Gambling and Video Game Playing Among Youth

Gambling and video game playing represent two leisure activities in which adolescents and young adults participate. There are psychological and behavioural parallels between some forms of gambling (e.g., slot machines, video lottery terminals, electronic gambling machines) and some types of video games (e.g., arcade games). Both activities operate on behavioural principles of variable reinforcement schedules in order to reward and prolong play and use exciting and stimulating sound and light effects within game play. Additionally, both activities have similar negative effects associated with excessive play (e.g., poor academic performance, moodiness, loss of interest in activities previously enjoyed, and interpersonal conflict). Thus, there is concern that children and adolescents who are attracted to video games, for both psychological rewards and the challenge, may be at greater risk to gamble. We examined the gambling and video game playing behaviour among 1,229 adolescents and young adults. Results indicate that gamblers, relative to non-gamblers, were more likely to play video games. Video game players were more likely than non-players to gamble. Both social and problem gamblers had higher rates of video game playing than did non-gamblers, and addicted gamers had higher rates of gambling than did social and non-gamers. Results from the current study suggest significant overlap in youth participation in both gambling activities and video game playing. These results have implications for future research and the treatment of problem gambling and video game addiction. Les jeux de hasard et les jeux video sont deux loisirs auxquels s’adonnent les adolescents et les jeunes adultes. Il existe des paralleles psychologiques et comportementaux entre certaines formes des jeux de hasard (p. ex., les appareils a sous, les appareils de loterie video, les machines de jeux electroniques) et certains jeux video (p. ex., les jeux d’arcade). Ces deux types de jeux exploitent les principes comportementaux du programme variable de renforcement pour recompenser le joueur et l’amener a jouer plus longtemps et utilisent des effets lumineux et sonores stimulants et excitants pour accroitre l’attrait de l’experience de jeu. De plus, ces deux activites entrainent des effets negatifs similaires chez les joueurs excessifs (p. ex., mauvais resultats scolaires, instabilite emotive, perte d’interet pour des activites qui autrefois procuraient du plaisir, conflits interpersonnels). On craint donc que les enfants et les adolescents qui sont attires par les jeux video, en raison des defis qu’ils proposent et des recompenses psychologiques qu’ils procurent, soient plus a risque de s’adonner aux jeux de hasard. La presente recherche a examine les comportements de jeu de 1229 adolescents et jeunes adultes relativement aux jeux de hasard et aux jeux video. Les resultats indiquent que les joueurs de jeux de hasard, par rapport aux non-joueurs, etaient plus susceptibles de jouer a des jeux video, et que les joueurs de jeux video etaient pareillement plus susceptibles de s’adonner aux jeux de hasard que les sujets ne jouant pas aux jeux video. Le groupe des joueurs sociaux et celui des joueurs a problemes presentaient tous deux un taux plus eleve de pratique des jeux video que celui des non-joueurs, et les sujets ayant une dependance aux jeux video s’adonnaient egalement en plus forte proportion aux jeux de hasard que les sujets ne pratiquant par les jeux video ou les pratiquant de maniere sociale uniquement. Les resultats de la presente etude donnent a croire qu’il y a un chevauchement important entre la pratique des jeux de hasard et celle des jeux video chez les jeunes. Ces resultats ont des incidences sur les futures recherches et le traitement de la dependance aux jeux de hasard et aux jeux video.

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