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Record W2996577762 · doi:10.4309/jgi.2019.43.8

Esports Betting and Skin Gambling: A Brief History

2019· article· en· W2996577762 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

venuePublished in a venue whose home country is Canada.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueJournal of Gambling Issues · 2019
Typearticle
Languageen
FieldPsychology
TopicGambling Behavior and Treatments
Canadian institutionsnot available
Fundersnot available
KeywordsPopularityHarmGovernment (linguistics)CashCurrencyAdvertisingBusinessMarketingPsychologyEconomicsSocial psychologyFinance

Abstract

fetched live from OpenAlex

The rising popularity of competitive video gaming (“esports”) has attracted the involvement of the gambling industry, with esports cash betting available from the majority of wagering operators. In addition, an unregulated gambling subculture around esports has arisen, with virtual game items known as “skins” being used as currency to place bets on esports and third-party sites that host games of chance. Little is presently known about these novel forms of gambling, although there are growing concerns that these products may place some vulnerable consumers (e.g., youth) at risk of gambling-related harm. The current paper provides a historical overview of esports betting and skin gambling globally, drawing on the limited research literature available, including academic journals, government publications, conference presentations, and media reports. Topics briefly covered in the review include esports, skins, history of the gambling products, gambling exposure and accessibility, research findings (e.g., prevalence, awareness, demographic characteristics, gambling behaviour, problem gambling), illegal activities, changes to skins and the skin gambling market, and industry and government responses to concerns arising from these new gambling products (e.g., underage gambling). The intention of this paper is to provide the general public, academics, governments, and other key stakeholders with an understanding of the evolving landscape around esports betting and skin gambling, the type of bettors that these forms of gambling attract, and the potential adverse consequences of these activities.Résumé La popularité croissante du jeu vidéo de compétition (« e-sport ») a attiré la participation du secteur du jeu qui y voit une occasion de pari d’argent « e-sport » auprès de la majorité des exploitants de jeux d’argent. De plus, une sous-culture du jeu non réglementée autour des e-sports est apparue, des objets virtuels appelés « skins » étant utilisés comme monnaie pour placer des paris sur des sites sportifs et de tiers hébergeant des jeux de hasard. Cependant, on en sait actuellement peu sur ces nouvelles formes de jeu et on craint de plus en plus que ces produits ne mettent certains consommateurs vulnérables (par exemple, les jeunes) en situation de risque de préjudice lié au jeu. Le présent document fournit un aperçu historique des paris sportifs et des paris d’objets virtuels (skin gambling) à l’échelle mondiale, en s’appuyant sur le peu de littérature de recherche qui existe, notamment des revues spécialisées, des publications gouvernementales, des présentations à des conférences et des reportages dans les médias. Les sujets brièvement abordés dans la revue incluent : les sports, les « objets virtuels », l’historique des produits de jeu, l’exposition et l’accessibilité au jeu, les résultats de recherche (c’est-à-dire, la prévalence, la sensibilisation, les caractéristiques démographiques, le comportement de jeu, le jeu compulsif), les activités illégales, l’évolution du marché du jeu de hasard et des jeux d’objets virtuels et les réponses de l’industrie et du gouvernement aux préoccupations découlant de ces nouveaux produits de jeu (par exemple, le jeu chez les mineurs). L’objectif de ce document est de fournir au grand public, aux universitaires, aux gouvernements et aux autres parties prenantes une compréhension de l’évolution des paris sportifs et des jeux de hasard, du type de parieurs qu’ils attirent et des conséquences néfastes potentielles de ces activités.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesInsufficient payload (model declined to judge)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.361
Threshold uncertainty score1.000

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0010.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.206
GPT teacher head0.418
Teacher spread0.211 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it