affective investment from gamblers. The process of creating, maintaining and updating avatars promotes spending winnings in-house as the house now provides digital items that allow players to personalize their avatars. For gamblers, the affective investment in avatars adds a crucial qualitative and social dimension to what is otherwise a game of numbers and odds. The customizable avatar introduces a qualitative uncertainty by creating the possibility for indirect communication through avatar appearance, accessories and gestures, which reconnects online poker to face-to-face gambling through traditions such as bluffing. Affective investment in the avatar thus creates a feeling of co-presence between gamblers while gamblers and gambling platforms.},
keywords = {App, Avatars, Gambling, Online casino, Platform},
pubstate = {published},
tppubtype = {article}
}
