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Stockholm University, Aalborg University, and University of Bergen

Call for abstracts to the Nordic Gambling Research Network – Gambling in Context (GAMIC)

A good research network is essential for future development, continuity and coherence of gambling research across the Nordic countries. Financed by the Swedish Research Council, the primary objective of GAMIC is accordingly to form a strong Nordic gambling research network involving senior and junior researchers and integrating existing national networks with aim of eliciting a strong and interdisciplinary Nordic contribution to the gambling research field.

  • 19.05.2022 Kl. 08:14 - 08:15

  • English

  • On location

19.05.2022 Kl. 08:14 - 08:1519.05.2022 Kl. 08:14 - 08:15

English

On location

Stockholm University, Aalborg University, and University of Bergen

Call for abstracts to the Nordic Gambling Research Network – Gambling in Context (GAMIC)

A good research network is essential for future development, continuity and coherence of gambling research across the Nordic countries. Financed by the Swedish Research Council, the primary objective of GAMIC is accordingly to form a strong Nordic gambling research network involving senior and junior researchers and integrating existing national networks with aim of eliciting a strong and interdisciplinary Nordic contribution to the gambling research field.

  • 19.05.2022 Kl. 08:14 - 08:15

  • English

  • On location

19.05.2022 Kl. 08:14 - 08:1519.05.2022 Kl. 08:14 - 08:15

English

On location

Workshop 3
Blurring boundaries, socio-cultural and commercial determinants of gambling
19 May 2022, Aalborg, Denmark


Along with the digitization and gamification of modern everyday life and subsequent increases in internet gambling, there has been a blurring of lines between digital gaming and monetary gambling. This has raised concerns relating to the penetration of gambling by way of socially accepted activities such as sport and video gaming and on how to protect vulnerable populations such as children and young people from gambling promotion. In some computer games it is possible to buy extra levels or otherwise improve the experience by buying “skins” that may be exchanged to currencies used in online casinos. Another example is the use of loot boxes in some computer games. Esport-betting is a further rapidly developing practice that may appeal to a young audience and Esport spectators. Similarly, simulated digital gambling has emerged as another related area of concern. Simulated digital gambling covers a range of online, money free gambling activities that are offered through various online platforms. There is a lack of research exploring in-depth the implications of the blurring boundaries between gambling and gaming, how gaming or simulated gambling affects gambling attitudes and behavior. This workshop will address questions such as (but will not be limited to):

  • How do the blurring boundaries between gaming and gambling affect gambling practices particularly among vulnerable groups such as children and young people?
  • What are the implications of the blurring boundaries in terms of protection of vulnerable groups and prevention of gambling problems?
  • To what extent do video gaming, simulated gambling, and Esport mediate gambling activities?

Important information and dates

  • Submit your abstract here – deadline 1 April 2022
  • Notification by e-mail to all authors on abstract acceptance 8 April 2022
  • Workshop to be held 19 May 2022

If you have any questions, please contact the organizers of GAMIC