| Literature DB >> 35511808 |
Nerilee Hing1, Lisa Lole1, Alex M T Russell1, Matthew Rockloff1, Daniel L King2, Matthew Browne1, Philip Newall1, Nancy Greer1.
Abstract
Adolescents can easily access esports betting sites and place bets using cash or skins. This descriptive cross-sectional study examined the characteristics of adolescent esports bettors and relationships between their esports betting, video gaming activities, monetary gambling participation, and at-risk/problem gambling. Two survey samples of Australians aged 12-17 years were recruited through advertisements (n = 841) and online panel providers (n = 826). In both samples, gender and parents' living situation did not differ by past-month esports cash and skin betting, but recent esports betting was associated with engaging in esports gaming activities such as playing and watching esports, and in monetary gambling activities. Past-month esports betting using cash and skins was significantly associated with at-risk/problem gambling. After controlling for recent monetary gambling, recent esports skin bettors were over 3 times more likely to meet criteria for at-risk/problem gambling. Esports betting using skins appears to pose risks for young people and is easily accessible through unlicensed operators.Entities:
Mesh:
Year: 2022 PMID: 35511808 PMCID: PMC9070895 DOI: 10.1371/journal.pone.0266571
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.752
Key demographic, psychological and gaming characteristics of participants.
| Advertisement | Qualtrics | |||
|---|---|---|---|---|
| Variables |
| % |
| % |
|
| 14.6 (1.7) | - | 14.8 (1.6) | - |
|
| 7.21 (3.0) | - | 8.7 (1.9) | - |
|
| 19.0 (4.0) | - | 17.7 (4.4) | - |
|
| 3.7 (2.3) | - | 2.3 (2.7) | - |
The following inventories were used for each variable: Wellbeing = Personal Wellbeing Index–School Children [33]; Impulsiveness = Barratt Impulsiveness Scale–Brief (BIS-B) [34]; Problem Gambling Severity = DSM-IV-MR-J [31]; Problematic gaming symptoms = Internet Gaming Disorder [IGD, 32].
Multivariate logistic regression with demographic and psychological variables as predictors of past-month esports cash betting.
| Advertisements | Qualtrics | |||||||||
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| Age (in years) | .04 | .05 | .086 | .392 | 1.04 [.95,1.15] | .13 | .08 | 1.53 | .125 | 1.14 [.97,1.34] |
| Gender | -.17 | .18 | -.92 | .359 | .85 [.59,1.21] | -.03 | .27 | -.11 | .914 | .97 [.57,1.64] |
| ATSI | 1.10 | .17 | 6.49 | < .001 | 3.02 [2.16,4.21] | .66 | .34 | 1.98 | .048 | 1.94 [1.01,3.75] |
| Parents living together | .26 | .17 | 1.53 | .127 | 1.29 [.93,1.80] | .26 | .30 | .87 | .386 | 1.30 [.72,2.34] |
| Wellbeing | -.12 | .03 | -4.34 | < .001 | .88 [.84,.93] | -.08 | .07 | -1.23 | .220 | .92 [.81,1.05] |
| Impulsiveness | .08 | .02 | 3.44 | < .001 | 1.08 [1.03,1.13] | -.07 | .03 | -2.27 | .023 | .93 [.87,.99] |
| Problematic gaming | .18 | .17 | 1.05 | .293 | 1.20 [.86,1.67] | .53 | .28 | 1.89 | .059 | 1.70 [.98,2.95] |
| Played esports game | .21 | .17 | 1.25 | .213 | 1.24 [.89,1.72] | 1.28 | .31 | 4.19 | < .001 | 3.60 [1.98,6.56] |
| Watched esports | .81 | .17 | 4.77 | < .001 | 2.25 [1.61,3.13] | .39 | .31 | 1.25 | .212 | 1.48 [.80,2.74] |
| Competed in esports | -.14 | .36 | -.39 | .700 | .87 [.43,1.77] | .62 | .34 | 1.82 | .069 | 1.87 [.95,3.65] |
| Intercept | -3.12 | .93 | -3.35 | < .001 | .04 [.01,.27] | -3.20 | 1.57 | -2.04 | .041 | .04 [.002,.88] |
Missing data, indicated by dashed lines, are due to insufficient sample size for analyses (n < 10). ATSI = Aboriginal and/or Torres Strait Islander. Reference groups = No for Parents Living Together, Paid Job, Internet Gaming Disorder, Played esports game, Watched esports, and Competed in esports. Other reference groups are Gender = Female and ATSI = non-Indigenous.
Advertisements sample model fit: AIC = 920; R2 McF = .17. Qualtrics sample model fit: AIC = 427; R2 McF = .15.
