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What risks do simulated gambling activities

pose to young people?

Preliminary results from the SAMUS project Lead author: Daniel King1

Co-authors: Paul Delfabbro1, T. Zwaans1, & D. Kaptsis1

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Outline of Presentation

Background

• Young people and electronic media

• Convergence of gambling and digital media • Implications for adolescent gambling

Study outline

• Design • Sample • Measures

Main findings

Discussion

• Simulated gambling: The big picture • Risks of simulated gambling?

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Youth and electronic media misuse

• Average youth spends 8 hrs/day on electronic media activities

• 75% of male adolescents play video games every week (Desai et al., 2010)

• Average time: 35 to 75 mins per day

• 9% of males aged 8-18 years report excessive gaming

• Excessive media use involves:

• Behavioural salience

• Loss of control over activities, e.g., video-gaming

• Negative psychosocial consequences (Gentile, 2011)

• Psychosocial impact of excessive gaming:

• Aggression (Anderson et al., 2010)

• Poorer academic achievement (Smyth, 2007)

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Convergence refers to a number of related processes and trends,

but relates in general terms to the growing inter-dependence

between the channels through which media and its content are

provided.

Two contributing factors:

1. Advancements in the enabling technology supporting digital forms of gambling, such as broadband accessibility (e.g., 4G network)

2. Provision of new platforms through which individuals can gamble, such as mobile technology, gaming devices, and digital television.

King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.

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How gambling and digital media converge

1. When a single media channel (e.g., the Internet or digital television) becomes capable of delivering media (e.g., radio, television) that was previously accessible only through separate channels and/or devices.

2. The co-location of activities or content that previously could not be provided together. For example, this might occur when media becomes capable of providing both the ability to view a sporting match, write a letter, or play a video-game all on the same device. 3. When one type of digital activity is embedded with another (e.g., a

gambling activity can be played with a video gambling activity or vice versa).

4. When a single activity is designed so as to fulfil a common purpose (e.g., when a game show or video game also shares some of the interactive elements of gambling).

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Monetary forms

Online gambling sites, virtual casinos

Smartphone apps

Telephone betting

Interactive television (i-TV)

Non-monetary forms

“Free play” or demo modes

MMOs

Gambling-like content in video games

Social networking sites

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Simulated gambling: A typology

(King et al. 2012) • Standard gambling simulation: a digitally simulated interactive

gambling activity that is structurally identical to the standard format of an established gambling activity, such as blackjack or roulette;

Non-standard gambling simulation: an interactive gambling activity

that involves the wagering of in-game credits or other items on an uncertain outcome, in an activity that may be partially modelled on a standard gambling activity but which contains distinct player rules or other structural components that differ from established gambling games;

Gambling references: the appearance of non-interactive gambling

material or gambling-related paraphernalia/materials within the context of the video game.

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Standard gambling simulation Non-standard gambling simulation

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Gambling in MMORPGs

Few different types:

1. Actual casinos, using in-game currency

2. Player-to-player wagering on random events

3. Chance-based activities with prizes

4. Random loot and auction sales Recent example:

“Squeal of Fortune” in Runescape

• An optional activity available to all players • Players spin the wheel to win prizes

• Extra spins may be purchased with $$$ • Prizes include rare in-game items

• Can convert prize to currency

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Sunday Morning Herald, Jan 2012

MMO community website, Jan 2012

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Gambling machines Video games

Onscreen display of score  

Sound and graphics  

Audiovisual rewards 

Competitive elements 

Skill-based elements  

Require response to

predictable visual stimuli  

Rapid span of play  

Random elements 

Scripted ‘near miss’ event  

Entrapment  

No endpoint  

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Classification of simulated gambling in VGs

Since 2000, over 100 video games featuring gambling

simulations have been classified as “family” entertainment:

• Two-thirds rated ‘PG’ for Parental Guidance (i.e., 8+ years)

• One-third rated ‘G’ for General (i.e. all ages)

• Mature games do not display consumer advice on gambling

The interactive nature of gambling not recognised under OFLC

Australian Code of Classification

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Simulated gambling: Implications for youth I

Greater accessibility and familiarity

More visible, attractive, and ubiquitous

Normalisation of the activity

Early development of gambling strategies

Knowledge of gambling activities

Brand recognition

Earlier involvement

Fewer restrictions on first gambling experience (<18yrs)

Unsupervised: solitary, or with peers

Development of positive attitudes toward gambling

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• Greater chance of experiencing a “big win”

• Websites engineer early big wins (Smeaton & Griffiths, 2004) • Lack of financial element may create disconnection between

action and consequence, “safety net” for risky behaviours

• Inducements to gamble with real money (e.g., free credit)

• Enables unhelpful coping styles

• Gambling as an escape

• Characteristics of the online environment (Suler, 2004)

• Asocial and anonymous • Mood modification:

• Euphoria • Disinhibition • Immersion

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Peer influences

Internet facilitates social competition and approval

Mere presence effects, “alone together”

Interaction with older, experienced gamblers

Gambling as family entertainment

“Cocooning” effects

Increase parental transmission of attitudes

Lack of consumer advice, warnings

Protective factor: Earlier detection/controlled gambling?

