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