A4 Refereed article in a conference publication
Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans
Authors: Macey Joseph, Hamari Juho, Sjöblom Max, Törhönen Maria
Editors: Bujić Mila, Koivisto Jonna, Hamari Juho
Conference name: GamiFIN Conference
Publisher: CEUR-WS
Publication year: 2021
Journal: CEUR Workshop Proceedings
Book title : Proceedings of the 5th International GamiFIN Conference
Journal name in source: CEUR Workshop Proceedings
Volume: 2883
First page : 120
Last page: 129
ISSN: 1613-0073
Web address : urn:nbn:de:0074-2883-7
Self-archived copy’s web address: https://research.utu.fi/converis/portal/detail/Publication/66577935
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.
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