Comparative Analysis of Video Gamers, Esports Spectators, and Esports Athletes on Gambling, Gaming, and Psychological Characteristics.

IF 2.4 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY
Journal of Gambling Studies Pub Date : 2026-06-01 Epub Date: 2025-12-01 DOI:10.1007/s10899-025-10454-3
Ryan Nguyen, Zachariah Lail, Jenna L Vieira, Daniel S McGrath, Hyoun S Kim
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引用次数: 0

Abstract

Collegiate athletes in traditional sports are a vulnerable population for problem gambling. Little is known about whether collegiate esports (competitive video gaming) athletes share the same vulnerability. Additionally, existing research combines esports groups into a larger sample of involvement, which does not capture potential distinct behaviors. This cross-sectional comparative study aimed to address this gap by comparing gambling behaviors, gaming behaviors, and psychological characteristics of video gamers (n = 234), esports spectators (n = 137), and collegiate esports athletes (n = 116) from North America. An online survey was distributed to universities and collegiate esports communities through convenience sampling. All participants completed self-report measures assessing gambling behaviors, gaming behaviors, emotional regulation, and impulsivity. Kruskal-Wallis H-tests and post-hoc comparisons were used to assess group differences. Results show esports athletes significantly having the highest proportion of problem gambling (19%) relative to spectators (16.9%) and gamers (5.3%). Esports spectators significantly spent the most median money per day gambling (Median = 0.65), followed by gamers then esport athletes (Median = 0.00). Spectators had the highest problem gaming proportion (16.1%) than esports athletes (6.9%) and video gamers (3.4%). Video gamers scored the lowest on all subscales of gaming motives, whereas spectators reported highest motivations in escapism, coping and fantasy. Esports athletes' motivation was highest in social, competition, and skill development. Esports spectators reported the most difficulties in emotional regulation, followed by esports athletes then video gamers. Findings suggest that the normalization of gambling in esports could be associated with increased gambling engagement. Future research should explore prevention strategies and long-term esports involvement effects on gambling. Word Count: 250.

电子游戏玩家、电子竞技观众和电子竞技运动员在赌博、游戏和心理特征方面的比较分析。
传统体育项目的大学生运动员是问题赌博的弱势群体。对于大学电子竞技运动员是否也有同样的弱点,人们知之甚少。此外,现有的研究将电子竞技群体纳入了一个更大的参与样本,这并没有捕捉到潜在的不同行为。这项横断面比较研究旨在通过比较来自北美的电子游戏玩家(n = 234)、电子竞技观众(n = 137)和大学电子竞技运动员(n = 116)的赌博行为、游戏行为和心理特征来解决这一差距。通过方便抽样的方式,对高校和大学生电竞社区进行了在线调查。所有参与者都完成了评估赌博行为、游戏行为、情绪调节和冲动的自我报告。使用Kruskal-Wallis h检验和事后比较来评估组间差异。结果显示,电子竞技运动员的问题赌博比例(19%)明显高于观众(16.9%)和游戏玩家(5.3%)。电子竞技观众每天花在赌博上的钱中位数最高(中位数= 0.65),其次是游戏玩家,然后是电子竞技运动员(中位数= 0.00)。观众在游戏中的问题比例(16.1%)高于电子竞技运动员(6.9%)和电子游戏玩家(3.4%)。电子游戏玩家在游戏动机的所有子量表中得分最低,而观众在逃避、应对和幻想方面的动机最高。电子竞技运动员在社交、竞争和技能发展方面的动机最高。据报道,电竞观众最难控制情绪,其次是电竞运动员,然后是电子游戏玩家。研究结果表明,电子竞技中赌博的正常化可能与赌博参与度的增加有关。未来的研究应该探索预防策略和长期参与电子竞技对赌博的影响。字数:250。
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来源期刊
CiteScore
5.00
自引率
16.70%
发文量
72
期刊介绍: Journal of Gambling Studies is an interdisciplinary forum for the dissemination on the many aspects of gambling behavior, both controlled and pathological, as well as variety of problems attendant to, or resultant from, gambling behavior including alcoholism, suicide, crime, and a number of other mental health problems. Articles published in this journal are representative of a cross-section of disciplines including psychiatry, psychology, sociology, political science, criminology, and social work.
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