This document summarizes a training presentation on technology trends related to gambling and gaming and the risks these pose, especially for youth and those in recovery from addiction. The presentation covers how gaming has blurred the line with gambling due to microtransactions and social features. It identifies populations like youth and those in recovery that are most at risk and discusses factors like dopamine activation that make electronic gaming potentially addictive. It provides recommendations for addressing the issues at individual, local, and systems levels through education, policy, controls, and open communication between parents and children.
The document is a 2011 report from the Entertainment Software Association (ESA) that provides sales, demographic, and usage data about the computer and video game industry. Some key facts include:
- 72% of American households play computer or video games, with the average gamer age being 37. 29% of gamers are over age 50.
- The average age of the most frequent game purchaser is 41. 52% of frequent purchasers are male and 48% are female.
- 55% of gamers play games on their phones or handheld devices. 65% of gamers play games with others in person.
- 91% of parents are present when games are purchased and
Gaming and Gambling Addiction ("'App'rehesive"Julie Hynes
Workshop Description: In this presentation, we will examine the rapidly-shifting world of technology that has outpaced even many experts’ abilities to keep up. From video games to social network gaming, we will look into recent trends with regard to online and mobile technology and play, and how the lines have become blurred between traditional “games” and gambling. We will look into specifics such as development of games that are more attractive to younger populations laws (and how kids work around them), similarities and differences between various platforms and game play, different methods of incentives and forms of payment. We will examine the research on gaming disorders and gambling disorders—including similarities, differences and common risk factors and vulnerable populations (and discuss the DSM-5). And we won’t just stay stuck in the problem: you will be equipped with practical and evidence-based tips and tools that aim at protecting, and advocating for, vulnerable populations – with a special focus on youth and those in addictions recovery.
Learning Objective 1: Identify several recent trends, technological issues and parallels related to gambling and social gaming.
Learning Objective 2: Identify which populations present the greatest risk for harmful consequences related to excessive online behavior.
Learning Objective 3: Name at least four tools that can be used to help reduce the risk of harmful consequences of electronic games/gambling.
In this presentation, we will examine the rapidly-shifting world of technology that has outpaced even many experts’ abilities to keep up. From video games to social network gaming, we will look into recent trends with regard to online and mobile technology and play, and how the lines have become blurred between traditional “games” and gambling. We will look into specifics such as development of games that are more attractive to younger populations laws (and how kids work around them), similarities and differences between various platforms and game play, different methods of incentives and forms of payment. We will examine the research on gaming disorders and gambling disorders—including similarities, differences and common risk factors and vulnerable populations (and discuss the DSM-5). And we won’t just stay stuck in the problem: you will be equipped with practical and evidence-based tips and tools that aim at protecting, and advocating for, vulnerable populations – with a special focus on youth and those in addictions recovery.
"What's Hidden in those Cards? Addressing Problem Gambling (& Gaming) in 2015...Julie Hynes
This document summarizes key points about the connections between gaming/gambling and technology. It notes that the definition of gambling is blurring as free poker apps and social games can still be psychologically rewarding. Youth are particularly vulnerable due to brain development. Research finds links between video game playing and later gambling as well as similarities in how gaming and gambling activate dopamine reward systems. The document provides tips for parents to monitor youth internet and technology use and set controls to help reduce risks of problematic behavior.
This document discusses the impact of gaming, social media, and internet use on today's youth. It addresses both the detrimental and positive effects, as well as safety concerns. Some key points made include: excessive screen time can negatively impact users emotionally, socially, physically, and spiritually. However, gaming can also have cognitive, motivational, and emotional benefits if used in moderation. The document provides advice for parents on monitoring their children's technology use and addressing potential issues or addictive behaviors through open communication and setting clear boundaries.
The document provides an overview of key facts about the computer and video game industry from a 2015 report by the Entertainment Software Association. It summarizes who plays games, what types of games are most popular, how and with whom people play, parental involvement, and top-selling games and industry sales figures from 2003-2014. The report is based on a survey of over 4,000 US households and finds that 4 out of 5 households own a device to play games, with the average player being 35 years old.
This improved stack includes summary results of various demographic information about gamers including some health information that has been produced and published on the Web. It attempts to put some of the best resources and summary results in one place.
The document provides demographic data and sales figures for the computer and video game industry in 2009-2010. It finds that 67% of American households play games, with the average gamer being 34 years old. The top-selling games of 2009 were Call of Duty: Modern Warfare 2 on multiple platforms. U.S. computer and video game sales totaled $10.5 billion in 2009. The ESA expects 41% of Americans to purchase games in 2010.
The document provides sales and demographic data about the computer and video game industry from 2010. It summarizes that in 2010, 67% of American households played games, with the average gamer being 34 years old. The top-selling video game genres were sports, action, and shooter games. The top-selling titles were Call of Duty: Modern Warfare 2 and New Super Mario Bros. Wii. Combined computer and video game sales totaled $10.5 billion in 2009.
