Perceived stress moderates spending money on digital games and gambling: a nationwide study of Finnish adults
Iina Savolainen,
Nina Savela and
Atte Oksanen
International Gambling Studies, 2024, vol. 24, issue 2, 210-231
Abstract:
People face numerous stressors in their life. Some engage in buying behavior as a way of relieving or coping with stress. Gambling and digital gaming are examples of popular past time activities that can distract from stressors and involve spending money. This survey study investigated the role of perceived stress in the relationship between in-game buying behavior and gaming problems, and the relationship between spending money on gambling and gambling problems. We base our study on prior literature on stress during the COVID-19 pandemic and the escape theory applied to buying behavior as a coping strategy. Participants were Finnish adults (N = 1530; M = 46.67; 50.33% male). Stress was measured with the Perceived Stress Scale (PSS). Spending money on gambling and gaming and in-game buying behavior were asked using single items. The Problem Gambling Severity Index (PGSI) assessed gambling problems and the Internet Gaming Disorder Test (IGDT-10) measured gaming problems. Analyses utilized robust regression estimation. According to the results, perceived stress significantly moderated the association between in-game buying behavior and gaming problems and the relationship between spending money on gambling and gambling problems. Undergoing stress may influence spending on gaming and gambling activities and amplify gaming and gambling problems.
Date: 2024
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Persistent link: https://EconPapers.repec.org/RePEc:taf:intgms:v:24:y:2024:i:2:p:210-231
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DOI: 10.1080/14459795.2023.2235413
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