A mobile gambling game is a mobile application designed to allow players to gamble with real money. These games are usually based on casino games such as blackjack, roulette, video slots, and baccarat. They are usually accessed using a mobile phone or tablet device. The games are designed to be easy to use and can be used in a variety of locations.
Some of the biggest gambling games developers have made their games compatible with mobile devices. They can be downloaded from the app store, or accessed via the web browser on the device. Mobile casinos can be very addictive, so it is important to set limits and only play with money you can afford to lose. It is also important to never share personal information such as passwords or credit card details with anyone.
As a result of mobile gaming’s popularity, a large range of diverse games have emerged on the platform. These games vary in difficulty, genre, and gameplay mechanics. Several companies have adapted their desktop-based software to work on mobile platforms, resulting in an even greater diversity of games. These games are available in a range of formats, including HTML5 and native mobile apps.
One such company, Zynga, triggered an outcry when it launched the mobile game Farmville. The company later apologized for the app’s addictive nature and redesigned it to reduce its chances of triggering problem gambling. Despite this, the company continues to produce a large number of gambling-style apps, such as Wizard of Oz Slots and Words With Friends. The proliferation of mobile gambling games presents a new challenge for researchers, as they must develop tools to test the potential harms of these games.
In the study, participants were given a simulated gambling app to use on their smartphones. They were then asked to answer questionnaires (including the Gambling Questions, PGSI, GRCS, Barratt Impulsiveness Scale, Beck Depression Inventory, and state Self-Reports of Problem Gambling) and perform a computerised contingency judgement task that probed the illusion of control in gambling. Results showed that people who engaged with the simulated gambling app on a regular basis experienced a greater increase in their losses than those who played the game intermittently. This is consistent with the notion that mobile gambling games can trigger harmful behaviour in some individuals, although other factors were also involved. For example, participants who received free bets or those with stamina systems were less likely to experience a larger loss than those without these features. Also, the community sample and use of a smartphone with a fixed data plan might have influenced scores. Future research should investigate the relationships between mobile gaming and problem gambling, taking account of factors such as age, gender, and mental health. In addition, the impact of mobile gambling on social relations should be investigated in a cross-sectional design. This will help to tease out the underlying mechanisms that might be responsible for these findings.