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Julie M. Hynes, MA, RD, CPS
2017 NYCPG Annual Conference on Problem Gambling
Keynote | November 16, 2017
THANK YOU, NYCPG!
The complete slide
deck & print-friendly
handouts are
posted at:
www.preventionlane.org/newyork
9:38 AM
Discuss definitions &
why general trends
are important to us.
9:39 AM
Delve into “freemium,” “daily
fantasy sports” and “esports”
Discuss research & key
concerns.
TRIGGER WARNINGS
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.
CAVEATS
Material is up to date
today…maybe not tomorrow.
Material relates to
GAMING and GAMBLING…not
overall online behavior.
Image purchased by J. Hynes via cartoonstock.com; please do not duplicate.
TRENDS & DEFNITIONS
PART 1.
THISis now almost all of us.
REALLY, IT IS ALMOST ALL OF US.
Source: Pew Research Center (2017, January). Mobile Fact Sheet.
http://www.pewinternet.org/fact-sheet/mobile/
- GAMIFICATION
- MARKETING
- BLURRINESS
Lottery machine at Sea-Tac Airport
Definition: Gambling
__________ something of value
in the ____________________
something of greater value.
hopes of obtaining
Risking
Source: American Psychiatric Association - DSM-5 (2013).
1. Prize:
DEFINITION: COMMON 3 WAYS FOR
DETERMINING GAMBLING
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.)
FREEMIUM. FANTASY.
ESPORTS.
PART 2.
FREEMIUM.
LET’S LOOK AT FREEMIUM.
FREE* APPS…
* (WITH “IN-APP
PURCHASES.”)
ANYONE CAN GET THEM.
Do RATINGS
STOP MOST
KIDS?
REAL MONEY FOR PRETEND MONEY / PRIZES
AND CANDY!
OOH!
WAYS TO LEVEL
UP FASTER!
TYPICAL FREEMIUM SCENARIO:
Source: Custer, R. & Rosenthal, M.
&@*$#!
IT’S GETTING
HARDER.
WOOHOO!
COOL FREE
GAME!
Source: statista.com
Most popular Apple
App Store
Categories in
October 2017, by
share of available
apps
IN-APP purchases=
$9 in every $10
spent!
“The Psychology of Freemium” : https://www.psychguides.com/interact/the-psychology-of-freemium/
AT SOME POINT, YOU START FEELING “INVESTED.”
DIGITIZING
THE FANTASY:
Image source: FX Network Image sources: FanDuel.com
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
“DFS” - DEMONSTRATION:
WHY DFS EXPLODED.
Growing consumption of sports via TV,
online, print and social media
• “Instant gratification”
• Engaging 2nd screen experience” that
attracts millennials & iGen (Gen Y)
• Alternative to illegal sports betting in
jurisdictions around the U.S.
Image source: Fantasy Trade Sports Association (FSTA.org)
Information source: Eilers Research; http://www.legalsportsreport.com/2919/state-of-dfs-inudstry/
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
LET’S PLAY “GUESS THE SPORT!”
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
LET’S PLAY “GUESS THE SPORT!”
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
Answer: League of Legends Pro League.
Source: http://espn.go.com/esports/story/_/id/14555655/latest-league-legends-news-esports
TRADITIONAL SPORTS ESPORTS
ESPORTS = COMPETITIVE VIDEO GAMING
Etc… Etc…And new games keep coming…
NOV. 2017 BLIZZCON - >30K ATTENDEES
Source: “Competitive video gaming will be a
$1.5 billion industry by 2020, researchers
say,” Jeff Dunn / Business Insider / 3/27/17
http://www.businessinsider.com/esports-
popularity-revenue-forecast-chart-2017-3
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
WHAT THIS MEANS, BY COMPARISON.
Data source: “eSports goes from gaming to big money league” (April 24, 2017)
http://www.businesstimes.com.sg/life-culture/esports-goes-from-gaming-to-big-money-league
28
30
32
34
36
38
40
League of Legends Championships NBA Finals
2016 Finals Competitions,
Viewership in Millions
GAMBLING ON ESPORTS.
2. Betting “skins” 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
SKINS BETTING:
REAL MONEY FOR VIRTUAL STUFF.
Esports betting = ~$2.3 billion market.
Source: http://www.bloomberg.com/features/2016-virtual-guns-counterstrike-gambling/
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
Prize.
Chance.
Consideration.
Connections
& Concerns
PART 3.
RECALLING PROBLEM GAMBLING AS
ON A CONTINUUM.
No
Gambling Experimentation
Recreational At-Risk
Problem Gambling
(AKA “Gambling Disorder”)
GAMING ADDICTION THE DSM?
Not so fast!
“INTERNET GAMING DISORDER” (IGD) is…
American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders: DSM-5. Washington, D.C: Author.
Struggle with
cutting back
Job/school
problems.
