The document discusses youth gambling online and new understandings of the issue. It summarizes some key findings from studies on youth gambling prevalence and behaviors online, including that fewer youth gamble online than adults but more are using "demo/practice" sites, and over 1/3 of youth gambling for money meet criteria for problem gambling. It emphasizes the importance of education in promoting responsible online gambling behaviors among youth.
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Youth gambling online: myths, realities and new understandings
1. Dr Jeffrey Derevensky International Centre for Youth Gambling Problems and High-Risk Behaviours, Canada Youth gambling online: myths, realities and new understandings
2. Youth online gambling: Myths, realities and new understandings Jeffrey L. Derevensky, Ph.D. Professor, School/Applied Child Psychology Professor, Psychiatry International Centre for Youth Gambling Problems and High-Risk Behaviors McGill University www.youthgambling.com Victorian Government Responsible Gambling Awareness Week Melbourne, May 23, 2011
3. Problem Severity Continuum No gambling At-Risk gambling Social gambling Problem gambling Pathological gambling Compulsive gambling Disordered gambling
53. Frequency of Play on Internet Gambling Sites Without Money in the Past 12 Months by Gambling Severity 1 Percentage. *** p <.001. N = 2205 Internet Gambling Without Money 1 Yes ( n = 1082) No ( n = 1123) Gambling Groups*** Non Gambler n = 726 33.9 66.1 Social Gambler n = 1278 56.6 43.4 At-Risk Gambler n = 129 74.4 25.6 Probable Pathological Gambler n = 72 80.6 19.4 Total 49.1 50.9
54. Frequency of Play on Internet Gambling Sites With Money in the Past 12 Months by Gambling Severity 1 Percentage *13.1% males; 4.6% females are gambling on Internet N = 2292 Internet Gambling With Money 1 Yes ( n = 183) No ( n = 2109) Gambling Groups*** Non Gambler n = 745 0 100 Social Gambler n = 1333 9.5 90.5 At-Risk Gambler n = 139 21.6 78.4 Probable Pathological Gambler n = 75 34.7 65.3 Total 8.0* 92.0
78. Adapted from Understanding Substance Abuse Prevention: Toward 21 st Century Primer on Effective Programs (P. Brounstein & J. Zweig, 1999). Center for Substance Abuse Prevention (CSAP) & Substance Abuse and Mental Health Services Administration (SAMHSA). Dickson, Derevensky, & Gupta (2002).
79. In retail there are three important principles: Location, Location, Location
80. Responsible gambling for youth: the three important principles are: education, education, education
Hinweis der Redaktion
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Even if people do not have a computer there is cheap access in abundant Internet cafes, and free access in many public libraries and colleges and universities It’s used for research, for entertainment, to meet people
Even if people do not have a computer there is cheap access in abundant Internet cafes, and free access in many public libraries and colleges and universities It’s used for research, for entertainment, to meet people
I came on board with this study in October High school and some college had been collected, Bruce at Casino City agreed to come on board Data is preliminary, study is ongoing But it provides us with some interesting info High-school students: 47% male, 53% female College/University: 39% male, 61% female Internet 18-24: 90% male, 10% female (N=58) Internet 25+: 65% male, 35% female Overall Internet: 68% male, 32% female
High school: total sample, 56% have played on practice sites 48% are male and 52% are female BUT 57% of males and 55% of females play, tho’ there is no significant difference, they are playing equally College/University sample: 43% have played on practice sites 44% are males, 56% are females BUT 49% of males and 40% of females, p<0.01 Internet sample 18-24: 72% have played 86% male, 14% female BUT 69% of males and 100% of females, can’t determine sig cuz of sample size Internet sample 25+: 78% have played on practice sites 64% are male, 36% female BUT 76% of males and 81% of females have played, tho’ not sig, they are playing equally Whole Internet sample: 78% have played 66% are male, 34% are female BUT 75% of males have played, 82% of females have played, no sig difference
High-School: 13% of males, 6% of females AND 68% are male, 32% are female, p<.001 College/University: 11% of males, 3% of females AND 74% are male, 26% are female, p<.001 Internet sample: 53% of males, 20% of females AND 85% are male, 15% are female, p<.001
This slide is to emphasise that the majority of high-school and university kids are not gambling on the internet, but for those that do 3% of high-school and 1% of college kids do at least weekly For the Internet sample, those who gamble for money, by far the most are doing so weekly Of males, 72% are gambling weekly, of females 54% are gambling weekly, p<.05 Of 18-24 year olds, 89% are gambling weekly, of 25+ 63% are gambling weekly, p<0.001 Of problem gamblers, 80% are gambling weekly (of social gamblers 65% are gambling weekly), p<.05
Just over 10% of high-school students meet criteria for problem gambling (endorsing 2 or more items on DSM-IV-J) Just over 20% of Internet sample meet criteria for problem gambling (endorsing 3 or more items on DSM-IV) Slightly less than that found by Wood & Williams
Should we be concerned? We are concerned about when they leave the practice sites They may not have credit cards now, but they will Reasons they like to play “gambling” games on the Internet: “sizing up the games” (fairness, odds etc.), don’t have to spend money and regret it later, practice/improve skills/learn game better (50%) Can we minimise harm? Age verification Reality checks: clocks with time clearly visible, clear display of currency unit of amount wagered, mechanisms to help individual monitor time and money spent, customer sets limits on amount can bet/play for specified period Self-exclusion for at least 6 months and those individuals taken off mailing lists Social responsibility/player protection information Advertising should not target under-age youth and should report fairly winning vs. losing Individual should have the option to set a session duration limit for time and money Customer service team should be trained in responsible gambling issues Demo/practice sites: free games must mirror real games in payout rates and method of play Offer same age restriction, social responsibility, and player protection info as real money site Players should have time session limits imposed