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Against all odds: The rise and rise of gambling
Posted by drmarkgriffiths
In many areas of the world, gambling has become a popular activity. Almost all national surveys into gambling have concluded that most people have gambled at some point in their lives, there are more gamblers than non-gamblers, but that most participants gamble infrequently. Commissions and official government reviews in a number of countries including the United States, United Kingdom, Australia and New Zealand have all concluded that increased gambling availability has led to an increase in problem gambling. Estimates of the number of problem gamblers vary from country to country but most countries that have carried out national prevalence surveys suggest around 0.5%-2% of individuals have a gambling problem.
In May 2013, the new criteria for problem gambling (now called ‘Gambling Disorder’) were published in the fifth edition of the American Psychiatric Association’s Diagnostic and Statistical Manual for Mental Disorders (DSM-5), and for the very first time, problem gambling was included in the section ‘Substance-related and Addiction Disorders’ (rather than in the section on impulse control disorders). Also included in the Appendix of the DSM-5 as a potential addiction was Internet Gaming Disorder (i.e., online video game addiction). Although most of us in the field had been conceptualizing problematic gambling and video gaming as addictions for many years, this was arguably the first time that an established medical body had described them as such. For me, gambling and gaming addictions should not be considered any differently from other more traditional chemical addictions (e.g., alcohol addiction, nicotine addiction). Consequently, there is no theoretical reason why other problematic and excessive activities that do not involve the ingestion of a psychoactive substance cannot be deemed as legitimate behavioural addictions in the years to come (e.g., shopping addiction, sex addiction, work addiction, exercise addiction, etc.).
Gambling is a multifaceted rather than unitary phenomenon. Consequently, many factors are involved in the acquisition, development and maintenance of gambling behaviour. Such factors include an individual’s biological and genetic predisposition, their social environment, psychological variables (personality characteristics, attitudes, expectations, beliefs, etc.), macro-situational characteristics (how much gambling is marketed and advertised, the number of gambling venues within a jurisdiction, where the gambling venue is located), micro-situational characteristics of the gambling environment (on-site cash machine, provision of free alcohol, floor layout etc.), and the structural characteristics of the gambling activity itself (jackpot size, stake size, the number of times a individual can gamble in a given time frame, etc.). Most research has tended to concentrate on individual characteristics (personality, genetics, family and peer influence) rather than situational and structural characteristics.
The introduction of national lotteries, the proliferation of slot machines, the expansion of casinos, and the introduction of new media in which to gamble (e.g., Internet gambling, mobile phone gambling, interactive television gambling, gambling via social networking sites), has greatly increased the accessibility and popularity of gambling worldwide, and as a result, the number of people seeking assistance for gambling-related problems. In addition, the rise of remote gambling via the internet and mobile phones has arguably changed the psychosocial nature of gambling. I have also published a number of studies showing that to vulnerable and susceptible individuals (e.g., problem gamblers, minors, the intoxicated, etc.), the medium of the internet may facilitate and fuel problematic and addictive behaviours.
There are many known factors that make online activity potentially problematic to a minority of individuals. This includes factors such as easy accessibility, affordability, anonymity, convenience, escape, and disinhibition. Some of these factors can change the psychological experience of gambling. For instance, gambling with virtual representations of money online lower the psychological value of the money and people tend to spend more with virtual representations of money than if they were gambling with physical money. Also, when people lose money online it is a different psychological experience because no-one can see anyone losing face-to-face. As a result, there is less guilt and embarrassment about losing and vulnerable individuals may be tempted to spend more time and money than they had originally intended.
One very salient trend that has implications for gambling (and arguably problem gambling) is that technology hardware is becoming increasingly convergent (e.g., internet access via smartphones and interactive television) and there is increasing multi-media integration such as gambling and video gaming via social networking sites. As a consequence, people of all ages are spending more time interacting with technology in the form of internet use, playing videogames, watching interactive television, mobile phone use, social networking, etc. In addition to convergent hardware, there is also convergent content. This includes some forms of gambling including video game elements, video games including gambling elements, online penny auctions that have gambling elements, and television programming with gambling-like elements.
