Gambling harm prevention and harm reduction in online environments a call for action Harm Reduction
Gambling harm prevention and harm reduction in online environments: a call for action
Gambling is increasingly offered and consumed in internet and mobile environments. The digitalization of the gambling industry is becoming a new challenge for prevention and harm reduction. The digital environment is different from the classical land-based gambling business. Almost all risk points in gambling are increased, such as availability, accessibility, and game features such as speed and excitement. Apart from this, gambling offers are increasingly personalized and targeted, due to the data collected about people who play gambling in digital environments.
Main results
This note poses the question of how to focus harm prevention and reduction efforts in online gambling environments. We consider the existing literature to determine the universal, research and harm reduction efforts and subsequent paths to prevent gambling internet harms. Indeed, the considerations show that there is a certain number of steps for the prevention and reduction of gambling internet harms, either universal, selective, or the indicated values. No measure may be necessary in itself, and as a result, they are treated as multimodal, e. g., multilevel, interventions. Harm prevention and reduction measures in online environments are still distinct from classical land-based events. Online gambling providers use a variety of strategies to protect, promote and personalize their products, data and the wider online ecosystem.
Conclusion
We acknowledge that the same tools and channels are footprints that demand preventive work to prevent and reduce harm to the population caused by gambling on the Internet.
Background
The global market for online gambling is expanding rapidly. In many jurisdictions, market restrictions have weakened and the availability of gambling in everyday life has increased. The latest legal configurations in the field of gambling are mainly focused on issues related to the adaptation or re-regulation of online formats [1]. The digitalization of the gambling market has also led to a focus on targeted measures to prevent and reduce harm in the online environment. Jurisdictions have concentrated on these issues, as well as online advertising and public obligations, measures to block unauthorized online capabilities, healing and information on the Internet [1, 2, 3, 4, 5, 6].
In order to fight gambling harm, effective reduction and preventive measures are essential. This issue is particularly important in the online environment. Recent international met a-analysis shows that online gambling involvement has a major impact on the risks of gamblin g-related issues. [7] In particular, the young age and the gender of men are a dangerous factor in gamblin g-related issues, especially in online environments, [7, 8]. New forms such as online casino games, fast online tops, and skin batting have increased gamblin g-related harm [9, 10, 11, 12]. Online gambling forms include many harmful features. The speed and strength of the play, the most visible marketing, selling the country, selling the country, is always available, and has increased further with the spread of mobile gambling [see 13, 14, 15]. [16] Even the same online product may be associated with higher levels of harm than in ground environment. Such harmful aspects may be even more intense in mobile gambling that is easier to access than computers online gambling (gambling that is usually used through mobile devices using applications).
The effectiveness of measures to reduce and prevent the damage in the game, 17, 18, 19, 19, 20, 21, 22, 22, 22, 22. These studies show that many measures to prevent and reduce harm can reduce consumption and damage in the ground environment, but the effects are greatly affected by the implementation method and the measurement method of the impact. According to research on gambling, there is little exposure study, and the effectiveness of many intervention measures is measured only from the viewpoint of the entire consumption and in some cases the number of people who meet the psychological measurement standards of the problem gambling. Few studies have been spent on various kinds of harmful measures against various kinds of harm related to gambling, such as suicide trends, depression, and debt. < SPAN> In order to fight gambling harm, effective harm and preventive measures are essential. This issue is particularly important in the online environment. Recent international met a-analysis shows that online gambling involvement has a major impact on the risks of gamblin g-related issues. [7] In particular, the young age and the gender of men are a dangerous factor in gamblin g-related issues, especially in online environments, [7, 8]. New forms such as online casino games, fast online tops, and skin batting have increased gamblin g-related harm [9, 10, 11, 12]. Online gambling forms include many harmful features. The speed and strength of the play, the most visible marketing, selling the country, selling the country, is always available, and has increased further with the spread of mobile gambling [see 13, 14, 15]. [16] Even the same online product may be associated with higher levels of harm than in ground environment. Such harmful aspects may be even more intense in mobile gambling that is easier to access than computers online gambling (gambling that is usually used through mobile devices using applications).
