Midterm 3 Content Flashcards

(93 cards)

1
Q

what expression is commonly used to describe slot machines?

A
  • slot machines are described as the crack cocaine of gambling
  • siimilar to how Tiktok is seen as the crack cocaine of social media
  • might reflect how they are easily availabled in low SES communities
  • they are also highly addictive
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1
Q

what are the three categories of drug harms?

A
  1. physical harms to the user (overdose risk)
  2. propensity to induce dependence (addictiveness)
  3. effect on others (violence, car accidents)
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2
Q

how do the categories of drug harm relate to gambling?

A
  1. physical harm:
    * financial problems can decrease access to health care -> more physical harm
    * sleep deprivation, long periods of sitting
    * risk of heart attacks because of changes in HR
  2. addictiveness/dependence:
    * main dimension that we are interested in for gambling
  3. social effects
    * people with gambling problems hurts at least 6 other people
    * through borrowing money, living in debt
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3
Q

what are capture rates?

A

from the proportion of people who use the substance, what proportion have problematic use
* usually most people who smoke cigarettes are addicted in some way (high capture rate)
* lots of people drink alcohol but not a large proportion of them are addicted (low capture rate)

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4
Q

what are the capture rates on some popular forms of gambling?

A
  • 44% use lottery, 2% capture rate
  • 6.9% engaged in sports betting, 8.9% capture rate
  • 12% use slot machines, 8.1% capture rate
  • 2.7% use online slot machines, 15.8% capture rate (highest)
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5
Q

how common is lottery play among problem gamblers?

A
  • many people with gambling problems play the lottery, but it is rarely their preferred form of gambling
  • frequency of instant lottery play predicts problem gambling symptoms, but frequency of weekly lottery play does not
  • overall, the lottery has a low capture rate and is the most popular form of gambling in Canada
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6
Q

what is the history of the slot machine?

A
  • first slot machine created in 1895 in the USA, the ‘Liberty Bell’
  • then a new generation of them in 1938, Bally’s ‘Double Bell’
  • they use metal trays to create more sound when you win, three drums inside that spin when you pull the lever
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7
Q

what are EGMs? what is a VLT?

A

electronic gaming machines
* any form of gambling you can do while standing at an electronic terminal
* they are called different names internationally
* VLT is a slot machine that is in a pub/bar (not allowed in BC)

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8
Q

what forms of gambling bring in the most revenue? how is this related to problem gambling?

A
  • VLTs and slot machines make up 2/3 of gambling revenue in canada
  • there is a relationship between player losses and problem gambling severity
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9
Q

do different types of gambling differ in their harm?

A
  • EGMs show the most consistent relationship between losses (revenue) and problem gambling severity
  • some lottery studies had statistical significance
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10
Q

what form of gambling is most common among problem gamblers?

A
  • the highest % of people with gambling problems have EGMs as their preferred form of gambling
  • 45% of calls to a problem gambling helpline concerned slot machine play
  • in vancouver, 25 of 50 people with gambling problems preferred slot machines
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11
Q

what is the progression from initial use of gambling to problematic use for EGM gamblers and non-EGM gamblers?

A
  • EGM gamblers: 1.1 years
  • non-EGM gamblers: 3.6 years
  • something about slot machines are extra addictive (crack cocaine of gambling)
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12
Q

when people describe slot machines (EGMs) as the ‘crack cocaine of gambling’, which of these statements are based on firm evidence?

a. slot machines are the most accessible form of gambling
b. slot machines are known to have a stronger effect on the brain dopamine system
c. slot machines act as a gateway to other forms of gambling
d. people with gambling problems typically have slot machines as their preferred form of gambling

A

d. people with gambling problems typically have slot machines as their preferred form of gambling

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13
Q

what are the structural characteristics of gambling products?

A
  • speed of game
  • max bet size/multipliers
  • jackpot size
  • sensory feedback
  • presence/rate of near misses
  • losses disguised as wins
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14
Q

how should policy makers decide whether a new game should be brought into the market?

