Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans

dc.contributor.authorMacey Joseph
dc.contributor.authorHamari Juho
dc.contributor.authorSjöblom Max
dc.contributor.authorTörhönen Maria
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code1.2.246.10.2458963.20.77579741941
dc.contributor.organization-code2602214
dc.converis.publication-id66577935
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/66577935
dc.date.accessioned2025-08-28T02:48:02Z
dc.date.available2025-08-28T02:48:02Z
dc.description.abstract<p>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.<br></p>
dc.format.pagerange120
dc.format.pagerange129
dc.identifier.issn1613-0073
dc.identifier.jour-issn1613-0073
dc.identifier.olddbid209726
dc.identifier.oldhandle10024/192753
dc.identifier.urihttps://www.utupub.fi/handle/11111/49384
dc.identifier.urlurn:nbn:de:0074-2883-7
dc.identifier.urnURN:NBN:fi-fe2021093048916
dc.language.isoen
dc.okm.affiliatedauthorMacey, Joseph
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.relation.conferenceGamiFIN Conference
dc.relation.ispartofjournalCEUR Workshop Proceedings
dc.relation.volume2883
dc.source.identifierhttps://www.utupub.fi/handle/10024/192753
dc.titleRelationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans
dc.title.bookProceedings of the 5th International GamiFIN Conference
dc.year.issued2021

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