This document provides an overview and summary of a presentation on emerging forms of electronic gambling and related concerns. It identifies three recent forms as lottery machines, daily fantasy sports, and esports betting. Key concerns discussed include gambling addiction, impacts on developing brains, and predatory monetization practices in games. The presentation recommends addressing these issues through prevention efforts, policy work, education, and treating problematic gaming similarly to other behavioral addictions.
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.
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.
Sports and Gambling Summit - 1-800-GAMBLER - September 27, 2018Julie Hynes
This document discusses the landscape of gambling, including sports betting and esports gambling. It notes that the overall sports gambling market is estimated at $150 billion, much of which is illegal. Data on NCAA student athletes found high rates of gambling, especially among male student athletes. The legalization of sports betting was discussed after the repeal of PASPA in 2018. Implications for gambling addiction and youth gambling were also covered, noting gambling activates the brain's reward system and youth are especially sensitive to this. The National Council on Problem Gambling is advocating for responsible gambling practices with the expansion of legalized sports betting.
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.
The document summarizes research on college student gambling. It finds that around 85% of college students have gambled, with 23% doing so weekly. Around 4-8% of college students are considered problem or pathological gamblers, which is more than double the general adult population rate. Common forms of gambling for college students include sports betting, poker, casino games, and online gambling. The document outlines concerns about gambling leading to debt, missed classes, and other negative consequences for students. It provides recommendations for addressing problem gambling through education, awareness, and treatment resources.
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.
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.
This document provides an overview and summary of a presentation on emerging forms of electronic gambling and related concerns. It identifies three recent forms as lottery machines, daily fantasy sports, and esports betting. Key concerns discussed include gambling addiction, impacts on developing brains, and predatory monetization practices in games. The presentation recommends addressing these issues through prevention efforts, policy work, education, and treating problematic gaming similarly to other behavioral addictions.
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.
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.
Sports and Gambling Summit - 1-800-GAMBLER - September 27, 2018Julie Hynes
This document discusses the landscape of gambling, including sports betting and esports gambling. It notes that the overall sports gambling market is estimated at $150 billion, much of which is illegal. Data on NCAA student athletes found high rates of gambling, especially among male student athletes. The legalization of sports betting was discussed after the repeal of PASPA in 2018. Implications for gambling addiction and youth gambling were also covered, noting gambling activates the brain's reward system and youth are especially sensitive to this. The National Council on Problem Gambling is advocating for responsible gambling practices with the expansion of legalized sports betting.
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.
The document summarizes research on college student gambling. It finds that around 85% of college students have gambled, with 23% doing so weekly. Around 4-8% of college students are considered problem or pathological gamblers, which is more than double the general adult population rate. Common forms of gambling for college students include sports betting, poker, casino games, and online gambling. The document outlines concerns about gambling leading to debt, missed classes, and other negative consequences for students. It provides recommendations for addressing problem gambling through education, awareness, and treatment resources.
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.
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.
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.
This document discusses gambling trends and problem gambling. It begins by defining gambling and objectives to understand current approaches to addressing problem gambling and recent gambling trends. It then discusses how gambling activates the brain's reward system and can lead to cognitive distortions. Problem gambling is shown to often coincide with other addictions and mental health issues. The document ends by outlining Oregon's free treatment options and ways to manage triggers to support recovery from problem and disordered gambling.
#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.
Integrating Problem Gambling in Prevention (part 1)Julie Hynes
Part 1: Integrating Problem Gambling into Your Prevention Work -- when you can't fit one more thing on your plate!
KYCPG Educational & Awareness Conference
Julie Hynes - January 29, 2015
Gaming, Fantasy and Gambling: Blurring Lines and What We Can DoLane Prevention
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.
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.
Ms Janine Robinson
Advanced Practice Clinician/Educator, Problem Gambling Institute of Ontario, Centre for Addiction and Mental Health
Presentation given on 23 May 2011 at "The New Game: Emerging technology and responsible gambling" forum hosted by the Victorian Government's Office of Gaming and Racing as part of Responsible Gambling Awareness Week 2011.
"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.
December 12, 2017
The Sixth Annual Health Law Year in P/Review symposium featured leading experts discussing major developments during 2017 and what to watch out for in 2018. The discussion at this day-long event covered hot topics in such areas as health policy under the new administration, regulatory issues in clinical research, law at the end-of-life, patient rights and advocacy, pharmaceutical policy, reproductive health, and public health law.