A
  • could use a risk assessment tool to score new forms of gambling for possible harm
  • we can score based on characteristics to determine if the harm is too large
  • event frequency, multi-game/stake opportunities, prize-back ratio, light and sound effects, variable stake size, availability, jackpot size, cashout interval, near misses, continuity
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15
Q

how do near misses effect how long a person gambles?

A
  • people play longer when there are near misses
  • 30% of near misses is the sweet spot to get people to play the longest
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16
Q

do slot machines increase the number of near misses?

A
  • Harrigan (2007) discovered the virtual reel mapping in the inner-workings of slot machine games
  • virtual reel mapping allows the reel to stop adjacent to a winning symbol on more trials than the player expects
  • this principle is not regulated or restricted
  • ratio of near misses to wins is 9:1
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17
Q

what type of gambling allows for ‘losses disguised as wins’?

A
  • multi-line games
  • you can bet on multiple lines at the same time
  • the gambler can win on one line, but it doesn’t cover the $ of the full bet
  • but the machine responds as if a prize has been won
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18
Q

how do losses disguised as wins affect gamblers?

A
  • they generate arousal similar to wins
  • distort players’ memory for the number of true wins in the session
  • dramatically reduce the length of ‘losing streaks’ without winning feedback
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19
Q

how do multi-line vs. single line games affect gamblers with high PGSI scores?

A
  • problem gamblers experienced more flow when playing multi-line games vs. single line games
  • multi-line games make people with gambling problems feel more flow and more competent (“i felt skillful”
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20
Q

what is dark flow? what is it correlated with? why might people experience it?

A
  • trance-like state, dissociation
  • correlated with gambling problems, and stronger for slots than other forms
  • immersion may provide a means of escape from depression, financial anxiety, boredom
  • features of slot machines may promote immersion (fast speed, regular reinforcement)
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21
Q

what does it mean to be “zoned out” or “zoned in”? which one is experience while gambling?

A
  • zoned out: trance-like state, loses track of time, unaware of peripheral events
  • this is an dissociative state, dark flow in gambling
  • zoned in: intense focus on the activity and one’s performance
  • this is in common with flow theory
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22
Q

which of the following is unlikely to explain the increased harms with EGM gambling?

a. intense audiovisual feedback
b. slow speed of play
c. high rate of near-misses
d. frequent reinforcement including LDWs
e. immersive game design

A

b. slow speed of play

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23
Q

what study looks at whether dark flow state is a zoned in or zoned out state?