The effectiveness of measures to reduce and prevent the damage in the game, 17, 18, 19, 19, 20, 21, 22, 22, 22, 22. These studies show that many measures to prevent and reduce harm can reduce consumption and damage in the ground environment, but the effects are greatly affected by the implementation method and the measurement method of the impact. According to research on gambling, there is little exposure study, and the effectiveness of many intervention measures is measured only from the viewpoint of the entire consumption and in some cases the number of people who meet the psychological measurement standards of the problem gambling. Few studies have been spent on various kinds of harmful measures against various kinds of harm related to gambling, such as suicide trends, depression, and debt. In order to fight gambling harm, effective reduction and preventive measures are essential. This issue is particularly important in the online environment. Recent international met a-analysis shows that online gambling involvement has a major impact on the risks of gamblin g-related issues. [7] In particular, the young age and the gender of men are a dangerous factor in gamblin g-related issues, especially in online environments, [7, 8]. New forms such as online casino games, fast online tops, and skin batting have increased gamblin g-related harm [9, 10, 11, 12]. The form of online gambling contains many harmful features. The speed and strength of the play, the most visible marketing, selling the country, selling the country, is always available, and has increased further with the spread of mobile gambling [see 13, 14, 15]. [16] Even the same online product may be associated with higher levels of harm than in ground environment. Such harmful aspects may be even more intense in mobile gambling that is easier to access than computers online gambling (gambling that is usually used through mobile devices using applications).
The effectiveness of measures to reduce and prevent the damage in the game is being conducted 17, 18, 19, 20, 21, 22]. These studies show that many measures to prevent and reduce harm can reduce consumption and damage in the ground environment, but the effects are greatly affected by the implementation method and the measurement method of the impact. According to gambling research, there is little exposure study, and the effectiveness of many intervention measures is measured only from the viewpoint of the entire consumption and in some cases the number of people who meet the psychological measurement standards of the problem gambling. Few studies have been spent on various kinds of harmful measures against various kinds of harm related to gambling, such as suicide trends, depression, and debt.
According to an existing study specialized in the main terrestrial gambling, restricting the possibility and ease of obtaining is one of the most effective ways to reduce overall consumption. Measures related to ease of use include restricting access to the number of stores, business hours, cash and loans, and limiting access using age restrictions [15, 17, 18. , 19, 20, 23]. The ban on smoking and the ban on alcohol at gambling facilities have also led to a decrease in gambling consumption [15, 17, 18]. However, because the cost of gambling is concentrated, such measures may be affected by gambling harm and the decrease in gambling gambling. [15] The "responsible gambling" tools such as provisional commitment and sel f-exclusion can be effective to some extent. [5, 17] is inadequate in the lan d-based environment [5, 17], and its use level is low in the online environment. Measures on prize money and burdens have not received much empirical support. This is probably due to the fact that individual players do not always know the cost of games.
Universal measures
It is still unknown whether it is possible to convert the gambling experience of land into an online gambling. There is a gap in the knowledge of what kind of har m-reducing measures to use in the online environment and what kind of har m-reducing measures are effective on the Internet. Gordon and REIT argue that the harm of gambling should be expanded to increase not only individuals but also social and cultural impacts. In such an initiative, we should work on structural and social factors such as space and location. The background of implementation is extremely important for the effects of countermeasures. It is necessary to include a route that focuses on the context and measures to prevent and reduce harm.
This paper discusses the possibility and problem of preventing gambling harm and reducing harm in online environments. We will examine the universal, selective, and focused measures to reduce harm in online environments and prevent harm. According to Simon et al. [25], public health care-approach to reduce harm and prevent gambling must be narrowed down at various levels to solve the burden on society and individuals. We will also discuss further steps to improve and prevent gambling harm in online environments.
Universal measures are usually intended to communicate proposals. These include schemes aimed at reducing sharing at the population level. Reducing sharing can lead to reduced harm, as has been shown in the areas of alcohol and some types of gambling [26, 27]. From a social health perspective, universal measures have provided evidence that they are effective in the task of reducing and preventing harm at the population level [15, 28].
