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Gambling, Gaming & Technology Use Community of Interest

The Gambling, Gaming & Technology Use Community of Interest brings together addiction and mental health service providers, researchers and subject matter experts in the fields of gambling, technology/Internet use and video gaming to collaborate and share knowledge on emerging trends and clinical best practices.

https://www.lboro.ac.uk/media-...conomic-backgrounds/

- looking at high/low SES and gaming habits and rationales.

- noted the social needs of both groups being fulfilled, though also looked at participation gaming over time - e.g. does it continue over longer periods or do folks "move on" from it to other roles/activities; as well as choice in games vs. "social pressure" to participate in various games.

- people experiencing physical or mental health issues relied more on games for escapism.

Original Post

As you said, it seems one of the themes in many articles for problem use and addiction , can be playing for escapism, for depression and anxiety, and other considerations like self esteem.

I found these pieces interesting in the article.

Higher SES and Lower SES has slightly different views about why gaming with others ( Higher SES- an interactive way to stay connected and Lower SES about playing games together. Perhaps more peer pressure playing games together?

I find it interesting- with age changes, Difference in Continued gaming intensity. Higher SES- who went onto higher educational pursuits played less, while Lower SES- that did not pursue more education, played more. Makes me think of protective factors in developmental years like if children are in organized sports, possibly less likely to interact with less healthier activities. Pursuing education, helps move people on.

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