The document is a 2011 report from the Entertainment Software Association (ESA) that provides sales, demographic, and usage data about the computer and video game industry. Some key facts include:
- 72% of American households play computer or video games, with the average gamer age being 37. 29% of gamers are over age 50.
- The average age of the most frequent game purchaser is 41. 52% of frequent purchasers are male and 48% are female.
- 55% of gamers play games on their phones or handheld devices. 65% of gamers play games with others in person.
- 91% of parents are present when games are purchased and
Gaming and Gambling Addiction ("'App'rehesive"Julie Hynes
Workshop Description: In this presentation, we will examine the rapidly-shifting world of technology that has outpaced even many experts’ abilities to keep up. From video games to social network gaming, we will look into recent trends with regard to online and mobile technology and play, and how the lines have become blurred between traditional “games” and gambling. We will look into specifics such as development of games that are more attractive to younger populations laws (and how kids work around them), similarities and differences between various platforms and game play, different methods of incentives and forms of payment. We will examine the research on gaming disorders and gambling disorders—including similarities, differences and common risk factors and vulnerable populations (and discuss the DSM-5). And we won’t just stay stuck in the problem: you will be equipped with practical and evidence-based tips and tools that aim at protecting, and advocating for, vulnerable populations – with a special focus on youth and those in addictions recovery.
Learning Objective 1: Identify several recent trends, technological issues and parallels related to gambling and social gaming.
Learning Objective 2: Identify which populations present the greatest risk for harmful consequences related to excessive online behavior.
Learning Objective 3: Name at least four tools that can be used to help reduce the risk of harmful consequences of electronic games/gambling.
In this presentation, we will examine the rapidly-shifting world of technology that has outpaced even many experts’ abilities to keep up. From video games to social network gaming, we will look into recent trends with regard to online and mobile technology and play, and how the lines have become blurred between traditional “games” and gambling. We will look into specifics such as development of games that are more attractive to younger populations laws (and how kids work around them), similarities and differences between various platforms and game play, different methods of incentives and forms of payment. We will examine the research on gaming disorders and gambling disorders—including similarities, differences and common risk factors and vulnerable populations (and discuss the DSM-5). And we won’t just stay stuck in the problem: you will be equipped with practical and evidence-based tips and tools that aim at protecting, and advocating for, vulnerable populations – with a special focus on youth and those in addictions recovery.
"What's Hidden in those Cards? Addressing Problem Gambling (& Gaming) in 2015...Julie Hynes
This document summarizes key points about the connections between gaming/gambling and technology. It notes that the definition of gambling is blurring as free poker apps and social games can still be psychologically rewarding. Youth are particularly vulnerable due to brain development. Research finds links between video game playing and later gambling as well as similarities in how gaming and gambling activate dopamine reward systems. The document provides tips for parents to monitor youth internet and technology use and set controls to help reduce risks of problematic behavior.
This document discusses the impact of gaming, social media, and internet use on today's youth. It addresses both the detrimental and positive effects, as well as safety concerns. Some key points made include: excessive screen time can negatively impact users emotionally, socially, physically, and spiritually. However, gaming can also have cognitive, motivational, and emotional benefits if used in moderation. The document provides advice for parents on monitoring their children's technology use and addressing potential issues or addictive behaviors through open communication and setting clear boundaries.
The document provides an overview of key facts about the computer and video game industry from a 2015 report by the Entertainment Software Association. It summarizes who plays games, what types of games are most popular, how and with whom people play, parental involvement, and top-selling games and industry sales figures from 2003-2014. The report is based on a survey of over 4,000 US households and finds that 4 out of 5 households own a device to play games, with the average player being 35 years old.
This improved stack includes summary results of various demographic information about gamers including some health information that has been produced and published on the Web. It attempts to put some of the best resources and summary results in one place.
The document provides demographic data and sales figures for the computer and video game industry in 2009-2010. It finds that 67% of American households play games, with the average gamer being 34 years old. The top-selling games of 2009 were Call of Duty: Modern Warfare 2 on multiple platforms. U.S. computer and video game sales totaled $10.5 billion in 2009. The ESA expects 41% of Americans to purchase games in 2010.
The document provides sales and demographic data about the computer and video game industry from 2010. It summarizes that in 2010, 67% of American households played games, with the average gamer being 34 years old. The top-selling video game genres were sports, action, and shooter games. The top-selling titles were Call of Duty: Modern Warfare 2 and New Super Mario Bros. Wii. Combined computer and video game sales totaled $10.5 billion in 2009.
The document provides an overview of digital games and gamers, including who plays games, why they play, where and how they play, and examples of using games for learning and health purposes. Some key points are that the average gamer is 34 years old, social gaming is popular, and games are being used successfully in subjects like history, science, and health education.
