Table 1 Descriptive information about the included studies (n = 55)
From: The Role of Virtual Communities in Gambling and Gaming Behaviors: A Systematic Review
Topic | Gambling (n = 19) | Gaming (n = 33) | Both (n = 3) | Total (n = 55) |
---|---|---|---|---|
Method | % n = 19 | % n = 33 | % n = 3 | % n = 55 |
Quantitative | 42% (8) | 70% (23) | 67% (2) | 60% (33) |
Qualitative | 42% (8) | 24% (8) | 33% (1) | 31% (17) |
Mixed method | 16% (3) | 6% (2) | – | 9% (5) |
Study context | % n = 19 | % n = 33 | % n = 3 | % n = 55 |
Taiwan | 5% (1) | 21% (7) | – | 15% (8) |
Australia | 21% (4) | – | – | 7% (4) |
Finland | 16% (3) | – | – | 5% (3) |
Italy | 5% (1) | 3% (1) | – | 4% (2) |
UK | 5% (1) | 3% (1) | – | 4% (2) |
USA | – | 9% (3) | – | 5% (3) |
China | – | 6% (2) | – | 4% (2) |
South Korea | – | 3% (1) | 33% (1) | 4% (2) |
Canada, France, Malaysia | 5% (1) | 6% (2) | – | 5% (3) |
Multiple countries | 16% (3) | 12% (4) | – | 13% (7) |
Country not explicitly mentioned | 26% (5) | 36% (12) | 67% (2) | 35% (19) |