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1.
J Gambl Stud ; 2024 Aug 08.
Artículo en Inglés | MEDLINE | ID: mdl-39115756

RESUMEN

This research explores the engagement of player-facing casino employees with GameSense, a responsible gambling (RG) program, and referral of players to GameSense. We surveyed 280 employees across three casinos in Massachusetts that use this RG program as part of their RG strategy. We found that although most player-facing casino employees were aware of GameSense, slightly over half visited a GameSense Information Center, and about two-thirds interacted with a GameSense Advisor. In terms of the reason for visiting, Latent Class Analysis (LCA) revealed three distinct classes: Comprehensive Interests, RG Interests, and Focused Interests. As for those who have yet to visit, LCA two classes emerged: RG Proficiency Beliefs and Tempered RG Proficiency Beliefs. Engaged employees were more likely to refer players to GameSense, highlighting the need for targeted approaches addressing the diverse interests of player-facing employees for engaging or not engaging with GameSense. These findings underscore the importance of have player-facing casino employees engage with RG programming, and targeted approached for engagement, to enhance the efficacy of RG initiatives, and contribute to a more robust RG framework within the gambling industry.

2.
J Behav Addict ; 13(2): 665-675, 2024 Jun 26.
Artículo en Inglés | MEDLINE | ID: mdl-38656799

RESUMEN

Background and aims: This study characterized chasing behaviour as the time to return to an online gambling website after a losing or a winning visit. Methods: We analyzed a naturalistic dataset from an eCasino (PlayNow.com, the provincial platform for British Columbia, Canada), comprising 1,909,681 sessions from 15,544 individuals. Analyses distinguished sessions on slot machines, blackjack, roulette, video poker, probability games, or mixed-category sessions. Results: Overall, gamblers on most games returned more slowly as a function of the prior loss, and more quickly as a function of the prior win. Loss chasing intensities in blackjack, probability, video poker, and mixed sessions did not differ significantly from slot machines, but roulette was associated with shorter intervals to return (b = -0.13, p < 0.001). Similarly, win chasing did not vary across slot machines, blackjack, probability games, and video poker, but roulette (b = -0.08, p < 0.001) and mixed (b = -0.02, p = 0.009) sessions were associated with shorter intervals. Discussion and conclusions: The average behavioural patterns provide limited evidence for loss chasing but clearly indicate win chasing. Although slot machines are commonly considered a high-risk product, roulette in our analyses was associated with the greatest chasing intensities.


Asunto(s)
Juego de Azar , Internet , Humanos , Juego de Azar/psicología , Adulto , Masculino , Femenino , Colombia Británica , Adulto Joven , Persona de Mediana Edad , Juegos de Video , Factores de Tiempo
3.
J Gambl Stud ; 40(3): 1271-1294, 2024 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-38649656

RESUMEN

The widespread use of computers and the Internet has substantially changed the gaming environment during the past ten years. The gambling industry is no longer exclusive to land-based gaming establishments (such as casinos and racetracks). Today, a few keystrokes on a computer are all it takes to access gaming operations. Social media platforms like Facebook, Instagram, Snapchat and various other platforms constitute a particular form of access that has drawn more attention from academics in gambling studies. This increasing focus is partially attributable to the fact that social media sites have gained popularity as a means of accessing online gambling websites via hyperlinks hidden inside adverts. Users of social networking platforms can play free-to-play virtual gambling games using programmes. Virtual gaming platforms are the new name for these free-to-play simulation games of gambling. However, there is evidence to suggest that playing social casino games may serve as a "gateway" to real money gambling. The purpose of this study is to investigate the influence of deviant personas on online gambling behavior. By examining the relationship between deviant personas and online gambling, we seek to enhance our understanding of the factors that contribute to problematic gambling behaviors in virtual environments. Employing a robust methodological approach, this research amalgamates the analytical power of PLS-SEM (Partial Least Squares Structural Equation Modeling) to explore the factors influencing the intention to adopt online gambling services. The data for this study were obtained by administering an online survey questionnaire to a sample of 325 aware customers of online gambling. The study's discerning insights have notable implications for the academic community, brand strategists, online game designers, and online gambling platform providers, offering valuable guidance for decision-making and strategy formulation within the burgeoning online gambling industry.


