Apr 18, 2024 | RESEARCH, SPORTS BETTING, YOUTH GAMBLING
Read the original article on The BASIS Here.
Written by: Kiran Chokshi
Editor’s note: This month’s WAGER was written by Kiran Chokshi, a high school senior from New York who’s interested in research about sports betting.
Many of us participated in team sports when we were younger, and some still play. Gambling has become increasingly present in sports in recent years as a result of the U.S. Supreme Court’s May 2018 decision, which expanded sports betting in the U.S. Researchers have begun to examine gambling behaviors among athletes themselves, and an open question is whether adolescent team sport participation might make one more likely to gamble later in life as a young adult. This week, The WAGER reviews a study by Brendan Duggan and Gretta Mohan which examined the associations between young people’s gambling behaviors and participation in team sports.
What were the research questions?
(1) Does exposure to a team sports environment in late adolescence lead to a greater likelihood of engagement in gambling as a young adult? (2) Are there gender differences in this relationship?
What did the researchers do?
The researchers collected data from Growing Up in Ireland (GUI), a longitudinal study with 2 waves of data for 5,190 participants born in 1998. Participants were asked in both waves (at age 17 or 18 in 2015 – 2016, and at age 20 in 2018 – 2019) if they participated in team sports, and also if and how often they participated in gambling activities online or in person. Participants who reported gambling once a month or more were considered to be regular gamblers.
What did they find?
The researchers found that about one-third of participants took part in team sports, and males were more likely than females to play team sports and gamble at both waves. For both males and females, team sport participation significantly predicted future gambling engagement, both in terms of online gambling and regular gambling behavior. Participants who took part in team sports at both ages 17/18 and at age 20 had 2.44 higher odds of engaging in online gambling and 2.99 higher odds of being a regular gambler at age 20, when compared to participants who did not engage in team sports at either wave. When looking at the sample of males only, these relationships were stronger; males who participated in team sports at both waves had 3.8 higher odds of online gambling and 4.02 higher odds of gambling regularly, when compared to males who did not play team sports in both waves.

Figure. Figure shows the percentage of participants engaging in online or regular gambling based on their participation in team sports. Total N = 5,190. Adapted from Duggan & Mohan (2022).
Why do these findings matter?
Many professional sports teams and leagues are embracing betting and collaborating with sportsbooks, with some going so far as to sign sponsorship deals. Although gambling is prohibited to some extent among athletes at most levels of competition, problem gambling is a potential risk among amateur and professional athletes. The results from this study highlight how adolescent team sport participation predicts future online and land-based gambling, which could potentially lead to Gambling Disorder. Interestingly, many prevention groups, such as the New York State Office of Addiction Services and Supports, recommend participation in team sports, clubs, and community groups as a positive outlet; however, this research suggests that kids who are playing sports might benefit from targeted public health programs about problem gambling. Future research should test the effectiveness of these prevention programs among amateur and elite athletes alike.
Every study has limitations. What are the limitations in this study?
Although the sample size in this study was large, all of the participants were from Ireland, so it’s unclear if these findings are generalizable to people in other countries with different gambling practices. The data in this study was also self-reported, so might under- or over-report actual gambling behaviors. A more specific limitation of the study is that it did not track the amount of gambling spending per person, so the authors were unable to determine how much money each participant spent or lost while gambling.
For more information:
If you or anyone you know has a gambling problem, visit the National Council on Problem Gambling for tools and resources to help. Resources for preventing underage gambling are also accessible through YouthDecide. For additional resources, including gambling and self-help tools, visit our Addiction Resources page.
— Kiran Chokshi
Aug 15, 2023 | RESEARCH, YOUTH GAMBLING
By Kira Landauer, MPH
See original article on The BASIS HERE.
Gambling is a common activity among adolescents. Most adolescents gamble without consequences but some experience gambling-related problems and associated harms, including disrupted social relationships, academic challenges, delinquency, and criminal behavior. Their gambling behavior might be influenced by the gambling attitudes and behaviors of their family and friends. This week, The WAGER reviews a study by Megan Freund and colleagues that investigated whether exposure to other people’s gambling is associated with the gambling behavior of Australian secondary students.