Dr. Bo Berhard - Responsible Gambling Around the WorldHorizons RG
Dr. Bo Bernard's presentation "Responsible Gambling Around the World: A Global Scan" Presented at New Horizons in Responsible Gambling conference. January 28-30, 2013 in Vancouver BC.
The curse of the media and potential futurelucynka88
The document discusses research on the effects of violent video games on behavior. Some researchers find that playing violent video games can increase aggressive thoughts and behaviors, while others argue that video games do not cause aggression and that many factors contribute to anti-social behavior. The document also discusses the potential benefits of virtual worlds for education and how gaming may evolve in the future with virtual reality.
The Family Of The Future - an online survey with consumers and technology eli...DESMOND YUEN
A new study shows that while 48% of consumers feel “excited” about the future of tech, 40% fear that emerging technology will introduce as many new problems as solutions. This finding comes from Intel’s “Next 50” Study of 1,000 consumers, conducted with research firm PSB, to determine prevailing perceptions about the future of technology.
•Consumers see the familiar when they look far into the future. Over 80 percent report believing that smartphones and PCs will continue to be important in 50 years.
•Consumers are split on whether technology will bring them closer together or further apart from friends and family.
•Consumers have mixed views of artificial intelligence in the future, and over one-third don’t believe they use AI today.
Changing the Way We Think About Addictions and YouthJulie Hynes
Focus on the Future panel - Olympia, WA, 4/26/17.
Julie Hynes, Cam Adair, Roger Fernandes
Conference sponsored by Evergreen Council on Problem Gambling and TOGETHER
The document discusses research on the effects of violent video game exposure on attitudes towards victims of crime. It describes a study that found higher levels of violent game play were associated with lower levels of concern for different types of victims, including general victims, vulnerable victims, and culpable victims. Specifically, it found that young people who play more violent video games reported less concern overall and for these victim types. The study suggests long-term exposure to violent video games may influence views of culpability and blame. However, it notes that individual experiences and gender differences also need further exploration to understand these effects.
Matthew Ovington - Snakes and ladders: Trust and motivation in online gamingUCDUK
The building blocks of online trust are relatively well understood, especially with regard to eCommerce. Brand values, high street retail presence and customer-friendly policies all play a part in establishing trust in our online online gaming products. However, with online casino gaming, where the outcomes of games such as roulette or slots are governed by chance players are rightly sensitive to any real (or imagined!) house advantage. Establishing trust is only part of the solution. Trust must be nurtured in order to develop long and lasting relationships. The aim of this talk is to highlight findings with regard to what things engender feelings of trust and motivation in relation to online gaming.
This document discusses partnerships between youth and nonprofits. It notes that youth are global citizens with powerful online tools who can help drive impactful campaigns. Nonprofits are encouraged to treat all people equally, not underestimate the power of youth, be where youth are (including social media), think like a brand by relinquishing some control, and redefine activism using mobile tools. Effective engagement requires clear calls to action, leadership opportunities for youth, and meeting them on their terms across various platforms.
The document discusses the positive and negative effects of virtual worlds and gaming. It focuses on the negative effects of the violent video game Gears of War, which could potentially encourage more negative user effects than positive ones. The author shares their experience playing Gears of War with people of different ages and backgrounds, which raised some concerns about the dangers of online gaming for younger users who are more vulnerable. There needs to be greater awareness of these risks and more parental limitations and online safety education.
Large majorities of Internet users in both developed and developing countries believe that personal technology has vastly improved how they shop, work, learn, and get things done. However, there is an emerging divide in attitudes between the two groups. Developing countries express deep enthusiasm for technology's benefits, while developed countries with more ubiquitous technology express greater concerns about emerging issues like privacy. Nearly all Internet users share a concern that personal technology negatively impacts privacy. Majorities in most countries feel current legal protections are insufficient and want privacy safeguards strengthened.
2013 Edelman Global Entertainment Study - BrazilEdelman
Edelman’s Global Entertainment Study highlights the importance and prevalence of entertainment in people’s daily lives, and how technology has enabled its consumption and sharing on a global basis. Now in its seventh year, the study, co-commissioned by Edelman and MATTER and fielded by Edelman Berland, has expanded beyond the U.S. and U.K. to include Brazil, China, Germany, India, Korea and Turkey. Here you will find the results focused on the Brazilian market.
Diagnostic considerations internet gaming use disorderdrleighholman
This document discusses diagnostic considerations and theories regarding internet gaming addiction. It begins by outlining the debate around whether video games or the internet is the primary platform. It then summarizes Griffiths' video game addiction theory and criteria. Several models and issues with the research are discussed. International prevalence rates are reviewed, with problematic gaming estimated around 3% generally. The DSM-5 criteria for internet gaming disorder is outlined. Etiology, risk factors, differential diagnosis, and comorbidity are explored. Structural characteristics of online games that may contribute to addiction are also summarized.
