Adolescent Gambling and Gambling-Type Games on Social Networking Sites: Issues, Concerns, and Recommendations

Total Page:16

File Type:pdf, Size:1020Kb

Adolescent Gambling and Gambling-Type Games on Social Networking Sites: Issues, Concerns, and Recommendations 2015, 33(2), 31-37 Revista de Psicologia, Ciències de l’Educació i de l’Esport ISSN: 1138-3194 Copyright © 2015 www.revistaaloma.net Adolescent gambling and gambling-type games on social networking sites: Issues, concerns, and recommendations Mark D. Griffiths Nottingham Trent University, UK Received: 3-7-2015 Accepted: 8-9-2015 Adolescent gambling and gambling-type games on social networking sites: Issues, concerns, and recommendations Summary. Research indicates that compared to the general population, teenagers and students make the most use of social networking sites (SNSs). Although SNSs were originally developed to foster online communication between individuals, they now have the capability for other types of behaviour to be engaged in such as gambling and gaming. The present paper focuses on gambling and the playing of gambling-type games via SNSs and comprises a selective narrative overview of some of the main concerns and issues that have been voiced concerning gambling and gambling-type games played via social network sites. Overall, there is little empirical evidence relating to the psychosocial impact of adolescents engaging in gambling and gambling-type activities on SNSs, and the evidence that does exist does not allow definitive conclusions to be made. However, it is recommended that stricter age ve- rification measures should be adopted for social games via SNSs particularly where children and adolescents are permitted to engage in gambling-related content, even where real money is not involved. Keywords: Adolescent gambling; Youth gambling; Social networking; Social gaming; Social gambling Jocs d’apostes i jocs tipus aposta a les xarxes socials per a adolescents: Temes, preocupacions i recomanacions Resum. Els estudis assenyalen que els adolescents fan més ús de les xarxes socials (RRSS) que la població en general. Encara que les RRSS en el seu origen servien per a fomentar la comunicació entre els individus, ara ofer- eixen oportunitats per a altres tipus de comportaments, entre ells les apostes i els jocs. Aquest estudi centra la seva atenció en les apostes i en la participació en jocs semblants a les apostes a través de les RRSS, i consta d’un resum selectiu d’algunes de les principals preocupacions i temes que s’han plantejat en relació a les apostes i els jocs tipus- aposta que es juguen a través de les xarxes socials. En general, hi ha poques dades empíriques relacionats amb els efectes psicològics sobre els adolescents que participen en apostes i en activitats semblants a través de les RRSS, i les proves que sí que hi ha no porten a conclusions definitives. Sense emargo, aquí es recomana l’adopció de mesures més estrictes per verificar l’edat dels que juguen a través d’RRSS, sobretot quan els nens i els adolescents tenen la possibilitat d’interactuar amb continguts relacionats amb les apostes, fins i tot quan no es juga amb diners de veritat. Paraules clau: Adolescents i les apostes; Joves i les apostes; Xarxes socials; Jocs socials; Apostes socials Correspondence Dr. Mark D. Griffiths Professor of Behavioural Addiction Director, International Gaming Research Unit Psychology Division, Nottingham Trent University, UK Email: [email protected] 04_Griffiths_33-2.indd 31 10/11/15 16:45 32 2015, 33(2) Mark D. Griffiths Introduction are concerns about how engrossing the games can be, leading to various news reports claiming that a small Social Networking Sites (SNSs) are virtual communities minority of people appear to be «addicted» to them where users can create individual public profiles, inter- (Griffiths, 2014). Thirdly, there have been concerns act with real-life friends, and meet other people based that some types of social games are a gateway to other on shared interests (Andreasson, 2015; Kuss & Griffiths, potentially problematic leisure activities – most notably 2011). SNS usage patterns from both consumer research gambling (Griffiths, 2013b). The present paper focuses and empirical research indicate that overall, regular SNS on the third of these three issues (i.e., gambling and use has increased substantially over the last few years the playing of gambling-type games via SNSs). How- (Andreasson, 2015; Griffiths, Kuss & Demetrovics, ever, the paper is not a systematic review, but a selective 2014). This supports the availability hypothesis that narrative overview of some of the main concerns and where there is increased access and opportunity to issues that have been voiced concerning gambling and engage in an activity (in this case, social networking), gambling-type games played via social network sites. there is an increase in the numbers of people who en- gage in the activity (Griffiths, 2003a). Research also indicates that compared to the general population, Social gaming with gambling-type elements teenagers and students make the most use of SNSs (Grif- It has been argued that many social games played on fiths et al., 2014). Although SNSs were originally devel- social networking sites have gambling-like elements oped to foster online communication between indi- – even if no money is involved (Griffiths, Derevensky viduals, they now have the capability for other types & Parke, 2011; Griffiths, Parke & Derevensky, 2012; of behaviour to be engaged in. For instance, Facebook King, Delfabbro & Griffiths, 2010). Even when games users can (i) play video games like Farmville (Griffiths, do not involve money (such as playing poker for points 2010a), (ii) play gambling-type games like Texas Hold on