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South Australian Media Use Study (SAMUS)

Study objectives:

I.

To investigate youth exposure and participation rates

across a range of simulated gambling activities

II.

To examine the co-occurrence of simulated gambling

with monetary gambling and its potential risks for

problem gambling

III.

To examine the co-occurrence of problem gambling

with problem Internet use and video-gaming

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Methodology

Population survey: Youth aged 12-18 years

Recruited from 50 randomly selected secondary schools

in SA inner/outer metropolitan area

8 schools participated

95%+ response rate

Two survey formats:

Online (Surveymonkey)

Paper-and-pencil

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Measures

Demographics

Electronic media use

History of use

Ownership and accessibility Current use and function Social aspects

Gambling involvement

Monetary vs. Non-monetary Online vs. Offline

Simulated gambling

Free play modes

Social networking sites Mobile phone apps Video games

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Measures (cont.)

Variable

Instrument

Problem gambling

DSM-IV-J

Problematic technology use (PTU)

PTU-S

• Scale I. Internet use • Scale II. Video-gaming

Mental health

RCADS

• Depression • Anxiety

Social Skills and Competence

CBCL

Social Isolation/Loneliness

UCLA-LS

Sleep interference

Sleep activity

• Media → Sleep delay/displacement • Media → Sleep interruption

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Electronic media use: General

Total M (SD) Males Females (M-F) t Cohen’s d Internet Use 13.6 (11.8) 13.5 (11.6) 13.7 (12.1) .19 .02 Video games 3.7 (7.1) 6.5 (8.7) 1.0 (3.3) 11.6** .84 Music 11.6 (14.3) 10.1 (13.5) 13.1 (15.1) 2.8** .21 Television/film 8.5 (7.1) 8.1 (7.2) 9.0 (7.1) -2.2* .13 Reading books 2.4 (2.6) 1.9 (3.2) 2.8 (3.9) -3.1** .25 *p < .05, **p < .01

• Internet use is the most popular youth media activity • Boys spend 6x more time playing video games than girls

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Gambling prevalence (12-month period)

Lower overall rates as compared to previous studies

Card games and scratch tickets were lower

Difference in rates may be broader age range in SAMUS

SA 2007 Darwin 2009 SA 2012 Card games 26.7 18.3 11.0 Poker machines 4.5 3.1 3.4 Racing 18.8 14.8 11.5 Sports 14.9 11.6 7.5 Lotteries 8.6 6.6 7.3 Keno 9.6 19.5 - Scratch tickets 39.6 32.2 16.4

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Gambling: Monetary vs. Non-monetary

0 50 100 150 200 250

$$$ Free $$$ Free $$$ Free $$$ Free $$$ Free $$$ Free $$$ Free Cards EGM Horse racing Lott Sports Scratch tickets Other

Figure. Number of participants who reported involvement in monetary and non-monetary gambling activities in the last 12 months

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Objective I

To investigate youth exposure and participation rates across a range of simulated gambling activities

• Online gambling activity of any kind was low, in and of itself and

relative to other online activities

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Simulated gambling: participation rates

• 2.5% of youth have tried gambling on the Internet with money • Males generally 2x or more likely to engage in simulated gambling • Nearly 30% of males play video games featuring simulated gambling

Total N % Males (N) Females (N)

Have you ever tried…

Gambling with money on the Internet? 20 2.5 13 7

Gambling using free or trial modes online? 37 4.6 22 15

Gambling apps on Facebook? 66 8.3 49 17

Gambling apps on a mobile phone? 50 6.3 37 13

Video games that feature gambling? 198 24.8 153 45

Number of VGs played featuring gambling

None 569 71.4 210 358

1 114 14.3 86 28

2-3 79 9.9 64 15

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Objective II

To examine the co-occurrence of simulated gambling with monetary gambling and problem gambling

Figure. Participation rates (%) in monetary gambling activities by those who do and do not engage in simulated gambling

0 5 10 15 20 25 30 Sim

Gam No Sim SimGam No Sim SimGam No Sim SimGam No Sim SimGam No Sim SimGam No Sim SimGam No Sim Cards EGM Horse racing Lott Sports Scratch tickets Online

gambling

NB: Each column refers to % of the individual subset. For example, Bar 1 indicates that 20% of simulated gamblers engage in monetary card games, whereas 6% of those who do not SM engage in the card games.