This document discusses the current state and future implications of video games. It addresses both the negative effects that have been reported, such as increased aggression and reduced empathy, as well as potential positive effects on skills development. While some research has linked violent video games to real-life violence, others argue this relationship is complex with multiple influences. Going forward, video games may transform learning and even replace traditional media as their narrative structure advances. However, more research is still needed to fully understand video games' impact on players, especially children.
Videogame players are often compared to drug addicts who seek an instant rush or fix from playing electronic games. A 2006 study by the British Board of Film Classification (BBFC) found that younger gamers are influenced to play violent titles due to peer pressure, and negative media coverage increases interest in these games. However, the BBFC also noted that graphic violence in games can upset younger players.
"The Unintended Consequences of Beating Users with Carrot Sticks: Radical Thoughts on Security Reform" Presentation by
Benjamin Tomhave at OWASP 2010 AppSec DC Cofnerence. Uploading here for non-mac users. (http://www.owasp.org/index.php/The_Unintended_Consequences_of_Beating_Users_with_Carrot_Sticks:_Radical_Thoughts_on_Security_Reform)
The document discusses findings from the BBFC's 2006 research into video game audiences. It found that younger gamers are influenced to play violent titles due to peer pressure, and that negative press coverage increases interest. However, younger players often find game violence upsetting. The research also found gender differences in game preferences, with females preferring non-violent games and males favoring first-person shooters and sports games.
Videogames have received criticism for potentially causing negative effects such as increased aggression and violence. However, research on this topic has produced mixed results, with no definitive proof that game effects last long-term or transfer to real-world behavior. Younger gamers are sometimes influenced by older siblings to play inappropriate games, though the classification system aims to prevent this.
CampusCraft is a serious health game being developed by WisdomTools to educate college students about health issues. A prototype was tested on campus and provided students with scenarios around sexual consent and alcohol use. Testing found it effectively improved knowledge and attitudes compared to traditional education methods. Feedback was positive and suggested expanding game mechanics, activities and linking personal health data to further engage players and link the virtual game to students' real lives.
Focus on the Future Conference 2015: "App-rehensive: The Blurring Lines of Ga...Julie Hynes
This document discusses the blurring lines between gaming and gambling due to new technologies. It notes that many games, especially those played on mobile devices, incorporate gambling-like features such as near-misses and variable rewards that can stimulate dopamine release in similar ways. Research suggests that some electronic games can become addictive for some players, especially youth whose prefrontal cortex is still developing. The document provides recommendations for policies, local systems, and individuals to help address risks and promote responsible gaming.
App-rehensive: The Blurring Lines of Games and GamblingJulie Hynes
This document contains a slide presentation on the blurring lines between gaming and gambling with technology. Some key points:
- Technology and the speed/intensity of games and gambling can activate dopamine release in similar ways to risky behaviors.
- Many youth play free-to-start games that include in-app purchases that resemble gambling. Research shows a percentage of youth gamers exhibit pathological gaming behaviors.
- Policies are needed to address potentially gambling-like monetized games and provide consumer protections for all ages, including education and responsible features within games/apps. Support tools can help individuals at risk monitor usage and spending.
The document provides an overview of digital games and gamers, including who plays games, why they play, where and how they play, and examples of using games for learning and health purposes. Some key points are that the average gamer is 34 years old, social gaming is popular, and games are being used successfully in subjects like history, science, and health education.
Dr. Bo Berhard - Responsible Gambling Around the WorldHorizons RG
Dr. Bo Bernard's presentation "Responsible Gambling Around the World: A Global Scan" Presented at New Horizons in Responsible Gambling conference. January 28-30, 2013 in Vancouver BC.
The curse of the media and potential futurelucynka88
The document discusses research on the effects of violent video games on behavior. Some researchers find that playing violent video games can increase aggressive thoughts and behaviors, while others argue that video games do not cause aggression and that many factors contribute to anti-social behavior. The document also discusses the potential benefits of virtual worlds for education and how gaming may evolve in the future with virtual reality.
The Family Of The Future - an online survey with consumers and technology eli...DESMOND YUEN
A new study shows that while 48% of consumers feel “excited” about the future of tech, 40% fear that emerging technology will introduce as many new problems as solutions. This finding comes from Intel’s “Next 50” Study of 1,000 consumers, conducted with research firm PSB, to determine prevailing perceptions about the future of technology.
•Consumers see the familiar when they look far into the future. Over 80 percent report believing that smartphones and PCs will continue to be important in 50 years.
•Consumers are split on whether technology will bring them closer together or further apart from friends and family.
•Consumers have mixed views of artificial intelligence in the future, and over one-third don’t believe they use AI today.
Changing the Way We Think About Addictions and YouthJulie Hynes
Focus on the Future panel - Olympia, WA, 4/26/17.