Facebook), they introduce youth to the principles ‘Em Poker for points rather than money (Griffiths & and excitement of gambling (Griffiths & Parke, 2010). Parke, 2010; King, Delfabbro & Griffiths, 2010), (iii) At first glance, playing games like Farmville, may not gamble for real money on games like Bingo Friendzy seem to have much connection to activities like gam- (Griffiths, 2013) (iv) watch videos and films, and (v) bling, but the psychology behind such activities are engage in activities such as swapping photos or con- very similar (Griffiths, 2010a). Companies like Zynga stantly updating their profile and/or messaging friends have been accused of leveraging the mechanics of on the minutiae of their lives (Kuss & Griffiths, 2011). gambling to build their gaming empires. One of the The playing of games like Farmville and gambling-type key psychological ingredients in both gambling (such games such as Slotzmania is often referred to as «social as playing a slot machine) and social gaming is the use gaming» (because they are played via social media). of operant conditioning and random reinforcement There have been an increasing number of media schedules (Skinner, 1953). Random reinforcement reports about the potentially exploitative and/or ad- schedules in games relate to the unpredictability of dictive nature of various types of game that can either winning and/or getting other types of intermittent be played via social networking sites or be played after rewards (Parke & Griffiths, 2007). downloading apps from online commercial enter- Getting rewards every time someone gambles or prises such as iTunes (Griffiths, 2013). Most social games plays a game leads to people becoming bored quickly. are easy to learn and communication between other However, small unpredictable rewards lead to highly players is often (but not always) a feature of the game, engaged and repetitive behaviour for those playing such and they typically have highly accessible user inter- games. In a minority of cases, this may lead to addiction faces that can be played on a wide variety of different to the game (Parke & Griffiths, 2007). Both gambling devices (e.g., smartphones, tablets, PCs, laptops, etc.). operators and social gaming developers can use inter- According to Church-Sanders (2011) there are eight mittent and unpredictable rewards to get repeat custom. different types of social gaming (see Table 1), including The psychosocial impact of this new leisure activity has virtual currency gambling, most of which can be (and only just begun to be investigated by academic research- are) played by children and adolescents. Clearly, most ers in the gaming field (Griffiths et al., 2014). However, people that play social games find them fun and enjoy- it has been argued that social networking sites have the able to play with little or no problem. However, there potential to normalise gambling behaviours as part of is growing evidence (both anecdotal and empirical) the consumption patterns of a non-gambling leisure that gaming via SNSs can be problematic and addictive activity, and may change social understandings of the to a small minority of players (e.g., Zhou, 2010). role of gambling among young people (Griffiths & There are arguably three main concerns relating to Parke, 2010). There is no money changing hands, but adolescent social gaming that have been aired in the adolescents – as noted above – are learning the mechan- psychological literature. Firstly, there are concerns ics of gambling, and there are serious questions about about the way games companies are making money whether gambling with virtual money encourages from players by making them pay for in-game assets, positive attitudes towards gambling in people (and in-game currency, and/or access to other levels within young people particularly). For instance, does gambling the game (Cleghorn & Griffiths, 2015). Secondly, there with virtual money lead to an increased prevalence of 04_Griffiths_33-2.indd 32 10/11/15 16:45 Adolescent gambling and gambling-type games
Recommended publications
  • Download Case Study Zynga Inc
    Case Study: For academic or private use only; all rights reserved May 2014 Supplement to the Treatise WOLFGANG RUNGE: TECHNOLOGY ENTREPRENEURSHIP How to access the treatise is given at the end of this document. Reference to this treatise will be made in the following form: [Runge:page number(s), chapters (A.1.1) or other chunks, such as tables or figures]. To compare the games business in the US and Germany to a certain degree references often ad- dress the case of the German firm Gameforge AG. For foundations of both the startups serial entrepreneurs played a key role. Wolfgang Runge Zynga, Inc. Table of Content Remarks Concerning the Market and Industry Environments ....................................................... 2 The Entrepreneur(s) .................................................................................................................... 3 The Business Idea, Opportunity and Foundation Process ............................................................ 5 Corporate Culture.................................................................................................................... 7 Market Entry, Expansion and Diversification ................................................................................ 9 Vision/Mission, Risks and Business Model ................................................................................ 11 Intellectual Property ................................................................................................................... 15 Key Metrics ..............................................................................................................................
