scholarly journals Playing to Escape: Examining Escapism in Gamblers and Gamers

2020 ◽  
Vol 46 ◽  
Author(s):  
Erika Puiras ◽  
Shayna Cummings ◽  
Dwight Mazmanian

This study examines negative and positive escapism in gamblers, gamers, and individuals who gamble and game. University students (N = 387) completed a battery of online questionnaires that included a demographic information scale, measures of the frequency and type of activity (i.e., gambling, gaming), and modified escapism scales that assessed both positive and negative escapism. Participants included 134 (34.9%) individuals who both gamble and game, 91 (23.7%) exclusive gamblers, 82 (21.4%) exclusive gamers, and 76 (19.8%) individuals who did not engage in either activity. The majority of the participants were female (74.2%). One-way analyses of variance revealed that both negative and positive escapism scores were significantly higher in gamers than in gamblers. Furthermore, individuals who both gamble and game had higher escapism scores associated with participating in gaming activities rather than gambling activities. This result suggests that individuals who play games have different motives to play than do individuals who gamble. Differences in motivation for game play may help in understanding the distinction between gamblers and gamers. As a practical implication, this distinction could be particularly relevant, given the recent blurring of boundaries between the two industries. Other practical and theoretical implications include the development of modified escapism measures for gamblers, as well as further support for the theoretical conceptualization of escapism as negative or positive.RésuméCette étude porte sur la quête d’évasion, négative ou positive, chez les adeptes des jeux de hasard, des jeux vidéo ou des deux activités à la fois. Des étudiants universitaires (N = 387) ont répondu à une batterie de questionnaires en ligne, qui comportaient une échelle de données démographiques, des mesures de la fréquence et du genre d’activité (à savoir, jeux de hasard ou jeux vidéo) ainsi que des échelles destinées à évaluer le caractère tant positif que négatif du désir d’évasion. Sur ce nombre, 134 (34,9 %) pratiquaient les deux activités; 91 (23,7 %), les jeux de hasard uniquement; 82 (21,4 %), les jeux vidéo seulement; enfin, 76 (19,8 %) ne pratiquaient ni l’une ni l’autre. Une majorité de femmes ont participé à l’étude (74,2 %). L’analyse de la variance à un facteur révèle des résultats sensiblement plus élevés, en ce qui touche les deux types d’évasion, pour les jeux vidéo par rapport aux jeux de hasard. Par ailleurs, les individus qui s’adonnent aux deux activités affichaient, dans la pratique des jeux vidéo, des résultats plus élevés que dans celle des jeux de hasard. Ce constat suggère que les motivations des adeptes de jeux vidéo diffèrent de celles des adeptes de jeux de hasard. Les différences relevées pourraient nous aider à comprendre ce qui distingue les deux types de joueurs. Compte tenu du brouillage récent des frontières entre les deux secteurs, cette observation pourrait s’avérer des plus pertinente. D’autres implications de nature pratique et théorique peuvent en découler, notamment la conception d’une échelle de mesure modifiée de la quête d’évasion s’appliquant aux adeptes des jeux de hasard, ainsi que des connaissances utiles à la conceptualisation théorique de l’évasion en tant que phénomène pouvant être négatif ou positif.

2020 ◽  
Vol 15 (1) ◽  
pp. 65-72
Author(s):  
Tolga Eski ◽  
Ayse Feray Ozbal ◽  
Dilek Yilmaz

The aim of this study is to determine awareness levels of university students attending School of Physical Education and Sports about winter sports and to examine the effects of the training program applied within the scope of the study on their cognitive, affective, psychomotor and overall awareness. The study used single-group pre-test and post-test experimental design, which is a quantitative research approach. The participants of the study were 21 students studying Kastamonu University School of Physical Education and Sports. The data collection tools used in the study were ‘Personal Information Form’, which includes questions to obtain data about their demographic information, and ‘Winter Sports Awareness Scale’. The data collected was analysed by using SPSS 20 software. According to the results of the analysis, the changes in cognitive awareness, psychomotor awareness and overall awareness levels according to pre-test and post-test scores were found to be significant while affective awareness levels were not significant. Keywords: Awareness, physical education, Skiing, sports, winter sports.


