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From gambling-like elements in and around video games to monetary gambling: testing a pathway model among adolescents

Author

Listed:
  • Eva Grosemans
  • Rozane De Cock
  • Lowie Bradt
  • Bart Soenens

Abstract

The lines between video games and gambling have been blurring, raising concerns for vulnerable players. The inclusion of gambling-like elements in games is considered a potential gateway to gambling with real money. Research has shown correlations between interacting with gambling-like elements and (problematic) gambling behavior. To date, no longitudinal research has examined this gateway hypothesis in adolescents. A two-wave survey (with a 1-year interval) was conducted among 561 Flemish (i.e. the Dutch-speaking part of Belgium) adolescents (ages 10–17 in the first wave, 43.3% boys). The prevalence of interacting with gambling-like elements in and around video games and gambling was 75.5% and 60.3%, with boys taking part significantly more often. Bivariate correlations showed significant, positive associations between interacting with gambling-like elements and gambling attitudes, norms, intentions, and behaviors. Cross-lagged panel analysis and structural equation modeling showed a longitudinal model from gambling-like elements to gambling. Interacting with gambling-like elements in the first wave was significantly predictive of gambling behavior at wave two, indirectly via gambling attitude and intention. The findings underscore the value of a reasoned action approach in predicting the effects of a variety of gambling-like elements -beyond loot boxes - on gambling.

Suggested Citation

  • Eva Grosemans & Rozane De Cock & Lowie Bradt & Bart Soenens, 2025. "From gambling-like elements in and around video games to monetary gambling: testing a pathway model among adolescents," International Gambling Studies, Taylor & Francis Journals, vol. 25(3), pages 472-494, September.
  • Handle: RePEc:taf:intgms:v:25:y:2025:i:3:p:472-494
    DOI: 10.1080/14459795.2025.2567896
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