Multivariate hierarchical logistic regression results with total number of past-month gambling activities as predictors of at-risk/problem gambling.
| Advertisements sample | Qualtrics sample | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Variables |
| S.E. | Z |
| Odds Ratio [95% CI] |
| S.E. | Z |
| Odds Ratio [95% CI] |
| Number of Other Gambling Activities | 2.39 | .24 | 10.13 | < .001 | 10.89 [6.86,17.28] | .39 | .07 | 5.19 | < .001 | 1.47 [1.27,1.71] |
| Esports cash betting | - | - | - | - | - | -.01 | .36 | -.03 | .974 | .99 [0.49,1.98] |
| Esports skin betting | 1.14 | .44 | 2.58 | .010 | 3.13 [1.32,7.43] | 1.31 | .30 | 4.40 | < .001 | 3.69 [2.06,6.60] |
| Intercept | -2.29 | .34 | -6.62 | < .001 | .10 [.05,.20] | -.94 | .15 | -6.23 | < .001 | .39 [.29,.53] |
Missing data, indicated by dashed lines, are due to insufficient sample size for analyses (n < 10). For the outcome variable, At-risk/Problem gambling = Non-problem gambler (n = 203) vs at risk/problem gamblers (n = 204). Reference groups for the predictor variables, each gambling activity = No participation in the past month. Model 1for both samples = Total Number of Other Gambling Activities (1 to 10); Model 2 for Advertisements sample = Esports skin betting added. Model 2 for Qualtrics sample = Esports cash betting added and Model 3 = Esports skin betting added.
Advertisements sample model fit: Model 1 AIC = 212, R2 McF = .59, Likelihood χ2(1) = 299.00, p < .001; Model 2 AIC = 207; R2 McF = .60, Likelihood χ2(2) = 306.00, p < .001. There was a significant improvement from Model 1 to 2, χ2 (1) = 7.28, p = .007.
Qualtrics sample model fit: Model 1 AIC = 491, R2 McF = .14, Likelihood χ2(1) = 76.80, p < .001; Model 2 AIC = 493; R2 McF = .14, Likelihood χ2(2) = 76.90, p < .001; Model 3 AIC = 474; R2 McF = .17, Likelihood χ2(3) = 97.80, p < .001. There was no significant improvement from Model 1 to 2, χ2(1) = .15, p = .701. Model 3 was a significantly better fit for the data than Model 2, χ2(1) = 20.83.41, p < .001.
Multivariate logistic regression results with past-month participation in monetary gambling activities as predictors of past-month esports cash betting.
| Advertisements | Qualtrics | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Variables |
| S.E. | Z |
| Odds Ratio [95% CI] |
| S.E. | Z |
| Odds Ratio [95% CI] |
| EGMs | .69 | .18 | 3.79 | < .001 | 2.00 [1.40,2.86] | .57 | .53 | 1.08 | .280 | .02 [.01,.03] |
| Racing | 1.05 | .41 | 2.58 | .010 | 2.87 [1.29,6.38] | -.88 | .59 | -1.50 | .133 | .41 [.13,1.31] |
| Scratchies, lotto, pools | .67 | .19 | 3.59 | < .001 | 1.95 [1.35,2.80] | 1.22 | .36 | 3.44 | < .001 | 3.40 [1.69,6.82] |
| Keno | - | - | - | - | - | .62 | .52 | 1.20 | .229 | 1.87 [.68,5.16] |
| Bingo or housie | .63 | .19 | 3.27 | .001 | 1.88 [1.29,2.74] | 1.24 | .41 | 3.01 | .003 | 3.44 [1.54,7.71] |
| Poker | - | - | - | - | - | .14 | .61 | .23 | .820 | 1.15 [.35,3.76] |
| Casino games | - | - | - | - | - | 1.26 | .65 | 1.93 | .054 | 3.51 [.99,12.57] |
| Sports | - | - | - | - | - | -.15 | .52 | -0.28 | .778 | .86 [.31,2.40] |
| Fantasy sports | 1.02 | .19 | 5.49 | < .001 | 2.78 [1.93,4.01] | 2.16 | .45 | 4.84 | < .001 | 8.67 [3.62,20.78] |
| Informal private betting | 1.00 | .18 | 5.51 | < .001 | 2.71 [1.90,3.86] | 1.53 | .36 | 4.30 | < .001 | 4.61 [2.30,9.27] |
| Intercept | -2.27 | .16 | -14.20 | < .001 | .10 [.08,0.14] | -3.98 | .27 | -14.91 | < .001 | .02 [.01,.03] |
Missing data, indicated by dashed lines, are due to insufficient sample size for analyses (n < 10). EGMs = electronic gaming machines.
The reference group for all variables = No (did not participate in the past month).
