A questionnaire exploring issues related to video-game playing and gambling behavior in children and adolescents was completed and a computerized blackjack game was individually administered. One hundred and four children aged 9 to 14, from grades 4, 6, and 8, participated. This research seeks to examine the nature of this relationship amongst children.
Nintendo & Sega) and gambling activities have similar attractive features and intermittent reinforcement schedules. It is suggested that commercial video-games (e.g.