jeffrey l. derevensky, ph.d. - gambling research exchange ...€¦ · is there a link between...
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Youth gambling: Current issues
Jeffrey L. Derevensky, Ph.D.
Professor, School/Applied Child Psychology
Department of Educational and Counselling Psychology
Professor, Department of Psychiatry
International Centre for Youth Gambling Problems and
High-Risk Behaviors
McGill University
Today’s youth…
Technologically sophisticated
Age of Onset for Video Games by Gender and Gaming
Addiction
3GAS score (0-3).bGAS score (≥4).
N Mean SD
Gender
Male 518 8.58 2.73
Female 574 9.94 2.84
Gaming addiction
Social gamera
1057 9.34 2.85
Addicted gamerb
35 7.91 3.16
Total 1092 9.30 2.87
McBride & Derevensky, 2014
Gambling as a high risk
behavior…
Adapted from Understanding Substance Abuse Prevention: Toward 21st 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).
Transitions from social gambling to at-
risk gambling to problem gambling
Adolescent gamblers and problem
gamblers are not a homogenous group
Different pathways and motivations for
gambling
The future …..
Social gaming is the next big
thing in 2012
Mark Zuckerberg
Social Media Usage
• Over 70% of older adolescents use social media daily
(ACMA, 2012)
• Mobile phones used by upwards of 95% of high school
youth
• 69% use smart phones, 49% access Facebook, 43%
play games on mobile phones (Macpherson, 2013)
Popular & innovative online
games
Interactive games…
Trivia Crack
Heart of Vegas
Social Casino Games
• Social casino games one of the fastest growing and
most profitable genres of social gaming (Superdata, 2012)
• Predicted to grow from 173 million users (2012) to 269
million users (2016) (Morgan Stanley, 2012)
• Social casino gaming equally popular with males &
females and especially for youth ages 14-19 (McBride &
Derevensky, 2015)
• In 2012, social casino games accounted for almost 25%
of social gaming revenue (Superdata, 2012)
Social Casino Gaming Among
Young People
• In U.K., 10% of children 11-16 played a social casino or
practice game in past week (Parke et al., 2013)
• In Australia, 13% of children 12-17 played simulated
casino games past year (32% during their lifetime) (King
et al., 2014)
Minneapolis Airport
Student-Athletes Reporting Playing Any
Simulated Gambling Activity (Past Year)(Paskus & Derevensky, 2013)
2012 Study
Males 28.1%
Females 10.2%
Internet “Gambling” Without
Money: A few examples
This website does not permit players to wager real money. Chips in players' accounts have no monetary value, and cannot
be exchanged for anything of value. Any and all references in the website to "pots," "limits", "betting” or the like are solely
for instructional or illustrative purposes and do not involve wagering real money.
Practice Sites
www.pokerstars.net
Past-Year Gambling Participation (On and Off the Internet) by
Gender and Problem Gambling Severity among college
students
N=465 Land-based
gambling
Practice sites Internet gambling
Gender***
Male 305 66.2 49.8 11.8
Female 160 46.9 30.0 0.6
Problem Gambling
Severity
Non gambler 186 - 22.0 *** -
Social gambler 262 99.2 55.3 *** 11.8 **
Problem gambler 17 100 82.4 *** 35.3 **
Means 59.6 43.0 8.0
** p < .01*** p <.001
McBride & Derevensky, 2014
Is there a link between social casino
gambling and online gambling?
• Gambling and social game playing represent two leisure activities in which adolescents and young adults participate (Derevensky, 2012)
• Problem gamblers had higher rates of social game playing than non-gamblers (McBride & Derevensky, 2015)
• Addicted gamers had higher rates of land-based gambling than non-gamers. Many college students indicated learning how to gamble on Facebook (Kim et al., 2014)
• There was concern that online site providers use psychological principles of persuasion to manipulate users and migrate people from the play-for-fun sites to online gambling sites (Kim, Wohl, Salmon, Gupta & Derevensky, 2014)
What do we currently know??
• Some social casino games permitting play with virtual currency have been shown to
– have differential payout rates -(Sevigny et al., 2005)
– represent initial exposure for future players (Morgan Stanley, 2012)
• Much social media gambling incorporates videogame technology (Derevensky, 2012)
• Playing on Internet gambling sites without money is a common practice amongst adolescents and young adults (McBride & Derevensky, 2015)
• At-Risk and PGs play on Internet with and without money more often than non-gamblers and social gamblers (McBride & Derevensky, 2015)
What do we currently know??
• A considerable number of university students who do not gamble for money (either on or off the Internet) report playing on practice sites (Derevensky & Paskus, 2013; McBride & Derevensky, 2014)
• Individuals who use social casino games as a way of developing skills and expertise are at risk for increased gambling (Kim, Hollingshead, Wohl & Derevensky, 2015)
• Problem gamblers who use social casino games report a reduction in gambling urges and reduced gambling (Kim, Hollingshead, Wohl & Derevensky, 2015)
What do we currently know??
• Morgan Stanley (2012) report on social gambling suggests social gambling offers the potential to “teach young people to gamble”
• Australian Government Review of the Interactive Gambling act (2012):
“The public policy argument for prohibiting access to such
gaming simulations is that it potentially normalises
gambling amongst children and may lead them to become
problem gamblers in the future.”
“that with many gambling simulations is how the odds are often geared to benefit the players, which may provide a false impression of the ease of winning.”
Several reviews….
U. K. Gambling Commission (2015)
The boundaries between social gaming and commercial
gambling have become increasingly blurred and are of
concern for young people as a result of:
• the growth in use of social media for social gaming
and gambling
• an increasing convergence between the products of
traditional gambling and social gaming businesses
• significant investment by companies developing new
products or ways of marketing existing products
Issues needing to be addressed
● Online gambling
● Social gaming (social casino gambling)
● Sports gambling
● Fantasy leagues
● Best Practices (Prevention & Treatment)
● Public policy – should social casino games be
regulated?