Must Read GambleAware Report Advocates for Stronger Gambling Regulations

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A recent report commissioned by GambleAware has shed light on which forms of gambling pose the highest risks of harm, sparking calls for stricter regulatory measures.

The gambling harm prevention charity partnered with Bournemouth University to conduct comprehensive research into the relative risks associated with various gambling activities, including land-based electronic gaming machines, online casino games, loot boxes, and the National Lottery draw.

Zoë Osmond, CEO of GambleAware, emphasised the potential dangers, stating:

No form of gambling is completely without risk. However, this new research shows that there are some particular types of gambling which can lead to an increased chance of experiencing gambling harm, which can have a corrosive effect on people’s lives, finances, careers, and relationships.

Key Findings Highlight High-Risk Activities​

The study revealed that land-based electronic gaming machines, found in bookmakers and casinos, alongside online casino games, posed the highest levels of risk. These gambling activities, characterised by rapid play and the potential for immediate rewards, were identified as significant contributors to gambling harm.

The data showed that usage of electronic gaming machines was the strongest predictor of future gambling harm. Specifically, individuals using land-based electronic gaming machines were found to be over 10 times more likely than the average gambler to experience "problem gambling." Meanwhile, those engaging with online casino games were four times more likely than average to face harm.

Osmond raised concerns about the potential impact of current policy proposals, noting:

The research also brings into question some of the measures outlined in the Gambling White Paper, such as relaxations in land-based gambling, which could lead to an increase in electronic gaming machines in venues, and having different online slot stake limits for those aged over 25. We believe people over 25 should have the same lower limits as those who are younger.

The report suggests the measures do not go far enough to protect people. This is why we are calling for the recommendations in this report to be adopted as they will help ensure that people can be better protected.

Recommendations for Enhanced Safeguards​

The report called for tighter restrictions on the availability and design of electronic gaming machines, as well as on online casino games, to prioritize responsible design. Additionally, the charity urged gambling operators to enhance systems that provide personalised support for online customers displaying risk indicators.

The findings also highlighted risks associated with loot boxes, a feature often present in video games targeted at children. These mechanisms, which blend elements of gaming and gambling, were found to increase the likelihood of gambling harm significantly.

According to the study, 50% of people who use loot boxes are at some level of risk, with many exhibiting behaviors associated with problem gambling due to the immersive and accessible nature of loot boxes.

National Lottery Concerns​

The National Lottery also emerged as a concern. The study estimated that 600,000 individuals experiencing problem gambling participated in the National Lottery draw, while 500,000 engaged with scratch cards.

The report recommended that the National Lottery actively direct players to support services, such as those offered by GambleAware, to mitigate the risks for players struggling with gambling harm.

Expert Analysis and Call for Stricter Regulation​

Dr. Ruijie Wang from Bournemouth University, who led the research, outlined the broader implications of the findings. The study was conducted within the context of the UK government’s proposed changes to gambling regulations as outlined in the Gambling White Paper.

Dr. Wang explained:

The results highlight the need for more stringent gambling regulation, particularly in online slots and land-based electronic gaming machines due to their high risk of harm to young adults. More regulation is also needed to limit gambling-like practices in video gaming, such as loot boxes, to individuals aged over 18 years, as the interaction between video gaming and gambling should not be ignored.

The report underscores the pressing need for policymakers and industry stakeholders to implement stricter measures to mitigate gambling harms and ensure vulnerable individuals are better protected.
 
It looks bad when most of the custom comes from people gambling there gov benefits on digital crack
I guess a lot of peeps getting checked by the banks about gambling is because they are gambling benefits
I mean you can't really say you can afford to gamble if your income comes from universal credit
 
The national lottery is an interesting one. Every year participation goes down in the national lottery, so this firm has found other ways of making money out of loyal lottery players. Scratch cards have always been their go-to, but they have more and more instant wins in their app and on their website. No wonder more and more issues are arising from such a soft gambling product as the lottery.
 
Well the UKGC need to grow a pair and ban loot boxes from games that anyone under 18 can play, they are totally conditioning younger people into the very addictive nature of it all.

Better still just ban loot boxes full stop, oh the days when you could just pay for a game and that was it, no extra payment, except for maybe an expansion pack, levels etc.

Not making games that are near on impossible to complete without getting ya wallet out.

From shrinking chocolate bars, to in app purchasing, the whole world has just gone into full greed mode.

Rant over lol
 
Loot Boxes and in app game purchases both suck in equal measures. However, for many developers this is how they fund their business.
I would say these are a lot more evil than people think. They are predatory in a way, I tried to look for some report that proves these minibuys of cents specifically appeal to kids, one because they can afford it, and two because their brains don't understand that 5 buys a day = big money in the lifetime of the game. Sets them up for gambling.

At least now some lootboxes tell you the chance of winning that 'rare' item. But there's also no way to prove it.
 
Well the UKGC need to grow a pair and ban loot boxes from games that anyone under 18 can play, they are totally conditioning younger people into the very addictive nature of it all.

Better still just ban loot boxes full stop, oh the days when you could just pay for a game and that was it, no extra payment, except for maybe an expansion pack, levels etc.

Not making games that are near on impossible to complete without getting ya wallet out.

From shrinking chocolate bars, to in app purchasing, the whole world has just gone into full greed mode.

Rant over lol
Totally agree but it's not just loot boxes, what about pokemon cards, magic the gathering, football/baseball cards, claw machines etc
With the loot boxes the parents will have to fund the account to buy the items
At least with csgo skins you can just straight up buy them from the market or skin site, or even trade them, you dont ever have to open a csgo case if you don't want to
Also you can sell them unlike other games like fifa where you could spend 1000's to say get ronaldo but even if you do , the only way to profit is sell your account
 

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