Withdrawal/
isolation
Preoccupation
Change in
friends
SIMILARITIES IN
SIGNS OF A PROBLEM.
Unusual amount
of $ or $
problemsUsing it as
an escape $!
The
PREFRONTAL
CORTEX is the
LAST PART to
develop.
25years old!
The brain
is still
developing
until
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!
It’s NOT about the money!
THE GAMING CONNECTIONS
MAKE SENSE.
“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.
“Skin 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.” ESPN.com, 1/20/17
http://www.espn.com/espn/feature/story/_/id/18510975/how-counter-strike-turned-teenager-compulsive-gambler
RECOMMENDED WATCH:
49
What do you see here?
Much like the
technology
itself,
research
is new.
CAVEAT before looking at
this research:
We should be very careful not to
pathologize all gaming behavior.
Gentile, D. (2009). Pathological video-game use among youth ages 8-18: A national study.
Psychological Science, 20, 594-602.
YOUTH “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)
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
YOUTH “PATHOLOGICAL” VIDEO
GAMERS
Similarities between those with internet
gaming disorder (IGD) & pathological
gamblers:
• Less sensitive to loss
• More reactive
to gaming and gambling cues
• More impulsive choices
Fauth-Büler, M., Mann, K. (2015, Nov.) Neurobiological correlates of internet gaming disorder: Similarities to
pathological gambling. Journal of Addictive Behaviors
IGD & PATHOLOGICAL GAMBLING:
THE FREEMIUM ISSUE.
Adolescents playing simulated
gambling games more likely
to later move to real gambling…
…and are also more likely to have later
gambling problems
King et al., 2010
RESEARCH IN A NUTSHELL:
• There is not yet much research on newer forms
of gambling, such as DFS and esports.
• Kids who play free online games are far more
likely to develop gambling problems
• Characteristics of online gaming addiction are
almost identical to those of problem gambling
• There are key correlations with other mental
health and addiction issues.
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
RECOMMENDED:
GAMING ADDICTION RESEARCH
This link has some great research articles from one of the most
prominent online behavior addiction researchers in the field.
https://drmarkgriffiths.wordpress.com/2016/04/22/game-over-view-
a-brief-overview-of-our-recent-papers-on-gaming-addiction/
TO BE CONTINUED…
(Workshop #1)
facebook.com/preventionlane
@HynesUO
@PreventionLane

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Hynes Keynote: 2017 New York Council on Problem Gambling

  • 1. Julie M. Hynes, MA, RD, CPS 2017 NYCPG Annual Conference on Problem Gambling Keynote | November 16, 2017
  • 3. The complete slide deck & print-friendly handouts are posted at: www.preventionlane.org/newyork 9:38 AM
  • 4. Discuss definitions & why general trends are important to us. 9:39 AM Delve into “freemium,” “daily fantasy sports” and “esports” Discuss research & key concerns.
  • 5. TRIGGER WARNINGS 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.
  • 6. CAVEATS Material is up to date today…maybe not tomorrow. Material relates to GAMING and GAMBLING…not overall online behavior. Image purchased by J. Hynes via cartoonstock.com; please do not duplicate.
  • 8. THISis now almost all of us.
  • 9. REALLY, IT IS ALMOST ALL OF US. Source: Pew Research Center (2017, January). Mobile Fact Sheet. http://www.pewinternet.org/fact-sheet/mobile/
  • 10. - GAMIFICATION - MARKETING - BLURRINESS Lottery machine at Sea-Tac Airport
  • 11. Definition: Gambling __________ something of value in the ____________________ something of greater value. hopes of obtaining Risking Source: American Psychiatric Association - DSM-5 (2013).
  • 12. 1. Prize: DEFINITION: COMMON 3 WAYS FOR DETERMINING GAMBLING 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.)
  • 15. LET’S LOOK AT FREEMIUM. FREE* APPS… * (WITH “IN-APP PURCHASES.”)
  • 16. ANYONE CAN GET THEM. Do RATINGS STOP MOST KIDS?
  • 17. REAL MONEY FOR PRETEND MONEY / PRIZES
  • 19. OOH! WAYS TO LEVEL UP FASTER! TYPICAL FREEMIUM SCENARIO: Source: Custer, R. & Rosenthal, M. &@*$#! IT’S GETTING HARDER. WOOHOO! COOL FREE GAME!
  • 20. Source: statista.com Most popular Apple App Store Categories in October 2017, by share of available apps IN-APP purchases= $9 in every $10 spent!
  • 21. “The Psychology of Freemium” : https://www.psychguides.com/interact/the-psychology-of-freemium/ AT SOME POINT, YOU START FEELING “INVESTED.”
