Changes in online gambling during the COVID-19 pandemic: April update

2020 ◽  
Author(s):  
Rick Brown ◽  
Amelia Hickman

This paper examines changes in online gambling behaviour in April 2020 and compares the results with those of March 2020. This comparison was based on identical surveys undertaken a month apart which asked about online gambling participation. The prevalence of online gambling declined from 24 percent in March to 20 percent in April. Among those participating in online gambling, the proportion who reported betting less on at least one form of online gambling decreased between March (60%) and April (46%). While the prevalence of online gambling declined, the amount spent increased between March and April. While 20 percent reported spending more in March than at the start of the year, this increased to 33 percent in April. Factors associated with increased spending in April included being male, being aged under 40 years and living as a couple with children. Notably, the latter was not a predictor of increased spending in March.

Author(s):  
Michael J.A. Wohl ◽  
Melissa M. Salmon ◽  
Samantha J. Hollingshead ◽  
Hyoun S. Kim

Social casino games (i.e., free-to-play online gambling-themed games) are now ubiquitous on social network platforms such as Facebook. Their popularity and similarity to gambling games has raised concern that, among other things, social casino games will normalize gambling behaviour, which may contribute to gambling participation and to a rise in the rate of disordered gambling (see Gainsbury, Hing, Delfabbro, & King, 2014; Kim, Wohl, Salmon, Gupta, & Derevensky, 2015; Parke, Wardle, Rigbye, & Parke, 2013). Herein, we review theory and research that address potentially bad (migration to gambling) and ugly (increased rate of problem gambling) consequences of social casino gaming. We also outline the limits and boundaries of this presupposition. Specifically, we outline contexts in which social casino games may yield positive consequences when played, including the use of such games as a proxy for gambling among disordered gamblers. Drawing on these discussions, we offer a path model for gambling behaviour that places social casino gaming at its core. Although we, like others, present some pessimism regarding the outcome of social casino game play, this paper points to situations and motivations that may yield positive effects.Les jeux de casino sociaux (à savoir, les jeux de hasard gratuits en ligne) se retrouvent maintenant sur les plateformes de réseaux sociaux comme Facebook. Leur popularité et leur ressemblance avec les jeux d’argent soulèvent des inquiétudes que les jeux de casino sociaux aient entre autres pour effet de normaliser les comportements de jeu, lesquels peuvent contribuer à une participation aux jeux de hasard et à une augmentation du taux de jeu compulsif (voir Gainsbury, Hing, Delfabbro, et King, 2014; Kim, Wohl, Salmon, Gupta, et Derevensky, 2015; Parke, Wardle, Rigbye, et Parke, 2013). Dans le présent article, nous analyserons la théorie et les travaux de recherche qui traitent des conséquences potentiellement néfastes (engouement pour les jeux d’argent) et horribles (augmentation du taux du jeu compulsif) des jeux de casino sociaux. Nous définissons également les limites de cette affirmation. Plus particulièrement, nous présentons une vue d’ensemble des contextes dans lesquels les jeux de casino sociaux peuvent avoir des conséquences positives lorsqu’on s’y adonne, notamment l’utilisation chez les joueurs pathologiques de ces jeux comme substitut pour les jeux de hasard. En nous inspirant de cette analyse, nous proposons un modèle de cheminement pour les comportements de jeu où les jeux de casino sociaux occupent la place centrale. Bien que nous soyons un peu pessimistes, et nous ne sommes pas les seuls, en ce qui a trait aux répercussions des jeux de casino sociaux, cet article cite des situations et des motivations qui peuvent amener des effets positifs.


Author(s):  
Michael J.A. Wohl ◽  
Melissa M. Salmon ◽  
Samantha J. Hollingshead ◽  
Hyoun S. Kim

