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Gambling and gaming convergence:
Epistemological shifts and challenges for
public health
Sylvia Kairouz, Ph.D.
Holder of the Research Chair on Gambling
Department of Sociology and Anthropology
Concordia University
Gambling addiction: Science, Independence, Transparency
4th International Multidisciplinary Symposium
University of Fribourg, Switzerland, June 27-29 2018
Disclosure
Funding sources
• Fonds de recherche du Québec (FRQ-SC)
• Social Sciences and Humanities Research Council (SSHRC)
• 4th International Multidisciplinary Symposium
No conflict of interest
Outline
Divergence of the two-fields:
• Theoretical perspectives
• Methodological approaches
• Cultural interpretations
Convergence of the two-fields:
• The case of FTP/P2W games
• Gambling/gaming patterns and problems
Conclusion and future directions
Historical evolution
Society of the study
of play
GAMING
GAMBLING
Micro-social
encounters
Symbolic interactionism
Social Psychology
Both fields went in
different directions
(Bandura, 1986)
(Blumer, 1969; Goffman, 1961)
PLAY
Disciplinary divide
Predominance of psychological
theories
Individually-based analysis
Problem-based analysisQuantitative
population-based
approaches
Predominance of sociological
theories
Context-based
analysis
Qualitative approach
based on the lived
experience
Focus on the benefits of consuming
games
Contrasting the fields
GAMINGSocially
acceptable
Focus on pleasurable
& safe experience
Exclusion of harm
No regulations
Large economic
sector
GAMBLINGSocially
sanctioned Focus on harm
Risky endeavour
Market largely
regulated
Large economic
sector
6
Cultural interpretation of gambling/gaming
experiences
Gambling recognized as a social problem
Responsibility of public institutions in dealing with the problem
Institutions are required to pose public actions
Structures are created to deal with gambling as a social problem
(Gusfield, J., 1989; Cefaï, D. & Terzi, C., 2012)
Convergence of the two fields
Digitalization and convergence
GAMINGSocially
acceptable
Focus on positive impacts
Exclusion of harm
No regulations
Large economic
sector
GAMBLINGSocially
sanctioned
Focus on harm
Exclusion of positive
experience
Market largely
regulated
Large economic
sector
GamificationGamblification
New forms of mobile games
Pay-to-win games
Gamification - leveraging engagement towards some kind of
end. For the user the end might be:
• Fun
• Entering the zone
• Time on device
• A more knowable self
Gamblification - Introduction in the game of gambling features:
• Chance (Alea)
• Enabling monetary micro-transaction
• (for some games), less competitiveness
• (for some games), less predictable outcomes
• (for some games), more blurred rules
Convergence of gaming and gambling
Mobile games – the new (business) model
Game development
By and for gamers,
entertainment focus
More revenue focused industry
Business models
Subscription based
Free-to-play / Pay-to-win
Profit generation
Game purchase/
Subscriptions accounts
In-game micropayments
P2W games – Risky characteristics?
Recruit, Retain and Convert
F2P-P2W Business model is based on the ability to incite players to
spend more time and money in the game
Principle of chance
Integrated seamlessly in the games (e.g. Lootboxes)
Associate entertainment activities with gambling principles
Accessibility and connectivity
Multiple interconnected platforms
Highly flexible and tailored prices to fit consumer needs
Micropayments available at all times, from anywhere
Concentrated revenues
10% of gamers provide 50% of profit, the ‘whales’
F2P-P2W ‘whales’ gamers have at-risk gaming practices, similar to
excessive gamblers
E-GAMES
Electronic Gam(bl)ing:
Multinational Empirical Surveys Project
Canada
France
Germany
Italy
Switzerland
Poland
Australia
Methodology – the sample
Internet panel
Selection of sample is stratified on main demographic
characteristics - Age and gender
The study targets two sub-samples:
• Gamblers
• P2W gamers
Gamers
Paygamers
Gamblers
Methodology – the questionnaire
Pay-to-Win gaming is characterized by the possibility to make
payments during the game to significantly increase players’
chances to win or to help players better progress or progress
faster in the game compared to players not paying; that is,
players do not have to spend money to stay in the game, but
they can pay to get privileges to increase their chances to win
or advance to higher levels in the game.