Julie Hynes, Cam Adair, Roger Fernandes
Conference sponsored by Evergreen Council on Problem Gambling and TOGETHER
The document discusses research on the effects of violent video game exposure on attitudes towards victims of crime. It describes a study that found higher levels of violent game play were associated with lower levels of concern for different types of victims, including general victims, vulnerable victims, and culpable victims. Specifically, it found that young people who play more violent video games reported less concern overall and for these victim types. The study suggests long-term exposure to violent video games may influence views of culpability and blame. However, it notes that individual experiences and gender differences also need further exploration to understand these effects.
Matthew Ovington - Snakes and ladders: Trust and motivation in online gamingUCDUK
The building blocks of online trust are relatively well understood, especially with regard to eCommerce. Brand values, high street retail presence and customer-friendly policies all play a part in establishing trust in our online online gaming products. However, with online casino gaming, where the outcomes of games such as roulette or slots are governed by chance players are rightly sensitive to any real (or imagined!) house advantage. Establishing trust is only part of the solution. Trust must be nurtured in order to develop long and lasting relationships. The aim of this talk is to highlight findings with regard to what things engender feelings of trust and motivation in relation to online gaming.
This document discusses partnerships between youth and nonprofits. It notes that youth are global citizens with powerful online tools who can help drive impactful campaigns. Nonprofits are encouraged to treat all people equally, not underestimate the power of youth, be where youth are (including social media), think like a brand by relinquishing some control, and redefine activism using mobile tools. Effective engagement requires clear calls to action, leadership opportunities for youth, and meeting them on their terms across various platforms.
The document discusses the positive and negative effects of virtual worlds and gaming. It focuses on the negative effects of the violent video game Gears of War, which could potentially encourage more negative user effects than positive ones. The author shares their experience playing Gears of War with people of different ages and backgrounds, which raised some concerns about the dangers of online gaming for younger users who are more vulnerable. There needs to be greater awareness of these risks and more parental limitations and online safety education.
Large majorities of Internet users in both developed and developing countries believe that personal technology has vastly improved how they shop, work, learn, and get things done. However, there is an emerging divide in attitudes between the two groups. Developing countries express deep enthusiasm for technology's benefits, while developed countries with more ubiquitous technology express greater concerns about emerging issues like privacy. Nearly all Internet users share a concern that personal technology negatively impacts privacy. Majorities in most countries feel current legal protections are insufficient and want privacy safeguards strengthened.
2013 Edelman Global Entertainment Study - BrazilEdelman
Edelman’s Global Entertainment Study highlights the importance and prevalence of entertainment in people’s daily lives, and how technology has enabled its consumption and sharing on a global basis. Now in its seventh year, the study, co-commissioned by Edelman and MATTER and fielded by Edelman Berland, has expanded beyond the U.S. and U.K. to include Brazil, China, Germany, India, Korea and Turkey. Here you will find the results focused on the Brazilian market.
Diagnostic considerations internet gaming use disorderdrleighholman
This document discusses diagnostic considerations and theories regarding internet gaming addiction. It begins by outlining the debate around whether video games or the internet is the primary platform. It then summarizes Griffiths' video game addiction theory and criteria. Several models and issues with the research are discussed. International prevalence rates are reviewed, with problematic gaming estimated around 3% generally. The DSM-5 criteria for internet gaming disorder is outlined. Etiology, risk factors, differential diagnosis, and comorbidity are explored. Structural characteristics of online games that may contribute to addiction are also summarized.
This document discusses the current state and future implications of video games. It addresses both the negative effects that have been reported, such as increased aggression and reduced empathy, as well as potential positive effects on skills development. While some research has linked violent video games to real-life violence, others argue this relationship is complex with multiple influences. Going forward, video games may transform learning and even replace traditional media as their narrative structure advances. However, more research is still needed to fully understand video games' impact on players, especially children.
Videogame players are often compared to drug addicts who seek an instant rush or fix from playing electronic games. A 2006 study by the British Board of Film Classification (BBFC) found that younger gamers are influenced to play violent titles due to peer pressure, and negative media coverage increases interest in these games. However, the BBFC also noted that graphic violence in games can upset younger players.
"The Unintended Consequences of Beating Users with Carrot Sticks: Radical Thoughts on Security Reform" Presentation by
Benjamin Tomhave at OWASP 2010 AppSec DC Cofnerence. Uploading here for non-mac users. (http://www.owasp.org/index.php/The_Unintended_Consequences_of_Beating_Users_with_Carrot_Sticks:_Radical_Thoughts_on_Security_Reform)
The document discusses findings from the BBFC's 2006 research into video game audiences. It found that younger gamers are influenced to play violent titles due to peer pressure, and that negative press coverage increases interest. However, younger players often find game violence upsetting. The research also found gender differences in game preferences, with females preferring non-violent games and males favoring first-person shooters and sports games.
