Simulated gambling in video gaming: What are the implications for adolescents?

Mark D. Griffiths, Daniel L. King, Paul H. Delfabbro

Research output: Contribution to journalArticlepeer-review

12 Citations (Scopus)
244 Downloads (Pure)

Abstract

Recent empirical research studies suggests that children and adolescents access online gambling activities using digital devices such as personal computers, laptops, smartphones, and other portable devices (e.g., Griffiths & Parke, 2010; King, Delfabbro, & Griffiths, 2010). Three national adolescent gambling surveys carried out for the National Lottery Commission in Great Britain (Griffiths & Wood, 2007; Ipsos MORI, 2009; 2011) have all shown that a small minority of children and adolescents can and do gamble online. The most recent study (Ipsos MORI, 2011) reported that 2% of 11-16 year olds had played online lottery games and 2% had gambled on other online games (i.e., online casinos, online poker, online bingo and/or online sports betting). These data suggest that the first gambling experiences by some children and adolescents might occur via the Internet, mobile phones, and/or interactive television rather than in a traditional offline gaming venue such as a casino, amusement arcade or bookmakers (Griffiths, 2011).
Original languageEnglish
Pages (from-to)68-70
Number of pages3
JournalEducation and Health
Volume30
Issue number3
Publication statusPublished - 1 Dec 2012
Externally publishedYes

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