Social casino games (i.e., free-to-play online gambling-themed games) are now ubiquitous on social network platforms such as Facebook. Their popularity and similarity to gambling games has raised concern that, among other things, social casino games will normalize gambling behaviour, which may contribute to gambling participation and to a rise in the rate of disordered gambling (see Gainsbury, Hing, Delfabbro, & King, 2014; Kim, Wohl, Salmon, Gupta, & Derevensky, 2015; Parke, Wardle, Rigbye, & Parke, 2013). Herein, we review theory and research that address potentially bad (migration to gambling) and ugly (increased rate of problem gambling) consequences of social casino gaming. We also outline the limits and boundaries of this presupposition. Specifically, we outline contexts in which social casino games may yield positive consequences when played, including the use of such games as a proxy for gambling among disordered gamblers. Drawing on these discussions, we offer a path model for gambling behaviour that places social casino gaming at its core. Although we, like others, present some pessimism regarding the outcome of social casino game play, this paper points to situations and motivations that may yield positive effects.Les jeux de casino sociaux (à savoir, les jeux de hasard gratuits en ligne) se retrouvent maintenant sur les plateformes de réseaux sociaux comme Facebook. Leur popularité et leur ressemblance avec les jeux d’argent soulèvent des inquiétudes que les jeux de casino sociaux aient entre autres pour effet de normaliser les comportements de jeu, lesquels peuvent contribuer à une participation aux jeux de hasard et à une augmentation du taux de jeu compulsif (voir Gainsbury, Hing, Delfabbro, et King, 2014; Kim, Wohl, Salmon, Gupta, et Derevensky, 2015; Parke, Wardle, Rigbye, et Parke, 2013). Dans le présent article, nous analyserons la théorie et les travaux de recherche qui traitent des conséquences potentiellement néfastes (engouement pour les jeux d’argent) et horribles (augmentation du taux du jeu compulsif) des jeux de casino sociaux. Nous définissons également les limites de cette affirmation. Plus particulièrement, nous présentons une vue d’ensemble des contextes dans lesquels les jeux de casino sociaux peuvent avoir des conséquences positives lorsqu’on s’y adonne, notamment l’utilisation chez les joueurs pathologiques de ces jeux comme substitut pour les jeux de hasard. En nous inspirant de cette analyse, nous proposons un modèle de cheminement pour les comportements de jeu où les jeux de casino sociaux occupent la place centrale. Bien que nous soyons un peu pessimistes, et nous ne sommes pas les seuls, en ce qui a trait aux répercussions des jeux de casino sociaux, cet article cite des situations et des motivations qui peuvent amener des effets positifs.


Author(s):  
Steve Sharman ◽  
Amanda Roberts ◽  
Henrietta Bowden-Jones ◽  
John Strang

AbstractIn response to the COVID-19 pandemic, the UK Government placed society on ‘lockdown’, altering the gambling landscape. This study sought to capture the immediate lockdown-enforced changes in gambling behaviour. UK adults (n = 1028) were recruited online. Gambling behaviour (frequency and weekly expenditure, perceived increase/decrease) was measured using a survey-specific questionnaire. Analyses compared gambling behaviour as a function of pre-lockdown gambling status, measured by the Brief Problem Gambling Scale. In the whole sample, gambling participation decreased between pre- and during-lockdown. Both gambling frequency and weekly expenditure decreased during the first month of lockdown overall, but, the most engaged gamblers did not show a change in gambling behaviour, despite the decrease in opportunity and availability. Individuals whose financial circumstances were negatively affected by lockdown were more likely to perceive an increase in gambling than those whose financial circumstances were not negatively affected. Findings reflect short-term behaviour change; it will be crucial to examine, at future release of lockdown, if behaviour returns to pre-lockdown patterns, or whether new behavioural patterns persist.


2014 ◽  
Vol 0 (0) ◽  
Author(s):  
Michael Dieter Egerer ◽  
Virve Marionneau

AbstractAIMS – Problem gambling is normally identified by fixed criteria of harm adapted from those of substance abuse and by focusing on the individual gambler. However, rigid definitions neglect institutional variations of gambling practices within different legislative configurations. This study proposes analysing the line between recreational and problem gambling by focusing on gambling behaviour and looking at the corruption of the defining factors of play (Caillois, 1958) in three different institutional contexts. DESIGN – A stimulated focus-group method (Reception Analytical Group Interview) was applied to seven groups of Finnish and French general practitioners each and three groups of German ones to study the variations of conceptualising the defining factors of play as introduced by Caillois. RESULTS – Corruption of play was distinguished by participants from all three countries as the dividing line between recreational and problem gambling, but cultural variations were found: the French and German GPs emphasised the loss of the exceptionality of gambling, whereas the Finnish GPs highlighted the invasion of the home by online gambling. Furthermore, the Finnish and German participants were more concerned about the use of gambling as an emotional regulator, while French GPs echoed the French medical model in discussing the adrenaline rush of problem gamblers. CONCLUSIONS – Caillois’ defining factors of play can be used to distinguish recreational from problem gambling and to offer a more encompassing definition of problem gambling. The perception of the line between recreational and problem gambling also seems to depend on the institutional and cultural context.


2021 ◽  
Vol 12 ◽  
Author(s):  
Jonny Engebø ◽  
Torbjørn Torsheim ◽  
Ståle Pallesen

The purpose of gambling regulation can be to ensure revenue for the public, to prevent crime and gambling problems. One regulatory measure involves restriction of what games can be offered in a market. In this study, the effects of two regulatory market changes are investigated: First, a restriction of availability when slot machines were banned from the Norwegian market in 2007, and second the introduction of regulated online interactive games to the same market in 2014. Data collected from the general population in the period from 2005 through 2018, comprising 2,000 respondents every year, are used to investigate how participation in gambling changed over time. The respondents were asked if they took part in various games or lotteries. Logistic regression analyses were used to predict the proportion participating in five groups of games and if changes in participation coincided with major market changes. The first change was associated with a reduction in gambling on slot machines as well as a reduction in gambling participation overall. Following the slot machine ban, results show an increase in women participating in games offered in land-based bingo premises. A general increase in gambling on foreign websites was also seen, albeit much smaller than the reduction in slot machine gambling. The increases can partly be explained as substitution of one type of gambling with another. New regulated online interactive games were introduced in 2014. Despite the relatively large growth of such games internationally, Norway included, increased online gambling in general and an increased marketing of foreign gambling websites, the participation on foreign websites seemed stable. However, the overall participation in online interactive games increased. The introduction of the regulated alternative seems to have had a channelizing effect. Overall, the changes in gambling participation coinciding with two major regulatory changes can be explained by transformations of physical and social availability, and in terms of mechanisms outlined by the model of total consumption.