Accessibility is a major issue for land-based gambling [15, 17]. The greater the availability of gambling, the higher the prevalence of problem gambling [29], although other studies have found support for what is called the addiction hypothesis [30]. The effectiveness of measures to reduce availability again depends on its prevalence [17]. Land-based gambling, which is geographically accessible, is relatively easy to implement. In the case of online gambling, accessibility restrictions are not difficult, as mobile gambling is characterized by 24-hour availability. Finally, there are examples of accessibility restrictions in online environments. In Norway, for example, online casinos operated by the state monopoly Norsk Tipping are closed from 3 am to 7 am. In Finland, another monopoly, deposits to online casino websites are prohibited from midnight to 6 am. [31] As for unregulated offshore gambling, its availability is actually limited thanks to the support of various blocking measures, such as IP/DNS blocking and payment blocking. These have the potential to be effective in preventing any traffic, but their comprehensive use requires very many resources. [6] For example, gambling providers have every opportunity to simply replace IP personas.
Many online gambling are performed in a mobile environment. As a result, the availability of the application is a matter of seeking a new conclusion again. Mobile gambling application ecosystem cannot be regulated simply by limiting the possibility of gambling applications in the application store. For example, a test of illegal gambling applications in China identified more than 6. 000 sites that provide gambling applications through a 1. 415 distribution website. We need to do a lot of things not only focusing on gambling websites, but to compete with such difficult ecosystem. Cooperation with the application store, developers, and distribution sites has been a great help in this regard.
The impact of marketing is also a universal problem in reducing gamblin g-related harm [17, 33]. Research has shown that there is a dosag e-dependent relationship between marketing and gaming behavior. A populatio n-based study also pointed out the relevance of marketing and gambling addiction [34]. Marketing and ads often target young people. Regular education on gambling ads [35] has shown that young men are more likely to be affected by marketing. Marketing enhances gambling and enhances destructive gambling behavior. For young people, financial promotion suggests more harmful perception of advertising messages.
In an online environment, marketing is more and more difficult. In the online environment, there is almost no limit on distribution space, platform, or advertising content. Online marketing is the lowest versatile and focused. For example, in public networks, people are greatly exposed to gamblin g-related content. < SPAN> Many online gambling are performed in a mobile environment. As a result, the availability of the application is a matter of seeking a new conclusion again. Mobile gambling application ecosystem cannot be regulated simply by limiting the possibility of gambling applications in the application store. For example, a test of illegal gambling applications in China identified more than 6. 000 sites that provide gambling applications through a 1. 415 distribution website. We need to do a lot of things not only focusing on gambling websites, but to compete with such difficult ecosystem. Cooperation with the application store, developers, and distribution sites has been a great help in this regard.
The impact of marketing is also a universal problem in reducing gamblin g-related harm [17, 33]. Research has shown that there is a dosag e-dependent relationship between marketing and gaming behavior. A populatio n-based study also pointed out the relevance of marketing and gambling addiction [34]. Marketing and ads often target young people. Regular education on gambling ads [35] has shown that young men are more likely to be affected by marketing. Marketing enhances gambling and enhances destructive gambling behavior. For young people, financial promotion suggests more harmful perception of advertising messages.
In an online environment, marketing is more and more difficult. In the online environment, there is almost no limit on distribution space, platform, or advertising content. Online marketing is the lowest versatile and focused. For example, in public networks, people are greatly exposed to gamblin g-related content. Many online gambling are performed in a mobile environment. As a result, the availability of the application is a matter of seeking a new conclusion again. Mobile gambling application ecosystem cannot be regulated simply by limiting the possibility of gambling applications in the application store. For example, a test of illegal gambling applications in China identified more than 6. 000 sites that provide gambling applications through a 1. 415 distribution website. We need to do a lot of things not only focusing on gambling websites, but to compete with such difficult ecosystem. Cooperation with the application store, developers, and distribution sites has been a great help in this regard.
