What risks do simulated gambling activities pose to young people?

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What risks do simulated gambling activities pose to young people? Preliminary results from the SAMUS project Lead author: Daniel King 1 Co-authors: Paul Delfabbro 1, T. Zwaans 1, & D. Kaptsis 1 1 School of Psychology, The University of Adelaide, Adelaide, SA, Australia

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? Emerging issues of digital media use

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) Reduced empathy and social avoidance (Bartholomew et al., 2005)

Convergence : A definition 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.

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).

Established and emerging digital forms of gambling 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

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.

Standard gambling simulation Non-standard gambling simulation Gambling themes

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 Other players are notified of jackpots

MMO community website, Jan 2012 Sunday Morning Herald, Jan 2012 Fan forums, April 2012

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 = rare or atypical = common

Video-games featuring gambling: Some examples

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 Red Dead Redemption Pokémon Grand Theft Auto

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 Exposure to factually incorrect or misleading information

Simulated gambling: Implications for youth II 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

Simulated gambling: Implications for youth III 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?

http://www.dsm5.org/proposedrevision/pages/proposedrevision.aspx?rid=573

South Australian Media Use Study (SAMUS) Study objectives: I. To investigate youth exposure and participation rates across a range of simulated gambling activities II. III. To examine the co-occurrence of simulated gambling with monetary gambling and its potential risks for problem gambling To examine the co-occurrence of problem gambling with problem Internet use and video-gaming

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 Data collected June-August 2012

Data collection: Flowchart

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

Measures (cont.) Variable Problem gambling Problematic technology use (PTU) Scale I. Internet use Scale II. Video-gaming Mental health Depression Anxiety Social Skills and Competence Social Isolation/Loneliness Sleep interference Sleep activity Media Sleep delay/displacement Media Sleep interruption Instrument DSM-IV-J PTU-S RCADS CBCL UCLA-LS

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 No gender differences in Internet use, however function of use varies significantly

Gambling prevalence (12-month period) 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 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

Gambling: Monetary vs. Non-monetary Figure. Number of participants who reported involvement in monetary and non-monetary gambling activities in the last 12 months 250 200 150 100 50 0 $$$ Free $$$ Free $$$ Free $$$ Free $$$ Free $$$ Free $$$ Free Cards EGM Horse racing Lott Sports Scratch tickets Other

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 Social networking is the dominant online activity across gender

Simulated gambling: participation rates 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 4+ 35 4.4 34 1 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

30 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 25 20 15 10 5 0 Sim Gam No Sim Sim Gam No Sim Sim Gam No Sim Sim Gam No Sim Sim Gam No Sim Sim Gam No Sim Sim Gam 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. Simulated gambler status defined as gambling via free trial modes, Facebook apps, video games, or mobile apps

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 gambling using money

Problem behaviours: Gambling, Internet and video-gaming Internet Gambling Video-gaming Use (%) (%) (%) 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

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 Familial and attitudinal gambling factors not assessed

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) Final data and multivariate analyses incoming

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 DSM-V Internet Use Disorder may be inadequate

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.

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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