The range and burden of gambling problems

2018 ◽  
pp. 37-52
Author(s):  
Pekka Sulkunen ◽  
Thomas F. Babor ◽  
Jenny Cisneros Örnberg ◽  
Michael Egerer ◽  
Matilda Hellman ◽  
...  

This chapter discusses the diverse problems—for individuals, families, communities, and society—which are associated with gambling. A public interest approach must assess the global expansion of gambling in the light of the whole range of its problematic consequences.The burden of gambling problems is not limited to the behavior itself; its consequences range from psychological suffering to economic and social damage, extending far beyond the gambling individuals and their immediate sphere of life. Gambling behavior itself does not need to be problematic to cause harm. Research has connected gambling to criminality, as well as other societal impacts ranging from social inequality to environmental questions. Gambling as a governmental solution to revenue needs faces the risk of turning poverty into misery, even for many who do not themselves gamble at all.

2021 ◽  
Vol 12 ◽  
Author(s):  
Viktor Månsson ◽  
Håkan Wall ◽  
Anne H. Berman ◽  
Nitya Jayaram-Lindström ◽  
Ingvar Rosendahl

This study aimed to investigate changes in gambling behaviors during the first and second waves of the COVID-19 pandemic in Sweden. Participants who had gambled within the past year were recruited from social media and the Swedish National Helpline (n = 325, mean age 39.8 years, 64.8% males, 31.3% with problem gambling) and completed an online survey measuring gambling behaviors, consequences of the pandemic in general and worries related to the pandemic. A sub-sample (n = 139) completed a follow-up survey, during the second wave. The results showed no significant associations between COVID-19 consequences (financial or increased isolation) and increased monthly gambling behavior. No major migrations were observed between game types. However, gambling on a high-risk game (OR = 7.44, p < 0.001) and worrying about mental health due to the pandemic (OR = 2.85, p < 0.001) were significantly associated with past year gambling problems and increased monthly gambling problems from the first to the second wave. More longitudinal research is needed in vulnerable populations, to fully understand the long-term consequences of the pandemic.


Author(s):  
Anders Håkansson

The COVID-19 pandemic has dramatically changed everyday life, and policy makers have raised concerns about possible changes in gambling patterns during the pandemic. This study aimed to examine whether self-reported gambling has increased during the pandemic, and to examine potential correlates of such a change. This general population survey study in Sweden collected self-report data from 2016 web survey members (51 percent men, nine percent moderate-risk/problem gamblers). Correlates of increased gambling and increased gambling specifically due to COVID-19-related cancellation of sports were calculated. Four percent reported an overall gambling increase during the pandemic. The proportion of individuals reporting an increase, compared to individuals reporting a decrease, was markedly higher for online casinos (0.62), online horse betting (0.76) and online lotteries (0.73), and lower for sports betting (0.11). Overall, gambling increases were independently associated with gambling problems and increased alcohol consumption. In the sub-group, where there was an increase in specific gambling types in response to cancelled sports betting events, rates of gambling problems were high. In conclusion, only a minority report increased gambling in response to the pandemic, but this group has markedly higher gambling problems and changes in alcohol consumption, and may represent a sub-group with a particularly high vulnerability. This calls for preventive action in people with higher gambling risks in response to the pandemic.


Author(s):  
Michael Auer ◽  
Mark D. Griffiths

AbstractDespite the popularity of horserace gambling around the world, there is surprisingly little in-depth research on the topic. Additionally, studies suggest that motives for gambling are an important proximal factor related to problematic gambling among young people and adults. The present study investigated reasons for gambling among Norwegian horse bettors utilizing questions based on the Reasons for Gambling Questionnaire. The Norwegian gambling operator Rikstoto tracks all players’ behavior across all game types on the internet as well as land-based gambling and provided the data for the study. Consequently, the responses to the questions were correlated with actual gambling behavior. The authors were given access to an anonymized dataset of 3627 players (934 females and 2693 males) from the Norwegian horse betting operator Rikstoto who all completed a short survey. The reasons for gambling most endorsed by horserace bettors were to win big prizes and for excitement. The least endorsed reasons for gambling were to impress other people and to decrease tension. Gambling for money and gambling for recreation and coping were the most highly correlated with self-reported problem gambling. Age was significant and negatively correlated with self-reported gambling problems. The number of bets made, the amount of money consciously bet (i.e., players choosing the horse(s) compared to letting a random generator choose), as well as the monthly loss limit were significant and positively correlated. To the best of the authors’ knowledge, the present study is the first to investigate (i) motivations to gamble combining self-report data with data from a real-world setting, (ii) horserace betting with actual player data, and (iii) correlations between self-reported information about gambling problems with actual gambling behavior and self-reported motivation to play. Consequently, the findings are of high existential value to the gambling studies field.