2007 ◽  
pp. 9 ◽  
Author(s):  
Gerald R. Adams ◽  
Anne-Marie Sullivan ◽  
Keith D. Horton ◽  
Rosanne Menna ◽  
Ann Marie Guilmette

Gambling behavior and problem gambling of college students were investigated in universities far from and close to a large casino. A survey of 17 gambling activities was given and the South Oaks Gambling Screen was completed by 1579 students. Approximately half of the students were enrolled in universities near a casino and the other half far from a major casino. Gender and proximity differences were hypothesized and observed. Males engaged in more gambling activities than females. Students close to a casino manifested more serious problem gambling than students far from a casino. Gender by proximity interactions are reported. This investigation supports the idea that context and proximity to gaming venues may have exposure or accessibility effects on university students' gambling behavior.


2016 ◽  
Vol 8 (1) ◽  
pp. 37-46
Author(s):  
Vaggelis Saprikis

E-gambling has dramatically changed the way of wagering and nowadays even more individuals are moving from the terrestrial to online gambling venues. At the same time, it is considered as one of the fastest growing sectors of e-commerce. Characteristically, the global internet gambling gross market is expected to exceed US $43 billion by 2015. As a consequence, its dynamics has forced many researchers to investigate e-gambling scientific field from different perspectives trying to gain an improved insight into gamblers behavior in the cyberspace. The scope of this paper is to examine the perceived advantages and disadvantages of terrestrial and online gamblers towards e-gambling activities focusing on university students. Furthermore, it aims to identify possible differences and similarities between the two groups of respondents. The research results are believed to provide interesting insights to both academia and gambling industry.


2021 ◽  
Author(s):  
Aurelija Daukšaitė-Kolpakovienė ◽  

Lithuanian university students’ motivation to study English as an obligatory study subject seems to be not researched. This is the reason why this study attempts to fill in the existing gap by aiming to learn how motivated Lithuanian students are to learn English at a liberal arts university in which English (as a foreign language) is obligatory to study. 61 upper-intermediate level students at Vytautas Magnus University (VMU) in Kaunas (Lithuania) were involved in the study and filled in an anonymous online questionnaire to reflect on their motivation to study English. The questionnaire involved statements on demographic information and 21 statements on different types of motivation. In addition, the research participants needed to explain in writing why they chose specific statements (all of which started with I study English because…). Thus, it was a quantitative and qualitative study, since qualitative data is lacking in various previous research on student motivation. The findings show that the Lithuanian university students are mostly instrumentally oriented. They hardly see English as an obligatory subject, even though it is, and intend to use it mainly as a tool to achieve various goals in the future, for instance, while travelling, communicating and working. Therefore, English teachers should place the learning content in these contexts to increase student motivation to study. This research may also have implications for the teaching of other obligatory non-speciality subjects at a liberal arts university, such as VMU.


2020 ◽  
Author(s):  
Scarf Damian

Background. Recent research suggests that the competitive aspects of video gameplay may increase aggression. Further, these effects are thought to be exacerbated when highly immersive forms of gameplay (e.g., Virtual Reality) are utilised. Intervention. In order to test the effects of competition and immersion (i.e., telepresence) on aggression we had participants play a video game under one of four experimental conditions: non-competitive and non-immersive, competitive but non-immersive, non-competitive but immersive, and competitive and immersive.Method. In this study, N = 79 university students were randomly assigned to one of the four experimental conditions. After gameplay, aggressive affect, aggressive cognition, and aggressive behaviour were measured. Immersion was manipulated by having participants play the game using a Virtual Reality headset. Results. Competitive video gameplay did not increase aggressive affect, cognition, or behaviour, relative to the non-competitive video game. Similarly, immersion had no impact on aggressive affect, cognition, or behaviour.Discussion. The current study failed to find any evidence that competitive video gameplay, or immersive technology (e.g., VR), enhanced aggressive affect, cognition, or behaviour. Given the small amount of research that has assessed the impact of competitive video gameplay and/or immersive technology on aggression, replications are key to identifying whether these aspects of video gameplay have reliable effects on thought and behaviour.


