Evidence map›Paper›PMID 41320736›Full record

ArticleJournal of gambling studies2026

Comparative Analysis of Video Gamers, Esports Spectators, and Esports Athletes on Gambling, Gaming, and Psychological Characteristics.

Ryan Nguyen, Zachariah Lail, Jenna L Vieira, Daniel S McGrath, Hyoun S Kim

Abstract readComparative Study
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In one paragraph

Article in Journal of gambling studies, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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1 · What the graph read from it

What it found

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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

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3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

5 authors.

Ryan NguyenDepartment of Psychology, University of Calgary, Calgary, Alberta, Canada.
Zachariah LailDepartment of Human Sciences, Oklahoma Christian University, Edmond, Oklahoma, USA.
Jenna L VieiraDepartment of Psychology, Toronto Metropolitan University, Toronto, Ontario, Canada.
Daniel S McGrathDepartment of Psychology, University of Calgary, Calgary, Alberta, Canada.
Hyoun S KimDepartment of Psychology, University of Calgary, Calgary, Alberta, Canada. andrewhs.kim@torontomu.ca.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Collegiate athletes in traditional sports are a vulnerable population for problem gambling. Little is known about whether collegiate esports (competitive video gaming) athletes share the same vulnerability. Additionally, existing research combines esports groups into a larger sample of involvement, which does not capture potential distinct behaviors. This cross-sectional comparative study aimed to address this gap by comparing gambling behaviors, gaming behaviors, and psychological characteristics of video gamers (n = 234), esports spectators (n = 137), and collegiate esports athletes (n = 116) from North America. An online survey was distributed to universities and collegiate esports communities through convenience sampling. All participants completed self-report measures assessing gambling behaviors, gaming behaviors, emotional regulation, and impulsivity. Kruskal-Wallis H-tests and post-hoc comparisons were used to assess group differences. Results show esports athletes significantly having the highest proportion of problem gambling (19%) relative to spectators (16.9%) and gamers (5.3%). Esports spectators significantly spent the most median money per day gambling (Median = 0.65), followed by gamers then esport athletes (Median = 0.00). Spectators had the highest problem gaming proportion (16.1%) than esports athletes (6.9%) and video gamers (3.4%). Video gamers scored the lowest on all subscales of gaming motives, whereas spectators reported highest motivations in escapism, coping and fantasy. Esports athletes' motivation was highest in social, competition, and skill development. Esports spectators reported the most difficulties in emotional regulation, followed by esports athletes then video gamers. Findings suggest that the normalization of gambling in esports could be associated with increased gambling engagement. Future research should explore prevention strategies and long-term esports involvement effects on gambling. Word Count: 250.

Indexed as

AthletesBehavior, AddictiveGamblingStudentsVideo GamesAdultCross-Sectional StudiesEmotional RegulationFemaleHumansImpulsive BehaviorMaleSportsSurveys and QuestionnairesUniversitiesYoung AdultCollegiate esportsEsportsEsports athletesEsports bettingGamingLoot boxesProblem gamblingProblem gamingSports betting

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.