Asunto(s)
Conducta Adictiva , Juego de Azar , Medios de Comunicación Sociales , Humanos , Juego de Azar/psicología , Masculino , Medios de Comunicación Sociales/estadística & datos numéricos , Femenino , Adulto , Conducta Adictiva/psicología , Juegos de Video/psicología , Internet
4.
Front Psychiatry ; 15: 1340104, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38370561

RESUMEN

Auto-play is a ubiquitous feature in online casino gambling and virtual slot machines especially, allowing gamblers to initiate spin sequences of pre-set length and value. While theoretical accounts diverge on the hypothesized causal effect on gambling behavior of using the auto-play feature, observational findings show that this feature is used to a higher degree by problem and/or high-intensity gamblers, suggesting that banning this feature may constitute a global responsible gambling measure. Direct, experimental research on causal effects of offering auto-play at online casinos is however lacking. Here, we report the findings of an interrupted time series experiment, conducted at a real-life online casino in Sweden, in which the auto-play feature was made available during a pre-set duration on 40 online slot machines, with 40 matched slots serving as control. Aggregated time series on daily betted amount, spins and net losses were analyzed using a structural Bayesian framework that compared observed developments during the peri-intervention period to modeled counterfactual estimates. Results suggest that offering an auto-play feature on online casinos likely increases total gambling activity in terms of betted amount (approx.+ 7-9%) and (perhaps) number of spins (approx. +3%) but has no effect on net losses. Limitations of studying auto-play effects on a population-level, as well as the complexities of banning this feature within a complex ecosystem of non-perfect channelization to licensed providers, are discussed, including suggestions for future research.

5.
J Gambl Stud ; 40(1): 255-274, 2024 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-36757603

RESUMEN

Gambling usually involves wagering real money but can also be conducted with virtual money, chips, or coins. This phenomenon is sometimes referred to as simulated gambling, social gambling, or play money gambling. This study explores correlations and transitions between simulated gambling and real money gambling with an emphasis on gambling-related harms and public health concerns. The analysis is based on a national representative survey of 46,136 German Internet users which included 5,191 real money online gamblers (RMG), 54% of whom had also participated in simulated gambling (SG). The data set is divided into subsamples based on participation in SG to carve out significant differences in these groups in regard to various socio demographics, gambling patterns, and gambling problems. Regression models are used to predict RMG frequency, participation in SG, SG participation frequency, and problem gambling. The results show a clear proximity between SG and RMG with 17% of the total sample and 54% of problem gamblers reporting being "quite sure" or "certain" that simulated gambling had led them to gambling with real money. While 7% of individuals that engaged exclusively in RMG showed gambling problems, the rate is 33% for those that engaged in both RMG and SG. Regression results provide further evidence of a relationship between SG and problem gambling, although with differing effect sizes for different game forms. We argue that SG can be both a substitute and a primer for RMG, especially for problem gamblers.


Asunto(s)
Juego de Azar , Humanos , Juego de Azar/psicología , Internet , Salud Pública
6.
J Gambl Stud ; 40(1): 83-106, 2024 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-37150774

RESUMEN

Despite the recent proliferation of legal online gambling in the Unites States, offshore gambling sites still remain prevalent, causing various problems in the U.S. Although numerous law violations occur in this domain, prior research has reported limited information about offshore gambling, mostly focusing on offshore gamblers' characteristics and motivations. Using routine activities theory, this study attempted to understand environmental and theoretical factors that affect the use of offshore sites by focusing on offshore gambling-generating contexts that involve offshore sites and online casino reviews. Major findings show that the online visibility of offshore sites may be a key predictor of the use of the sites by U.S. players. In addition, online casino reviews providing a blacklist of online gambling sites served as informal guardians, helping players avoid unreliable offshore gambling sites that pose a risk to their customers. Policy implications were suggested based on the findings and provided insights toward effective online gambling regulatory efforts.