For more information, visit our website at: http://petrieflom.law.harvard.edu/events/details/sixth-annual-health-law-year-in-p-review
Essay On The World Has Become A Global VillageMegan Sanchez
This document discusses the steps involved in requesting an assignment writing service from HelpWriting.net. It outlines 5 steps: 1) Create an account, 2) Complete an order form providing instructions and deadline, 3) Review bids from writers and choose one, 4) Receive the paper and authorize payment if pleased, and 5) Request revisions to ensure satisfaction. The document emphasizes HelpWriting.net's promise to provide original, high-quality content or offer a full refund.
Slides for "Problem Gambling: Hidden Addiction" class on 11/17/10 - Julie Hynes. University of Oregon Substance Abuse Prevention Program course on Addictive Behaviors with George Baskerville.
This document discusses seizing teachable moments around problem gambling issues. It provides examples of events in the news that could be opportunities to educate the public about problem gambling, such as crimes related to gambling or celebrity gambling issues. It also gives suggestions for how to respond through press releases, letters to the editor, or presentations. The goal is to increase awareness of problem gambling and the availability of treatment when these situations arise since problem gambling does not get regular media coverage. Building partnerships and having facts and resources ready are important for taking advantage of teachable moments.
Pirate Writing By Monica Dunbar - I Heart Grade 3April Charlton
The document provides instructions for creating an account and submitting a request on the website HelpWriting.net in order to have an assignment written. Users must register with a password and email, then complete a form with assignment details and deadline. Writers will bid on the request and the user can choose a writer based on qualifications. The user can request revisions until satisfied with the work.
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.
This document discusses gambling disorder and problem gambling. It notes that gambling disorder is similar to substance use disorders in its clinical expression, brain origins, comorbidity, physiology, and treatment approaches. It provides definitions of gambling from Gamblers Anonymous and others. It also lists common risk factors for problem and pathological gambling like low self-esteem, depression, poor impulse control, and more. Screening tools like the Lie-Bet Questionnaire and Brief Biosocial Gambling Screen are presented. Tips for responsible gambling and dealing with the financial and relationship impacts of problem gambling are provided. Resources for treatment and support are listed at the end.
This document summarizes Baldeep Gahir's research into the topic of how violence in video games affects youth. It discusses how video games immerse players physically and emotionally more than passive media. This deeper engagement could influence young people as violent games regularly expose them to aggression. Both positives like improved skills and negatives like increased aggression are noted. Research shows youth spend over seven hours daily with media. Violent content in popular games is described, and examples of the most violent games from 2015 are provided. The document considers how these facts could be presented in an documentary with an off-screen presenter.
This document discusses the risks and consequences of problem gambling, especially for teens. It notes that problem gambling can lead to school problems, relationship issues, debt, crime, depression, and suicidal thoughts. About 1 in 25 Oregon teens already experience issues with their gambling. While gambling may start as fun, it can become addictive like alcohol or drugs. The document provides signs of problem gambling and information on where to seek help.
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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.
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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.
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.
Ms Janine Robinson
Advanced Practice Clinician/Educator, Problem Gambling Institute of Ontario, Centre for Addiction and Mental Health
Presentation given on 23 May 2011 at "The New Game: Emerging technology and responsible gambling" forum hosted by the Victorian Government's Office of Gaming and Racing as part of Responsible Gambling Awareness Week 2011.
"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.
December 12, 2017
The Sixth Annual Health Law Year in P/Review symposium featured leading experts discussing major developments during 2017 and what to watch out for in 2018. The discussion at this day-long event covered hot topics in such areas as health policy under the new administration, regulatory issues in clinical research, law at the end-of-life, patient rights and advocacy, pharmaceutical policy, reproductive health, and public health law.
For more information, visit our website at: http://petrieflom.law.harvard.edu/events/details/sixth-annual-health-law-year-in-p-review
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This document discusses the steps involved in requesting an assignment writing service from HelpWriting.net. It outlines 5 steps: 1) Create an account, 2) Complete an order form providing instructions and deadline, 3) Review bids from writers and choose one, 4) Receive the paper and authorize payment if pleased, and 5) Request revisions to ensure satisfaction. The document emphasizes HelpWriting.net's promise to provide original, high-quality content or offer a full refund.
Slides for "Problem Gambling: Hidden Addiction" class on 11/17/10 - Julie Hynes. University of Oregon Substance Abuse Prevention Program course on Addictive Behaviors with George Baskerville.
This document discusses seizing teachable moments around problem gambling issues. It provides examples of events in the news that could be opportunities to educate the public about problem gambling, such as crimes related to gambling or celebrity gambling issues. It also gives suggestions for how to respond through press releases, letters to the editor, or presentations. The goal is to increase awareness of problem gambling and the availability of treatment when these situations arise since problem gambling does not get regular media coverage. Building partnerships and having facts and resources ready are important for taking advantage of teachable moments.