Frequency, spending and time
PGSI adapted to P2W gaming
E-GAMES
Preliminary results from the French survey
The sample
Gamblers
6381
InternetUsers
22750
617
P2WGamers
1414
Participate to P2W games 59.2%
Spend money on P2W games 15.4%
5 janvier 2017 au 24 février 2017
Results – demographic profiles
GamblersSign.
P2W
&
Gamblers Sign.
P2W
Gamers
Gender
Men 66 * 60 * 40
Women 34 * 40 * 60
Age
18-34 37 * 44 * 36
35-54 38 * 44 NS 42
55+ 16 * 7 * 15
Education
< than High School 25 NS 25 NS 23
High School to College +2 75 NS 75 NS 77
At least College +3 40 NS 39 NS 33
Household Income (Monthly)
≤ 1,500 € 38 NS 38 NS 40
1,500€ - 2,999€ 62 NS 62 NS 60
≥ 3,000€ 41 NS 38 NS 38
Online gambling & gaming patterns
P2W Gaming Patterns Mean Std. error Median Gini
# Play/year 551 27 210 0.62
# Spend money/year 32 1.7 6 0.67
Amount spent/year (€) 127 9 39 0.77
Duration of play (hours)/year 501 39 134 0.77
Online Gambling Patterns Mean Std. error Median Gini
# Spend money/year 126 8.4 38 0.70
Amount spent/year (€) 1483 69 240 0.83
Duration of play (hours)/year 389 45 117 0.76
Gamblers only versus gamblers who game
Gambling PatternsGamblers
Sign.Gamblers who
are gamers
Annual Frequency
1-25 times/year 37 NS 32
26-51 15 NS 15
52-104 16 * 12
104+ 32 * 40
Annual spending
1-249€ 49 NS 40
250-499€ 14 NS 11
500-1,000€ 13 NS 12
>1,000€ 21 NS 35
DK 3 NS 2
Gamers only versus Gamers who gamble
gamersGambling PatternsGamblers
Sign.
Gamblers who
are gamers
Annual Frequency
1-25 times/year 5 NS 4
26-51 9 * 5
52-104 7 * 2
104+ 77 * 88
DK 1 NS 1
Annual spending
1-249€ 78 * 90
250-499€ 10 * 4
>500€ 9 * 2
DK 3 NS 5
Online gambling & gaming patterns
P2W gamers – self-declared problems
33.9
16.9
31.7
19.8
28.8
15.4
40.1
30.6
64
20.7
0 10 20 30 40 50 60 70
Spentmoremoneythanyoucouldaffordtolose
Spentmoretimethanyouintended
Neededtoplaylongertogetthesamefeeling
Increasingplayingtimewhenyoulose
Borrowed/selltogetmoneytogame
Felthaveproblemwithgaming
Healthproblems,stressduetogaming
Peoplecriticizedyourgaming
Gamingcausedanyfinancialproblems
Feltguiltyaboutthewayyougame
PercentageofpositivescoresonadjustedPGSIitems
P2W gamers – self-declared problems
PGSI adjusted score %
Non-problem Gambling (0) 26.2
Low-Risk Gambling (1-2) 29.4
Moderate-Risk Gambling
(3-7)
24.6
Problematic Gambling (8+) 19.8
Gambling & Gaming Problems
PGSI Gamblers
only
Sign. Gamblers &
Gamers
Sign
.
Gamers only
Problematic
Gambling12 * 27
Problematic Gaming 31 * 11
The issue of addiction…
http://business.time.com/2013/11/15/candy-crush-saga-the-science-behind-our-addiction/
Is our conception of addiction adequate?
Conclusion
What is at stake for prevention and treatment?
Digitalization and convergence
Call for a better cross-field integration
PleasureHarm
Meaning in contexts
Objective realities
QualitativeQuantitative
Digitalization and convergence
Investigate the networked and digitalized forms of social relations in
context of gaming/gambling (Castells, 2010)
Investigate the transformation of time and space in the human
experience
• Compressing the occurrence of phenomena
• Instantaneity
• Introducing random discontinuity in the sequence
Reconfiguration of spatial experiences through augmented realities
(e.g. via mobile devices)
Some future directions
P2W games: an emerging public health concern?
Very limited knowledge about F2P-P2W gamers and their lived
experience
Very limited knowledge about cost and benefits of these games
• This raises a point about how to think prevention
• This leaves a regulatory void
THANK YOUconcordia.ca/fr/recherche/chairejeu