Anúncio

Emerging Appetites in Youth Gaming -- and Convergence with Gambling

Executive Director, Consultant em Oregon Council on Problem Gambling / Consultant
16 de Feb de 2018
Anúncio

Mais conteúdo relacionado

Apresentações para você(20)

Similar a Emerging Appetites in Youth Gaming -- and Convergence with Gambling(20)

Anúncio

Mais de Julie Hynes(17)

Anúncio

Emerging Appetites in Youth Gaming -- and Convergence with Gambling

  1. Julie M. Hynes, MA, RD, CPS Youth Gambling Conference | Bridgeport, WV | Feb. 16, 2018
  2. The complete slide deck & print-friendly handouts are posted at: www.preventionlane.org/WV 9:07 AM
  3. OBJECTIVES 1. Analyze the most recent features & forms of gaming that affect youth: freemium games, daily fantasy sports, esports, and “loot boxes.” 2. Explain how these new games & methods relate to youth gambling & problem gambling. 3. Understand the implications for integrating these issues into broader prevention settings (which will lead us to the next session!).
  4. HEADS UP There may be content here that could present as a trigger to some. Please take care of yourself and give yourself a break if needed.
  5. 1. TRENDS.
  6. - GAMIFICATION - MARKETING - BLURRINESS Lottery machine at Sea-Tac Airport
  7. We don’t think of these things as gambling. Therefore, we don’t think our young people are gambling.
  8. Definition: Gambling __________ something of value in the ______________________ something of greater value. hopes of obtaining Risking Source: American Psychiatric Association - DSM-5 (2013).
  9. 1. Prize: DEFINITION: COMMON 3 WAYS FOR DETERMINING GAMBLING 2. Chance: 3. Consideration:
  10. 1. PRIZE: BLURRING LINES? 2. CHANCE: 3. CONSIDERATION: Anything of value the sponsor awards in a promotion. (Example: goods/services with a monetary value or items of value.) A process beyond the participant's direct control determines the outcome. (Example: an instant-win game at a fast food restaurant.) Requires money or significant effort. (Example: attending a sales presentation.)
  11. “FREEMIUM.”
  12. LET’S LOOK AT “FREEMIUM.” FREE* APPS… * (WITH “IN-APP PURCHASES.”)
  13. DO RATINGS STOP MOST KIDS?
  14. DO RATINGS STOP MOST KIDS?
  15. REAL MONEY FOR PRETEND MONEY / PRIZES
  16. AND CANDY!
  17. Of 100 most popular Facebook games, more than half (54%) include gambling content (22% are slot-based) Giroux, 2016
  18. OOH! WAYS TO LEVEL UP FASTER! TYPICAL FREEMIUM SCENARIO: Source: Custer, R. & Rosenthal, M. &@*$#! IT’S GETTING HARDER. WOOHOO! COOL FREE GAME!
  19. Most popular Apple App Store Categories in October 2017, by share of available apps Source: statista.com IN-APP purchases= $9 in every $10 spent!
  20. “The Psychology of Freemium” : https://www.psychguides.com/interact/the- psychology-of-freemium/ AT SOME POINT, YOU START FEELING “INVESTED.”
  21. This = LEGAL in most states [Here’s our super duper quick coverage of daily fantasy sports]
  22. “DFS” - DEMONSTRATION:
  23. LET’S PLAY “GUESS THE SPORT!” J. Hynes | 2/16/18 | www.preventionlane.org/wv
  24. LET’S PLAY “GUESS THE SPORT!” J. Hynes | 2/16/18 | www.preventionlane.org/wv Answer: League of Legends Pro League. Source: http://espn.go.com/esports/story/_/id/14555655/latest-league-legends-news-esports
  25. ESPORTS = TRADITIONAL SPORTS ESPORTS COMPETITIVE VIDEO GAMING Etc… Etc…And new games keep coming…
  26. NOV. 2017 BLIZZCON - >30K ATTENDEES
  27. J. Hynes | 2/16/18 | www.preventionlane.org/wv Source: “Competitive video gaming will be a $1.5 billion industry by 2020, researchers say,” Jeff Dunn / Business Insider / 3/27/17 http://www.businessinsider.com /esports-popularity-revenue- forecast-chart-2017-3
  28. GAMBLING ON ESPORTS. 2. Betting “skins” on games that can be purchased and sold for real money 1. Betting on professional gaming teams Image source: csgostash.com 3. Fantasy leagues 2017 Overwatch World Cup Image source: pcgamer.com
  29. SKINS BETTING: REAL MONEY FOR VIRTUAL STUFF. Esports betting = ~$2.3 billion market. J. Hynes | 2/16/18 | www.preventionlane.org/wv Source: http://www.bloomberg.com/features/2016-virtual-guns- counterstrike-gambling/
  30. LET’S TALK LOOT BOXES / LOOT CRATES
  31. Prize. Chance. Consideration.
  32. 2. RELATIONSHIPS
  33. RECALLING PROBLEM GAMBLING AS ON A CONTINUUM. No Gambling Experimentation Recreational At-Risk Problem Gambling (AKA “Gambling Disorder”)
  34. Source: Brain Briefings (2007, October), Society for Neuroscience, Washington, DC GAMING/GAMBLING & DOPAMINE Dopamine not released when expecting a loss. Flooded with dopamine when expecting a win! It’s NOT about the money!
  35. “ADDICTION” is the desired industry term.
