| Literature DB >> 27306146 |
Sally M Gainsbury1, Daniel L King2, Alex M T Russell1, Paul Delfabbro2.
Abstract
Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming.Entities:
Keywords: addiction; freemium; gambling; social casino games; social media; social network sites
Mesh:
Year: 2016 PMID: 27306146 PMCID: PMC5387773 DOI: 10.1556/2006.5.2016.031
Source DB: PubMed Journal: J Behav Addict ISSN: 2062-5871 Impact factor: 6.756
Perceived importance of motivations for social casino game play among those who had made purchases and had not made purchases within social casino game (% of each group, N=521)
| Non-paying players ( | Paying players ( | Inferential statistics | ||||||
| Motivation | Importance | % | % | χ2 | Φ | |||
| Social interaction | Not at all | 182 | 70.0 | 134 | 51.3 | 19.74 | <.001 | .20 |
| Somewhat | 67 | 25.8 | 103 | 39.5 | ||||
| Very | 11 | 4.2 | 24 | 9.2 | ||||
| To relieve stress/escape from | Not at all | 126 | 48.5 | 92 | 35.2 | 10.59 | .005 | .14 |
| my worries | Somewhat | 113 | 43.5 | 134 | 51.3 | |||
| Very | 21 | 8.1 | 35 | 13.4 | ||||
| To pass the time/avoid boredom | Not at all | 82 | 31.5 | 82 | 31.4 | .43 | .808 | – |
| Somewhat | 147 | 56.5 | 143 | 54.8 | ||||
| Very | 31 | 11.9 | 36 | 13.8 | ||||
| To improve my gambling skills | Not at all | 195 | 75.0 | 134 | 51.3 | 31.50 | <.001 | .25 |
| Somewhat | 51 | 19.6 | 103 | 39.5 | ||||
| Very | 14 | 5.4 | 24 | 9.2 | ||||
| For excitement/fun | Not at all | 74 | 28.5 | 70 | 26.8 | 7.51 | .023 | .12 |
| Somewhat | 151 | 58.1 | 132 | 50.6 | ||||
| Very | 35 | 13.5 | 59 | 22.6 | ||||
| For the competition/challenge | Not at all | 106 | 40.8 | 89 | 34.1 | 6.05 | .048 | .11 |
| Somewhat | 124 | 47.7 | 123 | 47.1 | ||||
| Very | 30 | 11.5 | 49 | 18.8 | ||||
Note. The omnibus χ2 tests are reported and have two degrees of freedom.
Indicates a result that is not statistically significant if a Bonferroni correction is applied.
Indicates a significant difference between percentages in each row based on tests of proportions, all p < .05.
Proportion of respondents who have played each type of social casino game within the last 12 months among those who had made purchases and had not made purchases within social casino games (% of each group, N=521)
| Non-paying players ( | Paying players ( | Inferential statistics | |||||
| Motivation | % | % | χ2 | Φ | |||
| Lottery-type games (lotteries, scratchies, lotto, pools, bingo, and keno) | 153 | 58.8 | 232 | 88.9 | 60.94 | <.001 | .34 |
| Slot-machines/pokies/gaming machines | 173 | 66.5 | 184 | 70.5 | .95 | .331 | – |
| Sports betting | 48 | 18.5 | 151 | 57.9 | 85.62 | <.001 | .41 |
| Race wagering | 58 | 22.3 | 143 | 54.8 | 57.99 | <.001 | .33 |
| Poker | 85 | 32.7 | 112 | 42.9 | 5.79 | .016 | .11 |
| Other casino-style card or table games | 73 | 28.1 | 124 | 47.5 | 20.92 | <.001 | .20 |
Statistical significance, p < 0.01.