Advertisements sample model fit: AIC = 844; R2 McF = .23. Qualtrics sample model fit: AIC = 306; R2 McF = .47.
Multivariate logistic regression results with demographic and psychological variables as predictors of past-month skin betting.
| Advertisements | Qualtrics | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Variables |
| S.E. | Z |
| Odds Ratio [95% CI] |
| S.E. | Z |
| Odds Ratio [95% CI] |
| Age (in years) | -.05 | .05 | -.99 | .324 | .95 [.86,1.05] | .18 | .08 | 2.35 | .020 | 1.20 [1.03,1.40] |
| Gender | -.17 | .19 | -.92 | .359 | .84 [.58,1.22] | .30 | .26 | 1.17 | .240 | 1.35 [.82,2.23] |
| ATSI | .78 | .18 | 4.25 | < .001 | 2.19 [1.52,3.14] | .53 | .33 | 1.57 | .116 | 1.69 [.88,3.26] |
| Parents living together | .27 | .18 | 1.57 | .117 | 1.32 [.93,1.87] | .06 | .29 | .20 | .844 | 1.06 [.61,1.85] |
| Wellbeing | -.05 | .03 | -1.63 | .104 | .95 [.90,1.01] | -.09 | .06 | -1.41 | .157 | .92 [.81,1.04] |
| Impulsiveness | .07 | .02 | 3.06 | .002 | 1.07 [1.03,1.13] | -.01 | .03 | -.48 | .631 | .99 [.93,1.05] |
| Problematic gaming | .30 | .18 | 1.70 | .089 | 1.35 [.95,1.91] | .79 | .25 | 3.11 | .002 | 2.21 [1.34,3.63] |
| Played esports game | .43 | .18 | 2.39 | .017 | 1.53 [1.08,2.18] | 1.09 | .28 | 3.93 | < .001 | 2.96 [1.72,5.09] |
| Watched esports | .66 | .18 | 3.65 | < .001 | 1.94 [1.36,2.78] | .62 | .28 | 2.21 | .027 | 1.86 [1.07,3.24] |
| Competed in esports | 1.53 | .35 | 4.47 | < .001 | 4.60 [2.36,8.98] | 1.61 | .31 | 5.14 | < .001 | 5.01 [2.71,9.27] |
| Intercept | -2.65 | .96 | -2.76 | .006 | .07 [.01,0.46] | -5.00 | 1.49 | -3.35 | < .001 | .01 [.004,.13] |
ATSI = Aboriginal and/or Torres Strait Islander. Age, Wellbeing, and Impulsiveness were measured on a continuous scale. All other variables were treated as categorical with the reference groups = No for Parents Living Together, Paid Job, Internet Gaming Disorder, Played esports, Watched esports, and Competed in esports. Other reference groups are Gender = Female and Indigenous = Non-Indigenous. Advertisements sample model fit: AIC = 854; R2 McF = .17. Qualtrics sample model fit: AIC = 520; R2 McF = .25.
Multivariate logistic regression results with past-month participation in monetary gambling activities as predictors of past-month esports skin betting.
| Advertisements Sample | Qualtrics Sample | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Variables |
| S.E. | Z |
| Odds Ratio [95% CI] |
| S.E. | Z |
| Odds Ratio [95% CI] |
| EGMs | .30 | .19 | 1.65 | .099 | 1.36 [.94,1.95] | .63 | .41 | 1.56 | .119 | 1.88 [.85,4.16] |
| Racing | 2.03 | .42 | 4.83 | < .001 | 7.64 [3.35,17.44] | .60 | .40 | 1.50 | .133 | 1.82 [.83,3.97] |
| Scratchies, lotto, pools | .70 | .18 | 3.86 | < .001 | 2.01 [1.41,2.86] | 1.54 | .26 | 5.93 | < .001 | 4.65 [2.80,7.73] |
| Keno | - | - | - | - | - | .26 | .41 | .51 | .614 | 1.23 [.55,2.72] |
| Bingo or housie | .82 | .18 | 4.48 | < .001 | 2.28 [1.59,3.27] | .71 | .35 | 2.03 | .042 | 2.03 [1.03,4.03] |
| Poker | - | - | - | - | - | -1.01 | .53 | -1.91 | .056 | .36 [.13,1.03] |
| Casino games | - | - | - | - | - | .71 | .51 | 1.37 | .169 | 2.03 [.74,5.55] |
| Sports | - | - | - | - | - | -.17 | .43 | -.40 | .691 | .84 [.36,1.96] |
| Fantasy sports | .27 | .19 | 1.41 | .159 | 1.32 [.90,1.93] | .64 | .42 | 1.53 | .126 | 1.90 [.84,4.34] |
| Informal private betting | .49 | .18 | 2.64 | .008 | 1.63 [1.13,2.33] | .67 | .30 | 2.20 | .028 | 1.95 [1.08,3.51] |
| Intercept | -2.01 | .15 | -13.68 | < .001 | .13 [.10,.18] | -2.83 | .17 | -17.00 | < .001 | .06 [.04,.08] |
Missing data, indicated by dashed lines, are due to insufficient sample size for analyses (n < 10). EGMs = electronic gaming machines.