A
  • looked at eye tracking during slot machines
  • more immerse gamblers spent less time looking at the reels, and more time looking at the credit information
  • this is an attentional state of high concentration, they zoned in rather than zoned out
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24
what is BC's public health framework?
* public health is preventative work * they think about what determines health, the conditions that we live in
25
what is the history of Canada's intricate gambling policy?
* there is a federal prohibition against providing gambling services to individuals outside small scale charities and fairs * provinces have authority to "register" private operators to provide gambling services to the province * then the province makes them available to the piblic * two limitations: horseracing, single game sports betting
26
what was a recent gambling policy change?
* bill C-210 legalized single/in game betting in 2021 following similar policy move in the US * all provinces except ontario give government crown corps monopolies to manage sports betting * ontario chose to open its market and license private online private operators * alberta followed ontario's lead and intends to license private online gambling for its residents
27
what did the experiment on gambling in Ontario find?
* looked at economic impacts of 3rd year of iGaming venture * $82.7B in wages (32% increase over previous year) * $69.6B from casino games * $11.4B from betting * $1.7B from peer-to-peer poker * gross revenue to governmnet was $3.2B (up $2.4B from year before) suggests there is a transition from online gambling to the casino
28
why is public health worried about gambling?
* increase in availability of gambling = increased gambling = increased harm * sports betting is seen as higher risk play * massive increase in promotion of gambling during major sporting events, exposure to youth is main concern * concerned that policy changes could increase overall normalization of gambling * more canadians are vulnerable to harm after the COVID epidemic
29
is there more risk for online gambling?
* online gambling is sisgnificantly riskier than other forms (accessibility) * compared to people who play the lottery, those who gambled online in the past year were... * 10x more likely to exceed lower-risk gambling thresholds * over 45x more likely to meet criteria for PG * more than 20x more likely to report high levels of gambling-related harm
30
how common is online gambling among young adults?
* 1/3 young adults (32%) reported gambling online * among young adults (18-29) who gambled, 7/10 (69.4%) met criteria for PG * consistent across all demographic groups
31
what are the goals of public health surrounding gambling?
* create a national strategy to prevent/address sports betting related harm * develop national advertising standards for sports betting * strengthen provincial crown corporations' monopoly over management of online gambling (more likley to prioritize population health over revenue) * develop pan-Canadian strategy to address gambling-related harm
32
what is doughnut economics?
* model of a “safe space” between social needs and ecological limits * inner ring: minimum conditions for people to live well * outer ring: planetary boundaries we must not exceed * aim: meet everyone’s needs without harming the planet * requires limiting extreme wealth so a few don’t hold more than millions * recognizes power dynamics that keep harmful cycles in place.
33
what are commercial determinants of health?
* corporate practices that shape health outcomes * drivers: unrestricted economic growth, globalized trade, expanding corporate influence * channels: marketing, supply chains, lobbying, and policy influence * outcomes: harm to the environment, consumers, and population health * overall idea: commercial interests shape policy to benefit themselves, often at the expense of health
34
is sports betting skill/knowledge real?
* people who closely follow a sport can predict outcomes better than those who don’t * many young men misinterpret this as: “sports betting is an easy way to make money” * research (Cantinotti et al., 2004): experts predicted more matches correctly than random pickers but still didn’t profit
35
why does knowledge about a sport not lead to profit?
* results can feel obvious, which makes betting seem skill-based * to profit, you must outperform betting companies, they have all the data and set the odds * even correct predictions don’t guarantee profit because you must win all predictions in the bet
36
what changed in Canadian sports betting?
* Bill C-218 (2021) removed the rule allowing only parlay bets * this legalized single-event sports betting.
37
what is the difference between parlay vs. single-event betting?
* parlay betting: must make 2+ bets in one wager; all picks must win * parlays = slower (bets placed before match) * single-event betting: allows betting on single outcomes + enables in-play betting (during and repeatedly within a match).
38
why is in-play betting risky? how do we see this?