Pirate Writing By Monica Dunbar - I Heart Grade 3April Charlton
The document provides instructions for creating an account and submitting a request on the website HelpWriting.net in order to have an assignment written. Users must register with a password and email, then complete a form with assignment details and deadline. Writers will bid on the request and the user can choose a writer based on qualifications. The user can request revisions until satisfied with the work.
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.
This document discusses gambling disorder and problem gambling. It notes that gambling disorder is similar to substance use disorders in its clinical expression, brain origins, comorbidity, physiology, and treatment approaches. It provides definitions of gambling from Gamblers Anonymous and others. It also lists common risk factors for problem and pathological gambling like low self-esteem, depression, poor impulse control, and more. Screening tools like the Lie-Bet Questionnaire and Brief Biosocial Gambling Screen are presented. Tips for responsible gambling and dealing with the financial and relationship impacts of problem gambling are provided. Resources for treatment and support are listed at the end.
This document summarizes Baldeep Gahir's research into the topic of how violence in video games affects youth. It discusses how video games immerse players physically and emotionally more than passive media. This deeper engagement could influence young people as violent games regularly expose them to aggression. Both positives like improved skills and negatives like increased aggression are noted. Research shows youth spend over seven hours daily with media. Violent content in popular games is described, and examples of the most violent games from 2015 are provided. The document considers how these facts could be presented in an documentary with an off-screen presenter.
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This document discusses the case for preventing problem gambling, especially among youth. It argues that problem gambling is connected to other problem behaviors like substance abuse and should be addressed through comprehensive prevention efforts. Risk factors for problem gambling are similar to other issues and include early exposure, trauma, and family and peer influences. Prevention requires reducing risks and enhancing protective factors across individual, family, school and community domains. The speaker urges integrating gambling prevention into existing evidence-based programs and increasing community awareness and involvement to address this issue.
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This document discusses problem gambling and its connections to other behavioral health issues. It notes that problem gambling affects around 2-3% of adults and higher rates among teens and young adults. Problem gambling is linked to higher rates of substance abuse, depression, suicidal thoughts and attempts. Around 70% of people receiving gambling treatment have current issues with tobacco or alcohol. Youth who gamble are more likely to engage in risky behaviors like substance use, delinquency and skipping school compared to youth who do not gamble. The document provides suggestions for prevention coalitions, including information dissemination, prevention education, alternative activities, and environmental/policy approaches based on strategies from the Center for Substance Abuse Prevention. It encourages coalitions to partner with
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The Intersections of Prevention in All of Our Work - 2016 National Conference...Julie Hynes
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Julie Hynes from PreventionLane at Lane County Public Health gave a presentation titled "Dabs, Dirties & Darts" to parents at South Eugene High School. The presentation provided an overview of current substance use trends among youth, including availability and perceived harm of various drugs. It discussed how historical prevention approaches have been shown not to work and offered suggestions for parents, such as reinforcing the law, focusing on open communication, and monitoring for signs of substance use. Parents were encouraged to contact PreventionLane for additional resources and support.
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This document provides an overview and agenda for a training on disordered gambling. It begins with introductions and expectations, then provides definitions and trends related to gambling disorder. It outlines key topics to be covered including co-occurring issues, screening and intervention, problem gambling services, and concludes with a wrap-up. The training aims to educate participants on understanding and treating gambling disorder.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
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2. The complete slide
deck will be posted
AFTER the webinar at:
www.preventionlane.org/indiana
11:07 AM
3. OBJECTIVES
1. Analyze problem gambling and recent and
emerging trends in gambling.
2. Explain relationship with gaming, gambling,
and at - risk youth.
3. Select at least three tools to implementation in
prevention and treatment settings.
8. We don’t think of these
things as gambling.
Therefore, we don’t
think our young
people are gambling.
9. DEFINITION: GAMBLING
__________ something of value
in the ______________________
something of greater value.
hopes of obtaining
Risking
Source: American Psychiatric Association - DSM-5 (2013).
10. BLURRING LINES?
1. PRIZE:
2. CHANCE:
3. CONSIDERATION:
Anything of value the sponsor awards in a promotion.
(Example: real money or a virtual reward to help
advancing in a game.)
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: inviting Facebook friends
in order to gain new “lives.”)