What was the research question?
Is exposure to other people’s gambling associated with past-month gambling, types of gambling activities, and at-risk or problem gambling among a sample of Australian adolescents?
What did the researchers do?
Students (n = 6,377) from 93 secondary schools in the Australian states of Victoria and Queensland participated in the Australian Secondary Students’ Alcohol and Drug Survey. Participants reported whether they had ever gambled and their past-month gambling behaviors, including the types of gambling activities they engaged in (i.e., hard or soft1). Students who reported ever gambling were screened for problem gambling. Participants were also asked whether their parent/caregiver, brother/sister, best friend, or other relative had gambled in the past month. The researchers assessed the associations between other people’s gambling and students’ past-month gambling, types of gambling activities, and at-risk or problem gambling.
What did they find?
Thirty-one percent of students in the sample reported ever gambling and six percent had gambled in the past month. Ten percent of students who ever gambled were classified as either experiencing at-risk (8%) or problem gambling (2%). One in five students reported that someone in their household gambled in the past month. Most frequently, students reported past-month gambling among fathers (16%), followed by other relatives (14%). Students were more likely to have gambled in the past month, played any hard gambling activity, and be classified as an at-risk or problem gambler if they had a parent/caregiver, brother/sister, best friend, or other relative who had gambled in the past month. Past-month gambling and at-risk/problem gambling were most likely among students whose parent/caregiver or best friend had gambled (see Figure).

Figure. Odds ratios of the association between other people’s gambling (parent/caregiver, brother/sister, best friend, other relative/someone else) and past-month gambling and at-risk/problem gambling among a sample of Australian secondary students (n = 6,377).
Why do these findings matter?
These findings confirm the association between exposure to gambling in family and friends and gambling behaviors among adolescents. Young people with a parent/caregiver or close friend who gambled were most likely to have gambled recently, engaged in hard gambling activities, and to have experienced at-risk or problem gambling. These findings should inform future problem gambling prevention and education initiatives for young people, such as family-focused initiatives. Successful initiatives might also include skill development for young people, such as how to resist peer pressure to gamble.
Every study has limitations. What are the limitations of this study?
Data were self-reported, so the results might be subject to recall bias and social desirability bias. Because the study was based on a sample of adolescents and was conducted in Australia, the findings might not be generalizable to people in other places with different gambling landscapes.
For more information:
Do you think you or someone you know has a gambling problem? Visit the National Council on Problem Gambling for screening tools and resources. For additional resources, including gambling and self-help tools, visit our Addiction Resources page.
— Kira Landauer, MPH
1. Hard gambling activities are generally defined as having higher stakes or a more rapid pace of play (e.g., poker, casino games, sports betting) compared to soft gambling activities (e.g., lottery tickets, scratch cards).
Feb 26, 2023 | YOUTH GAMBLING
Read the original article on The Basis HERE.
By Kira Landauer, MPH
Gaming disorder (GD) is characterized by impaired control over playing video games and a continuation or escalation of gaming despite negative consequences. Screening, brief intervention, and referral to treatment (SBIRT) is a popular approach for quickly identifying and addressing substance use disorders, and it may also be beneficial for gaming problems. This week, The WAGER reviews a study by Jennifer J. Park and colleagues that examined clinician attitudes toward and approaches to screening, treatment, and referral for GD in addiction and youth service settings.
What were the research questions?
What are clinician attitudes toward screening for GD in addiction and youth service settings? Which behavioral change techniques would clinicians use to treat GD, and how confident are clinicians in using each technique?
What did the researchers do?
The researchers surveyed 88 experienced clinicians (e.g., counselors, psychologists, social workers) who provide SBIRT to adolescents or adults from 35 gambling, substance use disorder, and youth service programs across New Zealand. They reported their average monthly caseload of clients with GD and completed questionnaires that assessed their attitudes toward screening for GD and the actions they would take if GD was detected in a client. Participants also reported the types of behavioral change techniques1 they would use to treat GD and their level of confidence with each technique. The researchers calculated frequencies, averages, and percentages for the survey items.
