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Gambling Among Young People, 837 kB

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• The game often leads to results; you are often close to winning, without actually having won<br />

anything.<br />

• Certain visual effects and sound effects in the game.<br />

• The game is easily accessible.<br />

The Swedish sociologist Ove Svensson has written a thesis on young people and gambling which is<br />

based partly on the Swedish population study and its follow-up and partly on a number of qualitative<br />

interviews with young people. Ove Svensson writes that certain types of games more readily provide<br />

a sense of “flow”, an experience that allows the gambler to disconnect from the outer world for a while<br />

and go in and flow with the game. The types of games which allow this experience are fast and continuous<br />

games that increase the participation of the gambler and prolong the continuity of the game.<br />

According to Svensson, you get this feeling more easily if you play often, for a long time and<br />

intensively (76). Types of games which include several of the above-mention factors, which are fast<br />

and continuous and can thus be regarded as risky games are amongst others:<br />

– Fruit machines: Give rapid feedback, high winnings, are designed in such a way that the gambler<br />

readily believes that he or she can influence the game through skill.<br />

– Most casino games: Give rapid feedback, the stakes are high as are often the winnings.<br />

– Betting on sports: The gambler readily feels that he or she can influence the game through skill,<br />

the games often lead to a result that is “close to winning” and the stakes can be high.<br />

– Most games on the Internet: Internet gambling is easily accessible, the games have many attractive<br />

visual and graphical effects, feedback is rapid (moreover, you can gamble on several websites at a<br />

time) and they are open round-the-clock. You can also gamble on your own, undisturbed and high<br />

on alcohol and drugs.<br />

In a study on British adolescents playing on fruit machines, Griffiths has highlighted the fact that not<br />

only are fruit machines in the UK technically designed in such a way that they enhance the gambler’s<br />

belief in the importance of his/her own skill, but they have also been given names that lead to such<br />

associations. Some are, for example, called Skill Cash, Fruit Skill and Real Money (79).<br />

According to Svensson, young people generally prefer fast and continuous types of games.<br />

Adolescent Swedes at the end of the 1990s preferred to gamble on the riskiest games and it was most<br />

of all adolescent problem and pathological gamblers who did so. Compared to other young people,<br />

they played more often on, for example, fruit machines, sport games, card games and instant lotteries<br />

(17, 76). Norwegian studies also indicate that playing fruit machines is over-represented among<br />

children with gambling problems, two out of three adolescents with gambling problems mostly play<br />

on fruit machines (12).<br />

Unrealistic understanding of the possibilities of the game<br />

In yet another study, Moore and Ohtsuka (78) found that young problem/pathological gamblers had a<br />

more irrational understanding of the game than other young people. Problem/Pathological gamblers<br />

were more prone to an exaggerated belief in their own ability to control the outcome of the game, in<br />

other words the illusion of control over the game. In addition, they believed that gambling was a good<br />

way of getting money. <strong>Young</strong> problem or pathological gamblers overestimated their control over their<br />

own gambling, in other words the ability to be able to stop in time, limit their gambling and the stakes,<br />

more than young people without problems.<br />

Computer and TV games<br />

Computer and TV games are not geared towards winning money, only towards entertainment and<br />

enjoyment. There are various types of games geared towards children and young people, for example<br />

action games, puzzles, role plays, strategy games, games played on the Internet (online games), sports<br />

games, quizzes and adventure games. All of these games are different in character; some of them are<br />

similar to gambling games others are completely different. Too few studies are as yet available to be<br />

able to say anything about computer or TV game addiction and whether there is a link between these<br />

games and problem/pathological gambling. A handful of studies indicate that some children and<br />

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