2014
DOI: 10.1016/j.chb.2014.07.009
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Motivation profiles of online Poker players and the role of interface preferences: A laddering study among amateur and (semi-) professionals

Abstract: Online Poker has become an increasingly popular form of gambling. In this study, the qualitative method of laddering interviews based on means-end chain theory was used to offer new insights in online Poker players' psychological motives, and the way in which Poker website characteristics shape gambling preferences. A total of 18 Belgian young adults, experienced in Poker playing, were recruited via snowball sampling, of which 6 professionals (relying on online Poker as the sole source of income), 6 semi-profe… Show more

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Cited by 23 publications
(14 citation statements)
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“…This limits the generalization of the present results to online poker players willing to participate in poker studies. The overall characteristics of the present sample (age, professional situation, gender) are similar to those reported in other studies made on the poker players population (Barrault & Varescon, 2013a, 2013bHopley, Dempse, & Nicki, 2012;LaPlante, Kleschinsky, LaBrie, Nelson, & Shaffer, 2009;McCormack & Griffiths, 2011;Meyer et al, 2013;Zaman, Geurden, De Cock, De Schutter, & Vanden Abeele, 2014). A second limitation is related to the underrepresentation of female players with a low playing frequency, in the French sample in particular, where half of the female participants played at least once a day.…”
Section: Limitationssupporting
confidence: 73%
“…This limits the generalization of the present results to online poker players willing to participate in poker studies. The overall characteristics of the present sample (age, professional situation, gender) are similar to those reported in other studies made on the poker players population (Barrault & Varescon, 2013a, 2013bHopley, Dempse, & Nicki, 2012;LaPlante, Kleschinsky, LaBrie, Nelson, & Shaffer, 2009;McCormack & Griffiths, 2011;Meyer et al, 2013;Zaman, Geurden, De Cock, De Schutter, & Vanden Abeele, 2014). A second limitation is related to the underrepresentation of female players with a low playing frequency, in the French sample in particular, where half of the female participants played at least once a day.…”
Section: Limitationssupporting
confidence: 73%
“…Some explicitly linked this to the randomized nature of the rewards in loot boxes; others even referred to these as ‘gambling feeling[s]’. There are parallels that can be drawn here between why older adolescents buy loot boxes and why gamblers spend money on games like Internet poker, in which excitement is often thought to be a key factor in determining engagement [46].…”
Section: Discussionmentioning
confidence: 99%
“…We again want to mention that a high involvement of luck is typically regarded as a negative thing in competitive sport or e-sports tournaments. However, a high level of short-term uncertainty as in, for instance, Poker games, offers increased excitement, which in turn fosters players’ motivation to keep playing (Wood et al, 2007; Zaman et al, 2014). Thus, there is no universal optimum for result uncertainty/reliability in terms of popularity or quality of entertainment and our results should not be seen as a criticism of the Battle Royale genre, but rather as a characterization.…”
Section: Discussionmentioning
confidence: 99%