What did they find?
Most clinicians had at least one consultation in the past year with someone with gaming-related problems (84.1%) and reported a mean monthly caseload of 4.1 individuals experiencing gaming problems. The majority of clinicians felt somewhat comfortable or very comfortable with screening for GD. Barriers to screening included lack of clinician awareness of available screening tools and the perception that people accessing services would not want to be screened for GD (see Figure). Nearly one-fifth of participants felt that screening and referral for GD is not a part of their job.

Figure. Clinician attitudes toward screening for GD in addiction and youth service programs, with the percentage of clinicians (n = 88) who agreed/strongly agreed, felt neutral, or disagreed/strongly disagreed with each statement.
Most clinicians agreed that if a client disclosed a gaming problem they would administer a screen, conduct further assessment, or help address immediate gaming-related harms. About one-third of clinicians indicated they often or always refer the client to another agency. Clinicians reported they generally felt confident in delivering behavioral change techniques, including motivational interviewing, relapse prevention, problem-solving, and skill-building. They felt less confident in using behavioral change techniques that require gaming-specific knowledge, such as exposure therapy, social comparison, and imaginal desensitization. Finally, 58% of clinicians had attended a general information session about GD, yet few reported receiving training on screening or treatment for GD.
Why do these findings matter?
This study found that clinicians in addiction and youth service settings were largely supportive of providing SBIRT for gaming-related problems, but that challenges and barriers exist. Challenges, including lack of awareness of appropriate screening tools and low-to-moderate confidence in applying treatment techniques that require gaming-specific knowledge, might be addressed through training. Clinicians might benefit from increased education around gaming, such as the 15-hour Foundations in Gaming Disorder course. The low referral rate to external treatment or support potentially reflects the absence of referral pathways and specialized gaming treatment options in New Zealand. This finding points to the need for a comprehensive healthcare approach to support individuals with gaming-related problems.
Every study has limitations. What are the limitations of this study?
The actual prevalence of gaming-related problems in addiction and youth services cannot be determined from this study because this study only included clinicians who had provided care to at least one individual with an internet-enabled addiction. Findings from this study might not be generalizable to other types of clinical settings (e.g., primary care) and geographic locations outside of New Zealand.
For more information:
Do you think you or someone you know has a problem with gaming? Visit this webpage hosted by the Evergreen Council on Problem Gambling for treatment and support services for gaming disorder and internet addiction.
— Kira Landauer, MPH
Nov 29, 2022 | YOUTH GAMBLING
Simply put, it’s a bad idea. What may seem like a fun and harmless gift for a young person can lead many to a gambling addiction as they get older. Why? Years of research around the globe have shown that children don’t have the cognitive brain development to understand the potential risks of gambling, especially if they experience a big win early on.
Youth Gambling Poses Significant Risk for Gambling Addiction
Gambling among youth can be more than an innocent, recreational endeavor. According to the American Psychiatric Association, 10 to 15% of young people have significant gambling problems compared to fewer than 4% of adults.
Youth gambling is particularly concerning because researchers have established a link between the age at which a person first gambles and the occurrence of excessive or problem gambling later in life. Problem gamblers say they began gambling as early as 10 years of age, on average.
It can be difficult to know if a young person is gambling and on the verge of developing a gambling disorder, but there are risk factors and signs to be aware of. Some of these include:
· History of problem gambling in the family – children of parents who gamble are nearly twice as likely to be weekly or daily gamblers
· Easy access to gambling. With smart phones, it’s not that difficult for youth to sidestep age checks, especially on unregulated sites.
· Trouble concentrating on homework because of preoccupation with gambling
· Thinking that gambling is an easy way to make money
· Feeling the need to bet more and more money
· Becoming more isolated from family and friends and choosing to spend more time gambling (often in secret).
Today’s youth have more access to gambling and gambling-like games than any previous generation. One concern is the way in which virtual casinos cater to youth, effectively making them “gamblers in training.” Another cause for alarm are loot boxes, an increasingly popular aspect of video games that can produce the same dynamics of traditional gambling. Read more on the convergence of gambling and gaming.