Videogames have received criticism for potentially causing negative effects such as increased aggression and violence. However, research on this topic has produced mixed results, with no definitive proof that game effects last long-term or transfer to real-world behavior. Younger gamers are sometimes influenced by older siblings to play inappropriate games, though the classification system aims to prevent this.
CampusCraft is a serious health game being developed by WisdomTools to educate college students about health issues. A prototype was tested on campus and provided students with scenarios around sexual consent and alcohol use. Testing found it effectively improved knowledge and attitudes compared to traditional education methods. Feedback was positive and suggested expanding game mechanics, activities and linking personal health data to further engage players and link the virtual game to students' real lives.
Focus on the Future Conference 2015: "App-rehensive: The Blurring Lines of Ga...Julie Hynes
This document discusses the blurring lines between gaming and gambling due to new technologies. It notes that many games, especially those played on mobile devices, incorporate gambling-like features such as near-misses and variable rewards that can stimulate dopamine release in similar ways. Research suggests that some electronic games can become addictive for some players, especially youth whose prefrontal cortex is still developing. The document provides recommendations for policies, local systems, and individuals to help address risks and promote responsible gaming.
App-rehensive: The Blurring Lines of Games and GamblingJulie Hynes
This document contains a slide presentation on the blurring lines between gaming and gambling with technology. Some key points:
- Technology and the speed/intensity of games and gambling can activate dopamine release in similar ways to risky behaviors.
- Many youth play free-to-start games that include in-app purchases that resemble gambling. Research shows a percentage of youth gamers exhibit pathological gaming behaviors.
- Policies are needed to address potentially gambling-like monetized games and provide consumer protections for all ages, including education and responsible features within games/apps. Support tools can help individuals at risk monitor usage and spending.
January 2018 AdCare Maine Webinar: Keeping Pace with the Changing Tides of Ga...Julie Hynes
This document provides a summary of a webinar presentation on emerging forms of gambling, including daily fantasy sports, loot crates, and esports gambling. The objectives are to analyze how these new electronic forms relate to gambling and addiction, and to select tools for prevention and treatment settings. The presentation covers topics like the legal definitions and blurry lines of gambling; recent laws and their unintended consequences; concerns around concepts like freemium gaming and near misses; risk factors and the brain science of dopamine; and protections at the policy, community, and individual levels.
Digital Gaming Trends and Implications for PreventionJulie Hynes
The document discusses recent trends in gaming and gambling and concerns related to them. It defines gaming trends like daily fantasy sports, eSports betting, and skin betting. It also discusses concerns about gaming and gambling addictions, especially for youth, and connections between gaming behaviors and gambling problems. Potential prevention and treatment responses are suggested at the local, state, and national levels. These include education, advocacy, policy changes, screening and treatment programs, and self-help resources.
Keeping Pace with the Changing Tides of Gaming & GamblingJulie Hynes
This document provides an overview of trends in electronic gambling and gaming. It discusses how gaming, gambling, and in-app purchases have blurred lines between entertainment and gambling. Research shows electronic forms can be highly addictive for young people due to dopamine release. Risk factors for problematic gaming include family and peer influences, while protective factors include social support. The document calls for addressing issues through prevention initiatives targeting common risk and protective factors rather than a problem gaming-specific approach. Funding for problem gambling services remains far below that of substance abuse disorders despite similar public health impacts.
Emerging Appetites in Youth Gaming -- and Convergence with GamblingJulie Hynes
This document summarizes a presentation on trends in youth gaming and their relationship to gambling. It discusses how freemium games, daily fantasy sports, esports, and loot boxes can blur the lines with gambling. Research shows that playing simulated gambling games increases the likelihood youth will later gamble and experience gambling problems. Characteristics of gaming addiction are similar to problem gambling. The implications are that prevention efforts should address risk factors shared by problem gaming and gambling, like availability, rewards systems, isolation, and using games as an escape. The next session will discuss prevention initiatives.
#Gamification project - Tools to Help with Teen DUIHybridFlight
This document proposes using gamification to address the problem of teen drinking and drunk driving. It notes that young drivers ages 16-20 are 17 times more likely to die in an alcohol-related crash compared to when not drinking. Friends and family influence teen decisions, and 73% of teens are on social media with constant access to peers. The document suggests developing an app or game that uses rewards, achievements, and quests to encourage safe decisions and promote non-drinking activities. The goal is to educate and empower teens using a technology they regularly engage with.
