Publications by authors named "Jonathan Parke"

In this paper, we investigate the validity of objective operator data as proxy indicators for riskier gambling as based upon an independent self-report measure. Such work is important to strengthen the validity of gambling research involving objective behavioral indicators of harm used to detect higher risk gambling or product choices. To address these aims, a total of 21,464 individual customers from a single international operator completed the Problem Gambling Severity Index (PGSI).

View Article and Find Full Text PDF

In a pre-registered survey linked to this paper (Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses), we confirmed bivariate associations between engagement with loot boxes (purchasable randomized rewards in video games) and measures of problem gambling, problem video gaming, impulsivity, gambling cognitions, experiences of game-related 'flow', psychological distress and reduced wellbeing. However, these variables have complex relationships, so to gain further insights, we analysed the dataset (1495 gamers who purchase loot boxes and 1223 purchasers of non-randomized content) in a series of Bayesian mixed-effects multiple regressions with a zero-inflation component. The results challenge some well-established results in the literature, including associations between loot box engagement and problematic gambling measures, instead suggesting that this relationship might be underpinned by shared variance with problem video gaming and gambling-related cognitions.

View Article and Find Full Text PDF

Loot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g.

View Article and Find Full Text PDF

Studies involving the analysis of objective data from online operators attempt to address common concerns about biases in self-report research. This paper surveys the progress in this area of research over the last 15 years. The findings highlight many areas of achievement, including: the development of a set of behavioural markers that reliably differentiate variations in gambler risk.

View Article and Find Full Text PDF

Gambling behaviour is likely to be strongly influenced by operant learning principles. Most forms of gambling, and most notably slot machine play, follow a random ratio (RR) schedule of reinforcement that should lead to rapid and extinction-resistant behaviour. In this paper we highlight the caveats that need to be applied when generalising animal models of learning to human behaviour.

View Article and Find Full Text PDF
Article Synopsis
  • Qualitative research has identified various motivations behind players' purchases of loot boxes in video games, indicating that some individuals, especially those at risk for gambling issues, can become excessively involved.
  • The paper introduces the "RAFFLE" scale, a 23-item assessment tool designed to measure the different motivations for engaging with loot boxes, developed through interviews and surveys with UK gamers.
  • The RAFFLE scale is validated through analyses showing strong reliability and validity, correlating well with existing measures of loot box engagement and revealing several motivation factors, including enhancement, social pressure, and fear of missing out.
View Article and Find Full Text PDF
Article Synopsis
  • Excessive engagement with loot boxes in games is linked to disordered gambling and requires understanding of the associated risks.
  • A study involving in-depth interviews with 28 UK gamers identified seven key motivations for purchasing loot boxes, including social influences and fear of missing out.
  • Certain motivations were more common among participants showing problematic gambling symptoms, suggesting a need for policy considerations and further research on the similarities between loot box purchases and gambling behaviors.
View Article and Find Full Text PDF

Scratch cards (SCs) or tickets are lottery-based games which are played by scratching to reveal numbers, letters or symbols to win prizes. Such activities have sometimes been likened to paper-based slot-machines, but relatively little systematic analyses have been conducted to examine the risk or harm associated with these activities. In this paper, we provide a narrative review of the peer-reviewed literature relating to the potential association between SCs and problem gambling and what is known from publically available data sources (e.

View Article and Find Full Text PDF

Loss-chasing is a central feature of problematic gambling, yet it remains a poorly conceived and understood concept. Loss-chasing is believed to stem from an erosion of cognitive control when gambling. The opportunity to gamble at significantly disparate stake sizes on a gambling activity is considered to be a risk factor for loss-chasing.

View Article and Find Full Text PDF

As the popularity of internet gambling increases, the increased opportunities to participate serve to heighten concerns about the potential for gambling related harm. This paper focuses on self-exclusion as one of the main responsible gaming interventions, and is split into three sections. Firstly, we set out a three-tier model for assessing at-risk gambling behaviors which examines player exhibited, declared and inferred behavior.

View Article and Find Full Text PDF

Internet gambling is a relatively under-researched area. While our current knowledge remains in its infancy and the prevalence rates are relatively low, researchers and clinicians are predicting greater involvement among youth. A comprehensive search of the relevant literature was undertaken.

View Article and Find Full Text PDF

To date, little empirical research has focused on social responsibility in gambling. This study examined players' attitudes and behavior toward using the social responsibility tool PlayScan designed by the Swedish gaming company Svenska Spel. Via PlayScan, players have the option to utilize various social responsibility control tools (e.

View Article and Find Full Text PDF

To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study was to establish basic information regarding Internet poker playing behavior among the student population, including various motivators for participation and predictors of problematic play. The study examined a self-selected sample of student online poker players using an online survey (n=422).

View Article and Find Full Text PDF