Asunto(s)
Juego de Azar , Humanos , Juego de Azar/psicología , Motivación
7.
J Gambl Stud ; 40(2): 873-891, 2024 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-38103123

RESUMEN

In this research, we aimed to provide a comparative examination of at-risk gambling and four types of gambling activities from the standpoint of socioeconomic, demographic and psychological factors. Using data collected from 7,385 adults aged 18-64 from Serbia, we investigated how specific variables contribute to the likelihood of participation in lottery playing, sports betting, casino games, and slot games across the three time frames (lifetime, last year, and last month), and at-risk gambling. Logistic regressions revealed that male sex, ages 18 to 34, drug use, harmful alcohol use, and elevated levels of distress were significant predictors of participation in any point of life in sports betting, casino games, and slot games, and at-risk gambling. Secondary education, residing in an urban area, and harmful alcohol use predicted - across three time frames - the engagement in lottery playing, sports betting, and slot games playing, respectively. Smoking, and specifically heavy smoking, was shown to be predictive of lifetime participation in all types of gambling, while having single marital status and being unemployed emerged as the factors increasing the odds for the last-month slot games playing. Notably, the 18 to 24 age cohort turned out to be the most vulnerable part of the population, as they displayed the largest odds for at-risk gambling, and both lifetime and last-year involvement in sports betting, casino games, and slot games playing. This highlights the necessity of targeted public health interventions for the young adult population and people who experiment or already experience problems related to substance use.


Asunto(s)
Juego de Azar , Humanos , Juego de Azar/psicología , Juego de Azar/epidemiología , Adulto , Masculino , Femenino , Persona de Mediana Edad , Adulto Joven , Serbia , Adolescente , Factores Socioeconómicos , Factores de Riesgo , Conducta Adictiva/psicología
8.
J Behav Addict ; 12(4): 992-1005, 2023 Dec 22.
Artículo en Inglés | MEDLINE | ID: mdl-38032384

RESUMEN

Background and aims: Simulated gambling products, like loot boxes and social casino games, contain gambling elements, but are not classified as gambling. They are available to minors, raising concerns about a "gateway effect" into gambling. This study examined the time course of young people's engagement in simulated and monetary gambling, and associations between simulated gambling and gambling problems and harm. A necessary, although not sufficient, condition for simulated games leading to real money gambling is that simulated play must come first. Method: Participants were 1,026 young adults (aged 18-25 years) who played video games in the last year. They reported the age at which they first took part in seven simulated and twelve monetary gambling products, and current gambling problems and harm. Results: First use of loot boxes and video games with gambling content tended to precede monetary gambling. Forms where gambling is a core gameplay element, such as social casino and demonstration games, tended to follow some monetary gambling forms. Engagement in most simulated gambling products was associated with greater harm from monetary gambling. Discussion: The findings leave open the possibility of a catalyst pathway from youth engagement in loot boxes and games with gambling content to later monetary gambling, but causal psychosocial mechanisms remain unclear. However, a pathway from social casino and demonstration games to monetary gambling appears less likely, which may instead reflect containment or substitution effects. Simulated gambling disproportionately attracts youth who are vulnerable to gambling problems and harm, indicating the need for consumer protection measures.


