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WHY GAM(E)(A)BLE ? 

The lines between gaming and gambling are becoming increasingly blurred in (online) games that are popular among teenagers, which rises the societal concern that minors are being progressively exposed to gambling.

 

The lack of an obligatory strict classification system makes it hard for parents and teenagers to see potential risks.

From October 2020 to October 2024Gam(e)(a)ble studies this convergence of gaming and gambling from four different perspectives :  

  • media and technology

  • psychological development

  • legal framework

  • pedagogical prevention.

Our four objectives:

 

  • unravel the design complexity of gambling in games, and reveal persuasive media tactics

  • provide an overview of (inter)national legislative and self/co-regulatory instruments : gambling legislation, consumer protection, and data protection

  • investigate the potential stepping-stone effect between simulated gambling and actual gambling

  • address gaps in prevention, early intervention and social assistance

WHO ARE WE?

Gam(e)(a)ble is run by a FWO-financed consortium consisting of 7 research entities  

  • Mintlab & IMS (KULeuven)

  • CiTiP (KULeuven)

  • Developmental Psychology (UGent)

  • Inclusive Society (UCLL)

  • LUCA School of Arts

  • Law & Technology (UGent)

  • Icône social Twitter
  • Icône social YouTube
  • Icône social Instagram

LATEST NEWS

More news on our Blog

  • CiTip (KULeuven)

  • Developmental Psychology (UGent)

  • Inclusive Society (UCLL)

  • LUCA School of Arts

  • Mintlab & IMS (KULeuven)

  • Law & Technology (UGent)

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