Monthly Archives: November 2017

The Convergence of Gaming and Gambling?

Post written by Joseph Macey

In the last few days and weeks the relationship between digital games and gambling has become a topic of interest to mainstream society with both national media and politicians debating the topic 4, 30. This is the latest aspect that has seen increased attention placed on the role of gambling, and gambling companies, in contemporary society 46, 13, 11. The international journal Computers in Human Behavior has just accepted one of the first academic articles specifically addressing gambling connected to video games: “Investigating Relationships Between Video Gaming, Spectating Esports, and Gambling”, by Joseph Macey and Juho Hamari. The timing could not be more relevant and the growth of media interest in this area has inspired the following discussion.

In recent decades we have seen a general trend toward liberalisation of gambling practices internationally 29, 15, 35, 28. Against this background active participation in gambling has been growing, as have rates of at-risk and problem gamblers in both adolescent and adult populations 8. Gambling is big business, and big news.

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CFP: GamiFIN 2018


  • January 31: Submissions deadline
  • March 15: Notifications of acceptance sent to authors
  • April 20: Registration deadline for paper authors
  • April 30: Deadline for camera ready
  • May 21-23, 2018: Conference


Gamification is a multi-faceted development that affects multiple domains of human life. Therefore, we welcome submission related to this ludic transformation of our reality under several domains and related to (but not limited to) e.g. the following keywords:

 Gamification and

  • Users: e.g. Engagement, experience, user types
  • Education: e.g. Serious games, game-based learning, games & math
  • Media: e.g. eSports, streaming
  • Commerce: e.g. Business models, free-to-play, gambling, gamification as marketing
  • Work: e.g. Organizational gamification, gameful work, gamification in leadership
  • Technology: e.g. Virtual Reality, augmented reality, Internet of Things
  • Toys & play: e.g. Toy play, toy design/creation, toys in education, Internet of Toys
  • Health: e.g. Quantified self, games for health, health benefits
  • Culture: e.g. Ludification, history of games and gamification
  • Theories/concepts/methods: Contributions to science around gamification

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