2. The complete slide
deck & print-friendly
handouts are posted at:
www.preventionlane.org/WV
9:07 AM
3. OBJECTIVES
1. Analyze the most recent features & forms of gaming
that affect youth: freemium games, daily fantasy
sports, esports, and āloot boxes.ā
2. Explain how these new games & methods relate to
youth gambling & problem gambling.
3. Understand the implications for integrating these
issues into broader prevention settings (which will
lead us to the next session!).
4. HEADS UP
There may be content here that could present as
a trigger to some. Please take care of yourself
and give yourself a break if needed.
7. We donāt think of these
things as gambling.
Therefore, we donāt
think our young
people are gambling.
8. Definition: Gambling
__________ something of value
in the ______________________
something of greater value.
hopes of obtaining
Risking
Source: American Psychiatric Association - DSM-5 (2013).
10. 1. PRIZE:
BLURRING LINES?
2. CHANCE:
3. CONSIDERATION:
Anything of value the sponsor awards in a promotion.
(Example: goods/services with a monetary value or
items of value.)
A process beyond the participant's direct control
determines the outcome. (Example: an instant-win
game at a fast food restaurant.)
Requires money or significant effort.
(Example: attending a sales
presentation.)
17. Of 100 most popular Facebook games,
more than half (54%) include gambling
content (22% are slot-based)
Giroux, 2016
18. OOH!
WAYS TO LEVEL
UP FASTER!
TYPICAL FREEMIUM SCENARIO:
Source: Custer, R. & Rosenthal, M.
&@*$#!
ITāS GETTING
HARDER.
WOOHOO!
COOL FREE
GAME!
19. Most popular Apple
App Store
Categories in
October 2017, by
share of available
apps
Source: statista.com
IN-APP purchases=
$9 in every $10
spent!
20. āThe Psychology of Freemiumā : https://www.psychguides.com/interact/the-
psychology-of-freemium/
AT SOME POINT, YOU START FEELING āINVESTED.ā
21. This = LEGAL in most states
[Hereās our super duper quick coverage of daily fantasy sports]
24. LETāS PLAY āGUESS THE SPORT!ā
J. Hynes | 2/16/18 | www.preventionlane.org/wv
Answer: League of Legends Pro League.
Source: http://espn.go.com/esports/story/_/id/14555655/latest-league-legends-news-esports
28. J. Hynes | 2/16/18 | www.preventionlane.org/wv
Source: āCompetitive video
gaming will be a $1.5 billion
industry by 2020, researchers
say,ā Jeff Dunn / Business
Insider / 3/27/17
http://www.businessinsider.com
/esports-popularity-revenue-
forecast-chart-2017-3
29. GAMBLING ON ESPORTS.
2. Betting āskinsā on games
that can be purchased and
sold for real money
1. Betting on
professional
gaming teams
Image source: csgostash.com
3. Fantasy leagues
2017 Overwatch World Cup
Image source: pcgamer.com
30. SKINS BETTING:
REAL MONEY FOR VIRTUAL STUFF.
Esports betting = ~$2.3 billion market.
J. Hynes | 2/16/18 | www.preventionlane.org/wv
Source: http://www.bloomberg.com/features/2016-virtual-guns-
counterstrike-gambling/
34. RECALLING PROBLEM GAMBLING AS ON
A CONTINUUM.
No
Gambling Experimentation
Recreational At-Risk
Problem Gambling
(AKA āGambling Disorderā)
35. Source: Brain Briefings (2007, October), Society for Neuroscience, Washington, DC
GAMING/GAMBLING & DOPAMINE
Dopamine not released when expecting a loss.
Flooded with dopamine when expecting a win!
Itās NOT about the money!