* in-play bets are fast, continuous, and allow chasing losses * turn slow lottery-style betting into a rapid, slot-machine–like game * appeals to high impulsivity * people who placed in-play bets had higher PGSI scores and impulsivity
39
what are micro-bets? who places micro-bets?
* type of in-play bet on very short-term outcomes (next tennis serve, next baseball pitch) * in Russell et al. (2019), 1,813 Australian bettors were surveyed * 78% of people who placed micro-bets had likely gambling problems (high PGSI scores)
40
what message do sports betting ads communicate?
* tell young people sports betting is an easy way to make money * use themes of masculinity, alcohol, camaraderie, and peer influence * promote “trusting your instincts” (cognitive biases) * normalize gambling + make people believe they can win more than they actually can * this specific Ladbrokes ad was banned
41
why did gambling ads become more common?
* in 2021, Canada legalized single-event sports betting * previously only parlays were allowed (all picks must win) * Ontario opened betting to private companies with permits/websites * many companies launched at the same time → huge increase in marketing * includes other forms of advertising: sponsorships, commentators promoting betting during games
42
how did physical proximity to casinos influence gambling problems before we had iPhones?
* in 2004, people living within 10 miles of a casino showed higher rates of problem gambling * this was before smartphones, so gambling required physically going to a casino * iphone wasn’t launched until 2007, so access to gambling has since become much easier
43
how is gambling normalized among young people?
* gambling companies suggest betting makes games more exciting, and is framed as showing loyalty to your team * match-day programs include gambling ads, even in kids’ sections * 59% of children’s sections contained gambling logos/marketing (sharman et al., 2020) * “spot the difference” games use the gambling logo as the difference → makes kids pay attention to it overall effect: makes gambling seem normal and part of everyday sports culture
44
how has online gambling changed from the past to now?
* global losses from online gambling are steadily increasing * BC was the first Canadian province to introduce online gambling in 2004 * PlayNow.com remains the only licensed, regulated site for BC residents * in contrast, Ontario (2022) shifted to a private licensing model for “iGaming,” opening the market to many companies
45
how has online gambling growth changed compared to land-based gambling?
* online gambling is rapidly growing each year * land-based gambling is steady or declining * in some European countries, online gambling is now the dominant form * this shift is seen even in treatment settings, where most clients now gamble online
46
is there a difference in PGSI scores for people who gamble online vs. offline? why might this be?
* online gamblers appear to have higher PGSI scores in many studies * but online gamblers also engage in more types of gambling overall (greater gambling breadth) * when researchers control for the number of gambling forms, online gambling by itself is not a reliable predictor of gambling problems key point: higher PGSI scores are due to variety of gambling activities, not simply being online
47
what data could gambling companies use to predict player risk?
* behavioural play data: frequency, intensity, variability of gambling * demographic information: gender, age, time of day you gamble, location * financial behaviour: deposits, withdrawals, multiple deposits, account switches * operator communication: complaints, messages, text analysis * companies can track when you deposit or withdraw and use this info to identify (or exploit) risky behaviour
48
how can behavioural tracking systems predict risky gambling online?
* large online datasets make it not viable to give DSM interviews or PGSI surveys, so platforms use markers like voluntary self-exclusion (VSE) to identify risk * ~75% of VSE enrollees are positive for problem gambling (74% in BC) however: * some people who enrol in VSE do not have gambling problems * many people with gambling problems never enrol in VSE * surveys are also incomplete because not everyone fills them out, so respondents aren’t representative of all users
49
what are the different levels of preventative measures aimed to different levels of gambling involvement?
primary: before harms are present, aimed at general population * objective: gambling literacy * strategy: educational program secondary: early signs of problems, aimed at regular gambers 'at risk' * objective: self-awareness, improved understanding * strategy: warning messages, app blockers tertiary: management of harm, aimed at PGs * objective: resources and options * strategy: treatment services
50
what are self-exclusion programs? what level of prevention do they provide?
* allow a gambler to ban themselves from gambling for a fixed period of time * in BC, this is a provincially-operated program that covers all casinos + PlayNow website (Not lotteries) * currently, they are used as tertiary measures as people who enroll already have gambling problems * they are intended to be used as a secondary measure
51
