The foundation commissioned this research to determine the nature of problem gambling stigma, including perceptions of its intensity, how it is created and maintained, and who it affects and how. The study examined stigma from two perspectives: from the point of view of people with gambling problems (self-stigma), and from the point of view of others (public stigma). The researchers from the Centre for Gambling Education and Research, Southern Cross University, also considered how stigma may impede treatment and interventions among first-time and relapsed help-seekers, and how it may influence recovery from problem gambling.
The purpose of this project was to identify and describe the availability and promotion of gambling and social casino game opportunities via social media; whether there has been a transition between social casino game play and gambling; and the potential for social media to be used to promote responsible gambling.
Gambling is recognised as a significant public health concern in relation to children and young people [Clark et al., 2020; Pitt et al., 2022]. The concerns for young people have largely related to the influence and impact of gambling marketing on young people’s attitudes and behaviours towards gambling [Nyemcsok et al., 2021; Torrance et al., 2020]. Research has shown that young people are exposed to gambling advertising in a range of different environments [Pitt et al., 2016b], can recall specific advertisements, brand names, and company characteristics [Djohari et al., 2019; Thomas et al., 2018a]. They have also demonstrated positive attitudes towards sports betting [Pitt et al., 2017a; Sproston et al., 2015]. Some boys and girls under the legal age of gambling (18 years in Australia) have indicated a desire to try sports betting in the future [Nyemcsok et al., 2018; Pitt et al., 2017b]. However, young people recognise the harms associated with gambling and have recommended restrictions to the marketing that they see and have called for governments and sporting codes to do more to protect young people [David et al., 2020; Pitt et al., 2022; Thomas et al., 2016].
The principal aims of the project were to: (a) Summarise and review existing published material relating to the identification of problem gamblers within venues, and (b) To conduct empirical research into the nature of possible visible indicators of visible indicators within venues.
Simulated gambling products contain gambling-like components. Unlike gambling, money cannot be won, but some simulated gambling products provide opportunities to pay for ingame items and gameplay advantages. Examples include video games with gambling content, loot boxes, social casino games and demo or practice games on actual gambling websites. Some activities expose people to gambling and simulated gambling opportunities, such as playing esports games, watching esports events through online streaming services, entering into free fantasy sports competitions, and obtaining free loot boxes in video games. In this study, we consider these “exposure” and simulated forms separately. Recent research (Russell et al., 2020) has found that many of these exposure and simulated forms, especially those that are free to play, are popular amongst younger adults aged 18-24. Because exposure and simulated gambling activities are not classified as gambling products, they are available to people under the age of 18.
This review was designed with a view to mapping the available research literature to inform the development of interventions for adult affected others. For this review, the term ‘affected others’ is defined broadly including, but not limited to, family members (e.g., parents, adult siblings, adult children), partners (e.g., spouses, de-facto relationships, ex-partners), friends, and colleagues of individuals with gambling problems. The findings of this scoping review, which can readily be disseminated to gambling stakeholders, can be used to inform clinical, research, and policy decision-making in relation to affected others.
This report was commissioned by Gambling Research Australia (GRA) to examine the impact of EGM jackpots on player behaviour. Specifically, the research was devised to answer the question: “Do jackpots and linked jackpots increase the likelihood of risky gambling behaviour and gambling related harm, and to what extent do jackpots enhance the player experience?”
The focus of this research was on the risk factors for the development of gambling problems in children who have a family member with a gambling problem.