Project: Gam(e)(a)ble: Interdisciplinary research on the blurring lines between gaming and gambling among teenagers
2020-10-01 – 2024-09-30
- Abstract
The Gam(e)(a)ble project starts from the observation that the lines between gaming and gambling are becoming increasingly blurred in (online) games that are popular among teenagers. This observation raises the societal concern that minors are being progressively exposed to gambling. Games that include non-monetary forms of gambling (simulated gambling) such as free casino games as well as in-app purchases of so-called loot boxes or packages operate in a grey zone due to the lack of an obligatory strict classification system. This makes it hard for parents and teenagers to see potential risks. The convergence of gambling and gaming is a recent phenomenon, triggering a significant expansion of new forms of online gambling activities that are more covert and unrestricted than traditional land-based, offline gambling and therefore potentially more problematic.
The Gam(e)(a)ble project is a collaboration between KULeuven (and the Institute for Media Studies in particular), Ghent University, UCLL, and LUCA School of Arts. The primary investigators of the project as a whole are prof. dr. Rozane De Cock and prof. dr. Bieke Zaman. The supervisor of this specific PhD position at Ghent University is prof. Bart Soenens.
The central aim of the PhD project at Ghent University is to conduct, in close collaboration with the researchers of the broader project, a large-scale 3-wave longitudinal study among adolescents with a multi-informant assessment approach and a diary assessment. In addition to measures of gaming and gambling behaviors, this study will include measures of developmental outcomes (e.g., mental health) and predictors of gaming and gambling, including temperament, motivation for gaming, peer attitudes and behaviors, and parenting. Using this rich data collection, it will be examined which adolescents cross the line between gaming and gambling, what repercussions are for their mental health, and how adolescents’ personal characteristics, peer influences, and parents uniquely and transactionally affect gam(bl)ing behavior.
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Parenting and gaming in adolescence - cross-sectional and diary study
(2026) -
Gameable_Lowie Bradt
(2026) -
- Journal Article
- A1
- open access
Are video games and school conflictual or complementary contexts for affording psychological need fulfillment? Implications for adolescents' problematic gaming and school adjustment
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- Journal Article
- A2
- open access
Gamen als escapisme of om nieuwe vrienden te maken? Een longitudinale studie naar het effect van gebruiksmotieven op problematisch gamen bij adolescenten
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Online gaming and gambling : gaming and simulated gambling among adolescents in Flanders
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From gambling-like elements in and around video games to monetary gambling : testing a pathway model among adolescents
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- Journal Article
- A1
- open access
Similarities and differences between parents' and adolescents' views on playing video games : a social domain theory approach
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- Journal Article
- A1
- open access
Psychometric validation of the gaming disorder scale for adolescents (GADIS-A) in Dutch among Flemish adolescents
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The role of parental mediation and need-based experiences in problematic gaming and gambling in adolescents
(2025) -
- Journal Article
- A2
- open access
Fair play or foul play? A children’s rights analysis of lootboxes in videogames