Chapter 6: Minors and social gaming
‘Because playing for money is more competitive and it brings out the worst in people, whereas games are more social’ (14, female) The omnipresence, technological convergence and increased sophistication of the online gaming industry has substantially blurred the boundaries between real money and fun gambling. This has prompted concerns that social gaming, demo games and gambling-like activities within video games increase minors’ propensity to gravitate towards real-money gambling. However, there continues to be a significant shortage of empirical data that considers the interrelationship between these different forms. Drawing from findings from qualitative focus groups carried out with 200 minors in secondary schools located in London and Kent, this chapter exposes how children and young people experience, construe and engage with different forms of digital entertainments and how they are affected by them.
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