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Should we be concerned about Internet gambling for our youth?. Jeffrey L. Derevensky, Ph.D. Professor, School/Applied Child Psychology Professor, Psychiatry International Centre for Youth Gambling Problems and High-Risk Behaviors McGill University www.youthgambling.com
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Should we be concerned about Internet gambling for our youth? Jeffrey L. Derevensky, Ph.D. Professor, School/Applied Child Psychology Professor, Psychiatry International Centre for Youth Gambling Problems and High-Risk Behaviors McGill University www.youthgambling.com National Council on Problem Gambling Milwaukee, July, 2012
Why is Internet gambling potentially problematic for youth? • Increased accessibility & availability • Convenience • Similarity with video-game technology • Can gamble for small amounts of money • Play in comfortable, non-intrusive environments often results in longer play • Anonymity • No travel barriers • Psychologically youth perceive themselves as invincible and smarter than adults
Wagering via the Internet • Poker/card games • Casino games • Sports wagering • Reality shows • Celebrity adoptions, arrests, etc. • Any form of contest/Political race
Prevalence Findings of Internet Wagering • Vary considerably • Dependent upon method, sampling & date of data collection • Dependent upon population studied • Dependent upon the games studied
Are Internet gamblers more likely to have problems? Wood & Williams (2007) - Sample of on-line adult gamblers • Non-problem gamblers: 34% • At-risk gamblers: 24% • Moderate problem gamblers: 23% • Severe problem gamblers: 20% • 2/3 of those respondents gambling on the Internet are likely to have problems
Frequency of Play on Internet Gambling Sites Without Money in the Past 12 Months by Gambling Severity 1Percentage. ***p<.001.
Frequency of Play on Internet Gambling Sites With Money in the Past 12 Months by Gambling Severity 1Percentage *13.1% males; 4.6% females are gambling on Internet
National Annenberg Survey of Youth (Romer, 2010)N=835 (2008) N=596 (2010) At least once per month • Internet gambling among males 14-17 rose from 2.7% (2008) to 6.2% (2010) • Internet gambling among males 18-22 rose from 4.4% (2008) to 16.0% (2010) • Internet gambling among females 14-17 rose from 0.5% (2008) to 1.5% (2010) • Internet gambling among females 18-22 rose from 0.0% (2008) to 4.4% (2010)
Past-Year Gambling Participation (On and Off the Internet) by Gender and Problem Gambling Severity among college students (McBride & Derevensky, in press) 1Percentage, participant numbers in parentheses. aDSM-IV score = 0, no gambling activity (on or off the Internet) in the past 12 months. bDSM-IV score (0 - 2). cDSM-IV score (≥ 3). ***p < .001 ** p < .01
NCAA Study (Derevensky & Paskus, 2010) • Comparison between 2004 & 2008 • Casino gambling via the Internet represented the largest increase • Student athletes increased sports wagering via the Internet (10.9% in 2004 to 18.8% in 2008) • “Internet (and mobile gambling) will become particularly problematic for this group [student athletes] and need to be carefully monitored”
U.K Gambling study (Griffiths et al., 2009; 2011) • 6% of gamblers in general (9% males; 3% females) were Internet gamblers • Internet gamblers tended to be males (74% vs 26%) • 55% of Internet gamblers <age 34 • Highest percentage of Internet gamblers were between age 16-24; 25-34 • Pathological gamblers (Internet 5% vs 0.5% non-Internet gamblers) • Large number of adolescents gambling via the Internet
Most have played on free sites • Increasing use of social media sites • Most Internet gamblers wager on multiple sites • Much of Internet gambling typically occurs in the evenings • Vast majority of Internet gamblers play for short periods (less than 2 hours each time • Some reports suggest that they gamble $30-$60 per session
Often solitary activity but can also be used as way of socializing • Particularly attractive to adolescents and young adults
Increased public awareness about the risks associated with Internet gambling • Strict regulation based upon best practices • Increased funding for treatment, prevention, & research
Age verification • Reality Checks • Self Exclusion • Social responsibility/Player protection information • Harm minimization strategies • Advertising and promotional material • Spending limits • Training and support • Play-For-Fun or free/practice play