    [Show full text]
  • Mark D. Griffiths Child and Adolescent Social Gaming: What Are the Issues of Concern?
    19 Education and Health Vol.32 No.1, 2014 Dr Mark D. Griffiths is Professor of Gambling Studies and Director of the International Gaming Research Unit, Psychology Division, Nottingham Trent University. For communication, please email: [email protected] Mark D. Griffiths Child and adolescent social gaming: What are the issues of concern? ver the last year, there have been an In my own household, the two most popular Oincreasing number of media reports about games played by my family at the moment are the potentially exploitative and/or addictive the competitive casual games Candy Crush Saga nature of various types of social game that can and 4 Pics, 1 Word (both highly popular games either be played via social networking sites or across the UK more generally). In fact, at the be played after downloading apps from online time of writing this article, the most popular commercial enterprises such as iTunes (Griffiths, game being played worldwide on Facebook was 2013a). Most social games are easy to learn and Candy Crush Saga (CSS) with over 133 million communication between other players is often people playing monthly. Most players of CSS (but not always) a feature of the game, and they appear to be adult but around 10% of players typically have highly accessible user interfaces are thought to be adolescents. Clearly, most that can be played on a wide variety of different people that play social games find them fun and devices (e.g., smartphones, tablets, PCs, laptops, enjoyable to play with little or no problem. etc.). According to Church-Sanders, (2011) there However, I have been receiving an increasing are eight different types of social gaming (see number of emails from parents, teachers, and Table 1), most of which can (and are) played by the press about some of the more negative children and adolescents.
    [Show full text]
  • UNITED STATES SECURITIES and EXCHANGE COMMISSION Washington, DC 20549
    UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, DC 20549 FORM 8-K CURRENT REPORT Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 October 24, 2012 Date of Report (Date of earliest event reported) Zynga Inc. (Exact name of registrant as specified in its charter) Delaware 001-35375 42-1733483 (State or other jurisdiction of (Commission (I.R.S. Employer incorporation) File Number) Identification No.) 699 Eighth Street San Francisco, CA 94103 (Address of principal executive offices and zip code) (855) 449-9642 Registrant’s telephone number, including area code Check the appropriate box below if the Form 8-K filing is intended to simultaneously satisfy the filing obligation of the registrant under any of the following provisions: ¨ Written communications pursuant to Rule 425 under the Securities Act (17 CFR 230.425) ¨ Soliciting material pursuant to Rule 14a-12 under the Exchange Act (17 CFR 240.14a-12) ¨ Pre-commencement communications pursuant to Rule 14d-2(b) under the Exchange Act (17 CFR 240.14d-2(b)) ¨ Pre-commencement communications pursuant to Rule 13e-4(c) under the Exchange Act (17 CFR 240.13e-4(c)) Item 2.02 Results of Operations and Financial Condition On October 24, 2012, Zynga Inc. (the “Company”) issued a press release announcing financial results for the quarter ended September 30, 2012. A copy of the press release is attached hereto as Exhibit 99.1. The information furnished on this Form 8-K, including the exhibit attached, shall not be deemed “filed” for purposes of Section 18 of the Securities Exchange Act of 1934, as amended (the “Exchange Act”), or otherwise subject to the liabilities of that section, nor shall it be deemed incorporated by reference into any other filing of the Company under the Securities Act of 1933, as amended, or the Exchange Act, except as expressly set forth by specific reference in such a filing.
