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Julie M. Hynes, MA, RD, CPS2017 NYCPG Annual Conference on Problem Gambling
Keynote | November 16, 2017
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THANK YOU, NYCPG!
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The complete slide deck & print-friendly handouts are posted at:
www.preventionlane.org/newyork
9:38 AM
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Discuss definitions & why general trends are important to us.
9:39 AM
Delve into “freemium,” “daily fantasy sports” and “esports”
Discuss research & key concerns.
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TRIGGER WARNINGS
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.
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CAVEATSMaterial is up to date today…maybe not tomorrow.
Material relates to
GAMING and GAMBLING…not overall online behavior.
Image purchased by J. Hynes via cartoonstock.com; please do not duplicate.
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TRENDS & DEFNITIONS
PART 1.
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THISis now almost all of us.
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REALLY, IT IS ALMOST ALL OF US.
Source: Pew Research Center (2017, January). Mobile Fact Sheet.http://www.pewinternet.org/fact-sheet/mobile/
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- GAMIFICATION- MARKETING- BLURRINESS
Lottery machine at Sea-Tac Airport
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Definition: Gambling
__________ something of value
in the ____________________
something of greater value.
hopes of obtainingRisking
Source: American Psychiatric Association - DSM-5 (2013).
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1. Prize:
DEFINITION: COMMON 3 WAYS FOR DETERMINING GAMBLING
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.)
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FREEMIUM. FANTASY.ESPORTS.
PART 2.
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FREEMIUM.
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LET’S LOOK AT FREEMIUM.6
FREE* APPS…* (WITH “IN-APP
PURCHASES.”)
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ANYONE CAN GET THEM.7
Do RATINGSSTOP MOST KIDS?
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REAL MONEY FOR PRETEND MONEY / PRIZES
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AND CANDY!
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OOH! WAYS TO LEVEL
UP FASTER!
TYPICAL FREEMIUM SCENARIO:
Source: Custer, R. & Rosenthal, M.
&@*$#! IT’S GETTING
HARDER.WOOHOO! COOL FREE
GAME!
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Source: statista.com
Most popular Apple App Store Categories in October 2017, by share of available apps
IN-APP purchases=$9 in every $10
spent!
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“The Psychology of Freemium” : https://www.psychguides.com/interact/the-psychology-of-freemium/
AT SOME POINT, YOU START FEELING “INVESTED.”
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DIGITIZING THE FANTASY:
Image source: FX Network Image sources: FanDuel.com
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
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“DFS” - DEMONSTRATION:
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WHY DFS EXPLODED.
Growing consumption of sports via TV, online, print and social media• “Instant gratification”• Engaging 2nd screen experience” that
attracts millennials & iGen (Gen Y)• Alternative to illegal sports betting in
jurisdictions around the U.S.
Image source: Fantasy Trade Sports Association (FSTA.org)Information source: Eilers Research; http://www.legalsportsreport.com/2919/state-of-dfs-inudstry/
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
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LET’S PLAY “GUESS THE SPORT!”
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
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LET’S PLAY “GUESS THE SPORT!”
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
Answer: League of Legends Pro League.Source: http://espn.go.com/esports/story/_/id/14555655/latest-league-legends-news-esports
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TRADITIONAL SPORTS ESPORTS
ESPORTS = COMPETITIVE VIDEO GAMING
Etc… Etc…And new games keep coming…
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NOV. 2017 BLIZZCON - >30K ATTENDEES
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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
J. Hynes | 11/16/17 | www.preventionlane.org/newyork
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WHAT THIS MEANS, BY COMPARISON.
Data source: “eSports goes from gaming to big money league” (April 24, 2017)http://www.businesstimes.com.sg/life-culture/esports-goes-from-gaming-to-big-money-league
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30
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League of Legends Championships NBA Finals
2016 Finals Competitions, Viewership in Millions
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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.com3. Fantasy leagues
2017 Overwatch World CupImage source: pcgamer.com
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SKINS BETTING:REAL MONEY FOR VIRTUAL STUFF.
Esports betting = ~$2.3 billion market.
Source: http://www.bloomberg.com/features/2016-virtual-guns-counterstrike-gambling/J. Hynes | 11/16/17 | www.preventionlane.org/newyork
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Prize.
Chance.
Consideration.
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Connections& Concerns
PART 3.
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RECALLING PROBLEM GAMBLING AS ON A CONTINUUM.
No Gambling Experimentation
Recreational At-RiskProblem Gambling (AKA “Gambling Disorder”)
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GAMING ADDICTION THE DSM? Not so fast!
“INTERNET GAMING DISORDER” (IGD) is…
American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders: DSM-5. Washington, D.C: Author.
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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 $!
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The
PREFRONTAL CORTEX is the LAST PART to develop.
25years old!
The brain is still
developinguntil
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Source: Brain Briefings (2007, October), Society for Neuroscience, Washington, DC
GAMING/GAMBLING & DOPAMINE4
Dopamine not released when expecting a loss.Flooded with dopamine when expecting a win!
It’s NOT about the money!
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THE GAMING CONNECTIONS MAKE SENSE.
“ALMOST WINNING”: dopamine is activated the same as ACTUALLY winning.
Problem gamblers are more likely to see their near misses as “NEAR WINS”
People play LONGER when machines give them NEAR MISSES.
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“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, 1/20/17http://www.espn.com/espn/feature/story/_/id/18510975/how-counter-strike-turned-teenager-compulsive-gambler
RECOMMENDED WATCH:
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49
What do you see here?
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Much like the
technologyitself,
researchis new.
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2
CAVEAT before looking at this research:
We should be very careful not to pathologize all gaming behavior.
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Gentile, D. (2009). Pathological video-game use among youth ages 8-18: A national study. Psychological Science, 20, 594-602.
4
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)
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5
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
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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:
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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
7
King et al., 2010
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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 | 11/16/17 | www.preventionlane.org/newyork
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RECOMMENDED: GAMING ADDICTION RESEARCHThis link has some great research articles from one of the most prominent online behavior addiction researchers in the field.
https://drmarkgriffiths.wordpress.com/2016/04/22/game-over-view-a-brief-overview-of-our-recent-papers-on-gaming-addiction/
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TO BE CONTINUED… (Workshop #1)
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