Studies have also shown that many adolescents gamble by purchasing lottery products, particularly scratch tickets, which often serve as an introduction to gambling. For this reason, the Minnesota Lottery and Minnesota Alliance on Problem Gambling (MNAPG) participate in Gift Responsibly, an international responsible gambling campaign to raise awareness about the risks of underage lottery play
Parents who are concerned about the gambling behavior of their children can take several steps. Some of these include:
· Learn about the risks associated with gambling activities
· Educate your child about the difference between responsible gambling and excessive gambling
· Monitor internet use
· Be alert for unusual changes in your child’s behavior
Interested in reading more about youth gambling in Minnesota? Click here to read the analysis of the 2019 Minnesota Student Survey by Dr. Randy Stinchfield.
If you feel your child may have a gambling problem, call the Minnesota Problem Helpline at (800) 333-HOPE (4673). Counseling for Minnesotans with a gambling disorder is provided by the state of Minnesota at no cost — for both the gambler and their families. MNAPG website also offers helpful resources.
Dec 6, 2021 | HEALTHY PLAY, PROBLEM GAMBLING, YOUTH GAMBLING
HOLIDAY SEASON REMINDER:
LOTTERY TICKETS ARE NOT APPROPRIATE GIFTS FOR MINORS
(ROSEVILLE, MN (Dec. 1, 2020) – The Minnesota Lottery and the Minnesota Alliance on Problem Gambling (MNAPG) announced today they are continuing their annual participation in an international responsible gambling campaign to raise awareness about the risks of underage lottery play during the holiday season. Both organizations will promote the importance of responsible gambling through various media channels, joining a growing effort to raise awareness about this issue around Minnesota, the United States and North America.
December is a time when many cultures share in gift giving, and some may consider giving scratch tickets to young people as gifts. “A scratch-off ticket may provide momentary excitement, but underage recipients don’t have the cognitive development to discern the potential risks of gambling,” says Susan Sheridan Tucker, MNAPG executive director. “This is why tickets sales are limited to adults.” When a trusted adult provides a ticket to a minor, it normalizes the activity as an acceptable practice.
In the most recent Minnesota Student Survey (2019) .05 percent of students indicated possible disordered gambling and another 2 percent indicated having problems with their gambling. This may seem like a small number, but it translates into 10,000 students. We know that a young person’s gambling starts as early as 10 years old. 30 percent surveyed indicated they had gambled in the last year and 7 percent said they gambled frequently (at least once a week or more). Youth gambling is particularly concerning because researchers have established a link between the age at which a person first gambles and the occurrence of excessive or problem gambling later in life. Studies have also shown that many adolescents gamble at least occasionally, and that lottery products, particularly scratch tickets, often serve as an introduction to gambling activities for youth.
“While we think lottery tickets make for fun gifts for adults, they are not appropriate as a gift for minors,” says Adam Prock, executive director of the Minnesota Lottery. “The commitment of the Minnesota Lottery and so many other lotteries around the country demonstrates our interest in ensuring that lottery participation is both fun and safe.” Both Tucker and Prock feel that responsible gambling is a positive approach to minimizing gambling-related harm and maximizing public benefit.
About Minnesota Alliance on Problem Gambling
Minnesota Alliance on Problem is a nonprofit, gambling-neutral organization dedicated to improving the lives of Minnesotans affected by problem gambling. A 501 (c)(3) nonprofit, MNAPG is funded by membership fees, financial and in-kind donations, and state and private grants. MNAPG serves as Minnesota’s affiliate to the National Council on Problem Gambling.
About Minnesota State Lottery
The Minnesota Lottery raises money for programs that positively impact the lives of Minnesotans. It offers uniquely Minnesotan games of chance that are held to the highest standard of integrity and security. Since 1990, the Lottery has returned more than $3.1 billion to programs that benefit all Minnesotans, including the state’s most precious natural resources, education, health care and more.
If someone you know needs help with a gambling problem, call (800) 333-HOPE. Treatment is available free of charge for qualifying individuals throughout Minnesota.
Dec 1, 2021 | ADVOCACY, HEALTHY PLAY, YOUTH GAMBLING
Read the original article on The BASIS website.
