Pasifika Youth Online Gaming and Gambling Research: Are online video games a gateway to problem gambling among Pasifika youth?

Published online: 
23 June 2022
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Summary

This research aimed to understand the experiences of Pasifika youth (age 16-30) gamers and whether there is a relationship between gaming and gambling. The research found that Pasifika youth could recognise and name characteristics of gaming harm and gambling harm for themselves, and were able to identify separate and shared adverse effects of gaming and gambling harm (eg irritability, isolation, and anger).

The research also explored youth engagement in other gambling activities outside of their gaming activities to gauge whether this influenced their gaming and/or gambling behaviour. It found that gaming often introduces young people to gambling activities such as solitaire and the increased desire to win. While money is often not involved, youth still spend time in gaming. In this research, Pasifika gamers spend significantly more money on loot boxes than their non-Māori, non-Pasifika counterparts.

The research concluded that there is an association between regular gaming for long periods and buying a loot box, and the characteristic link between gaming and gambling identical to that of problem gambling. A direct link between gaming and gambling requires further exploration.

Publishing information

  • Date of publication:
    23 June 2022
  • ISBN:
    Online: 978-0-473-61296-2
  • Citation:
    Taufa, S., Gentles, D., Berking, G., Siataga, P., Ah-Honi, P., and Fa’alili-Fidow, J. 2021. Pasifika Youth Online Gaming and Gambling Research: Are online video games a gateway to problem gambling among Pasifika youth?
  • Ordering information:
    Only soft copy available to download
  • Copyright status:

    Third-party content. Please check the document or email the Web Manager to find out how to obtain permission to re-use content.

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