The document discusses how young people use the internet and provides recommendations for parents. It covers topics like social networks, user generated content, music/video/gaming, and personal communications. It also discusses tools that can help parents monitor their children's internet usage, such as filtering/blocking software and privacy settings. Finally, it recommends that parents communicate with their children, take an interest in their online activities, and continue to educate themselves about technology use.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
This document discusses opportunities in the family-friendly gaming market segment. It notes that the global gaming industry is worth $137 billion and growing, with mobile gaming representing over half the market. Family gaming is an important segment as multi-generational gamers seek shared experiences, and gaming has become more socially acceptable. There are challenges around ethics and responsibility when targeting children, but also opportunities to create high-quality games families can enjoy together. Successful examples include Pokémon Go and Apple Arcade's curated selection. The document advocates for limiting violence, innovative monetization models, and harnessing technology to get kids active.
The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2011. The study provided key findings on computer and video game usage in the US based on a survey of nearly 1,200 households. Some of the main findings included that 72% of American households play games, the average gamer age is 37, and over 120,000 jobs are directly or indirectly supported by the $25 billion games industry.
Principles to Gamify the Online Philanthropic CrowdfundingNicola Terrenghi
A Gamification Framework Applied to Kiva.org.
This thesis treats the exploitation of gamification to engage and coordinate users on philanthropic
crowdfunding platforms.
Crowdfunding platforms strive to gain new users and to maximise their impact through the
design of engagement mechanisms. Social networks integration and mobile user experience
are only few of the several techniques to engage users and foster their activity. “All-or-nothing”
constraint, which enables the capital delivery only in case of campaign-goal achievement, aims
at increasing crowd efficiency, encouraging coordination among platform users.
Although the last six years were marked by the boom of crowdfunding industry, many users
are still “peripheral”: they rarely or never take action. Kiva.org, the philanthropic platform I
focused my thesis on, counts about one third of users that have never made a loan and 16% of
lenders that have made one loan only.
I approached the problem of users engagement and coordination suggesting the application
of gamification to philanthropic crowdfunding platforms. In particular, I designing the Gamification
Wheel, a gamification framework addressed to crowdfunding organizations. Through
the framework, I aimed at facilitate organizations in designing an effective gamification system,
via both a user-centric method and a business oriented approach.
Through my research I found out that gamification can be exploited to foster several user
actions, not only donation or lending but also contents sharing and team building. Moreover, I
experienced gamification design as a process instead of a set of game elements. In this regard,
after interviewed three field experts to validate the framework, I designed Impact to show that
game elements are just a mean to the design of an effective gamification system.
This document discusses cyber gaming and its effects. It begins with an introduction that defines cyber gaming as online games played over a computer network. It then covers the history of cyber gaming from the 1970s, popular cyber games today, and statistics on gamers. The impacts section notes both positive and negative effects, with the side effects section focusing on increased aggression, poor health, preoccupation, and damaged relationships. The document concludes by emphasizing the need to play in moderation and not let gaming harm important relationships.
Presentation I prepared for industry leadership from Sony. All content is my personal opinion based in industry experience and public knowledge scraped or researched on primarily Statista and Google. No proprietary data were used.
This document summarizes a presentation about video games and their effects on children. It explores both sides of the research on whether video games lead to increased aggression or other impacts. It provides data on how much time kids spend gaming and the most popular genres and titles. It also offers tips for parents on setting limits, choosing age-appropriate games, and getting involved in their child's gaming activities to help them navigate the space safely.
Hynes Keynote: 2017 New York Council on Problem GamblingJulie Hynes
Julie Hynes gave a keynote presentation on trends in gaming and their connections to gambling. She discussed how freemium games, daily fantasy sports, and esports have blurred the lines between gaming and gambling. Research shows that youth who play simulated gambling games are more likely to develop gambling problems later. Characteristics of gaming addiction are similar to problem gambling, such as less sensitivity to loss and more impulsivity. While more research is needed on new forms of gambling, kids who play free online games are far more likely to develop gambling issues. The presentation highlighted both the opportunities and concerns around new technologies and gaming trends.
This document discusses computer gaming as an ICT issue and identifies stakeholders involved. It notes social, ethical, legal, and environmental aspects that can arise from computer gaming. Issues discussed include computer addiction, unsuitable games like first-person shooters and massively multiplayer online role-playing games, and stakeholders like game designers, parents, and players.
Michael Wohl: When is Play-For-Fun Just Fun? Identifying Factors That Predict...Horizons RG
Michael Wohl: When is Play-For-Fun Just Fun? Identifying Factors That Predict Migration from Social Networking Gaming to Internet Gambling
Session 3A
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
Similar to Gaming, Fantasy and Gambling: Blurring Lines and What We Can Do (20)
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In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
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A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
5. Why Here? Why Now?
5
More than ever, behavioral health
specialists need to be aware of
technology and the issues that face
populations from youth to those in
recovery for addictions.
6. Some Questions to Ask Ourselves
6
How is our definition of “gambling” blurring?
Why are youth and people in recovery at risk for
disordered gambling by merely playing a free poker or
fantasy sports app?
How do we work in prevention, and with those in
recovery, who may be gaming excessively?