By: Karen Amichia
Approximately 155 million Americans play video games – just under half the population of the United States. Video game players are commonly stereotyped as a pre-pubescent or teenage boy who stays up too late on a school night indulging in gameplay. However, the average age of a gamer in the United States is 35, and only 29% of all gamers are younger than 18. Over time, video games have become more and more “adult” themed to match the consumer base. Unfortunately this “adultification” has led to increased presence of alcohol, tobacco, and other substance use and gambling content in video games, all of which are usually related to character development or impact gameplay. The pervasiveness and portrayal of substance use and gambling in video games may have implications for video game industry stakeholders and consumers – especially children.
Video Games & Alcohol
Some prominent video game characters seem particularly inclined to drink, and they drink to excess more often than not. Grand Theft Auto, Red Dead Redemption, and Sea of Thieves feature prominent characters consuming alcohol excessively. These characters are often unable to control themselves, act belligerent, and are shown stumbling around. Games sometimes mimic the effects of being intoxicated by slowing character movement and blurring the edges of the gameplay screen.
Some video games go so far as to reward gamers for their virtual drinking activity. In the game The Red Strings Club, players are able to use alcohol (e.g., pouring other characters drinks) in order to manipulate other characters’ moods. In other games – Fallout, This War of Mine, Prey – drinking alcohol can actually give brief boosts to stats (e.g., strength and charisma), make characters less sad, and reduce a player’s fear status to enable better vision and accuracy. Drinking is often central to a character’s personality or superpowers. For example, video games like Stardew Valley, Bioshock Infinite, and Firewatch each have main characters who show signs of alcohol use disorders. Mortal Kombat X boasts a character whose entire fighting style is the “drunken master” – his special moves include chugging the drink he carries around, belching, farting, and even vomiting on the opponent.
Alcohol content is common in video games that adolescents play. A study based in the United Kingdom found that 17 of the 32 best-selling video games featured alcohol or tobacco content during gameplay. Sixty percent of adolescents surveyed had played at least one of these games. However, the Pan European Game Information (PEGI) system did not report any alcohol content within the games. The PEGI creates accurate, age-appropriate ratings for video games in Europe and informs consumers about the adult content contained within each game. If the PEGI is failing to accurately report this adult content, more children are able to access it. This is concerning because this study also found that adolescents who played at least one of these games were more likely to have ever used alcohol or tobacco than their peers who had not engaged with any of these games.
Video Games & Tobacco
The tobacco industry has a long history of partnering with video game companies for promotional purposes. Even after the implementation of several restrictions limiting the use of video games as marketing tools for the tobacco industry, there still remain countless depictions of tobacco throughout modern-day video games.
Tobacco use is often an important part of gameplay. For example, Red Dead Redemption 2 includes a scene where a cowboy meets a man smoking a cigarette. The cowboy learns an important objective of the game – he must smoke premium cigarettes in exchange for trading cards (these are in-game markers of progress). He can win the game only when he has smoked enough cigarettes to complete his sets of trading cards. Using tobacco products can also fill the “dead eye” meter which slows down time so the character can make more precise and accurate shots with their weapons. This meter depletes quickly but can be easily refilled by chewing tobacco, or smoking cigars or cigarettes. Other games, like the Metal Gear Solid series and the Bioshock series, include similar tobacco power-ups.
Video games often glamorize tobacco use by depicting characters who use these products as edgy or cool. In terms of functionality, the use of tobacco products tends to focus and steady the character, often boosting the outcomes of their action. It’s easy to imagine that ‘cool’ characters who use tobacco to center and focus themselves will be influential to adolescents. Adolescents who play video games are more likely to have tried alcohol and tobacco products than those who do not. This is particularly concerning as a 2015 survey from the University of California San Francisco found that 42% of video games played by the study participants contained tobacco-related content. However, only 8% of those games received tobacco warnings from the Entertainment Software Rating Board (ESRB) – the American version of the PEGI. This is another example of the rating system failing to accurately detect and warn consumers about the adult-themed content found in video games.
