INTRODUCTION
Online board games are real-time board games played through a web browser [
1]. A board game is classically defined as a game that is played on a board, with well-known examples being chess, backgammon, and monopoly; additionally, some board games are played using dice or poker cards. In Korea, a card game called “flower cards” (or “go-stop”) is popular, and is played with a deck of Korean hwatu (flower cards). It accommodates one to four players, and it is somewhat similar to poker. Recently, flower cards have become extremely popular among players of online board games. While playing flower cards online, players use virtual money (i.e., not real money), which can be purchased on the websites hosting the game. The Korean government has strictly limited the amount of virtual money (worth up to $500 a month) users can purchase for playing online board games to better regulate the use of virtual money across the country. Many users who play flower cards online also enjoy playing poker and/or monopoly online. Moreover, in a small number of cases, online board gamers have illegally converted virtual money into real money through illegal websites.
Internet-based gambling (ibGambling) is a type of gambling (through poker, black jack, flower cards, etc.) in which real money is used online (typically through credit card transactions). In Korea, online gambling is illegal; however, it is very common for such gamblers to fund their illegal gambling through illegal transactions. In ibGambling, Korean gamblers access illegal gambling sites and bet real money using their personal computers in their homes. Online poker differs greatly from the offline version, as it allows individuals to play at home, affords a private playing environment and the freedom to smoke, does not require face-to-face interaction, and involves little verbal communication and fewer consequences regarding a lack of emotional control [
2]. However, the use of digital money is thought to increase the frequency of gambling and, concurrently, losses, as the players feel that they are not spending real money [
3,
4]. In an online survey of 10,838 Internet gamblers, Gainsbury et al. [
5] reported that online poker players show a greater tendency to “chase their losses” (i.e., seek to recoup lost bets by increasing their subsequent bets) than casino gamblers do. Additionally, chasing losses was determined to be associated with irrational beliefs regarding gambling, as well as with greater expenditure of time and money [
5]. In a review of online poker, Moreau et al. [
6] reported that predictive factors for excessive online poker playing are stress, internal attribution, dissociation, boredom, negative emotions, irrational beliefs, anxiety, and impulsivity.
In gambling studies, more risky behavioral patterns have been found to be associated with greater expenditure of time and money, higher bets, and an inability to stop gambling [
5-
8]. Moreover, pathological gambling behaviors have been reported to be associated with other psychopathologies such as depression and anxiety [
9]. Internet use is also frequently reported to be associated with depressive symptoms and introverted personalities [
10], evidenced by a study of 49,609 university students, which revealed the presence of these characteristics among heavy Internet users [
10,
11].
Hypothesis
We hypothesized that online board gamers using cybermoney exhibit less risky behaviors than gamblers do, and that, in terms of psychological aspects, online board gamers would be less depressed and introverted than gamblers.
Discussion
To the best of our knowledge, the current study is the first to compare the characteristics of online board game users with those of online and offline gamblers. According to our results, online board gamers have positive reasons for gaming, with our respondents in this group exhibiting higher KGBS-L scores than individuals who engaged in ibGambling and offGambling. Further, such gamers also exhibit less risky behaviors, with our respondents reporting lower KGBS-H scores than the offGamblers. Additionally, online board gamers are less introverted than ibGamblers and less depressed than offGamblers.
Regarding gambling patterns, in the current study, both types of gamblers (offline and online) showed more serious gambling-related problems than did the online board gamers, spending more money, increasing their bets more regularly, and experiencing more difficulty in stopping gambling. Interestingly, online board gaming shares similar characteristics with ibGambling, such as constant availability, easy access, increased privacy, and facilitation through an interactive, and immersive internet environment, all of which cannot be found in offline gambling [
7,
19]. Despite these similarities, online board gamers showed less serious problematic gambling behaviors than ibGamblers.
Most ibGamblers (70%) and offGamblers (78%) played online board games, and 67% of offGamblers engaged in ibGambling. However, just 19% of online board gamers engaged in ibGambling and only 2% of engaged in offGambling. We conjecture that gamblers may regard online board gaming as a gambling substitute, but that online board gamers do not consider gambling as an online board game substitute. These results contrast with those of some previous studies [
20]. In a review of related studies, Armstrong et al. suggested that youths who experience high exposure to simulated gambling games are prone to engaging in monetary gambling and developing gambling problems [
20]. The difference between Armstrong et al.’s results and the present findings may be due to the participants’ age (youth vs. adult) and the more detailed classification of gambling in our study (online board games vs. ibGambling vs. offGambling).
In our results, online board gamers showed higher KGBS-L scores and lower KGBS-H scores than did gamblers. This indicates that online board gamers have positive reasons for gaming and exhibit less risky gambling behaviors than do ibGamblers and offGamblers. Additionally, KGBS-L scores were negatively correlated with introversion scale scores (r=-0.41, p<0.01) and CES-D scores (r=-0.39, p<0.01) in the online board gaming group. These results may support those of Bailey et al.’s electronic gambling machine study [
21]. Here, examining the mechanism of excitement and enjoyment caused by wins/losses in gambling, Bailey et al. [
21] reported that electronic gambling machines have positive effects on younger groups as a result of the associated general excitement, and positive effects for older groups through the prospect of financial gain. However, many studies on gambling have cautioned that simulated internet gambling can act as a gateway to the world of monetary gambling [
22].
Additionally, our study showed no significant difference in abstinence self-efficacy between online board gamers, ibGamblers, and offGamblers. This may be because the characteristics of online board games include aspects of both ibGambling and offGambling. For example, 1) an online board game is a form of simulated gambling, and 2) it is played online, allowing gamers to play at home, affording a private playing environment, and omitting face-to-face interaction [
2].
Regarding psychopathology, the online board gamers in our study were less depressed than the offGamblers and were less introverted than the ibGamblers (
Figure 2). These results may support Levesque et al. [
23] findings, which suggested that psychological vulnerability could aggravate the severity of gambling problems and cognitive distortion, but that outcomes can differ depending on the preferred gambling activity [
23]. Given these previous findings, online board gamers may have less distorted cognition and a lower preference for gambling than do offGamblers. In our study ibGamblers were found to be the most introverted. OffGamblers and web board players were more introverted than healthy controls (
Figure 2). We think that introversion could present in persons exhibiting gambling behaviors. The characteristics of individuals with gambling behaviors were reported to include a preference for a private playing environment, no face-to-face interaction, little verbal communication, and fewer consequences for lacking emotional control, as compared with offGambling [
2]. Taken together, as seen in our results pertaining to psychopathology, online board gaming could be a gateway to the world of gambling (ibGambling or OffGambling). However, the tendency to engage in gaming with positive intentions or disinterest in gambling in online board gamers would help prevent online board gaming to progress into online or offline gambling (
Figure 2).
There are several limitations to the current study. First, because the results of the online survey were based on a relatively small sample with a low response rate, readers should be cautious when generalizing the findings. Second, regarding the classification of the groups, the data of participants who overlapped between groups (e.g., ibGambling and offGambling, online board gambling and ibGambling) were not fully analyzed because of the small number of subjects; future research should focus on overlapping groups. Finally, the current study was only based on self-report measures, without using objective assessment tools. As a result of this limitation, the healthy comparison group could not be validated completely.
Based on our results, given the positive intentions for gaming and less risky gambling behaviors of online board gamers, online board games could constitute a beneficial replacement for gambling. Additionally, we cautiously suggest that problematic gambling behaviors are induced not by the interface (online board games, ibGambling, or offGambling) but by users’ characteristics and psychopathology. However, online board users should be cautious about migrating to the world of monetary gambling.