2017 ◽  
Vol 20 (8) ◽  
pp. 2990-3010 ◽  
Author(s):  
Sally M Gainsbury ◽  
Alex MT Russell ◽  
Nerilee Hing ◽  
Alex Blaszczynski

Many jurisdictions have legalized and licensed online gambling sites. Nonetheless, a notable proportion of the online gambling market operates offshore. Offshore sites pose risks for consumers in terms of unsafe and disreputable practices, compete with domestically licensed sites and do not participate in the economies in which they operate. This study aimed to explore the extent to which Australian online gamblers use offshore as compared to domestic gambling sites, consumer attitudes and gambling-related harms. Participants ( N = 3199) completed an online survey assessing gambling behaviour, reasons for choosing sites, awareness of and impact of online gambling legislation, and problem gambling. Results show that 25.8% of online gamblers used offshore sites, and that these were more involved gamblers overall than domestic gamblers, and had greater problem gambling severity. Most online gamblers preferred domestic sites, indicating that regulation of online gambling with associated consumer protection measures may benefit those who wish to gamble online.


Author(s):  
Maris Catania ◽  
Mark D. Griffiths

AbstractThe emergence of online gambling has raised concerns about potential gambling-related harm, and various measures have been implemented in order to minimise harm such as identifying and/or predicting potential markers of harm. The present study explored how the nine DSM-5 criteria for gambling disorder can be operationalised in terms of actual online gambling behaviour using account-based gambling tracking data. The authors were given access to an anonymised sample of 982 gamblers registered with an online gambling operator. The data collected for these gamblers consisted of their first three months’ gambling activity. The data points included customer service contacts, number of hours spent gambling, number of active days, deposit amounts and frequency, the number of times a responsible gambling tool (such as deposit limit) were removed by the gamblers themselves, number of cancelled withdrawals, number of third-party requests, number of registered credit cards, and frequency of requesting bonuses through customer service (i.e., the number of instances of ‘bonus begging’). Using these metrics, most of the DSM-5 criteria for gambling disorder can be operationalized (at least to some extent) using actual transaction data. These metrics were then applied to a sample of online gamblers, and through cluster analysis four types of online gambler based on these metrics (non-problem gamblers, at-risk gamblers, financially vulnerable gamblers, and emotionally vulnerable gamblers) were identified. The present study is the first to examine the application of the DSM-5 criteria of gambling disorder to actual gambling behaviour using online gambling transaction data and suggests ways that gambling operators could identify problem gamblers online without the need for self-report diagnostic screening instruments.


2011 ◽  
pp. 4 ◽  
Author(s):  
Nerilee Hing ◽  
Sally Gainsbury

This study examines gambling and problem gambling among gaming venue staff and provides a quantitative analysis that is directly comparable to the general population. A sample of 511 staff from casinos, hotels, and clubs in Queensland, Australia completed a questionnaire. Results indicate that employees exceed the average for gambling participation, regular gambling, and usual gambling duration for every type of gambling for which comparisons could be made. Problem gambling rates amongst staff were 9.6 times higher than for the Queensland population. Problem and moderate-risk gamblers were typically males who worked around gambling facilities and assisted patrons with gambling. A substantial proportion of problem and moderate-risk gamblers report increasing their gambling since commencing work. These results are of interest, given the importance of understanding how exposure interacts with gambling behaviour, of debates about the nature of this interaction, and of industry-based responsible gambling policies that particularly focus on gaming venue employees.


Author(s):  
Adrian Parke ◽  
Mark Griffiths

The rapid growth and acceptance of online gambling is concerning to academics and clinicians in the field of pathological gambling research. This study proposes a theoretical framework that outlines the effect of technological developments in information technology (IT) on gambling behaviour. The aim of the study is to produce theoretical propositions that can be investigated empirically in future research. Grounded Theory was employed to enable a theoretical framework to conceptualise online gambling behaviour and the utility of IT in gambling behaviour. In total, eight participants were interviewed via semi-structured interviews until theoretical saturation was achieved. The theoretical framework was contrasted against existing problem gambling research. Grounded Theory has indicated that developments in IT have been a catalyst for Elevated Gambling Involvement, in terms of both participation and pre-occupation, and that this phenomenon was produced via the following behavioural constructs: Increased Outcome Control, Reduced Discipline, Expediency and Consumer Value.


Sign in / Sign up

Export Citation Format

Share Document