Selective measures
The impact of marketing is also a universal problem in reducing gamblin g-related harm [17, 33]. Research has shown that there is a dosag e-dependent relationship between marketing and gaming behavior. A populatio n-based study also pointed out the relevance of marketing and gambling addiction [34]. Marketing and ads often target young people. Regular education on gambling ads [35] has shown that young men are more likely to be affected by marketing. Marketing enhances gambling and enhances destructive gambling behavior. For young people, financial promotion suggests more harmful perception of advertising messages.
In an online environment, marketing is more and more difficult. In the online environment, there is almost no limit on distribution space, platform, or advertising content. Online marketing is the lowest versatile and focused. For example, in public networks, people are greatly exposed to gamblin g-related content.
According to the player's data collected by the gambling company, the advertisement message is personalized to the maximum to the extent that sports foundation and cros s-implementation are applied [13, 36, 37]. A charity trading with gambling companies is still applied in the world of e-sports and online games. Marketing in public networks has further increased its influence and has the potential to wash the boundary between marketing and other content. Like France, these states have already acquired laws to limit the marketing of harmful products in public networks. It is extremely fundamental that regulation and measures to prevent harm change and pace in the marketing environment of online gambling. Similarly, the data that gambling companies collect about players to spread their own advertisements-to be the number of players 'support data for ambitious IRGE, other than the number of players' support data. It may be more than everything.
The characteristics of the product have been imposed by another regulatory authority to transfer the obligations of the "responsible gambling" from the buyer to the supplier or regulatory authorities. Some states, including Sweden and the Netherlands, have linked politicians in responsible approaches to gambling. However, in reality, the content of these political figures is concentrated on the management of players, not the product. The harmful characteristics of the product are not only in the online environment. Gambling on land facilities has been developed to cause such powerful desires and poisoning on digital channels. [4, 13, 39]. However, most of the advanced development of the market is occurring on the Internet. For example, the tw o-way functions similar to the features of gamer E, such as the probability of raising the level, and the online community that surrounds the circle of gambling equipment enhances the appeal of online (and probably harmful). [13, 40]. Similarly, online channels provide more and more lively products, such as Impr e-Ebets, [41]. It is necessary to effectively compete with malicious functions with the support of the most harmless design [4]. For this reason, it is necessary to be checked by regulatory authorities before fresh products are implemented. The B2B license has the following functions:
Information provision and educational campaigns are recognized as inadequate solutions to prevent harm at the group level. However, product warning products can be an effective means to reduce consumption if they are properly developed. If the warning sentence is insufficient, there is a possibility that consumption may be further promoted [44, 45]. According to high quality data obtained in Australia [, for example, 46], warnings that emphasize individual responsibilities, such as playing with responsibility, are not effective. On the contrary, it is thought that gambling companies will be released from responsibility. Effective warnings should emphasize the serious harm caused by gambling instead of individual responsibility, similar to warnings engraved on tobacco products. Information campaigns targeting specific social groups are also effective. For example, in New Zealand, recent campaigns targeting the Maori tribe are being implemented.
Targeting or dynamic information provision can be easily implemented on the Internet or other groups. Data enables personalized alerts and other information campaigns in the online environment, as marketing campaigns are personalized and personalized. This is not only at the level of consumers, but also at the level of more universal consumer segments. According to the online propaganda and the improvement of health awareness, content created by social networks and "influencers" may be particularly effective among young people [48, 49]. For example, the Gambling Free Feed Project, which is currently funding by the European Union (EU), is aiming to develop harmful models, affecting young people's attitude toward gambling.
Selective measures are targeted at socially vulnerable people who are risky to cause gambling problems. The definition of the weak is flexible. One tourist survey states that at least seven vulnerable groups that are susceptible to gambling: young, elderly, women, veterans, indigenous, inmates, and lo w-income groups. In the online environment, you can take selective measures based on gambling behavior, not population statistical characteristics or soci o-economic characteristics. Selective measures based on action require identity verification. In the online environment, identity verification is widely used, so this form prevention measures are easier to implement than lan d-based gambling at the facility.
