In Spain, more and more people are investing in financial assets such as cryptocurrency. This trend is also seen in the gaming industry, where the purchase of applications and digital content is now the largest source of revenue in a market with a total size, for Europe, of some 23 billion euros per year. And although they might appear to be separate industries, trading and gaming seem to have one thing in common: it is increasingly common to find mechanisms in them that are imported from the world of betting.
In the gaming industry it has become popular to buy loot boxes. These virtual boxes are acquired with real money and contain “loot” consisting of items for gameplay, the value of which is unknown until the player opens the box. In other words, they have a random reward mechanism whereby, as in gambling, there may be losses or gains for the player. Money outlays on activities with a component of chance or in which the player’s skill is not a factor has also reached streaming platforms (real-time or live broadcast platforms), such as Twitch, where some spectators bet on characters in online games or broadcasts of games of chance.
Along the same lines, in the world of investment, more and more non-professionals are using web platforms or trading applications to make small short-term investments of financial assets. This type of investment, commonly called trading, also bears structural similarities with gambling. As occurs with online betting, often the trader seeks to make a quick profit, running a greater risk of losing money and on many occasions making decisions on the basis of limited information or knowledge.
Gambling can cause addiction. Despite this, in Spain there is limited data available on the impact that the incorporation of gambling into the areas of trading and gaming may have on the population. Most surveys to date have been conducted online among users of trading platforms or video gamers, where behaviours of this sort could be more common than in the population at large. For this reason, the research reported here employed two parallel studies – telephone and online surveys – to obtain adjusted data for the frequency of trading and betting on video games in the general Spanish population. It also sought to analyse their possible relationship with pathological gambling, i.e., the addictive disorder in which sufferers exhibit problematic gambling-related behaviours that affect their personal, working or social life. To this end, the chosen population profile was that with the highest risk of engaging in problematic trading and betting behaviours on video games.