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EVIDENCE OF
PSYCHOLOGY IN A
VIDEO GAME
Lillian Searson
N00171476
WHAT’S THE STORY?
GAME MODES
 Campaign
The game includes a brand-new canon storyline which bridges the gap between Star
Wars: Episode VI Return of the Jedi and Star Wars: Episode VII The Force Awakens.
 Arcade
This game mode brings offline single player (and two player coop on consoles)
gameplay with and versus AI in different battle scenarios.
 Galactic Assault
20v20 battles with unique objectives for each map.
 Starfighter Assault
12v12 space battles with 20 AI ships per team with unique objectives for maps both in
space and in the skies of planets.
 Strike
8v8 mode where two teams compete in objective based scenarios.
 Blast
10v10 team deathmatch.
 Heroes vs. Villains
4v4 hero duels involving characters from all three eras.
GAMBLING VIA LOOT BOXES
WHAT IS GAMBLING?
Gambling is the wagering of money or something of value on an event
with an uncertain outcome with the primary intent of winning money or
material goods.
WHAT ARE LOOT BOXES?
In video games, a loot box (sometimes loot crate or
prize crate as well as other names) is a consumable
virtual item which can be redeemed to receive a
randomised selection of further virtual items, ranging
from simple customization options for a player's avatar
or character, to game-changing equipment such as
weapons and armor.
https://www.youtube.com/watch?v=nVn89eFMh6Q 8.06
EXPERIMENT
‘Investigating Relationships between Video Gaming, Spectating
Esports, and Gambling’
Joseph Macey &Juho Hamari
These factors give rise to the following research questions:
RQ1: Is increased consumption of video games and esports
associated with increased levels of gambling?
RQ2: Are higher rates of problematic video gaming associated with
higher rates of a) gambling activity, and b) problematic gambling?
This study seeked to investigate relationships between the consumption
of video games, esports and three different forms of gambling: offline,
online, and video game-related gambling.
METHOD
 The survey included two measures of problematic behaviour, the Game
Addiction Scale ( GAS; Lemmens, Valkenburg & Peter, 2009) and the
Problem Gambling Severity Index (PGSI), derived from the Canadian
Problem Gambling Index (CPGI; Ferris & Wyne, 2001).
 Playing video games, watching esports, and gambling habits were assessed
using items which measured frequency, average weekly hours, and average
monthly spend (in US$) for each activity.
 The PGSI (Ferris & Wynne, 2001) is a widely-used, 9 item self-assessment
measure addressing a range of problematic gambling behaviours, as well as
consequences of those behaviours. Possible responses to the items are
“never”, “sometimes”, “most of the time”, and “almost always”, they are
scored in order to assign participants to one of four groups. Scoring is as
follows: “never” = 0, “sometimes” = 1, “most of the time” = 2, and “almost
always” = 3.
RESULTS
The primary finding of this study are that contemporary video games
are not, in themselves, associated with increased potential for
problematic gambling, however, the position that problem gaming
and problem gambling are fundamentally connected is questioned.
The findings of this study are that modern video games do not, in
themselves, act as developmental pathways to gambling. Video
games offer opportunities to wager with an uncertain outcome.
LIMITATIONS
A potential issue specific to this particular survey was
the seeming lack of diversity in respondents, with only
6.2% of participants being female.
THANK YOU FOR LISTENING
REFERENCES
https://www.ea.com/games/starwars
 https://www.gamespot.com/articles/star-wars-battlefront-2s-
loot-box-controversy-expl/1100-6455155/
 http://starwars.wikia.com/wiki/Star_Wars_Battlefront_II
 Macey, J & Hamari, J. (2018). Investigating Relationships
between Video Gaming, Spectating Esports, and Gambling.
Computers in Human Behaviour, Volume 80, pages 344-353.

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Evidence of psychology in a video game

  • 1. EVIDENCE OF PSYCHOLOGY IN A VIDEO GAME Lillian Searson N00171476
  • 2.
  • 3.
  • 4.
  • 6. GAME MODES  Campaign The game includes a brand-new canon storyline which bridges the gap between Star Wars: Episode VI Return of the Jedi and Star Wars: Episode VII The Force Awakens.  Arcade This game mode brings offline single player (and two player coop on consoles) gameplay with and versus AI in different battle scenarios.  Galactic Assault 20v20 battles with unique objectives for each map.  Starfighter Assault 12v12 space battles with 20 AI ships per team with unique objectives for maps both in space and in the skies of planets.  Strike 8v8 mode where two teams compete in objective based scenarios.  Blast 10v10 team deathmatch.  Heroes vs. Villains 4v4 hero duels involving characters from all three eras.
  • 8. WHAT IS GAMBLING? Gambling is the wagering of money or something of value on an event with an uncertain outcome with the primary intent of winning money or material goods.
  • 9. WHAT ARE LOOT BOXES? In video games, a loot box (sometimes loot crate or prize crate as well as other names) is a consumable virtual item which can be redeemed to receive a randomised selection of further virtual items, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor.
  • 11. EXPERIMENT ‘Investigating Relationships between Video Gaming, Spectating Esports, and Gambling’ Joseph Macey &Juho Hamari
  • 12. These factors give rise to the following research questions: RQ1: Is increased consumption of video games and esports associated with increased levels of gambling? RQ2: Are higher rates of problematic video gaming associated with higher rates of a) gambling activity, and b) problematic gambling? This study seeked to investigate relationships between the consumption of video games, esports and three different forms of gambling: offline, online, and video game-related gambling.
  • 13. METHOD  The survey included two measures of problematic behaviour, the Game Addiction Scale ( GAS; Lemmens, Valkenburg & Peter, 2009) and the Problem Gambling Severity Index (PGSI), derived from the Canadian Problem Gambling Index (CPGI; Ferris & Wyne, 2001).  Playing video games, watching esports, and gambling habits were assessed using items which measured frequency, average weekly hours, and average monthly spend (in US$) for each activity.  The PGSI (Ferris & Wynne, 2001) is a widely-used, 9 item self-assessment measure addressing a range of problematic gambling behaviours, as well as consequences of those behaviours. Possible responses to the items are “never”, “sometimes”, “most of the time”, and “almost always”, they are scored in order to assign participants to one of four groups. Scoring is as follows: “never” = 0, “sometimes” = 1, “most of the time” = 2, and “almost always” = 3.
  • 14. RESULTS The primary finding of this study are that contemporary video games are not, in themselves, associated with increased potential for problematic gambling, however, the position that problem gaming and problem gambling are fundamentally connected is questioned. The findings of this study are that modern video games do not, in themselves, act as developmental pathways to gambling. Video games offer opportunities to wager with an uncertain outcome.
  • 15. LIMITATIONS A potential issue specific to this particular survey was the seeming lack of diversity in respondents, with only 6.2% of participants being female.
  • 16. THANK YOU FOR LISTENING
  • 17. REFERENCES https://www.ea.com/games/starwars  https://www.gamespot.com/articles/star-wars-battlefront-2s- loot-box-controversy-expl/1100-6455155/  http://starwars.wikia.com/wiki/Star_Wars_Battlefront_II  Macey, J & Hamari, J. (2018). Investigating Relationships between Video Gaming, Spectating Esports, and Gambling. Computers in Human Behaviour, Volume 80, pages 344-353.