Video Games & Other Substances
It may be surprising (or not surprising at this point) to learn that video games have been making implicit and explicit references to illicit substances almost since their conception. Miyamoto, the game designer for Nintendo, deliberately chose a mushroom as Mario’s power-up in reference to psychedelics. The world of Mario is a fantasy land that you can only get into and remain in by constant ingestion of these mushrooms. Similarly, the creator of Pac-Man refers to the dots that Pac-Man eats as “power pills.”
Archstone Behavioral Health completed a study examining the top 100 best-selling games per gaming console and analyzed each ESRB rating for substance use in order to investigate the types of drug use present per game. They found that 61% of games featured real drugs (e.g., cocaine, heroin, marijuana) and 38% featured fictional drugs found in-game only. Forty percent of the games featured drugs that caused the user to become disoriented in some way. However, ingesting these substances also had benefits. Thirty-two percent of drugs boosted a character’s power and 28% actually increased the character’s health. Nearly a quarter of the video games featured multiple drugs – most of them stimulants to stay awake, gain energy and get high. These tended to also be extremely addictive.
It’s interesting to note that outside of medicinal uses or energy boosts, drugs and the characters who use them are often portrayed as ‘shady.’ Characters who use or sell substances in video games are not as popular as those who use tobacco products. Drug purchasing and use is often reserved for the unsavory or criminal characters in the game’s storyline (e.g., The Elder Scroll, Fallout). In these games, drugs are often vague, untitled substances that are traded by criminals. This poses some interesting questions to gamemakers: what makes tobacco cool and edgy? Why are drugs used by criminals and ‘shady’ characters?
Unfortunately, the portrayal of other substances in video games and its impact on adolescents has yet to be researched in depth. But, research about alcohol and tobacco content in video games suggests that the portrayal of other substances might be related to use initiation in adolescents.
Video Games & Gambling
Gambling in video games has become a hot topic in recent years, especially following the introduction of loot boxes during gameplay. Loot boxes can be purchased with real-world money. Their randomized contents usually benefit the player (e.g., boost the gamer’s character or skills) and aid in gameplay. Games like NBA 2k20 have taken loot boxes a step further to include other gambling-like features, such as slot machines, pachinko machines, and a wheel of fortune. There are concerns that the loot boxes and other gambling-like features found in video games may lead to problem gambling among gamers. A survey of over 7,000 video game players found an association between problem gambling severity and money spent on loot boxes. Players with more severe problem gambling spent more money on loot boxes. Other gambling-like video game features (e.g., token wagering, real-money gaming, and social casino spending) are also linked to problem gambling.
In addition to loot boxes, there are concerns over the use of skins in video games. Skins are items that a player can win during the game, such as weapons, outfits, or particular football players. Counter-Strike: Global Offensive, a popular video game, drew attention from the UK Gambling Commission in recent years after game developers added weapon skins to the game. These skins allowed players to win customizations for their weapons. The random nature and rarity of skin drops made them valuable and they became a form of currency within the game.
As Global Offensive grew in popularity as an e-sport with professional players and teams, so did sites like the Steam Marketplace. Here, consumers can gamble on the outcome of matches and use their skin inventory to place bets. European law only bans cash-betting on e-sports, so these actions are not legally classified as gambling. Gamemakers exploited this legal loophole that has allowed consumers – including children and adolescents – to participate in gambling-like activities. Loot boxes, skins, and other gambling-like activities found in video games have become normalized and may increase the likelihood of young players developing problem gambling or experiencing gambling-related harms.
Conclusion
Video games are a popular form of media and entertainment in the United States and many parts of the world. Drinking, smoking, using other drugs, and gambling have become common content within video games and are often directly linked to character development and gameplay. However, video game review boards like the ESRB and PEGI are not accurately identifying and reporting this adult content. The presence of this content has been shown to increase the likelihood of initiation and problematic behavior in consumers, especially among children. It is essential that review boards ensure that their content warnings are correctly identifying the presence of substances and gambling in games. Educational campaigns should consider targeting gamers, like the Truth Initiative’s anti-tobacco ads on Twitch streams. Parents should take an active role in checking the content of the video games used by their children.
— Karen Amichia