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Studies find links between loot box spending and problem gambling

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New research has proved that there is a strong link between problematic gambling behaviours and spending money on loot boxes.

The results of the research are published in the journal PLOS One as two studies. The results indicate that people who spend more money on loot boxes are also more likely to be unable to keep their gambling habits in check.

“Loot boxes are extremely widespread. A recent analysis we did showed that they may feature in as many as 63% of mobile games. They’re extremely profitable, too: They’re estimated to have perhaps generated as much as $30 billion in revenue in 2018,” said study author David Zendle of York St. John University.

“They’re also highly worrying — there are clear parallels between loot boxes and potentially harmful activities like gambling. Given their prevalence, importance, and the lack of literature on them, I think a good question is ‘Why weren’t more people running these studies?’”

The researchers had 1172 gamers complete psychological surveys regarding problem gambling and loot box spending.

The participants all reported regularly playing at least of one of ten popular games that feature loot boxes: Player Unknown’s Battlegrounds, League of Legends, Hearthstone, Overwatch, Counter-Strike: GO, FIFA 18, Rocket League, DOTA 2, Team Fortress 2, and Tom Clancy’s Rainbow Six Siege.

“There is a link between loot box spending and problem gambling. However, we’re not sure if this means that loot boxes literally cause problem gambling, or if it means that people who are already problem gamblers spend significantly more money on loot boxes. In either case, though, it doesn’t look socially beneficial.”

On average, the participants reported spending $19.58 on loot boxes in the past month. But some had spent up to $2300.

The study replicates the finding of previous research conducted by Zendle and published in 2018. That study, which examined 7422 gamers, found that people with more severe gambling problems tended to spend more on loot boxes.

Source: Latest News at European Gaming Media
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: Studies find links between loot box spending and problem gambling

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GambleAware Launches “No Bet Inn” in Liverpool as Part of Bet Regret Campaign

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GambleAware has Launched “No Bet Inn” in Liverpool as part of Bet Regret campaign. The Bet Regret campaign aims to give support for the young men aged 16–34 who gamble regularly. New research conducted for GambleAware revealed that 58% of 18–44 year-old male sports bettors agree that they make impulsive bets in the heat of the moment.

“Some of my fondest memories of playing football were with Liverpool, so it was great to have a chat with fellow fans and watch the current team play, and it was genuinely nice to watch a full match in the No Bet Inn without the distraction of a mobile in anyone’s hand. No checking Instagram, no updating Facebook and crucially, no betting in-play or whilst drinking. It’s crazy to see the number of fans placing ill-considered bets and regretting it afterwards, so it was great to remind people to think twice before betting, avoid Bet Regret and just enjoy the game,” Garcia, famous football player said.

Marc Etches, CEO of GambleAware, said: “We created the No Bet Inn as a demonstration of our Bet Regret campaign and to make football fans think hard about their betting habits. At the No Bet Inn, people could enjoy the game and avoid BetRegret. The is one part of a national campaign for safer gambling which launched in February to raise awareness of behaviours that people might not always recognise as impulsive or risky, such as sports betting when drunk, bored or chasing losses.”

Source: Latest News at European Gaming Media
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: GambleAware Launches “No Bet Inn” in Liverpool as Part of Bet Regret Campaign

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Nielsen Releases “Esports Playbook for Brands” 2019

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Nielsen, the US-based global information and measurement company, has released its 2019 “Esports Playbook for Brands.

According to Esports Playbook for Brands, non-gaming brand involvement in esports has increased by 13% over the past year. Mainstream brands outside of traditional video game brands are entering the space.

Nielsen points out that 90% of U.S. esports viewers on Twitch can name at least one non-gaming sponsor; 70% of U.S. Twitch users spend more time engaging with esports than they do with traditional sports.

“Esports fans respect and welcome those brands that embrace what they already love, and get the need for the revenue and exposure that sponsors, distributors, and content creators bring with them,” says Bobby Sharma, founding partner of the Esports advisory firm Electronic Sports Group, in the playbook.

“But they also know when they are being used as test subjects… and that is where things can go awry,” he adds.

Source: Latest News at European Gaming Media
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: Nielsen Releases “Esports Playbook for Brands” 2019

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Sports Betting Revenue of Rhode Island Rises in March

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Rhode Island has experienced a revenue increase in March. However, the figures are still below the expectations.

Sportsbooks have featured the NCAA basketball tournament March Madness and earned US$1.54 million.

Current regulations establish that Rhode Island takes more than half of all sports betting revenue. Profits rose in March along with the number of bets made, with US$23.6 million wagered and US$22 million paid out.

Source: Latest News at European Gaming Media
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: Sports Betting Revenue of Rhode Island Rises in March

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