"App"rehensive: The Blurring Lines Between Gaming & Gambling - and How to Protect Our Most Vulnerable


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Presented by Julie M. Hynes, MA, CPS
2014 National Conference on Problem Gambling, July 11, 2014

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"App"rehensive: The Blurring Lines Between Gaming & Gambling - and How to Protect Our Most Vulnerable

  1. 1. Julie M. Hynes, MA, CPS National Conference on Problem Gambling Orlando, FL July 2014 t h e blurring lines o f games a nd gambling
  2. 2. The complete slide deck & print- friendly handouts are posted at: www.preventionlane.org/ncpg
  3. 3. Oregon Problem Gambling Services Jim Wuelfing Dameri Wagner, University of Oregon Student Intern Researchers!
  4. 4. More than ever, problem gambling specialists need to be aware of technology and the issues that face populations from youth to those in recovery for addictions.
  5. 5. Is our definition of “gambling” blurring? Are youth at risk for disordered gambling by merely playing a free poker app? Is a person in recovery at risk by playing frequent, often excessive, online social games?
  6. 6. Identify several recent trends, technological issues and parallels related to gambling and gaming. Identify which populations present the greatest risk for harmful consequences related to excessive online gaming behavior. Name tools that can be used to help reduce the risk of harmful consequences of electronic games/gambling.
  7. 7. There’s only so much info we all know. This is focused mainly on GAMING/GAMBLING connections, but parallels are likely to be seen with many other internet/tech-related disorders.
  8. 8. Some content here could present as a “trigger.” If you feel yourself starting to be triggered, please feel free to do whatever you need to do to feel safe.
  9. 9. INTRODUCTION Technology, Trends & Tie-in’s
  10. 10. Graphic source: http://www.cyber-scholar.com/
  11. 11. They both stimulate dopamine People play for similar reasons (escape, relaxation, competition, stimulation, etc.) The type of play can be similar Potential for addiction?...
  12. 12. Competition Speed & intensity Discovery No real “Game Over” for many games “Relationships” Others?
  13. 13. Middle photo: Daniel Berman.
  14. 14. As of January 2014:  90% of American adults have a cell phone  58% of American adults have a smartphone  42% of American adults own a tablet computer Source: Pew Internet Project
  15. 15. Week of July 1, 2014; Source: appdata.com TECHNOLOGY
  16. 16. Source: insidefacebook.com
  17. 17. Source: WSJ.com 2/11/14
  18. 18.  .15% of mobile gamers account for 50% of revenue (source: Addiction Treatment Magazine)  July 2013: Candy Crush bringing in $633,000 a day (source: ThinkGaming)
  19. 19. Source: silveroakcasino.com
  20. 20.  Higher wagers  Inflated payouts  Better odds
  21. 21. Source: mrgreen.com
  22. 22. THE LAWS (& Skirting Them)
  23. 23. Made it illegal to make interstate sports bets While this is technically legal today at licensed racetracks, the government has cited the act to prevent ONLINE sports betting.
  24. 24. Made it illegal for banks and credit card companies to allow money to be transferred to online casinos or gambling websites Fostered growth in third party (PayPal-esque) accounts for money transfers
  25. 25. ILLEGAL
  26. 26. Individual states sometimes have very specific, restrictive laws about online gambling. Some states expressly prohibit online gambling by residents while others have no clear laws. States currently with legalized online gambling: NV NJ DE
  27. 27. Source: betclic.com
  28. 28.  Completely digital $  Peer to peer (doesn’t go through a bank)  Can be used in any country  ANONYMOUS
  29. 29. RESEARCH The connections.
  30. 30. “Internet Gaming Disorder” A condition warranting more clinical research and experience before it might be considered for inclusion in the main book as a formal disorder. Source: http://www.dsm5.org/
  31. 31.
  32. 32. ?
  33. 33. A sample of 1,178 youth in the U.S.: 8.5% of youth gamers were classified as “pathological gamers” >80% play video games at least occasionally “Pathological” gaming: (using 5 of 10 of DSM-IV; this was prior to DSM-5)
  34. 34. Less empathy More impulsivity Reinforcing MH issues Source: Pediatrics, 2011 Feb; 127(2): e319-29
  35. 35. 5.6% college age (18-24) 2½ % all adults (18+) 4% teens (13-17) This is the first generation of widely available electronic gambling. We really don’t know the effects yet.
  36. 36. The PREFRONTAL CORTEX is the LAST PART to develop. years old! The brain is still developing until The PREFRONTAL CORTEX is responsible for higher level thinking, like decision making, holding attention, coping skills, controlling impulses, problem solving and planning. Starting unhealthy behaviors at young ages can mess up this development!
  37. 37. Source: Brain Briefings (2007, October), Society for Neuroscience, Washington, DC Dopamine not released when expecting a loss. Flooded with dopamine when expecting a win! It’s NOT about the money!
  38. 38. Electronics: about the action. Sound familiar? “ALMOST WINNING” causes dopamine to be activated the same as ACTUALLY winning. Problem gamers/ gamblers are more likely to see their near misses as “NEAR WINS” People play LONGER when machines give them NEAR MISSES.
  39. 39.  APPS: check them.  PASSWORDS: get them.  PRIVACY: all profiles.  CONTROLS: set them (yours, not just the device!)  CHECKS: spontaneously, do it.
  40. 40. • Keep computer use in open area – if you can (desktop computer). • Monitor, monitor, monitor. • Sites – gambling, parties, “how-to” videos, etc. • Social media accounts.
  41. 41. Teens “care about their privacy (but) it’s not always the same kind of privacy that we as adults have. Teens are more concerned about privacy from their parents, their teachers, their schools.” – Amanda Lenhart (source: Forbes.com, 8/22/13)
  42. 42. TRUST SAFE!
  43. 43. My 80’s Frogger game Image source: eBay user duramax1989
  44. 44.  Check out the games/apps WITH your kids  Play with your kids or sit with them while they play. You will have fun and learn about their gaming, too.  Check the ratings of the games your kids want to play. In the U.S. and Canada, most games sold at retail stores are described and rated by the Entertainment Software Rating Board (ESRB). Use these ratings as you discuss the most appropriate games with your child or teen. Note that many of these ratings list “E” for everyone!
  45. 45.  Major mobile services (e.g., AT&T, T-Mobile, Verizon) offer family protection plans  Features include: GPS, purchase blocking, turning off browsing/data/texting, time of day, etc.  See www.preventionlane.org/online-safety for a list of helpful links to these services Practicality alert: Some features CANNOT be blocked when user has access to WiFi (so…you may need to change your WiFi password often!)
  46. 46. Check privacy settings so their identifying info isn’t available to outsiders, even “friends of friends.” Insist on access to their pages (PASSWORD). Image: Mashable.com
  47. 47. Remember about drinking/gambling. Zero.  xo Be home by 11. Have fun & text if you need a ride. Yep got it ok thanks mom Jordan 6:49PM 5:11PM
  48. 48. Dr. Kimberly S. Young – Available on Amazon / Kindle
  49. 49. Pay attention to clues: restless, withdrawal, lack of interest, different friends, signs you know from problem gambling INTERVENE if you see warning signs. (Get intervention tips: www.drugfree.org/intervene)
  50. 50. http://youtu.be/pQnE-ViHqk8
  51. 51. http://youtu.be/pQnE-ViHqk8
  53. 53. preventionlane.org Alt email: hynes@uoregon.edu facebook.com/ preventionlane twitter.com/ preventionlane