(Pearson’s) correlations between predictors included in the logistic regression (N=521)
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | |
| Paid for SCG (1) | 1 | ||||||||||||||||||
| Age (2) | −.11 | 1 | |||||||||||||||||
| Gender (3) | .15 | .10 | 1 | ||||||||||||||||
| Education (4) | .13 | −.19 | .03 | 1 | |||||||||||||||
| LOTE (5) | .19 | −.20 | −.04 | .23 | 1 | ||||||||||||||
| Use of lottery SCGs (6) | .34 | −.15 | −.09 | .04 | .12 | 1 | |||||||||||||
| Use of EGM SCGs (7) | .04 | −.04 | .06 | −.08 | −.02 | .05 | 1 | ||||||||||||
| Use of sports or wagering SCGs (8) | .40 | −.24 | .22 | .24 | .15 | .23 | .14 | 1 | |||||||||||
| Use of poker/casino SCGs (9) | .09 | −.14 | .17 | .15 | .07 | .04 | .30 | .34 | 1 | ||||||||||
| Separate SCG sessions per typical day (10) | .08 | −.02 | −.01 | .03 | .08 | −.02 | .24 | .10 | .40 | 1 | |||||||||
| Time spent on SCGs per typical day (11) | .07 | .08 | .04 | −.11 | .01 | −.05 | .30 | .04 | .36 | .53 | 1 | ||||||||
| Year of first SCG use (12) | .14 | .25 | .08 | −.11 | −.02 | .14 | −.05 | .00 | −.01 | −.04 | .00 | 1 | |||||||
| Use of social features (13) | .29 | −.17 | .08 | .12 | .20 | .13 | .16 | .32 | .36 | .32 | .26 | −.04 | 1 | ||||||
| Play SCG via smartphone (14) | −.11 | −.24 | −.07 | .07 | −.04 | −.11 | .12 | .02 | .08 | .09 | .05 | −.18 | .15 | 1 | |||||
| Social interaction (15) | .19 | −.26 | .03 | .12 | .22 | .17 | .14 | .27 | .28 | .15 | .15 | .01 | .31 | .04 | 1 | ||||
| To relieve stress/escape from my worries (16) | .14 | −.18 | −.05 | .04 | .14 | .12 | .24 | .14 | .23 | .22 | .30 | −.06 | .25 | .07 | .53 | 1 | |||
| To pass the time/avoid boredom (17) | .02 | −.17 | −.02 | .07 | .05 | .01 | .26 | .13 | .30 | .24 | .31 | −.10 | .24 | .12 | .42 | .62 | 1 | ||
| To improve my gambling skills (18) | .22 | −.31 | .09 | .13 | .19 | .19 | .17 | .35 | .36 | .21 | .21 | −.01 | .32 | .07 | .60 | .49 | .53 | 1 | |
| For excitement/fun (19) | .08 | −.10 | −.05 | .04 | −.02 | .03 | .23 | .15 | .30 | .24 | .32 | −.06 | .28 | .10 | .39 | .50 | .53 | .44 | 1 |
| For the competition/challenge (20) | .10 | −.09 | .05 | .11 | .06 | .07 | .15 | .21 | .36 | .26 | .30 | −.03 | .28 | .04 | .44 | .53 | .50 | .53 | .65 |
Note. LOTE=speaking a language other than English at home.
p < . 05.
p <. 01.
Results for logistic regression comparing those who do and do not pay for SCGs (N=521)
| OR 95% CI | |||||||
| Variable | SE ( | Wald | OR | LL | UL | ||
| Age | −.01 | .01 | .50 | .479 | .99 | .98 | 1.01 |
| Education (ref=less than year 10) | 8.74 | .120 | |||||
| Year 10 or equivalent | 1.18 | .69 | 2.96 | .085 | 3.25 | .85 | 12.48 |
| Year 12 or equivalent | .60 | .66 | .83 | .362 | 1.82 | .50 | 6.63 |
| Trade/technical certificate/ diploma | .78 | .65 | 1.44 | .231 | 2.18 | .61 | 7.82 |
| Postgraduate | 1.15 | .74 | 2.40 | .122 | 3.15 | .74 | 13.49 |
| LOTE (ref=no) | .53 | .30 | 3.17 | .075 | 1.70 | .95 | 3.04 |
| Use of EGM SCGs | .08 | .26 | .10 | .757 | 1.08 | .66 | 1.79 |
| − | |||||||
| Separate SCG sessions per typical day | .11 | .15 | .57 | .451 | 1.12 | .84 | 1.48 |
| Time spent on SCGs per typical day | .19 | .13 | 2.22 | .136 | 1.21 | .94 | 1.56 |
| − | |||||||
| Social interaction (ref=no) | −.10 | .25 | .15 | .699 | .91 | .56 | 1.47 |
| − | |||||||
| To improve my gambling skills | .25 | .26 | .93 | .336 | 1.28 | .77 | 2.13 |
| For excitement/fun | .16 | .24 | .47 | .493 | 1.18 | .74 | 1.89 |
| For the competition/challenge | −.27 | .24 | 1.25 | .264 | .76 | .48 | 1.23 |
Note. Dependent variable is those who do not (0) and do (1) pay for SCGs.
Bold text indicates statistically significant predictors.