Author(s):  
Fabio Coacci ◽  
◽  

Introduction. This article investigates the universal power of socioeconomic rights assessing their theoretical conceptualization and practical implication. Methods. Taking theoretical and empirical research into account – at the level of public ethics and political theory – the article carries out a comparative analysis of the elements of global economic justice theory, moral universalism and institutional understanding of human rights of Thomas Pogge and the critical theory of political and social justice and the moral constructivist conception of human rights of Rainer Forst. Analysis. On the one hand, Pogge’s cosmopolitan approach underlines serious noncompliance of socioeconomic rights at the global level because of the unjust distribution of rights and duties enforced by the current global institutional order. In this vein, the protection of socioeconomic rights is conceived as a (moral) negative duty not to deprive people of secure access to a basic human rights object, and socioeconomic rights, by imposing upon them unjust coercive social institutions. On the other hand, Forst’s perspective maintains that each right needs to be constructed on the very basic moral right to reciprocal and general justification which is conceived as the most universal and basic claim of every human being. Results. Drawing on the above-mentioned outlooks on socioeconomic rights, the universal power of socioeconomic rights is assessed in light of the satisfaction of universal basic needs, whose object is also the object of socioeconomic rights – a ‘conditio sine qua non’ for a worthwhile life – and the justification of the assigned duties at the global level.


2019 ◽  
Vol 34 (Spring 2019) ◽  
pp. 101-114
Author(s):  
Noshi Iram Zaman ◽  
Uzma Ali

The objective of this study was to investigate the predictive role of problem focused coping with autonomy (Sub domain of psychological well-being) among university student of Karachi, Pakistan. The entire sample consisting of 105 students (51 males & 55 females) was selected from university of Karachi, Pakistan. Their age range was 19-35 years (mean age = 24.85; SD =.489). Autonomy (sub domain of Psychological Well-Being Scale-Urdu version; Ansari, 2010), Self-developed Coping Styles Scale-Urdu version (Zaman, 2015) along with demographic information form was administered. It was found that use of problem focused strategies predicts autonomy among university students. Data was analyzed using descriptive and inferential statistics to address the research objectives. Results indicate that problem focused coping predicts autonomy among university students. Implications of results have been discussed.


1990 ◽  
Vol 10 (1) ◽  
pp. 38-48 ◽  
Author(s):  
Marilyn Buck ◽  
Joyce M. Harrison

This study describes game play patterns in two beginning volleyball classes for the set, forearm pass, serve, and spike. The subjects, 58 male and female university students, were pretested and placed into ability groups. The 22 days of class were videotaped and the videotapes were analyzed by tallying successful and unsuccessful trials for the four skills. A one-way analysis of variance was used to determine any differences between classes and between ability groups for contacts per serve and percentage of successful trials. No significant difference was reported between classes, but there were significant differences between ability groups for contacts per serve and percentage of successful trials except for spike trials. Plots provided the semester game play patterns for analysis and indicated that the low-ability group contacted the ball fewer times than the other groups and was not as successful when contact was made. According to the plot patterns, game play did not result in performance improvement. Instruction needs to incorporate gamelike drills and lead-up games to bridge the gap from skill drills to game play.


2014 ◽  
Vol 2 (2) ◽  
pp. 110-116
Author(s):  
Fatih Ozdemir

The purpose of this study is to develop and validate a new scale which measures relative deprivation level of university students toward financial possibilities. According to egoistical relative deprivation model (Crosby, 1976), five preconditions must be met to feel deprived. Depending on these preconditions, 71 items were written. Item pool was conducted 310 (Nfemale = 208; Nmale = 102) university students who study in different universities of Turkey (Mage = 22.84; SD = 2.44). Participants rated items on a 6 point Likert-type response set. Findings indicated a five-dimensional, 22-item scale which is called Relative Deprivation Scale for Financial Possibilities (?=.77); factors were (1) adverse effects of relative deprivation (?=.88), (2) feasibility of obtaining better financial possibilities (?=.78), (3) responsibility for failure to possess better financial possibilities (?=.84), (4) feeling to deserve better financial possibilities (?=.71) and (5) wanting toward better financial possibilities (?=.75). Also, these dimensions were tested with demographic information of participants.


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