The reference group for all predictor variables = No (did not participate in the past month).
Advertisements sample model fit: AIC = 873; R2 McF = .10. Qualtrics sample model fit: AIC = 530; R2 McF = .24.
Logistic regression results with past-month esports cash and skin betting participation as predictors of at-risk/problem gambling.
| Qualtrics sample | |||||
|---|---|---|---|---|---|
| Variables |
| S.E. | Z |
| Odds Ratio [95% CI] |
| Esports cash betting | .92 | .30 | 3.10 | .002 | 2.50 [1.40,4.47] |
| Esports skin betting | 1.66 | .28 | 5.89 | < .001 | 5.25 [3.02,9.11] |
| Intercept | -.54 | .13 | -4.30 | < .001 | .58 [.46,.75] |
Reference group = NO for predictor variables, Esports cash betting and Esports skin betting. Insufficient sample size for analyses of Advertisements sample data, as n < 10 for non-problem esports cash bettors: See text for analysis of esports skin betting data for this sample.
Multivariate hierarchical logistic regression results with different past-month gambling activities as predictors of at-risk/problem gambling.
| Advertisements Sample | Qualtrics Sample | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Variables |
| S.E. | Z |
| Odds Ratio [95% CI] |
| S.E. | Z |
| Odds Ratio [95% CI] |
| EGMs | - | - | - | - | - | .95 | .44 | 2.19 | .029 | 2.59 [1.11,6.08] |
| Racing | - | - | - | - | - | .48 | .41 | 1.20 | .232 | 1.62 [.73,3.58] |
| Scratchies/lottery/pools | 1.60 | .34 | 4.69 | < .001 | 4.93 [2.53,9.60] | .07 | .26 | .27 | .784 | 1.07 [.65,1.77] |
| Keno | - | - | - | - | - | .26 | .44 | .59 | .554 | 1.30 [.55,3.08] |
| Bingo | - | - | - | - | - | .40 | .33 | 1.23 | .219 | 1.50 [.79,2.84] |
| Sports | - | - | - | - | - | .56 | .41 | 1.39 | .165 | 1.76 [.79,3.88] |
| Fantasy sports | - | - | - | - | - | s.57 | .42 | 1.38 | .167 | 1.78 [.79,4.05] |
| Informal private betting | 2.15 | .30 | 7.27 | < .001 | 8.59 [4.81,15.33] | .08 | .27 | .30 | .762 | 1.09 [.64,1.85] |
| Esports cash betting | - | - | - | - | - | .07 | .37 | .20 | .844 | 1.08 [.52,2.22] |
| Esports skin betting | 1.35 | .33 | 4.05 | < .001 | 3.86 [2.01,7.42] | 1.34 | .30 | 4.56 | < .001 | 3.83 [2.12,6.91] |
| Constant | .05 | .18 | .31 | .760 | 1.06 [.75,1.49] | -.83 | .16 | -5.20 | < .001 | .44 [.32,.60] |
Missing data, indicated by dashed lines, are due to insufficient sample size for analyses(n < 10). EGMs = electronic gaming machines. For the outcome variable, At-risk/Problem gambling = Non-problem gambler (n = 203) vs at risk/problem gamblers (n = 204). Reference groups for the predictor variables, each gambling activity = No participation in the past month. Model 1for both samples = Other gambling activities; Model 2 for Advertisements sample = Esports skin betting added. Model 2 for Qualtrics sample = Esports cash betting added and Model 3 = Esports skin betting added. Advertisements sample model fit: Model 1 AIC = 413, R2 McF = .20, Likelihood χ2(2) = 101.00, p < .001; Model 2 AIC = 395; R2 McF = .24, Likelihood χ2(3) = 120.00, p < .001. There was a significant improvement from Model 1 to 2, χ2 (1) = 19.70, p < .001. Qualtrics sample model fit: Model 1 AIC = 506, R2 McF = .14, Likelihood χ2(7) = 76.10, p < .001; Model 2 AIC = 508; R2 McF = .14, Likelihood χ2(8) = 76.50, p < .001; Model 3 AIC = 488; R2 McF = .17, Likelihood χ2(9) = 97.90, p < .001. There was no significant improvement from Model 1 to 2, χ2 (1) = .45, p = .502. Model 3 was a significantly better fit for the data than Model 2, χ2 (1) = 21.41, p < .001.