    [Show full text]
  • Social Games
    CASE: EC-39 DATE: 09/15/10 SOCIAL GAMES The social games market potential seems truly stunning. Assuming ½ of the Internet world may end up on Facebook and ½ of those Facebook users will try a social game at some point, we can say that ¼ of the online world is an approachable market. Yet only 1 to 3 percent of players of social games tend to be monetized, so we’re still at the tip of the iceberg in terms of revenue opportunity. —Tim Chang, principal Norwest Venture Partners In November 2009, 70 million people played a game called FarmVille on Facebook where players could pretend to be a virtual farmer, planting and harvesting fruits and vegetables and moving up to other levels by inviting their Facebook friends to be their neighbors. Similarly, 26 million active users per month played a game called Mafia Wars on Facebook where players could start a mafia family with friends, run multiple crime “businesses,” then fight to be the ruling family (Exhibit 1). These types of popular online games were called “social games,” games people played on social networks like Facebook, MySpace, Hi5, Orkut, and Bebo, with the key motive of socializing with friends and/or meeting new people, with Facebook as the dominant social network in the social gaming space. Social games were generally simple games that anyone could play. Unlike traditional video games, they were less about “killer graphics and quicksilver hand-eye coordination, and more about connecting with friends.”1 And because the mainstream was being lured into social gaming, it was becoming the fastest-growing game market, increasingly popular on social networking sites.
    [Show full text]
  • Whitepaper Data Breach Deconstruction – Zynga Data Breach
    BreachDirectory Whitepaper Data Breach Deconstruction – Zynga Data Breach 1 TABLE OF CONTENTS Preface .......................................................................................................................................................... 3 Understanding the Data Breach.................................................................................................................... 4 Making the Scope Smaller ......................................................................................................................... 5 Forensic Investigation Clues ................................................................................................................... 6-9 How did the Data Breach Happen? .................................................................................................... 10-13 A Possible Vulnerability in Zynga’s Mobile Applications.................................................................... 14-15 Summary ..................................................................................................................................................... 15 2 PREFACE Zynga is an American social game developer which acknowledged a data breach in September 2019 – the result set contains 206,267,210 records including duplicates and 150,363,954 records without duplicates. In this whitepaper, instead of analyzing the data breach, we are going to attempt to deconstruct it – instead of looking at why it happened, what data was stolen and how severe the actual damage of the data breach
    [Show full text]
  • Diplomsko Delo Prihodkovni Modeli Socialnih Iger
    UNIVERZA V LJUBLJANI EKONOMSKA FAKULTETA DIPLOMSKO DELO PRIHODKOVNI MODELI SOCIALNIH IGER Ljubljana, julij 2011 PETER SVENŠEK IZJAVA Študent ________________________________ izjavljam, da sem avtor tega diplomskega dela, ki sem ga napisal pod mentorstvom ________________________ , in da v skladu s 1. odstavkom 21. člena Zakona o avtorskih in sorodnih pravicah dovolim njegovo objavo na fakultetnih spletnih straneh. V Ljubljani, dne____________________ Podpis: _______________________________ KAZALO UVOD ........................................................................................................................................ 1 1 MEDMREŽNI PRIHODKOVNI MODELI ....................................................................... 2 1.1 Pojem prihodkovni model in razlikovanje s (umestitev v) poslovnim modelom ...... 2 1.1.1 Poslovni model........................................................................................................... 2 1.1.2 Prihodkovni model ..................................................................................................... 3 1.2 Vrste prihodkovnih modelov ......................................................................................... 4 1.2.1 Transakcijski prihodkovni model .............................................................................. 4 1.2.2 Oglaševalski prihodkovni model ............................................................................... 5 1.2.3 Naročniški prihodkovni model .................................................................................
    [Show full text]
  • Exploring Social Gambling: Scoping, Classification and Evidence Review
    Technical Report Exploring Social Gambling: Scoping, Classification and Evidence Review Commissioned by: Gambling Commission Exploring Social Gambling: Scoping, Classification and Evidence Review Final Report April 2012 Commissioned by: Gambling Commission Dr. Jonathan Parke The Gambling Lab Heather Wardle University of Glasgow Jane Rigbye The Gambling Lab Dr. Adrian Parke University of Lincoln 2 Contents List of Tables and Figures ................................................................................................... 6 Executive Summary ............................................................................................................ 7 Aims and Scope .............................................................................................................. 7 Introduction ..................................................................................................................... 7 Social Gambling Classification......................................................................................... 7 Distinctive Game Characteristics ..................................................................................... 8 Social Characteristics: Implications for Risk ..................................................................... 8 Freemium: Implications for Risk....................................................................................... 9 Other Potential Risk Factors .......................................................................................... 11 Current and Planned Research
    [Show full text]