  • 22. DIGITIZING THE FANTASY: Image source: FX Network Image sources: FanDuel.com J. Hynes | 11/16/17 | www.preventionlane.org/newyork
  • 24. WHY DFS EXPLODED. Growing consumption of sports via TV, online, print and social media • “Instant gratification” • Engaging 2nd screen experience” that attracts millennials & iGen (Gen Y) • Alternative to illegal sports betting in jurisdictions around the U.S. Image source: Fantasy Trade Sports Association (FSTA.org) Information source: Eilers Research; http://www.legalsportsreport.com/2919/state-of-dfs-inudstry/ J. Hynes | 11/16/17 | www.preventionlane.org/newyork
  • 25. LET’S PLAY “GUESS THE SPORT!” J. Hynes | 11/16/17 | www.preventionlane.org/newyork
  • 26. LET’S PLAY “GUESS THE SPORT!” J. Hynes | 11/16/17 | www.preventionlane.org/newyork Answer: League of Legends Pro League. Source: http://espn.go.com/esports/story/_/id/14555655/latest-league-legends-news-esports
  • 27. TRADITIONAL SPORTS ESPORTS ESPORTS = COMPETITIVE VIDEO GAMING Etc… Etc…And new games keep coming…
  • 28. NOV. 2017 BLIZZCON - >30K ATTENDEES
  • 29. Source: “Competitive video gaming will be a $1.5 billion industry by 2020, researchers say,” Jeff Dunn / Business Insider / 3/27/17 http://www.businessinsider.com/esports- popularity-revenue-forecast-chart-2017-3 J. Hynes | 11/16/17 | www.preventionlane.org/newyork
  • 30.
  • 31. WHAT THIS MEANS, BY COMPARISON. Data source: “eSports goes from gaming to big money league” (April 24, 2017) http://www.businesstimes.com.sg/life-culture/esports-goes-from-gaming-to-big-money-league 28 30 32 34 36 38 40 League of Legends Championships NBA Finals 2016 Finals Competitions, Viewership in Millions
  • 32. GAMBLING ON ESPORTS. 2. Betting “skins” 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
  • 33. SKINS BETTING: REAL MONEY FOR VIRTUAL STUFF. Esports betting = ~$2.3 billion market. Source: http://www.bloomberg.com/features/2016-virtual-guns-counterstrike-gambling/ J. Hynes | 11/16/17 | www.preventionlane.org/newyork
  • 35.
  • 37. RECALLING PROBLEM GAMBLING AS ON A CONTINUUM. No Gambling Experimentation Recreational At-Risk Problem Gambling (AKA “Gambling Disorder”)
  • 38.
  • 39. GAMING ADDICTION THE DSM? Not so fast! “INTERNET GAMING DISORDER” (IGD) is… American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders: DSM-5. Washington, D.C: Author.
  • 40. Struggle with cutting back Job/school problems. Withdrawal/ isolation Preoccupation Change in friends SIMILARITIES IN SIGNS OF A PROBLEM. Unusual amount of $ or $ problemsUsing it as an escape $!
  • 41. The PREFRONTAL CORTEX is the LAST PART to develop. 25years old! The brain is still developing until
  • 42. 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! It’s NOT about the money!
  • 43. THE GAMING CONNECTIONS MAKE SENSE. “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.
  • 44. “Skin 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.” ESPN.com, 1/20/17 http://www.espn.com/espn/feature/story/_/id/18510975/how-counter-strike-turned-teenager-compulsive-gambler RECOMMENDED WATCH:
  • 45. 49 What do you see here?
  • 47. CAVEAT before looking at this research: We should be very careful not to pathologize all gaming behavior.
  • 48. Gentile, D. (2009). Pathological video-game use among youth ages 8-18: A national study. Psychological Science, 20, 594-602. YOUTH “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)
  • 49. 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 YOUTH “PATHOLOGICAL” VIDEO GAMERS
  • 50. Similarities between those with internet gaming disorder (IGD) & pathological gamblers: • Less sensitive to loss • More reactive to gaming and gambling cues • More impulsive choices Fauth-Büler, M., Mann, K. (2015, Nov.) Neurobiological correlates of internet gaming disorder: Similarities to pathological gambling. Journal of Addictive Behaviors IGD & PATHOLOGICAL GAMBLING:
  • 51. THE FREEMIUM ISSUE. Adolescents playing simulated gambling games more likely to later move to real gambling… …and are also more likely to have later gambling problems King et al., 2010
  • 52. RESEARCH IN A NUTSHELL: • There is not yet much research on newer forms of gambling, such as DFS and esports. • Kids who play free online games are far more likely to develop gambling problems • Characteristics of online gaming addiction are almost identical to those of problem gambling • There are key correlations with other mental health and addiction issues. J. Hynes | 11/16/17 | www.preventionlane.org/newyork
  • 53. RECOMMENDED: GAMING ADDICTION RESEARCH This link has some great research articles from one of the most prominent online behavior addiction researchers in the field. https://drmarkgriffiths.wordpress.com/2016/04/22/game-over-view- a-brief-overview-of-our-recent-papers-on-gaming-addiction/