Age restriction is one of the most common methods to prevent gambling harm [e. g., 1, 52]. For age restriction to be effective, age testing must be systematic, for example using electronic identification [44, 53]. This can be easily implemented on the Internet. Cross-checking consumers' personalities with national databases or personal identification systems is a particularly effective practice to prevent underage (or independently excluded) players [44, 54]. In addition to preventing underage gambling, identity verification in online environments can also be used to set stricter limits on the play of novice players. For example, Svenska Spel, a Swedish company that provides gambling services, sets lower deposits for players under the age of 20 than for players older than them [55].
Pre-approval obligations include tools aimed at enabling players to self-manage their gambling, such as setting limits and self-exclusion. These are useful in reducing and preventing problem gambling [5, 22]. There is more empirical support for the effectiveness of mandatory provisional registration obligations, while data on the effectiveness of voluntary provisional registration obligation systems are conflicting [17, 20, 21]. Mandatory identity verification in online environments can also be developed and implemented as global restrictions or centralized, mutual self-exclusion.
Indicated interventions
Self-exclusion has been studied in several contexts, but the results depended on the implementation [22]. Self-exclusion in specific locations seems to be less effective than centralized systems. For example, Sweden, the Netherlands, and Germany have recently introduced national self-exclusion registries. Although self-exclusion registries created by various service providers have a wide coverage, some studies have found that the presence of unauthorized gambling establishments in the online environment reduces their effectiveness [56]. In addition to self-exclusion, online operators may offer temporary exceptions, such as warning buttons, or be required by law [e. g. 57]. People who want to limit themselves from online gambling can also upload blocking software designed to prevent access to online gambling sites on their computers or mobile phones. Such programs have been shown to block up to 99% of gambling sites, including offshore ones.[58]
As in the case of sel f-exrression, the effectiveness of the limit setting depends on its implementation. The settings of the restrictions are forced or voluntary, and can take various formats (see game restrictions, payment restrictions, bets, and restrictions; [59]). In general, the restrictions are wel l-recognized by players. Swedish online game active players (n = 1000) showed that 95, 6%of all players were positive for restrictions. [60] In the same study, gambling had no problem with discomfort due to provisional restrictions. [60] However, there was no statistically significant relationship between the setting of the limit and the percentage of players whose pure loss became positive. Forced restrictions tend to be more effective. Also, most players stop when reaching the upper limit. In order for restrictions to be effective, it must be rational. If the maximum amount is not legally defined, the provider may acknowledge the limit of millions of euros. In the online environment, it is now possible to set a reasonable limit between providers. For example, Germany has a concentrated system for all approved gambling providers, supporting deposits between providers at 1, 000 euros per month.
In addition to the provider, online Payer Gate Way Services can be used to track all gambling platform gaming accounts, including those that have not received a license. Gambling websites and applications use thir d-party and thir d-party payment services to increase the level of confidentiality. These payment services can also be used to track potentially harmful purchase models and agree on restrictions between supplies.
The po p-up window and the target information tools were especially studied on the EGM ground gambling (electronic slotto machine), which can be applied to the online environment. For example, the pumping window can be used to remind the player of the set of cash and temporary restrictions in advance [22, 42, 63]. The pumping window is effective in reducing gambling consumption, but efficiency depends on implementation. Generally, the more exciting po p-up window is related to the high compliance rate of restrictions. It is necessary to conduct further empirical research on the impact of po p-up windows and target information in online environments and the impacts between different population groups. For example, young players may be sensitive to photos.
Besides pop-ups, "pushes" can be used to help players make more correct decisions. In behavioral research, a push is considered a small change in the environment that contributes to healthier or safer choices.[66] For example, less harmful gambling products may become more prominent on gambling sites. However, according to Newols et al., gambling companies also use "push" strategies that encourage harmful behavior.[67] For example, withdrawing funds from a game account can be more complicated than replenishing funds, which upsets players' desire to receive their winnings.[66] Gaming applications also use various third-party services, such as push notifications, which are currently not regulated but could be targeted to improve regulation and prevent harm.[32] Information tools can also stimulate analytical thinking.[22] This can, for example, show informative videos about coefficients or correct a player's possibly incorrect performance. There are several studies that showed non-significant effects.[67] For example, Will et al. [68] showed training animations in real gambling situations, but found no statistically significant differences between the groups that watched the video and those that did not. Such tools can be easily implemented in online environments, but they are unlikely to be effective without other related measures.