what percentage of the people who enroll in voluntary self-excusion (VSE) have gambling problems?
75% of VSE enrollees screen positive for problem gambling
52
what are the critiques for self-exclusion programs?
* involves no direct treatment, or no contact at all * administratively complex in countries with multiple operations
53
how can machine learning identify high-risk online gamblers? what is the strongest predictor of gambling problems?
* behavioural data includes: number of bets, number/size of deposits, spending patterns * models can classify who has self-excluded with 75% accuracy (chance = 50%) * variability in spending was the strongest predictor of gambling problems (32% of signal) * pattern suggests loss chasing: controlled gambling mid-week, binge gambling on weekends
54
what can be done once high-risk gamblers are identified on online platforms?
* platforms know how many users self-exclude and can detect similar behaviour in others * challenge: how to contact high-risk users ethically * suggested approach: provide screening tools (PGSI) and supportive messaging/awareness interventions
55
what gambling prevention programs are being used in schools?
* ages 6-9: "do not bet on it" (south australia) * too early, kids don't fully understand most of the concepts * grades 3-8: "wanna bet" (minnesota) * ages 13-18: gambling: a stacked deck (alberta) * by age 18 in Alberta, lots of people have already started gambling, may be too late
56
what are the objectives of school prevention programs?
1. awareness that gambling can be problematic 2. warning signs 3. math of gambing (house edge) 4. common gambling myths (gambler's fallacy, superstitions)
57
what did Williams & Connolly (2006) study when testing gambling education programs?
* compared 3 groups: 1. stats class using gambling examples 2. stats class with no gambling content 3. history/sociology class (control) * at 6-month follow-up, they measured: gambling fallacies, gambling attitudes, gambling involvement, and problem gambling * goal: see if teaching probability with gambling examples reduces gambling harm
58
did gambling education actually reduce gambling or problem gambling?
* the intervention group improved and retained knowledge about gambling fallacies * however, this knowledge did not transfer to behaviour * 6 months later, they were no less likely to gamble * they were also no less likely to have gambling problems (PGSI) key issue: awareness increases, but it doesn’t change real-world gambling behaviour
59
what is “double-switching” in gambling?
* when we gamble, we shift into system 1 (fast, automatic thinking) * sevigny & ladouceur (2003): irrational thoughts increase during short periods of slot machine play, then return to normal afterward * training system 2 (slow, analytical thinking) does not prevent system 1 from taking over while gambling key challenge: how can educational programs reduce this switching into system 1 during gambling?
60
what tools exist to block or limit access to gambling?
* some banks (mainly in the UK) offer gambling blocks that refuse direct payments to gambling sites * these blocks do not work if someone gambles with cash at a casino * apps like GamBan can block browser or phone access to gambling websites related measures include: * credit card bans for gambling transactions (UK 2021) * long-term self-exclusion (VSE) and short-term lock-out bans on gambling platforms
61
what’s the difference between gambling harms and gambling symptoms?
* harms: any measurable negative consequence caused by gambling * harms can affect other people (family, spouses, community) * symptom: experiences felt only by the gambler (urges, withdrawal) * symptoms are things you would go to a doctor for; harms are broader life impacts
62
what are examples of gambling harms?
* sleep problems from gambling stress * struggling to pay groceries or rent * reduction of savings * selling personal items * increased credit card debt * bankruptcy * crime (fraudulent cheques, theft) * suicide * plus harms to others: financial strain, relationship stress, lost time, conflict * a typical problem gambler affects six others
63
how common are different levels of gambling harms?
* less severe harms are common among subthreshold gamblers * severe harms (bankruptcy, crime, suicide) are rare at a population level public health approach focuses on reducing the high volume of mild-to-moderate harms, not only severe cases
64
what is the prevention paradox in gambling?
the largest burden of harm comes from the low-risk/mildly affected individuals, not the small number of severe cases * only 15% of total harm comes from people with diagnostic-level problem gambling * most harm comes from low-risk and moderate-risk gamblers * occurs because less severe harms are extremely common, even among people who don’t meet criteria for a disorder * same concept is seen with alcohol
65
what are the main categories of gambling harm-prevention strategies?
1. restricting access 2. restricting excessive use 3. awareness campaigns about harms 4. product-level safety features
66
how can we restrict access to gambling?