28. J. Hynes | 3/2/18 | www.preventionlane.org/ok
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
29. GAMERS ARE THE NEW STARS
https://www.forbes.com/sites/insertcoin/2018/04/07/ninjas-new-fortnite-twitch-records-5-million-followers-250000-subs-875000-a-month/#5895314b478f
Now
9.5 million
followers
31. GAMBLING IN ESPORTS.
2. Fantasy
esports
1. Betting on
professional
gaming teams
Image source: csgostash.com
3. Betting
in-game
decorations (skins”)
2017 Overwatch World Cup
Image source: pcgamer.com
34. WATCH: “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
41. We are increasingly concerned with the risks being posed by the
blurring of lines between gambling and other forms of digital
entertainment such as video gaming. Concerns in this area have
manifested themselves in controversies relating to skin betting,
loot boxes, social casino gaming and the use of gambling themed
content within video games available to children.
- U.K. Gaming Commission
Source: https://www.gamblingcommission.gov.uk/PDF/International-gaming-and-gambling-declaration-2018.pdf
44. GAMING ADDICTION THE DSM…Not yet.
“INTERNET GAMING DISORDER” (IGD) is…
American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders: DSM-5. Washington, D.C: Author.
45. 2018 World Health Organization
ICD-11: Gaming Disorder
Source: World Health Organization. (2018). http://www.who.int/features/qa/gaming-disorder/en/
47. Source: Petry, et al., 2014. An international consensus for assessing internet gaming disorder using the new DSM-5 approach
http://dx.doi.org/10.1111/add.12457
CROSSWALKING GAMING &
GAMBLING DISORDER CRITERIA
48. SAME CRITERIA: GAMBLING DISORDER
• Tolerance
• Preoccupation
• Use to escape
• Inability to cut back/quit
• Irritability when cutting
back/quitting
• “Chasing” losses
• Lying or concealing
• Risk/lose relationships
• Continue despite neg.
consequences (gaming)
• Bailouts (gambling)
Source: Petry, et al., 2014. An international consensus for assessing internet gaming disorder using the new DSM-5 approach
http://dx.doi.org/10.1111/add.12457
DIFFERENCES:
49. 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!
52. 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 doi: 10.1016/j.addbeh.2015.11.004
IGD & PATHOLOGICAL
GAMBLING:
IGD & PATHOLOGICAL
GAMBLING:
53. 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
54. Using it as an
escape
Struggle
with setting
limits
Job/school
problems
Mood changes
Preoccupation
Social
changes
SIMILARITIES: SIGNS OF PROBLEM
Money issues
55. THESE ARE THE SAME DISORDERS
IN EVERYTHING BUT THE MONEY.
56. WE ARE THE MOST EQUIPPED
PROFESSION TO DEAL WITH
GAMING DISORDERS.
IF NOT US, WHO?
61. i.e.,
• Prevention efforts that address RISK FACTORS
common to other problem behaviors;
• Prevention efforts that address PROTECTIVE
FACTORS (e.g., prosocial behaviors)
Examples: Alcohol & drug curricula, Life Skills programs,
parenting programs, etc.
RESEARCHERS RECOMMEND OVERALL
PREVENTION INITIATIVES AS MOST EFFECTIVE.
62. FAMILY COMMUNITY
Barnes et al.,1999; Hayatbakhsh et al., 2006; Johansson et
al., 2009; King & Delfabbro, 2016; Raylu & Oei, 2002;
Scholes-Balog et al., 2014; Shead et al., 2010; Volberg,
2008; Winters et al., 2002
SCHOOL INDIVIDUAL/PEER
- Family conflict
- Family history antisocial
behavior
- Parental gambling
- Academic failure &
poor school performance
- Low school commitment
- Male
- Early initiation
- Early big wins
- Rebelliousness
- Delinquency
- Impulsivity
- Competitiveness
- Interaction w/
antisocial peers
- Friends’
use/pressure
- ATOD use
- Psychological
distress, mental
health issues
ADDRESS RISK FACTORS BY DOMAIN
- Exposure to gambling
- Availability & accessibility
- Media portrayal
63. FAMILY COMMUNITY
Barnes et al.,1999; Hayatbakhsh et al., 2006; Johansson et
al., 2009; King & Delfabbro, 2016; Raylu & Oei, 2002;
Scholes-Balog et al., 2014; Shead et al., 2010; Volberg,
2008; Winters et al., 2002
SCHOOL INDIVIDUAL/PEER
Female
Prosocial involvement
Early losses
Boredom
Awareness of risk
PROTECTIVE FACTORS BY DOMAIN
Encouragement of prosocial
behavior
Connection
Commitment to school
Connection
64. TREATMENT, PREVENTION
Using same strategies effective already
in your work (i.e., you don’t have to know
all of the details of the new tech!)
Tx in Oregon: person must have
concurrent gambling disorder or have
S.O. w/ gambling disorder
PROVIDING SERVICES.