The target of harm reduction is people at special risk of developing gambling-related problems. Online environments open new opportunities in the treatment of those already suffering from gambling harm, as well as in the decisions and directions of the indicated interventions.
Conclusions
Problem gambling is likely to be performed in an online environment supported by algorithm inference that recognizes gambling and expenditure patterns. In identification of Internet gambling, harmful behavior patterns can be effectively identified using machine learning and artificial intelligence (AI). Using AI, for example, studies that predict sel f-withdrawal, sel f-reported gambling problems, players restriction settings, etc. are increasing [69, 70, 71, 72]. For example, Mr. UKHOV and others [73] uses AI to predict the gambling between players in online sports betting, and go to the game session time and deposit. He pointed out the deposit amount and desktop implementation. In online casinos, computers foresee gambling problems between players. Gaming operators are still developing personalized tools to identify harmful gambling patterns and are now part of their own customer service [1, 74]. 。 However, regulatory authorities and autonomous scientists need to participate in such A I-based development. Otherwise, the action tool is, for example, the risk of being used as a s o-called black nudge [75], aimed at manipulating players and forcing them to contrary their interests. [76]
Feedback intervention is a personalized intervention based on a specified gambling pattern. Research on feedback intervention shows that personalized feedback leads to a decrease in gambling. [20] One way to achieve this is to be involved in a identified player as having a high possibility of having a problematic gambling pattern. According to a study conducted in Sweden, the combination of motivation interviews and personalized feedback reduced the abstract loss of the motivated group (that is, the amount expected to lose statistically). [77] Sweden's other research shows that telephone intervention is more effective than text messages. [78] The content of feedback intervention is likely to affect the result, and people with severe gambling addictions are more likely to respond to these interventions than others.
In addition to telephones, in online environments, a wide range of technical interventions are possible, starting with a simple personalized po p-up window and changing to gambling interfaces. For example, the gambling platform interface can be changed based on the model used, connecting personalized information on danger and hiding a product that causes these damage. This should also be a centralized interlomant practice.
Therapeutic intervention in online environments includes layouts such as web psychotherapy, counseling, and help form [80]. The characteristic of therapeutic intervention in online environments is already a specific interest in reference [22, 80], but most of the research is limited to computers or online programs for gambling addiction treatment. 。 As a whole, research proves the result of controversy. For example, Luqiens et al. [81] investigated the effects of sel f-help programs developed based on e-mail based on cognitive behavioral therapy. They noticed that there was no significant difference in cognitive action, gambling dilemma, and economic damage. CARLBREING et al. [82] studied by combining computer therapy programs and telephone support. Interventions showed pathological gambling behavior, anxiety, depression, and QOL. In another study conducted by Neighbor et al. [83], we also combined computer intervention and personal flip-associations. This study demonstrated the compliments of the actions in gambling.
Almost all support and emergency services have been relocated to the online environment during the Pandemic Kovid-19. However, research that focuses on the impact and productivity of these changes in the provision of proposals is not sufficient, and the introduction of treatments using the Internet, according to the high quality reviews of proposals and providers, is particularly clear. From the perspective of the involvement and confidentiality, it has shown that it may be difficult. However, online healing is easy to access and has few options, and some have investigated positively. Similar results were also obtained in the field of psychological happiness, and from the viewpoint of the results and end of the program, ful l-time and/ or web support were necessary for online intervention. [86]
Availability of data and materials
In this paper, we will overcome the considerations and issues that can be considered to prevent and reduce gambling harm in online environments. Based on existing research and examples, we distinguish universal measures, selective measures, and focused measures. Each level offers different possibilities to prevent and reduce the harm of online gambling, but has not yet been used. It turned out that prevention and harm in online environments differed from offline prevention and reduction of harm in offline environments. This observation has confirmed that gambling environments, including gambling channels, are extremely important in developing and implementing effective intervention measures to reduce the adverse effects of gambling on public health.