TY - JOUR
T1 - Simulated gambling in video gaming
T2 - What are the implications for adolescents?
AU - Griffiths, Mark D.
AU - King, Daniel L.
AU - Delfabbro, Paul H.
N1 - E&H was first published in 1983 and is now an open access journal which means that all content is freely available without charge to the user or his/her institution. Users are allowed to read, download, copy, distribute, print, search, or link to the full texts of the articles in this journal without asking prior permission from the publisher or the author. This is in accordance with the BOAI definition of open access and follows the principles of the Creative Commons licence CC-BY-NC-ND 3.0 [Licence extract : Share — copy and redistribute the material in any medium or format. NonCommercial — You may not use the material for commercial purposes. NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material.] There are no contributor fees and copyright remains with the contributor. The contributor allows their work to be edited prior to publishing.
PY - 2012/12/1
Y1 - 2012/12/1
N2 - 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).
AB - 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).
UR - http://www.scopus.com/inward/record.url?scp=84872474926&partnerID=8YFLogxK
M3 - Article
AN - SCOPUS:84872474926
SN - 2049-3665
VL - 30
SP - 68
EP - 70
JO - Education and Health
JF - Education and Health
IS - 3
ER -