One of the key drivers behind the increased numbers of people gambling online and using social networking sites is the rise of mobile gambling and gaming. Compared to internet gambling, mobile gambling is still a relatively untapped area but the functional capabilities of mobile phones and other mobile devices are improving all the time. There are now hundreds of gambling companies that provide casino-style games to be downloaded onto the gambler’s smartphone or mobile device (e.g., tablet or laptop). This will have implications for the psychosocial impact of gambling and will need monitoring. Like online gambling, mobile gaming has the capacity to completely change the way people think about gambling and betting. Mobile phones provide the convenience of making bets or gambling from wherever the person is, even if they are on the move.
One of the most noticeable changes in gambling over the last few years – and inextricably linked to the rise of mobile gaming – has been the large increase of in-play sports betting. Gamblers can now typically bet on over 60 ‘in-play’ markets while watching a sports event (such as a soccer match). For instance, during a soccer game, gamblers can bet on who is going to score the first goal, what the score will be after 30 minutes of play, how many yellow cards will be given during them game and/or in what minute of the second half will the first free kick be awarded. Live betting is going to become a critical activity in the success of the future online and mobile gambling markets.
The most salient implication of ‘in-play’ sports betting is that it has taken what was traditionally a discontinuous form of gambling – where an individual makes one bet every Saturday on the result of the game – to one where an individual can gamble again and again and again. Gaming operators have quickly capitalized on the increasing amount of televised sport. In contemporary society, where there is a live sporting event, there will always be a betting consumer. ‘In-play’ betting companies have both catered for the natural betting demand but introduced new gamblers in the process. If the reward for gambling only happens once or twice a week, it is completely impossible to develop problems and/or become addicted. ‘In-play’ has changed that because there are soccer matches on almost every day of the week making a daily two-hour plus period of betting seven days a week.
New technologies in the form of behavioural tracking have helped online gambling companies keep track of players by noting (among many other things) what games they are playing, the time spent playing, the denomination of the gambles made, and their wins and losses. Although such technologies can potentially be used to exploit gamblers (e.g., targeting the heaviest spenders with direct marketing promotions to gamble even more), such technologies can also be used to help gamblers that may have difficulties stopping and/or limiting their gambling behaviour. Over the past few years, innovative social responsibility tools that track player behaviour with the aim of preventing problem gambling have been developed. These new tools are providing insights about problematic gambling behaviour. A number of European jurisdictions (such as Germany and The Netherlands) are now considering whether such tools should be mandatory for gaming operators to use especially as such tools are already being used in Sweden, Norway, Finland and Austria.
Although gamblers are ultimately responsible for their own behaviour, gambling can be minimised via both governmental policy initiatives (age restrictions, marketing and advertising restrictions, no gaming licenses unless operators display the highest standards of social responsibility to their clientele, etc.) and gaming operator initiatives (self-exclusion programs, information about games so gamblers can make informed choices, limit-setting tools that allow gamblers to set time and money loss limits, staff training on responsible gambling, referral to gambling treatment providers, etc.). Problem gambling can never be totally eliminated but harm minimisation practices can be put in place to keep the problem to a minimum. Treatment for gambling addiction should be free and paid for by gambling industry profits (either in the form of voluntary donations to a charitable trust or – if that doesn’t work – a statutory levy). In short, any jurisdiction that has legalised and liberalised gambling has a duty of care to put a national social responsibility infrastructure in place to prevent, minimise, and treat problem gambling as they would with any other consumptive and potentially addictive behaviour (e.g., drinking alcohol, smoking cigarettes, etc.)
Please note: A version of this article first appeared in Science and Technology (Pan European Networks) magazine (Volume 15, pages 153-155).
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (2003). Internet gambling: Issues, concerns and recommendations. CyberPsychology and Behavior, 6, 557-568.
Griffiths, M.D. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10, 191-197.
Griffiths, M.D. (2011). Gaming convergence: Further legal issues and psychosocial impact. Gaming Law Review and Economics, 14, 461-464.
Griffiths, M.D. (2012). Mind games (A brief psychosocial overview of in-play betting). i-Gaming Business Affiliate, June/July, 44.
Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.
Griffiths, M.D., King, D.L. & Delfabbro, P.H. (2014). The technological convergence of gambling and gaming practices. In Richard, D.C.S., Blaszczynski, A. & Nower, L. (Eds.). The Wiley-Blackwell Handbook of Disordered Gambling (pp. 327-346). Chichester: Wiley.
Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? (pp. 277-292). New York: Prometheus Books.
Kuss, D.J. & Griffiths, M.D. (2012). Internet gambling behavior. In Z. Yan (Ed.), Encyclopedia of Cyber Behavior (pp.735-753). Pennsylvania: IGI Global.
McCormack, A. & Griffiths, M.D. (2013). A scoping study of the structural and situational characteristics of internet gambling. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 29-49.
Meyer, G., Hayer, T. & Griffiths, M.D. (2009). Problem Gaming in Europe: Challenges, Prevention, and Interventions. New York: Springer.
Parke, J. & Griffiths, M.D. (2007). The role of structural characteristics in gambling. In G. Smith, D. Hodgins & R. Williams (Eds.), Research and Measurement Issues in Gambling Studies (pp.211-243). New York: Elsevier.
Pontes, H. & Griffiths, M.D. (2014). The assessment of internet gaming disorder in clinical research. Clinical Research and Regulatory Affairs, 31(2-4), 35-48.
Zangeneh, M., Griffiths, M.D. & Parke, J. (2008). The marketing of gambling. In Zangeneh, M., Blaszczynski, A., and Turner, N. (Eds.), In The Pursuit Of Winning (pp. 135-153). New York: Springer.
Posted in Uncategorized
Tags: Behavioural addiction, Facebook gambling, Gambling, Gambling accessibility, Gambling addiction, Gambling advertising, Gambling and social networking, Gambling Disorder, Gambling marketing, In-play betting, In-play gambling, Internet gambling, Mobile phone gambling, Online gambling, Problem gambling, Situational characteristics, Slot machines, Structural characteristics
Pressing ahead: Gambling with people’s reputations
Posted by drmarkgriffiths
I’m not sure who first said it but I’ve always been told that ‘reputation can take a lifetime to get but a minute to destroy’ which is one of the reasons that any interview with the national press can be a tightrope walk in reputation management. For me personally, this morning was one of those tightrope walks.
The front page of today’s Daily Mail screamed ‘Fury at Facebook online casinos’. The story included approximately 10-15 seconds of quotes from a 15-minute interview I did with them yesterday evening. I explained at the start of the interview that I was not anti-gambling or anti-Facebook gambling, and that my main interests in relation to gambling via Facebook are player protection, harm minimization, and the protection of vulnerable and susceptible individuals (most notably children and adolescents). I’ve done three interviews with the Daily Mail on the topic of gambling via social networking sites in the last few months and although they usually report the gist or paraphrase what I say, they rarely add in all the caveats and nuances surrounding the views I put forward. I am the only person quoted in today’s article (quotes that were also repeated in today’s Daily Telegraph), so there is an implicit assumption that it is me that is experiencing the “fury” yet I feel no such thing. Obviously the headline does not really reflect the story or my comments but it may make people read the story. A headline that says ‘Professor of Gambling Studies has concerns about teenage gambling on Facebook’ is not likely to make front page news or sell many newspapers. The story reported that:
“Facebook has been accused of creating ‘tomorrow’s generation of problem gamblers’ by rolling out real money casino games. Under a lucrative deal with online gaming company 888, the social networking giant will offer Las Vegas-style slot machines and games such as roulette and blackjack….Gamers will be able to place up to £500 on bets using a credit or debit card with promises of jackpots worth tens of thousands of pounds.These will only be available in the UK, where gaming laws are more relaxed than in the US. Both Facebook and 888 insist they have safeguards to prevent minors from accessing the games…But there is nothing to stop children logging on to parents’ accounts and using card details already stored on the family computer. Already, Facebook users as young as 13 can use virtual slot machines on the website to win ‘credits’ – which have no monetary value.But as soon as they turn 18, millions of children who use the social networking site will be bombarded with adverts for real money gambling games.Facebook has three million UK users aged between 13 and 17. But a further one million are thought to be under 13 and pretending to be older”
I’d briefly like to address what I said and contextualize the comments attributed to me. The first quote published and attributed to me was: “You win virtually every time you play one of the free games”. What I was referring to here was that there are gambling-type games on Facebook (most notably slot machine games) where the payout rates can be more than 100%. All of these gambling-type games rely on people spending real money to buy virtual currency to play the on games like poker, bingo and slot machines. One of my research colleagues who I have published a lot of papers on gambling with had bought virtual currency and showed us that the pay out rates tend to increase with the more real money spent in buying virtual currency. My real bone of contention here is my belief that any games played for points should have the same probability of winning as you would find in a real game otherwise it sets up unrealistic expectations when people then play for real money (particularly where adolescents are concerned).