Asunto(s)
Conducta Adictiva , Juego de Azar , Juegos de Video , Adolescente , Adulto Joven , Humanos , Adulto , Juego de Azar/psicología , Conducta Adictiva/psicología , Juegos de Video/psicología
9.
J Gambl Stud ; 2023 Nov 14.
Artículo en Inglés | MEDLINE | ID: mdl-37962802

RESUMEN

Casino gaming is considered as an entertainment but it may cause financial and psychological burdens to some individuals and their families. Therefore, casino operators have established and deployed responsible gaming policy and practice to mitigate such negative effects. This study explores whether and how responsible gaming policy and practice influences people's casino gaming intention and behavior. Data were collected from 644 Chinese adults in Macao. Results showed that responsible gaming policy and practice significantly influenced people's attitude towards casino gaming (as a legal activity and hobby), subjective norm (for disapproval of casino gaming), and perceived behavior control (for not engaging in casino gaming). Casino gaming intention was positively affected by attitude and negatively affected by subjective norm and perceived behavior control. Casino gaming behavior was positively affected by intention and negatively affected by perceived behavior control. As a whole, responsible gaming policy and practice had a small, negative but significant indirect effect on casino gaming behavior. Implications of the study were given.

10.
Front Psychiatry ; 14: 1244080, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37621967

RESUMEN

[This corrects the article DOI: 10.3389/fpsyt.2023.1128291.].

11.
Front Psychiatry ; 14: 1128291, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37304436

RESUMEN

Introduction: Gambling can have serious consequences for many aspects of a person's life. Yet relatively few people with gambling problems seek help. This study examines the extent to which exclusion from casino venues among other factors may act as a motivator for further help-seeking among casino gamblers (both landbased and remote) with at-risk or disordered gambling behavior. In addition, the barriers that prevent gamblers from accepting help are examined. Methods: Gamblers from Swiss casinos completed a written questionnaire twice, at 6-month intervals. The questions included whether they had sought help in the past 6 months. Results: For those with a SOGS-R rating of 1 or over (n = 173) at the second survey point, a difference in help-seeking was found between the excluded and non-excluded gamblers (p < .001), suggesting that exclusion may be a motivator for help-seeking. Reported differences in levels of debt (p = .006), recognition of gambling problems (p = .010) and severity of gambling-related problems (p = .004) can be taken to suggest that other motivating factors may also influence help-seeking behavior. With regard to the support sought, the most frequently used forms of support were specialized addiction counseling centers (39.5%), followed by self-help groups (21.1%) and remote counseling centers (10.5%). In terms of barriers, reasons relating to attitude, such as denial, appear to pose greater barriers than treatment-related concerns. Discussion: From a public health perspective, an overarching strategy is required to increase the share of help-seekers among casino gamblers through targeted measures.

12.
J Gambl Stud ; 39(2): 947-969, 2023 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-36973507

RESUMEN

As a country with one of the highest per capita gambling losses per year in the world, and an evolving multicultural profile, Australia has become an important setting in which to examine the harms and benefits related to gambling. The Australian population includes people from East Asian cultural backgrounds who are a key demographic of interest for gambling operators planning to grow revenue. However, Australian gambling research has concentrated primarily on those belonging to the dominant cultural group. Most of the previous and limited number of studies to examine gambling among culturally and linguistically diverse (CALD) residents have focused on people of Chinese descent, and much of the literature is now becoming relatively old. This review examines the current evidence around cultural variations in gambling prevalence, motivations, beliefs, behaviours, and help service utilisation, focusing on gamblers with an East Asian cultural background. Numerous domains in which gambling motivations and behaviours vary across cultural groups are identified, and methodological considerations related to ethnographic gambling research are discussed. This review found that while barriers and predictors to help-seeking for CALD gamblers have been studied extensively, contemporary evidence of help service utilisation and effectiveness in Australia is lacking. Further research providing an accurate assessment of the impacts of gambling for CALD gamblers is needed to ensure that harm minimisation resources are effective for those most vulnerable to harm.


