Article de Périodique
Skill-based electronic gaming machines: Features that mimic video gaming, features that could contribute to harm, and their potential attraction to different groups (2024)
Auteur(s) :
NEWALL, P. ;
ROCKLOFF, M. ;
THORNE, H. ;
RUSSELL, A. M. T. ;
VISINTIN, T. ;
HING, N. ;
BROWNE, M. ;
DELLOSA, G.
Année
2024
Page(s) :
1483-1498
Sous-type de document :
Revue de la littérature / Literature review
Langue(s) :
Anglais
Domaine :
Addictions sans produit / Addictions without drug
Discipline :
MAR (Marchés / Markets)
Thésaurus mots-clés
JEUX D'ARGENT ET DE HASARD
;
JEU VIDEO
;
TECHNOLOGIE
;
PHENOMENE EMERGENT
;
FACTEUR DE RISQUE
Résumé :
New gambling products have been developed over time as technology permits. For example, early mechanical slot machines were later replaced by electronic gaming machines (EGMs), which enabled a faster speed of play and more immersive experience. EGMs have in the decades since their invention become one of the main drivers of gambling expenditure worldwide and are one of the gambling products most strongly associated with harm. This literature review considers research relevant to a new subcategory of EGM, 'skill-based' EGMs, termed 'SGMs' here. SGMs can be highly varied in content, with some representing a minimal departure from EGMs, where the typical bonus round is replaced by some skill-based activity, such as a simple video game, which could increase the machine's appeal. Other SGMs feature more radical departures from conventional EGMs, such as multiplayer games using intellectual property from popular TV shows or video games. These skill-based elements could tap into common gambling fallacies such as the illusion of control, and therefore facilitate harmful engagement. SGMs could also be less harmful than current EGMs, if skill-based elements break the dissociative states associated with EGM gambling. The intellectual property used in SGMs may increase their appeal among people who generally do not gamble, and the skill-based elements could increase their interest among gamblers who predominately prefer skill-based gambling formats such as sports betting. The novelty and varied content of SGMs present many open questions, which research should aim to address in future. [Author's abstract]
Affiliation :
Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Sydney, QLD, Australia
School of Psychological Science, University of Bristol, Bristol, UK
School of Psychological Science, University of Bristol, Bristol, UK
Cote :
Abonnement
Historique