  36. “Skin in the Game: Counter-Strike has spawned a wild multibillion-dollar world of online casino gambling; it's barely regulated and open to any kid who wants in.” ESPN.com, 1/20/17
  37. Struggle with cutting back Job/school problems. Withdrawal/ isolation Preoccupation Change in friends SIMILARITIES IN SIGNS OF A PROBLEM. Unusual amount of $ or $ problemsUsing it as an escape $!
  38. GAMING ADDICTION THE DSM…Not yet. “INTERNET GAMING DISORDER” (IGD) is… American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders: DSM-5. Washington, D.C: Author.
  39. ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ = Internet Gaming Disorder criteria checklist (Petry, et al., 2014) ✓
  40. WORLD HEALTH ORGANIZATION: Coming Soon in the ICD-11: Gaming Disorder Source: World Health Organization. (2018). ICD-11 Beta Draft. https://icd.who.int/dev11/l- m/en#/http%3a%2f%2fid.who.int%2ficd%2fentity%2f1448597234
  41. WORLD HEALTH ORGANIZATION: Coming Soon in the ICD-11: Hazardous Gaming Source: World Health Organization. (2018). ICD-11 Beta Draft. https://icd.who.int/dev11/l- m/en#/http%3a%2f%2fid.who.int%2ficd%2fentity%2f1448597234
  42. Much like the technology itself, research is new.
  43. CAVEAT before viewing research We should be very careful not to pathologize all gaming behavior.
  44. RESEARCH IN A NUTSHELL: • There is not yet much research on newer forms of gambling, such as DFS and esports. • Kids who play free online games are far more likely to develop gambling problems • Characteristics of online gaming addiction are almost identical to those of problem gambling • There are key correlations with other mental health and addiction issues. J. Hynes | 2/16/18 | www.preventionlane.org/wv
  45. THE FREEMIUM ISSUE. Adolescents playing simulated gambling games more likely to later move to real gambling… …and are also more likely to have later gambling problems King et al., 2010
  46. SOCIAL CASINO GAMING & GAMBLING: • Those who play social games are more likely to gamble, and have gambling problems1 • Those who engage in “micro-transactions are far more likely to migrate to “real” gambling. 1. Gainsbury, S., Russell, A., King, D.L., ; Delfabbro, P., Hing, N. (2016, October). Migration from social casino games to gambling: Motivations and characteristics of gamers who gamble. Computers in Human Behavior, 63, pp.59-67
  47. MOTIVATIONS: FROM FREE TO PAYING • Peer influence • Incentives • Ads • Inflated payout rates Kim, Wohl, Gupta & Derevensky, 2017
  48. MOTIVATIONS: FROM FREE TO PAYING Kim, Wohl, Gupta & Derevensky, 2017 “ ”
  49. MOTIVATIONS: WHY DO THEY KEEP PLAYING? • Wealth – in-game rewards • Achievement– pursuing goals • Inadequacy – keeping up King, Herd & Delfabbro, 2018
  50. n=3,034 – grades 3, 4, 7 & 8 9%pathological gaming ●Less empathy ●More impulsivity Source: Gentile, Choo, Liau, et al. (2011). Pathological video game use among youth: A two year longitudinal study. Pediatrics, 127, e319-29 YOUTH “PATHOLOGICAL” VIDEO GAMERS
  51. Gentile, D. (2009). Pathological video-game use among youth ages 8-18: A national study. Psychological Science, 20, 594-602. YOUTH “PATHOLOGICAL” VIDEO GAMERS • Sample of 1,178 youth in the U.S.: 8.5% of youth gamers were classified as “pathological gamers” • >80% play video games at least occasionally • “Pathological” gaming: (using 5 of 10 of DSM-IV; this was prior to DSM-5)
  52. Similarities between those with internet gaming disorder (IGD) & pathological gamblers: • Less sensitive to loss • More reactive to gaming and gambling cues • More impulsive choices Fauth-Büler, M., Mann, K. (2015, Nov.) Neurobiological correlates of internet gaming disorder: Similarities to pathological gambling. Journal of Addictive Behaviors IGD & PATHOLOGICAL GAMBLING:
  53. 3. IMPLICATIONS FOR PREVENTION
  54. Source: Brain Briefings (2007, October), Society for Neuroscience, Washington, DC GAMING/GAMBLING & DOPAMINE J. Hynes | 2/16/18 | www.preventionlane.org/wv Dopamine not released when expecting a loss. Flooded with dopamine when expecting a win It’s NOT about the money!
  55. 5.6% college age (18-24) 2½ % all adults (18+) 4% teens (13-17) YOUNG PEOPLE AT HIGHEST RISK... ~1% older adults (65+) And electronic forms of gaming are most addictive, fastest at addicting.
  56. The PREFRONTAL CORTEX is the LAST PART to develop. 25 The brain is still developing until …AND MOST SENSITIVE TO DOPAMINE.
  57. Availability/ Convenience Speed & Intensity Isolation, lack of connection. Discovery (always new stuff) Competition PROBLEM GAMING & GAMBLING: LIKELY MOST COMMONLY SHARED RISK FACTORS. Stakes: Rewards & ReinforcementsDissociation & Escape. $!
  58. OK…SO THEN WHAT?
  59. We’ll talk prevention initiatives and what could be realistic here in WV! After the break…
Anúncio