7. Today’s Objectives
7
• Identify several recent trends, technological
issues and parallels related to gambling,
social gaming and fantasy sports.
• Identify which populations present the
greatest risk for harmful consequences
related to excessive online gaming behavior.
• Name at least four tools that can be used to
help reduce the risk of harmful
consequences of electronic gaming.
8. Caveat
This is focused mainly on
GAMING/GAMBLING
connections, but parallels
are likely to be seen with
many other internet /
tech-related disorders.
Image purchased by J. Hynes via cartoonstock.com; please do not duplicate.
14. 14
Prize: Anything of value the sponsor awards in a promotion. (Example:
goods/services with a monetary value or items of intrinsic value.)
Definitions:
Lottery.
Definitions:
Lottery.
Chance: A process beyond the participant's direct control determines
the outcome. (Example: an instant-win game at a fast food restaurant.)
Consideration: Requires $ or significant effort.
(Example: attending a sales presentation, downloading a file.)
16. Center photo: Daniel Berman.
• Technology
• Speed
• Platforms
Changing Norms.
16
17. We are mobile.
17
As of October 2014*
●90% of American adults have a cell phone
●64% of American adults have a smartphone
●42% of American adults own a tablet
computer
Source: Pew Internet Project
*Latest data available, as of November 9, 2015
40. • 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
44
Unlawful Gambling Enforcement
Act of 2006
Unlawful Gambling Enforcement
Act of 2006
41. • Switched gears
• Gambling technically not ILLEGAL
• Up to the states to decide
45
U.S. Dept of Justice Opinion, 2011U.S. Dept of Justice Opinion, 2011
43. 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:
47
NV
NJ
DE
States Decide.States Decide.
46. This is the first
generation of
widely available
electronic gaming
& gambling.
We really don’t
know the effects
yet.
50
Much like the
technology
itself,
the research is
new.
47. Background
Suggested link between adolescent
video game playing and adoption of
gambling in later life.
Brown, 1989; Griffiths, 1999.
51
Mark Griffiths, 2015 - http://www.cnn.com/2015/01/21/opinion/gaming-addiction-risks/
48. Background
highly frequent and problem players of
both gambling machines and video
games report entering dissociative-
like states when playing.
(Jacobs 1988; Wood et al. 2007).
52
49. 53
“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/Documents/Internet%20Gaming%20Disorder%20Fact%20Sheet.pdf
The DSM-5The DSM-5
53. “Executives love to hear the phrase "addictive
gameplay.“ Game designers, speaking for myself
and those I know… find the concept intriguing but
simultaneously dangerous.”
– Erin Hoffman, Video Game Designer
59
58. Gentile, D. (2009). Pathological video-game use among youth ages 8-18: A national study.
Psychological Science, 20, 594-602. Click here for article. 64
“Pathological” Video Gamers“Pathological” Video Gamers
• 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)
60. 66
n=3,034 – grades 3, 4, 7 & 8
9%pathological gaming
●Less empathy
●More impulsivity
Source: Gentile, Choo, Liau, et al. (2011). Pathological video game use
among youth: A two year longitudinal study. Pediatrics, 127, e319-29
“Pathological” Video Gamers“Pathological” Video Gamers
64. Source: Brain Briefings (2007, October), Society for Neuroscience, Washington, DC
Gaming/Gambling & Dopamine
70
Dopamine not released when expecting a loss.
Flooded with dopamine when expecting a win!
It’s NOT about the money!
65. Electronics: about the action. Sound familiar?
“ALMOST
WINNING”:
dopamine is
activated the
same as
ACTUALLY
winning.
Problem
gamblers are
more likely to
see their near
misses as
“NEAR WINS”
People play
LONGER
when
machines
give them
NEAR
MISSES.
71
68. 74
●Gambling-Like Monetized Games
●Responsible Gaming Features
●Age Controls
●Data Driven Research
●Education Of Players
From: Social Games Consumer Protection Guidelines, National Council on Problem Gambling
(2013, Draft, v. 3)
74. For people in
recovery:
• Friends
• Sponsors
• Etc
Hey man, you’ve been holed up
for 8 hours. Let’s go eat.
Cu in 5
You told me to text
you…remember your deal.
Shutup give me a few
OK OK
Jordan
6:49PM
5:11PM
80
Counselors: Be
mindful of HIPAA!
75. ●By searching on the app store/Google play
(etc.) for apps, mobile users can
inadvertently trigger themselves ☹
●(Kind of like any online searches for help)
●DISCONNECT payment!
81
81. ●CONTROLS: set them (your mobile carriers’,
not just the device!)
●CREDIT CARD: don’t link it.
● MONITOR: Keep computer use in open area –
if you can (desktop computer).
Other tips for those in
recovery & in general
87
88. ● 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. Most games 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!
________________________
94
89. ● 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!)
95
90. ●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)
96