37. āSkin in the Game: Counter-Strike has spawned a wild multibillion-dollar world of online casino
gambling; it's barely regulated and open to any kid who wants in.ā ESPN.com, 1/20/17
41. WORLD HEALTH ORGANIZATION:
Coming Soon in the ICD-11: Gaming
Disorder
Source: World Health Organization. (2018). ICD-11 Beta Draft. https://icd.who.int/dev11/l-
m/en#/http%3a%2f%2fid.who.int%2ficd%2fentity%2f1448597234
42. WORLD HEALTH ORGANIZATION:
Coming Soon in the ICD-11: Hazardous
Gaming
Source: World Health Organization. (2018). ICD-11 Beta Draft. https://icd.who.int/dev11/l-
m/en#/http%3a%2f%2fid.who.int%2ficd%2fentity%2f1448597234
44. CAVEAT before viewing research
We should be very careful not to
pathologize all gaming behavior.
45. RESEARCH IN A NUTSHELL:
ā¢ There is not yet much research on newer forms
of gambling, such as DFS and esports.
ā¢ Kids who play free online games are far more
likely to develop gambling problems
ā¢ Characteristics of online gaming addiction are
almost identical to those of problem gambling
ā¢ There are key correlations with other mental
health and addiction issues.
J. Hynes | 2/16/18 | www.preventionlane.org/wv
46. THE FREEMIUM ISSUE.
Adolescents playing simulated
gambling games more likely
to later move to real gamblingā¦
ā¦and are also more likely to have later
gambling problems
King et al., 2010
47. SOCIAL CASINO GAMING & GAMBLING:
ā¢ Those who play social games are more likely to gamble, and have
gambling problems1
ā¢ Those who engage in āmicro-transactions are far more likely to
migrate to ārealā gambling.
1. Gainsbury, S., Russell, A., King, D.L., ; Delfabbro, P., Hing, N. (2016, October).
Migration from social casino games to gambling: Motivations and characteristics of gamers who gamble.
Computers in Human Behavior, 63, pp.59-67
48. MOTIVATIONS: FROM FREE TO PAYING
ā¢ Peer influence
ā¢ Incentives
ā¢ Ads
ā¢ Inflated payout rates
Kim, Wohl, Gupta & Derevensky, 2017
50. MOTIVATIONS: WHY DO THEY KEEP PLAYING?
ā¢ Wealth ā in-game rewards
ā¢ Achievementā pursuing goals
ā¢ Inadequacy ā keeping up
King, Herd & Delfabbro, 2018
51. n=3,034 ā grades 3, 4, 7 & 8
9%pathological gaming
āLess empathy
āMore impulsivity
Source: Gentile, Choo, Liau, et al. (2011). Pathological video game use
among youth: A two year longitudinal study. Pediatrics, 127, e319-29
YOUTH āPATHOLOGICALā VIDEO
GAMERS
52. Gentile, D. (2009). Pathological video-game use among youth ages 8-18: A national study.
Psychological Science, 20, 594-602.
YOUTH āPATHOLOGICALā VIDEO
GAMERS ā¢ Sample of 1,178 youth in
the U.S.: 8.5% of youth
gamers were classified
as āpathological gamersā
ā¢ >80% play video games
at least occasionally
ā¢ āPathologicalā gaming:
(using 5 of 10 of DSM-IV;
this was prior to DSM-5)
53. Similarities between those with internet
gaming disorder (IGD) & pathological
gamblers:
ā¢ Less sensitive to loss
ā¢ More reactive
to gaming and gambling cues
ā¢ More impulsive choices
Fauth-BĆ¼ler, M., Mann, K. (2015, Nov.) Neurobiological correlates of internet gaming disorder: Similarities to
pathological gambling. Journal of Addictive Behaviors
IGD & PATHOLOGICAL GAMBLING:
55. Source: Brain Briefings (2007, October), Society for Neuroscience, Washington, DC
GAMING/GAMBLING & DOPAMINE
J. Hynes | 2/16/18 | www.preventionlane.org/wv
Dopamine not released when expecting a loss.
Flooded with dopamine when expecting a win
Itās NOT about the money!
56. 5.6% college age (18-24)
2Ā½ % all adults (18+)
4% teens (13-17)
YOUNG PEOPLE AT HIGHEST RISK...
~1% older adults (65+)
And
electronic
forms of
gaming are
most
addictive,
fastest at
addicting.