Author(s):  
Matthew J. Rockloff ◽  
Nancy Greer ◽  
Lionel G. Evans

Intensification of gambling behavior may partly result from arousal caused by the mere physical presence of others in the gaming venue moving through the gaming floor on their way to enjoy other amenities. In an experiment, 56 male and 76 female participants (N=132) gambled on a laptop-simulated electronic gaming machine (EGM), either alone or with a simulated crowd of 6 or 26 others who were wearing blindfolds and earphones. These crowds of other persons were falsely said to be participating in another experiment on sensory deprivation. Among players with preexisting gambling problems, the results showed that these crowds contributed to a particular style of gambling whereby players generally bet smaller amounts but were more persistent as losses mounted. These changes in persistence occurred despite the inability of these others to witness or evaluate the participants. The experiment suggests that the mere presence of others in a gaming venue can affect EGM betting behavior.


10.2196/17675 ◽  
2020 ◽  
Vol 22 (8) ◽  
pp. e17675
Author(s):  
Gaëlle Challet-Bouju ◽  
Jean-Benoit Hardouin ◽  
Elsa Thiabaud ◽  
Anaïs Saillard ◽  
Yann Donnio ◽  
...  

Background Individuals who gamble online may be at risk of gambling excessively, but internet gambling also provides a unique opportunity to monitor gambling behavior in real environments which may allow intervention for those who encounter difficulties. Objective The objective of this study was to model the early gambling trajectories of individuals who play online lottery. Methods Anonymized gambling‐related records of the initial 6 months of 1152 clients of the French national lottery who created their internet gambling accounts between September 2015 and February 2016 were analyzed using a two-step approach that combined growth mixture modeling and latent class analysis. The analysis was based upon behavior indicators of gambling activity (money wagered and number of gambling days) and indicators of gambling problems (breadth of involvement and chasing). Profiles were described based upon the probabilities of following the trajectories that were identified for the four indicators, and upon several covariates (age, gender, deposits, type of play, net losses, voluntary self-exclusion, and Playscan classification—a responsible gambling tool that provides each player with a risk assessment: green for low risk, orange for medium risk and red for high risk). Net losses, voluntary self-exclusion, and Playscan classification were used as external verification of problem gambling. Results We identified 5 distinct profiles of online lottery gambling. Classes 1 (56.8%), 2 (14.8%) and 3 (13.9%) were characterized by low to medium gambling activity and low values for markers of problem gambling. They displayed low net losses, did not use the voluntary self-exclusion measure, and were classified predominantly with green Playscan tags (range 90%-98%). Class 4 (9.7%) was characterized by medium to high gambling activity, played a higher breadth of game types (range 1-6), and had zero to few chasing episodes. They had high net losses but were classified with green (66%) or orange (25%) Playscan tags and did not use the voluntary self-exclusion measure. Class 5 (4.8%) was characterized by medium to very high gambling activity, played a higher breadth of game types (range 1-17), and had a high number of chasing episodes (range 0-5). They experienced the highest net losses, the highest proportion of orange (32%) and red (39%) tags within the Playscan classification system and represented the only class in which voluntary self-exclusion was present. Conclusions Classes 1, 2, 3 may be considered to represent recreational gambling. Class 4 had higher gambling activity and higher breadth of involvement and may be representative of players at risk for future gambling problems. Class 5 stood out in terms of much higher gambling activity and breadth of involvement, and the presence of chasing behavior. Individuals in classes 4 and 5 may benefit from early preventive measures.


2018 ◽  
pp. 53-70
Author(s):  
Pekka Sulkunen ◽  
Thomas F. Babor ◽  
Jenny Cisneros Örnberg ◽  
Michael Egerer ◽  
Matilda Hellman ◽  
...  

