gambling & gaming – the links & the risks in the changing environment
TRANSCRIPT
Gambling & Gaming – The Links & The Risks In The Changing
Environment
Zoi PenoglouZoi PenoglouGamblers Help SouthernGamblers Help Southern
International Gambling ConferenceAuckland
February, 2016
• 75% of Aussie online gamers are 18+• 98% 6-15 year olds play online games• 8% men 5% women play for 4-6 hours per day• F2P games make up 90% online gaming
revenue• “Counter-Strike” made $957 million 2014
alone• “Candy Crush” brings in $1-$3 million a day (reference’s available on request)
Gaming Stats
• 40% teenagers reported a “preoccupation with gambling” or an intention to gamble in the future
(King, University of Adelaide, 2012)
• Up to 85% adolescents gambling in some form during the past year” (Gambling and Young People in Australia, ACER, 2011)
• 3-4% teenagers have problems with gambling = 1/25 students in a high school class (VRGF,2013)
• Parents and teachers are mostly unaware of the danger free gambling apps pose to young people
• DSM V – gaming entering mainstream disorders but not yet diagnosable
Gambling & Gaming
F2P – Free to play
Types of Games
Candy Crush Saga Clash of Clans
Types of Games
MMORPG
League of Legends Crossfire
Types of Games
3rd Person Shooter
Tomb Raider Grand Theft Auto
Layering and “Fun-Pain”
Game Monetization
Game Monetization
Consent: adults v kids In-App purchases: Apple (class action law suit against
children) One button conversion – “don’t let them out” International game monetization conferences Discounted purchases and on-screen balance Disguise money game as skill game (Candy Crush) Reward Removal
Game Monetization
Cognitive development Hand-eye co-ordination Spatial awareness Social skills Sense of belonging/self-expression/achievement It’s fun!
What’s the attraction?
• Adolescent = Legal Adult – capacity to measure risk
• Neuroscience & the pre-frontal cortex
• Age 24: planning, consequences, risk, impulse control
• Reliance on impulses, emotions, instincts, aggression (amygdala)
Gambling & Gaming: Crossovers
Griffiths, King, Delfabbro – socialisation of gambling Simulated Gambling Games Higher likelihood of winning No independent app rating body
• Need for service: Headspace – Alfred CYMHS – anecdotal from GHS parents
• EOI in December, 2014 – overwhelming positive
• Workshops began in school terms 2, 3 and 4 across 3 catchments
• 10 young people (10-19 yrs) across 3 sites in southern metropolitan Melbourne
Youth Gaming Workshops – The Response
• 1 dedicated Gaming Psychologist, Gaming Youth Worker and GHS clinician at each
• Initially single player games – group games – group activities – group goals – app development (Frankston)
• Evaluations – reduced gaming at home – increased awareness of links between gaming/gambling – increased school attendance – increased contact with/referral to GHS
Youth Gaming Workshops – The Format
• Ontario Uni – PGGIU group – influence policy – funding for treatment
• Schools/colleges – information sessions• Evaluation & Research – links to
Nottingham/Ontario/Hong Kong
Where to from here?
• videogames.org.au• video-game-addiction.org• vice.com• drmarkgriffiths.wordpress.com• gamblershelpsouthern.org.au
Resources