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Simulated gambling: Problem gambling symptoms

• All pathological gamblers were simulated gamblers

• Chi-Square analysis

• There were significant differences between the category of simulated

gambling status and problem gambling symptoms

• Preliminary multivariate analysis indicates that involvement in

simulated gambling is a significant predictor of monetary gambling and problem gambling severity, after controlling for age and gender

• Using gambling apps on Facebook has strongest association with

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Problem behaviours: Gambling, Internet and video-gaming

Gambling (%) Internet Use (%) Video-gaming (%) Preoccupation 4.0 22.6 15.6 Loss of control 2.5 23.6 19.4 Withdrawal 2.4 10.0 5.4 Escape 1.1 22.9 16.6 Theft 1.0 2.6 2.4 Missing school 1.4 - - Lying/Secrecy 1.0 11.0 6.9 Arguments 2.1 - - Chasing 2.1 - - Tolerance 2.8 5.8 7.0 TOTAL Not at risk 92.1 25.5 48.3 At Risk 6.4 62.0 44.5 Problem 1.5 12.5 7.2 PATHOL. GAMBLERS - 20.6 14.8

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Strengths and limitations

Strengths

• Large sample (approx. 1,500)

• Representative cross-section of age, gender, locality

• Separation of PTU types (i.e., Internet vs. Video-gaming) • Distinction of monetary vs. non-monetary vs. gambling-like

Weaknesses

• Cross-sectional design (i.e., a “snapshot” only) • ↓ validity of self-report among adolescents

• e.g., overestimating media usage

• Actual media use may be highly unstable, may vary according to

seasonal, historical, environmental and interpersonal factors

• Lack of information on family context

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Conclusions

Youth gambling behaviours are diverse

• Simulated gambling activity is high

• Video-game gambling among males (about 30%)

Prevalence rate of PG lower than in prev. studies

Monetary gambling does not typically occur in isolation of

simulated gambling activities

Simulated gambling activities appear to co-occur with problem

gambling, and predict ↑PG severity

Problem Internet and VG behaviours are prevalent

• Reflected by recognition in Section III in DSM-V, however the

diagnosis may be problematic

SAMUS is currently in progress (expect >1500 cases)

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Implications

Need for further research on simulated gambling in the

context of early exposure to gambling

Critical consideration of simulated gambling content across a

range of media activities is warranted

Should simulated gambling activities be regulated?

Pathological Internet and VG behaviours may be “elephant in

the room” given much higher prevalence

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Acknowledgements

We are grateful for the financial support from a 2011 Young

Researcher Grant funded by the European Association for the

Study of Gambling. We also thank the students who volunteered

to participate, and the school staff for kindly assisting in

facilitating the project.

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Suggested reading

de Freitas, S. & Griffiths, M. D. (2008). The convergence of gaming practices with other media forms: What potential for learning? A review of the literature. Learning, Media and Technology, 33, 11-20. Delfabbro, P. H. & King, D. L. (2011). Adolescent gambling in metropolitan Darwin: Prevalence, correlates and social influences. Gambling Research, 23, 3-23.

King, D. L., Delfabbro, P. H., Derevensky, J. L. & Griffiths, M. D. (2012). A review of Australian classification practices for commercial video games featuring simulated gambling. International

Gambling Studies, 12, 231-242.

King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.

Griffiths, M.D. (1999). Gambling technologies: Prospects for problem gambling. Journal of Gambling

Studies, 15, 265-283.

Griffiths, M. D., Parke, J., King, D. L., & Delfabbro, P. H. (2010). Adolescent gambling on the Internet: A review. In L. Firth (Ed.), Issues (Vol 203): The Gambling Problem, pp. 16-18. Cambridge: Independence Educational Publishers (ISBN 978-1-86168-575-9).

Griffiths, M. D., King, D. L., & Delfabbro, P. H. (2009). Adolescent gambling-like experiences: Are they a cause for concern? Education and Health, 27, 27-30.

Ipsos MORI. (2009). British Survey of Children, the National Lottery and Gambling 2008–09: Report of a quantitative survey. London: National Lottery Commission.

Johannson, A., & Gotestam, K.G. (2004) Problems with computer games without monetary reward: Similarity to pathological gambling. Psychological Reports, 95, 641-650.

Monaghan, S., Derevensky, J., & Sklar, A. (2008). Impact of gambling advertisements and marketing on children and adolescents: Policy recommendations to minimise harm. Journal of Gambling Issues,

22, 252-274.

Phillips, J., G., Ogeill, R. P., & Blaszczynski, A. (2012). Electronic interests and behaviours associated with gambling problems. International Journal of Mental Health and Addiction, 10, 585-596.

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References

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