1. age limits 2. gambling allowed only in designated venues (as in BC) 3. casino entry bans for residents (e.g., South Korea allows only tourists) follows accessibility/pathway models: reducing exposure reduces harm
67
how do we restrict excessive use once someone is gambling?
1. limiting opening hours 2. restricting alcohol use in gambling venues (staff trained not to serve intoxicated people) 3. behavioural tracking to identify risky use patterns
68
what awareness strategies help reduce gambling harms?
1. advertising restrictions 2. “responsible gambling” information centres in venues 3. school-based education programs
69
what product features help promote safer gambling?
1. pop-up / warning messages (remind players of time spent, re-anchor their reference point) 2. pre-commitment cards/limits (set spending limits before gambling starts) 3. maximum spending limits (e.g., mandated in Norway)
70
what restrictions exist on gambling advertising?
* some places use whistle-to-whistle bans: no gambling ads during sports broadcasts from kickoff to final whistle * Belgium banned all gambling advertising starting July 2023 * Ontario banned celebrities and athletes in gambling ads (some now promote safe gambling instead) * still lots of exposure to gambling logos, even with ad bans * prevention should include safe-gambling ads and counter-advertising, not just restrictions * need to be aware of backfire effects and unintended consequences of ad bans
71
what did research find about warning messages on slot machines?
* tested how well players recall warning messages on slot machines * study compared static warnings (stickers on the side) vs. dynamic warnings (scrolling / central pop-ups) * findings: players did not notice or remember static sticker messages * players recalled dynamic, centrally located warnings much better
72
what are the ways that gambling warning messages may differ in terms of message content and delivery?
Message Content: * purely informational vs. messages encouraging self-appraisal * warnings can invoke social norms (e.g., “you’ve been playing longer than most people”) * should warnings be repeated or varied? * graphic vs. text warnings — can gambling warnings ever convey emotional weight like cigarette labels? Message Delivery: * static vs. dynamic delivery matters (static often ignored; dynamic requires more attention) * targeted or personalized messages (based on age or gambling involvement) may increase effectiveness
73
why was Norway concerned about their gambling harms?
* in 1997, Norway had the 3rd highest density of EGMs in the world (per capita) * EGMs had no age restrictions and were found in supermarkets + gas stations * by 2005, gambling made up 5% of disposable household income * EGMs accounted for 66% of the gambling market
74
what radical actions did Norway take to address gambling harms?
* 2006: EGMs were turned off at night (12am–6am) * 2007: all EGMs removed for ~1.5 years * 2009: introduction of safer EGMs requiring: * personal ID card to play * fixed daily + monthly loss limits (“mandatory loss limits”) * players can lower their own limit (e.g., ~$800/month) Norway shifted from widespread, unregulated access to strict control + harm-prevention features
75
what were the outcomes of Norway’s radical EGM reforms?
* helpline calls fell 62% (especially EGM-related) * treatment referrals fell 57% * gambling revenue dropped ~31% across all gambling * no evidence of an illegal EGM market or people switching to other gambling types revenue loss had consequences: * early 2000s: Norwegian Red Cross relied on EGMs for ~50% of income * parliament acknowledged reforms would hurt funding for humanitarian/health organizations
76
how did video games make money in the past vs. now?
* early gaming era (1980–2005): revenue came from selling the physical game (cartridges, disks) * development costs have since increased a lot * players now expect games to be free or low-cost and download them digitally modern business model: in-game purchases (microtransactions) + in-game advertising
77
what did Zendle et al. (2020) find about the rise of in-game features?
* sharp increase in in-game monetization features from ~2012–2014 * includes cosmetic microtransactions, loot boxes, and pay-to-win items * by mid-2010s, most popular Steam games contained loot boxes and cosmetic purchases * represents a sudden shift in how games monetize players
78
when did research on loot boxes begin and why does that matter?
* first academic paper on loot boxes: Zendle et al. (2018) * occurred years after monetization features had already become widespread * highlights a lag between industry changes and academic/policy response * companies were able to adopt microtransactions and loot boxes long before regulations caught up
79
what structural characteristics do video games share with gambling products?
* high frequency of reinforcement * strong audiovisual feedback (even more immersive than EGMs) * near misses that encourage continued play * fast + continuous gameplay loops (game over → play again)
80
what structural characteristics are unique to video games?