Asunto(s)
Juego de Azar , Humanos , Australia/epidemiología , Diversidad Cultural , Pueblos del Este de Asia , Juego de Azar/etnología , Juego de Azar/psicología , Reducción del Daño , Asia Oriental/etnología
13.
J Gambl Stud ; 39(1): 299-320, 2023 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-35616820

RESUMEN

Social casino games have achieved widespread popularity, and are accessed by more than 85 million people each day. Yet, why people play social casino games is largely unknown. To address this gap, an inductive approach was taken to better understand the motives for playing social casino games, as well as the motives for transitioning from social casino gaming to gambling and vice versa. To this end, 269 social casino gamers were asked to provide a ranked list of their motives for playing social casino games. Additionally, we asked participants their motivations for transitioning from gambling to social casino gaming (n = 202) or vice versa (n = 67). A total of 795, 605, and 201 unique responses describing motives for playing social casino games, transitioning from social casino gaming to gambling, and transitioning from gambling to social casino gaming, respectively, were analyzed using a thematic content analysis. The most frequently endorsed motive for playing social casino games was for enhancement (e.g., fun, challenge). Participants also noted playing to earn rewards, including money, and for social reasons. Several motives linked social casino game play to gambling. These included: to hone gambling-related 'skills', a desire to transition to gambling to win real money, and as a gambling harm-reduction strategy. Motives for playing social casino games did not differ significantly between those who first gambled and then transitioned to social casino gaming and vice versa, suggesting that once people begin playing social casino games, they have similar motives for continued engagement. The present study contributes to understanding the immense popularity of social casino games and their links to gambling.


Asunto(s)
Conducta Adictiva , Juego de Azar , Juegos de Video , Humanos , Juego de Azar/psicología , Motivación , Recompensa , Reducción del Daño
14.
J Child Psychol Psychiatry ; 64(4): 645-688, 2023 04.
Artículo en Inglés | MEDLINE | ID: mdl-36347261

RESUMEN

BACKGROUND: The risk for problematic gambling and associated high-risk behaviors is elevated during adolescence and emerging adulthood. Activities with gambling-like features and novel forms of gambling may place youth at an increased risk for problem gambling. AIM AND METHOD: The aim of this review is to provide an overview of the association between both activities with gambling-like features and novel gambling activities and problem gambling among youth while examining the role of psychopathology and cognitive processes. Six databases (PsychINFO, MEDLINE, PubMed, Social Work Abstracts, Technology Collection, and Scopus) were searched in November 2021 for peer-reviewed articles investigating the association between the aforementioned variables among youth up to the age of 25 years. Risk of bias was assessed using the Observational Study Quality Evaluation. FINDINGS: Forty-five articles were included in the review. Positive associations were observed between engagement in activities with gambling-like features (e.g., video games, social casino games, loot boxes) and problem gambling. Increased involvement with novel forms of gambling (e.g., online sports betting, fantasy sports, and esports betting) were also associated with a greater risk for problematic gambling. Males reported higher rates of engagement in these activities and a greater risk of problem gambling than females. Impulsivity, risk taking, cognitive distortions, and specific emotional vulnerabilities were associated with an increased risk of problem gambling. CONCLUSIONS: Despite the need for additional longitudinal research controlling for relevant confounders, these findings underline how engagement in activities with gambling-like features are relevant in the developmental trajectory toward problem gambling.


Asunto(s)
Conducta Adictiva , Juego de Azar , Juegos de Video , Masculino , Femenino , Adolescente , Humanos , Niño , Adulto , Juego de Azar/psicología , Conducta Adictiva/psicología , Encuestas y Cuestionarios , Conducta Social , Juegos de Video/psicología , Estudios Observacionales como Asunto
15.
Addict Behav ; 137: 107525, 2023 02.
Artículo en Inglés | MEDLINE | ID: mdl-36274342