The second quote attributed to me was: ‘Research has shown again and again that one of the biggest factors in developing problem gambling is playing free games online first. These children and teenagers today are the problem gamblers of tomorrow”. I never said “again and again”, what I actually said was that there had been some secondary analysis of three national adolescent gambling studies done in the UK that (using regression analyses) had shown that among teenagers (aged 11 to 15 years) one of the major factors that appeared to predict (a) gambling with real money, and (b) problem gambling, was the playing of free games. All of these secondary analyses suggest there is a correlation (not necessarily causation) between the playing of free gambling-type games, and the amount of real gambling adolescents engage in, and problem gambling. Personally, I am of the opinion that even free gambling-type games (i.e., poker, slot machines, bingo, etc.) should have age verification checks and that free games should be behind the registration process.
Finally, a third quote was attributed to me that the deal that Facebook have with 888 could cause “the floodgates to open” along with the journalist’s text that “as gambling companies dive into the social media frenzy to make money”. I was asked by the Daily Mail if I thought the ‘floodgates’ would open following 888’s move into the Facebook gambling market. I then proceeded to talk about the fact that all social gaming operators are looking to see what happens with Bingo Friendzy (the only gambling-for-money game on Facebook at present that was launched in August 2012). I said that if this game starts to make money for the game’s operator, then other companies would quickly follow suit. Whether this means ‘the floodgates will open’ depends on people’s definition of ‘floodgates’ as it is (what we call in psychological terms) as ‘fuzzy quantifier’ (along with words like ‘some’ or ‘many’) as it means different things to different people.
So, again, for the record: (i) I am not anti-gambling, I am pro-responsible gambling, (ii) I am not anti-Facebook gambling, I am pro-responsible Facebook-gambling, and (iii) I am anti-adolescent gambling even if it is on games that are played for points rather than money.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Forrest, D.K., McHale, I., & Parke, J.(2009). Appendix 5: Full report of statistical regression analysis. In: Ipsos MORI, British Survey of Children, the National Lottery and Gambling 2008-09: Report of a quantitative survey. London, National Lottery Commission.
Griffiths, M.D. (2010). Gaming in social networking sites: A growing concern? World Online Gambling Law Report, 9(5), 12-13.
Griffiths, M.D. & Parke, J. (2010). Adolescent gambling on the Internet: A review. International Journal of Adolescent Medicine and Health, 22, 59-75.
Griffiths, M.D. (2011). Adolescent gambling. In B. Bradford Brown & Mitch Prinstein (Eds.), Encyclopedia of Adolescence (Volume 3). pp.11-20. San Diego: Academic Press.
Griffiths, M.D. (2012). Gambling on Facebook? A cause for concern? World Online Gambling Law Report, 11(9), 10-11.
Griffiths, M.D. (2012). The psychology of social gaming. i-Gaming Business Affiliate, August/September, 26-27.
Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.
Griffiths, M.D., Derevensky, J. & Parke, J. (2012). Online gambling in youth. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.183-199). London: Routledge.
Griffiths, M.D. & Kuss, D. (2011). Adolescent social networking: Should parents and teachers be worried? Education and Health, 29, 23-25.
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.
King, D.L., Delfabbro, P.H., Derevensky, J. & Griffiths, M.D. (2012). A review of Australian classification practices for commercial video games featuring simulated gambling. International Gambling Studies, 12, 231-242.
Kuss, D.J. & Griffiths, M.D. (2011). Online social networking and addiction: A literature review of empirical research. International Journal of Environmental and Public Health, 8, 3528-3552.
Posted in Addiction, Gambling, Gambling addiction, Games, Internet gambling, Online gambling, Online gaming, Popular Culture, Problem gamblng, Psychology, Social Networking, Technological addiction, Technology, Video game addiction, Video games
Tags: Adolescent Facebook use, Adolescent gambling, Facebook gambling, Gambling, Gambling addiction, Problem gambling, Reputation management, Social gaming, Social networking, Technological addictions