No gambling in video games.
We’re unpacking the links between gambling and video games in an effort to create transparency, provide information to parents and formulate recommendations.
Gambling and gaming activities have become increasingly recognised as sharing many common features at a structural and aesthetic level. This has lead to a convergence of video games and gambling.
This section of our website focuses on Social Casino Games, Gambling with Virtual Goods and Lootboxes; three features in gaming that closely resemble gambling. We’ll also formulate some draft recommendations and provide a reference list for further reading.
How to use video games safely in schools.
Get these resources to introduce video games in your practice:
- Whole of School approach to being a ‘Safe Gaming School’
- Game development in the classroom resources
- All 16 worksheets/tools/factsheets to support teachers and wellbeing staff
- The Parent’s Workbook for Dealing with Gaming Issues
- All 14 tools/factsheets to give as resources to the families in your school.
- All 14 information factsheets in the Info Pack
- A license to use all the above resources with all families in your school
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About our work
The development of this section is part of ‘No Gambling in Games’; a prevention project funded by the Victorian Responsible Gambling Foundation. It was developed to inform and ensure the project is based on evidence. The information will be used to develop communication resources that raise awareness about gambling in video games for parents and gamers.
We encourage the reader to read the academic papers referenced to get a full understanding of how gambling and gaming are converging.
Abarbanel, B., Gainsbury, S. M., King, D., Hing, N. & Delfabbro, P. H. (2016). Gambling Games on Social Platforms: How Do Advertisements for Social Casino Games Target Young Adults? Policy Studies Organization. Policy and Internet.
Albarrán Torres, C., & Goggin, G. (2014). Mobile social gambling: Poker’s next frontier. Mobile Media & Communication, 2(1), 94–109. doi:10.1177/2050157913506423
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Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago: University of Chicago Press.
Casual Games Association. (2012). Social network games 2012: Casual games sector report. Smithfield, UT: Casual Games Association.
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Derevensky, J.L., & Gainsbury, S.M. (2015). Social casino gaming and adolescents: Should we be concerned and is regulation in sight? International Journal of Law and Psychiatry.
Derevensky, J. L., Gainsbury, S. M., Gupta, R., & Ellery, M. (2013). Play-for-fun/social-casino gambling: An examination of our current knowledge. Winnipeg, MB: Manitoba Gambling Research Program.
Derevensky, J., Sklar, A., Gupta, R., & Messerlian, C. (2010). An empirical study examining the impact of gambling advertisements on adolescent gambling attitudes and behaviors. International Journal of Mental Health and Addiction, 8(1), 21–34.
Derevensky, J. L., Gupta, R., Messerlian, C., & Gillespie, M. (2005). Youth Gambling Problems. In Gambling Problems in Youth (pp. 231-252). Springer US.
Dickins, M. & Thomas, A. (2016). Is it gambling or a game? Simulated gambling games: Their use and regulation. Australian Gambling Research Centre.
Eilers & Krejcik Gaming. (2016). Social casino tracker—4Q & 2015. Santa Ana, CA: Author.
Floros, G., Siomos, K., Fisoun, V., & Geroukalis, D. (2013). Adolescent online gambling: The impact of parental practices and correlates with online activities. Journal of Gambling Studies, 29(1), 131–150. doi:10.1007/s10899-011-9291-8
Fong, T. W. (2005). The biopsychosocial consequences of pathological gambling. Psychiatry (Edgmont), 2, 22–30.
Frahm, T., Delfabbro, P. H. & King, D. L. (2014). Exposure to free-play modes in simulated online gaming increases risk-taking in monetary gambling. Journal of Gambling Studies. DOI 0.1007/s10899-014-9479-9.
Friend, K. B. & Ladd, G. T. (2009). Youth gambling advertising: A review of the lessons learned from tobacco control. Drugs: Education, Prevention, and Policy, 16(4), 283–297.
Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Game on: Comparison of demographic profiles, consumption behaviours, and gambling site selection criteria of esports and sports bettors. Gaming Law Review, 21(8), 575-587. https://doi.org/10.1089/glr2.2017.21812
Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Intensity and gambling harms: Exploring breadth of gambling involvement among esports bettors. Gaming Law Review, 21(8), 610-615. https://doi.org/10.1089/glr2.2017.21813
Gainsbury, S. M., Hing, N., Delfabbro, P., Dewar, G., & King, D. (2015). An exploratory study of interrelationships between social casino gaming, gambling, and problem gambling. International Journal of Mental Health and Addiction, 13(1), 136–153. doi:10.1007/s11469-014-9526-x
Gainsbury, S. M., Hing, N., Delfabbro, P. H., & King, D. L. (2014). A taxonomy of gambling and casino games via social media and online technologies. International Gambling Studies, 14(2), 196–213. doi:10.1080/14459795.2014.890634
Gainsbury, S. M., King, D. L., Delfabbro, P., Hing, N. Russell, A. M., Blaszczynski, A., & Derevensky, J. (2015). The use of social media in gambling. Gambling Research Australia, Department of Justice, State of Victoria
Gainsbury, S. M., Russell, A., & Hing, N. (2014). An investigation of social casino gaming among land-based and Internet gamblers: A comparison of socio-demographic characteristics, gambling and co-morbidities. Computers in Human Behavior, 33, 126–135. doi:10.1016/j.chb.2014.01.031
Gainsbury, S. M., Russell, A. M., King, D. L., Delfabbro, P., & Hing, N. (2016). Migration from social casino games to gambling: motivations and characteristics of gamers who gamble. Computers in Human Behavior, 63, 59-67.
Gainsbury, S. M., King, D. L., Abarbanel, B., Delfabbro, P. & Hing, N. (2015). Convergence of gambling and gaming in digital media. Centre for Gambling Education & Research, Southern Cross University.
Gradwell, H. (2013). How to stop your kids accidentally spending your money on apps and games. Think Money, April 12. Located at: http://www.thinkmoney.co.uk/news-advice/stop-kids-accidentally-spending-your-money-on-apps-and-games-0-4111-0.htm
Griffiths, M. D. (2015) Adolescent gambling and gambling-type games on social networking sites: Issues, concerns, and recommendations. Aloma, 33(2), 31-37.
Griffiths, M. D., King, D. L., & Delfabbro, P. H. (2014). The technological convergence of gambling and gaming practices. In D. C. S. Richard, A. Blaszczynski & L. Nower (Eds.), The Wiley-Blackwell handbook of disordered gambling (pp. 327–346). West Sussex, UK: John Wiley & Sons.
Griffiths, M., & Wood, R. (2007). Adolescent Internet gambling: Preliminary results of a national survey. Education and Health, 25, 23–27.
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Hollingshead, S., Kim, H. S., Wohl, M. J. A., & Derevensky, J. (2016). The social casino gaming-gambling link: Motivation for playing social casino games determine whether gambling increases or decreases. Journal of Gambling Issues, 33, 52-67.
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Juniper Research (2016). White paper: The rise of virtual reality. Available from: http://www.juniperresearch.com/document-library/white-papers/the-rise-ofvirtual-reality
Kharpal, A. (2016). Virtual reality gambling expected to grow 800 percent by 2021driven by ‘high rollers’. CNBC News, October 16. http://www.cnbc.com/2016/10/10/virtual-reality-gambling-expected-to-grow-800-percent-by-2021-driven-by-high-rollers.html
Kim, H. S., Wohl, M. J. A., Salmon, M., Gupta, R., & Derevensky, J. (2014). Do social casino gamers migrate to online gambling? An assessment of migration rate and potential predictors. Journal of Gambling Studies, 31(4), 1819–1831. doi:10.1007/s10899014-9511-0
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