* concurrent schedules (working on many goals/quests at once) * immersive storylines * avatars that strengthen self-identity and emotional engagement * skill + skill adjustment (difficulty increases as the player improves)
81
what are the main forms of “gamblification” in video games?
1. loot boxes: micro-transactions with random-reward mechanics 2. social casino games: look like gambling games but no real money involved 3. simulated gambling mini-games: GTA V casino using in-game currency 4. esports betting 5. skins betting: using cosmetic items as currency for wagers
82
how do loot boxes fit the legal definition of gambling?
* gambling has 3 elements: consideration, chance, prize 1. consideration → loot boxes can be bought with real money or earned in-game 2. chance → rewards are randomly determined (you always get something, but rarity varies) 3. prize → rare items; legal debate depends on whether items can be traded/sold * if a marketplace exists inside the game, loot boxes would meet gambling criteria * most trading happens on third-party sites, so they usually fall outside gambling law
83
what are the two pathways linking loot boxes and gambling?
Pathway 1: Migration pathway * exposure to loot boxes → later engagement in real gambling * longitudinal evidence: people who spent on loot boxes were more likely to gamble later (study didn’t track PGSI) Pathway 2: Reverse pathway * people who already gamble are more attracted to loot boxes in games * pathways are not mutually exclusive loot box spending correlates with PGSI, but causality differs by pathway
84
what are Social Casino Games (SCGs)?
* free-to-play gambling-style games (slots, poker) * no real-money payouts, but allow in-game purchases to continue playing * not regulated → can rig outcomes (e.g., “beginner’s luck”) * mimic gambling structure: wins, losses, audiovisual feedback, continuous play * raise questions about why players engage despite no monetary reward
85
why do people play Social Casino Games if no real money is involved?
* we don’t get the same physiological arousal as real gambling * social features: chat rooms, community, social reinforcement * addiction substitution: gamblers in recovery may use SCGs to satisfy cravings – could be adaptive (harm reduction) or maladaptive * easy access + constant reinforcement loops make them engaging despite no payout
86
how are Social Casino Games linked to real gambling?
* evidence that SCGs can be linked to migration to real gambling * some SCG platforms have business connections with real-money gambling operators * in-game spending may normalize microtransactions and gambling-like mechanics * dtructural similarity (near misses, variable rewards) may prime players for gambling * potential risk pathway: SCGs → cravings satisfied → eventual transition to real gambling
87
what are simulated gambling mini-games in video games?
* gambling-like activities embedded in regular games (no real money) * examples: GTA Online virtual casino, poker in Red Dead Redemption 2 * use in-game currency but mimic real gambling mechanics * very realistic → can feel similar to actual gambling
88
why are simulated gambling mini-games a concern?
* normalizes gambling in a non-gambling environment * highly realistic experiences → may increase interest in gambling * especially concerning for young players * GTA’s virtual casino raised concern because it mimics real gambling settings
89
why are gambling streams on Twitch (and similar platforms) a public health concern?
* extremely accessible to youth → exposure through spectating, not direct play * based on social learning theory: watching others gamble normalizes the behaviour * before regulations, users could watch high-stakes gambling similar to watching gaming streams * streamers often win huge amounts → creates distorted perceptions of how gambling “works.” * we are not sure if gambling streams increase cravings or help control cravings
90
what are skill-based gambling machines and why did they fail to become popular?
* casino games modeled after video games: Pac-Man, basketball). * combine skill + randomization, but still include a house edge * designed to attract younger gamblers by mimicking video-game mechanics * academics worried these games might increase the illusion of control * did not catch on because they're inefficient: take up more floor space than multiple slot machines  – not profitable: players prefer traditional EGMs  – still rely on randomness → didn’t deliver meaningful skill advantage
91
should features such as loot boxes be regulated as gambling, and what issues complicate regulation?
do virtual items have real value if they can’t be officially sold? * many items still gain value via third-party marketplaces → blurs gambling boundaries * regulatory uncertainty:  – Should the game be age-restricted?  – Or just the feature (e.g., loot boxes)? * loot boxes can have sentimental value or “perceived value” even without monetary value
92
what financial risks and consumer protection issues are connected to loot boxes (for adults as well as youth)?
* there are risks of financial harm for adults, not just youth * time-limited offers and promotions may create urgency and chasing behaviour * suggests the need for consumer protection frameworks