RESUMEN

Research reports positive associations between gaming disorder (GD) in adolescents and loot box purchasing but has not examined this relationship for other types of simulated gambling. This study examined whether greater engagement and expenditure in three types of simulated gambling were associated with meeting the criteria for GD in adolescents. A sample of Australians aged 12-17 years (N = 826) was recruited through an online panel aggregator. It included 646 gamers (57.7% male) with 89 being classified as having past-year GD, as defined and measured by the Internet Gaming Disorder Scale. Independent variables comprised past-month engagement in three simulated gambling activities (games with 'mini' gambling components, social casino games, and loot boxes), loot box purchasing, other microtransactions, impulsiveness, and demographics. Logistic regressions first examined whether engagement in each of the three simulated gambling activities was individually associated with GD, then with all three in the same model, and then controlling for demographic variables and impulsivity. Logistic regressions also examined whether microtransactions and purchasing loot boxes were individually associated with GD, then with both in the same model, and then controlling for demographic variables and impulsivity. Adolescents who had engaged in each simulated gambling activity in the past month were more likely to report meeting the criteria for GD. These relationships remained significant when controlling for common demographics and impulsiveness. Past-month engagement in social casino games increased the odds of GD 2.5 times (95% CI: 1.54; 4.02), 2.4 times for games with 'mini' gambling components (95% CI: 1.42; 3.90) and 2.0 times for engaging in loot boxes (95% CI: 1.22; 3.21), but only social casino games remained significant when controlling for engagement in all three activities. The likelihood of meeting the criteria for GD increased 3.8 times with expenditure on microtransactions (95% CI: 2.32; 6.27) and 4.6 times for buying loot boxes, and each remained significant when both were included in the model. Compared to digital games without simulated gambling elements, simulated gambling appears to attract adolescents who report GD. Implications of the results are discussed in detail.


Asunto(s)
Conducta Adictiva , Juego de Azar , Juegos de Video , Adolescente , Masculino , Humanos , Femenino , Juego de Azar/epidemiología , Conducta Adictiva/epidemiología , Australia/epidemiología , Comportamiento del Consumidor
16.
GeoJournal ; 88(2): 2233-2246, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-36065414

RESUMEN

Gambling tourism is a subject that has been gaining a lot of interest and notoriety over the last two decades. Push and pull factors have for long been the backbone of tourism studies and this research seeks to expound on this theory within the area of casinos. In this study, 1383 google reviews from five different countries in coastal Europe: Casino Vila Moura, Algarve (Portugal), Casino Barrière Le Croisette, Cannes (France), Casino de Monte-Carlo, (Monaco), Casino Malta, (Malta), and Regency Casino Thessaloniki, (Greece) were analyzed with the software Leximancer. The main objective of this study was to identify the concepts in the reviews and then pinpoint what push and pull factor these concepts belonged to and how important this was when choosing a casino destination in Europe. The results highlight the importance of the pull factor while choosing a destination and reveals that gamers seek mainly table games as they attract both players and other tourists who tend to gather around the tables to watch. Among the greatest push-factors is the excitement of winning money in slot machines. Findings also demonstrate that casinos located in Europe offer world-class gambling services that are both engaging and fun to engage in. This study adds to earlier research by employing the push and pull motivation framework within the area of casinos based on user-generated content.

17.
J Gambl Stud ; 39(3): 1273-1294, 2023 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-35852779

RESUMEN

In recent years researchers have emphasized the importance of artificial intelligence (AI) algorithms as a tool to detect problem gambling online. AI algorithms require a training dataset to learn the patterns of a prespecified group. Problem gambling screens are one method for the collection of the necessary input data to train AI algorithms. The present study's main aim was to identify the most significant behavioral patterns which predict self-reported problem gambling. In order to fulfil the aim, the study analyzed data from a sample of real-world online casino players and matched their self-report (subjective) responses concerning problem gambling with the participants' actual (objective) gambling behavior. More specifically, the authors were given access to the raw data of 1,287 players from a European online gambling casino who answered questions on the Problem Gambling Severity Index (PGSI) between September 2021 and February 2022. Random forest and gradient boost machine algorithms were trained to predict self-reported problem gambling based on the independent variables (e.g., wagering, depositing, gambling frequency). The random forest model predicted self-reported problem gambling better than gradient boost. Moreover, problem gamblers showed a distinct pattern with respect to their gambling based on the player tracking data. More specifically, problem gamblers lost more money per gambling day, lost more money per gambling session, and deposited money more frequently per gambling session. Problem gamblers also tended to deplete their gambling accounts more frequently compared to non-problem gamblers. A subgroup of problem gamblers identified as being at greater harm (based on their response to PGSI items) showed even higher values with respect to the aforementioned gambling behaviors. The study showed that self-reported problem gambling can be predicted by AI algorithms with high accuracy based on player tracking data.