General population surveys show that gambling is prevalent in many high-income countries. Gambling is not an exclusive activity that only a few people engage in; it has become a popular recreational pursuit, especially in countries where it is legal, accessible, and commercialized. The epidemiological and clinical research reviewed in this chapter indicates that gambling problems tend to be concentrated, though not exclusively, in the most vulnerable and disadvantaged groups, including ethnic minorities, the homeless, the unemployed, the mentally ill, alcohol and drug users, and those who have lower incomes and socio-economic status. Gambling transfers wealth from the most frequent gamblers to owners of the operating companies, to the government authorities, and to the beneficiaries of direct contributions to “good causes”.


Author(s):  
Kyonghwa Kang ◽  
Jong Sun Ok ◽  
Hyeongsu Kim ◽  
Kun-Sei Lee

The purpose of this study was to investigate the gambling factors related with the gambling problem level of adolescents to provide basic information for the prevention of adolescent gambling problems. The data was drawn from the 2015 Survey on Youth Gambling Problems of the Korea Center on Gambling Problems for Korean students in grades 7–11 (ages 13–17 years) and included 14,011 study subjects (average age 14.9 years, 52.5% male). The lifetime gambling behavior experience was 42.1%, and 24.2% had a gambling behavior experience within the past three months. The past three-month prevalence of problem gambling was 1.1%. The gambling factors related with the level of adolescent problem gambling include the presence of nearby gambling facilities, having personal relationships with people that gamble, a higher number of experienced gambling behaviors, male adolescents, and a greater amount of time spent gambling. To the best of our knowledge, this study is the first report to identify gambling factors related with the level of adolescent problem gambling in Korean adolescents using national data. These findings suggest that gambling prevention efforts must consider not only access to individual adolescents as early intervention, but also environmental strategies such as accessibility regulations and alternative activities.


2016 ◽  
Author(s):  
Mark Taylor

This article investigates attitudes towards inequality among creativeworkers. In the UK, there is considerable public interest in access tocreative jobs, and a concern that these jobs are limited to those fromprivileged backgrounds. Moreover, both inequalities in cultural work andthe attitudes of cultural workers have been important areas of study forexisting research. Based on a web survey (N=2487), thisarticle investigates attitudes among creative workers, and finds that thecharacteristics that are most consistently associated with success bycreative workers are hard work and ambition, rather than structuralfactors, such privileged social origins, gender or ethnicity. Usingprincipal components analysis and regression, we show that there are threemain factors related to getting ahead, associated with reproduction,meritocracy, and education, and we show that those in the most privilegedpositions – broadly, the highest-paid white non-disabled men – are thosemost likely to deny an account of success in the creative industries associated with cultural reproduction. Weconclude that the attitudes held by creative workers, and who holds whichattitudes, make it unlikely that access to the sector and trajectories ofindividual progression within the sector will change.This paper has been submitted to a journal for consideration.


2018 ◽  
pp. 169-178
Author(s):  
Pekka Sulkunen ◽  
Thomas F. Babor ◽  
Jenny Cisneros Örnberg ◽  
Michael Egerer ◽  
Matilda Hellman ◽  
...  

This chapter summarizes the evidence from previous chapters, leading to three basic conclusions. First, gambling has both malign and benign redistributing effects. The benign effects are those that help fund necessary social activities; the malign effects are those that make the poor even poorer and the unhappy even unhappier. Second, gambling is concentrated in a very small group of heavy users, most of whom can ill afford to fund the benign effects. Third, gambling problems reinforce other vulnerabilities. These three conclusions make gambling policy an issue of distributive justice. Evidence shows that prevention of gambling problems, treatment, and harm reduction measures can be successful, if consideration is given to the complexity of the problems themselves. Government revenue and funding toward good causes from gambling create dependencies that may influence policymaking. Gambling regulation should be separated from both of those interests.


2009 ◽  
Vol 50 (4) ◽  
pp. 333-339 ◽  
Author(s):  
INGER JOHANNE BAKKEN ◽  
K. GUNNAR GÖTESTAM ◽  
ROLF W. GRÅWE ◽  
HANNE GRO WENZEL ◽  
ANITA ØREN

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