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2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Shingo Hayano ◽  
Ran Dong ◽  
Yoshie Miyata ◽  
Sakutaro Kasuga

AbstractWe conducted an online national survey using the South Oaks Gambling Screen (SOGS) on 42,880 people in Japan to identify gambling addiction prevalence differences with regard to gambling type and region. This study included 14,780 individuals (valid responses) who engaged in gambling activities in the past year. There was a large difference in mean SOGS score by gambling type: public gambling and casinos score ≈ 4.0, whereas lotteries (including numbers, etc.) ≈ 1.43. SOGS scores were much higher for those who participated in more than one gambling type than for those who participated in only one type. Regional differences in SOGS scores were also confirmed, with more populous prefectures having lower and less populous having higher SOGS scores. Integrating SOGS scores with existing data concerning hobbies and recreational behaviors across regions indicated that regions characterized by lower SOGS scores were also characterized by greater activity for hobbies and recreational behaviors.


Author(s):  
Mark D. Griffiths

Research indicates that compared to the general population, teenagers and students make the most use of social networking sites (SNSs). Although SNSs were originally developed to foster online communication between individuals, they now have the capability for other types of behaviour to be engaged in such as gambling and gaming. The present paper focuses on gambling and the playing of gambling-type games via SNSs and comprises a selective narrative overview of some of the main concerns and issues that have been voiced concerning gambling and gambling-type games played via social network sites. Overall, there is little empirical evidence relating to the psychosocial impact of adolescents engaging in gambling and gambling-type activities on SNSs, and the evidence that does exist does not allow definitive conclusions to be made. However, it is recommended that stricter age verification measures should be adopted for social games via SNSs particularly where children and adolescents are permitted to engage in gambling-related content, even where real money is not involved.


PLoS ONE ◽  
2020 ◽  
Vol 15 (10) ◽  
pp. e0238978 ◽  
Author(s):  
Sasha Mathieu ◽  
Servane Barrault ◽  
Paul Brunault ◽  
Isabelle Varescon

2018 ◽  
Vol 34 (4) ◽  
pp. 1341-1354 ◽  
Author(s):  
Vittorio Lutri ◽  
Emiliano Soldini ◽  
Silvia Ronzitti ◽  
Neil Smith ◽  
Massimo Clerici ◽  
...  

2017 ◽  
Vol 26 (2) ◽  
pp. 152-160 ◽  
Author(s):  
Céline Bonnaire ◽  
Servane Barrault ◽  
Ania Aïte ◽  
Mathieu Cassotti ◽  
Sylvain Moutier ◽  
...  

Author(s):  
Margaret Carran ◽  
Mark Griffiths

Background and aims: Gambling-type games that do not involve the spending of money (e.g., social and ‘demo’ [demonstration] gambling games, gambling-like activities within video games) have been accused in both the legal and psychological literature of increasing minors’ propensity towards prohibited forms of gambling thus prompting calls for gambling regulation to capture address such games and subject them to age restrictions. However, there is still a shortage of empirical data that considers how young people experience monetary and non-monetary gambling, and whether they are sufficiently aware of the differences. Methods: Data was collected from 23 qualitative focus groups carried out with 200 young people aged between 14 and 19 years old in schools based in London and Kent. As the study was exploratory in nature, thematic analysis was adopted in order to capture how pupils categorise, construct, and react to gambling-like activities in comparison to monetary forms of gambling without the constrains of a predetermined theoretical framework. Results: Despite many similarities, substantial differences between monetary and non-monetary forms of gambling were revealed in terms of pupils’ engagement, motivating factors, strengths, intensity, and associated emotions. Pupils made clear differentiation between non-monetary and monetary forms of gambling and no inherent transition of interest from one to the other was observed among participants. Only limited evidence emerged of ‘demo’ games being used as a practice ground for future gambling. Conclusion: For the present sample, non-monetary forms of gambling presented a different proposition to the real-money gambling with no inherent overlap between the two. For some the ‘softer’ form minimised the temptation to try other forms of gambling that they were not legally allowed to engage in, but ‘demo’ games may attract those who already want to gamble. Policy implications: Regulators must recognise and balance these two conflicting aspects. 


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