Asunto(s)
Juego de Azar , Humanos , Juego de Azar/psicología , Autoinforme , Inteligencia Artificial , Bosques Aleatorios
18.
Int J Ment Health Addict ; 21(1): 20-27, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-32837423

RESUMEN

The novel coronavirus-2019 (COVID-19) pandemic has had major impacts on most societies worldwide including the cancelation and postponement of sports events. This has had a major impact on the sports betting industry. The present study is first to investigate the behavior of a sample of online sports bettors before and after COVID-19 measures were put in place by European governments. The authors were given access to the player data by a large European online gambling operator comprising players from Sweden, Germany, Finland, and Norway. The behavioral change of the sports bettors before March 7 and after March 7 (2020) was computed. All sports bettors who placed at least one wager in at least 5 calendar weeks out of the 10 possible calendar weeks between January 1 and March 7 (n = 5396) were included in the analysis. Results showed statistically significant reductions among sports bettors wagering in online casinos. This indicates that there was no conversion of money spent from sports betting to online casino games, at least for this particular online gambling operator. The findings suggest that there was a significant decrease in the amount of money wagered by sports bettors during the COVID-19 pandemic (compared with before it) and that sports bettors did not switch to playing more online casino games and that there was also a significant reduction in playing online casino games among sports bettors.

19.
Neurosci Biobehav Rev ; 143: 104932, 2022 12.
Artículo en Inglés | MEDLINE | ID: mdl-36341942

RESUMEN

Since the onset of COVID-19, studies suggest a significant increase in online gambling, potentially facilitated by increased time at home, social isolation and boredom. This study aimed to address what is known about the impact of the pandemic on gambling behaviour by conducting a mapping review. A systematic literature search was conducted using four online databases. Additional studies were identified using reference lists. Relevant studies were quality scored and their findings synthesised in terms of overall changes at the population level and potentially vulnerable groups. The weight of evidence from 35 relevant reports across 12 countries indicated reductions of gambling during the pandemic at the level of the general population. However, marked increases in gambling amongst vulnerable sub-populations including amongst young adults and people with pre-existing at-risk gambling were also noted. The impact of COVID-19 on gambling is highly contingent on context. If policy makers examine only population level data, this could overlook profound negative effects identified in those with at-risk gambling, gambling disorder, and amongst young adults.


Asunto(s)
COVID-19 , Juego de Azar , Humanos , Adulto Joven , Juego de Azar/epidemiología
20.
J Gambl Stud ; 2022 Nov 29.
Artículo en Inglés | MEDLINE | ID: mdl-36445607

RESUMEN

Casino employees regularly interact with problem and at-risk gamblers and thus have considerable potential to both prevent and reduce gambling-related harm. While harm minimization (HM) and responsible gambling (RG) are routinely espoused by the casino industry, the actual level of employee HM/RG training, knowledge, and behaviour is unknown. The present study investigated this issue in the Canadian context by examining employee surveys collected by the RG Check accreditation program (8,262 surveys from 78 Canadian casinos/racinos collected between 2011 and 2020). These surveys revealed that almost all casino employees receive HM/RG training, but the amount of training tends to be quite limited (one hour) except for supervisors, managers, and security personnel. Basic HM/RG knowledge among all employees appears adequate, although their understanding of probability is incomplete. The most important consideration is whether this training and knowledge translates into meaningful HM/RG behaviour towards patrons. The large majority of employees (83.1%) report engaging in at least one HM/RG interaction with a patron at some point during the course of their employment (median length of 4 to 9 years), with security personnel reporting the highest rates. However, the frequency, nature, and impact of these interactions is unknown.

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