Young people in Australia discuss strategies for preventing the normalisation of gambling and
Young people in Australia discuss strategies for preventing the normalisation of gambling and reducing gambling harm
Recent public health literature has focused on the normalization of gambling among young people, especially with the rise of sports-related gambling marketing. Many studies and reports focusing on youth well-being recommend consulting and involving young people in the development of public health policies and prevention strategies. However, young people rarely have a say in gambling problems, and public health guidelines related to gambling literally do not include young people's considerations. The aim of this study is to fill this gap by documenting young people's thoughts on strategies that can be used to counter the normalization of gambling and prevent gambling-related harms.
Methods
This study employed a high-quality critical research framework that embraces the role of power and social injustice in issues of well-being. High-quality constructivist interviews were conducted with 54 Australian adolescents (aged 11–17 years). Reflective testing focused on specific topics was used to interpret the data.
Results
Based on the data obtained, five cumulative strategies were developed: 1) Reducing the availability and presence of gambling products, 2) Changing gambling infrastructure to reduce the risks associated with gambling, 3) Explaining the relevance of gambling to sports, 4) Limiting advertising, and 5) Counterframing in messages about paid gambling.
Conclusions
From this study, we can see that young people have up-to-date knowledge and advice on how to avoid problems that help normalize gambling, including strategies to prevent gambling-related harms. Young people have similar opinions to social health experts about strategies that aim to denormalize gambling in their communities, and have strong opinions about the need to remove gambling from sports.
Background
Gambling is recognized as a global R Health issue [1, 2], and the current situation of gambling is said to be "threat of public health" [3]. Usually, financial harm is the main harm associated with gambling, but other negative and social problems related to gambling include mental health problems, stress, and collapse of human relationships. There are unstable housing, domestic violence, crimes, energy poverty, etc. [4, 5, 6]. Australia is considered to be one of the most common gambling environments in the world, with gambling losses in 2018, more than $ 25 billion. Various game products, from lottery to sports betting, hig h-strength electronic game consoles (EGM or poker machines), have been introduced in a daily environment, along with many innovative and penetrated marketing strategies. For example, with the excluding Western Australia, social clubs and hotels have about 200. 000 EGMs (often said to be the most harmful gambling products). Gambling is mainly regulated by the state and the SPs, but some of the issues related to gambling, such as online games and advertisements, are regulated by the federal government.
For the past 10 years, the public is concerned about the rapid spread of new gambling like online sports betting, the combination of valuable cultural activities such as sports, and the potential impact on the normalization of children and youth gambling. [10, 11]. Bunn et al. [11, p. 827] has used the popularity of sports to increase the awareness of its products and brands, but "but the connection is deeper. Consumption is limited to the age of 18, but in a recent survey in New Southwales, 29, 9 % of teenagers, 12 to 17, gambling for money. According to another vertical study of gambling addiction and 2, 2 % of the gambling addiction. 5 % of the 1 7-yea r-olds have gambling for financial purposes in the past year, and 2, 8 % have been classified as gambling addiction and 9, 3 % are at risk of gambling. ].
In 2020, the WHO-UNICEF-Lancet Commission on A Future for the World's Children stated that gambling is a "potentially significant and untreated public health problem for children" [14, p. 631]. The Commission noted research showing that children are aware of and accept gambling advertising, products, and sponsorship. Such research has increasingly focused on the process by which gambling becomes normalized in society and online, especially among young people [15, 16]. A major focus of this literature is how children's exposure to gambling marketing through various media channels shapes or influences their attitudes toward gambling and future consumption intentions [17, 18, 19]. These studies also show that gambling has already become the norm for many children. For example, in several surveys conducted in the UK and Australia, around 75% of teenagers agreed that gambling is a normal or common part of sport, and many teenagers form such opinions based on marketing related to sporting events [17, 20]. Other studies have shown that gambling products that are introduced into the community, such as lotteries, or that are associated with family-oriented locations, such as clubs and hotels (where many BAVs are held in Australia), may contribute to young people perceiving these forms of gambling as a normal part of everyday life [21, 22, 23]. This may be due in part to the fact that young people are constantly exposed to gambling products in public places. For example, in a handheld camera survey of adolescents aged 11 to 13 years, Smith et al. [24] found that in New Zealand, gambling marketing was most prevalent in bookstores, convenience stores, and supermarkets, with lottery tickets and scratch cards being the most commonly advertised products. In addition to marketing, various traditions and social norms are associated with the normalization of gambling, such as activities associated with or embedded in major social and cultural occasions, such as birthdays, holidays, and national holidays [25, 26]. In 2020, the WHO-UNICEF-Lancet Commission on a Future for the World's Children stated that gambling is a "potentially significant and untreated public health problem for children" [14, p. 631]. The Commission noted research showing that children are aware of and accept gambling advertising, products, and sponsorship. Such research has increasingly focused on the process by which gambling becomes normalized in society and online, especially among young people [15, 16]. A major focus of this literature is on how children's exposure to gambling marketing through various media channels shapes or influences their attitudes toward gambling and future consumption intentions [17, 18, 19]. These studies also show that gambling has already become the norm for many children. For example, in several surveys conducted in the UK and Australia, around 75% of teenagers agreed that gambling is a normal or common part of sport, and many teenagers form such opinions based on marketing related to sporting events [17, 20]. Other studies have shown that gambling products that are introduced into the community, such as lotteries, or that are associated with family-oriented locations, such as clubs and hotels (where many BAVs are held in Australia), may contribute to young people perceiving these forms of gambling as a normal part of everyday life [21, 22, 23]. This may be due in part to the fact that young people are constantly exposed to gambling products in public places. For example, in a handheld camera survey of adolescents aged 11 to 13 years, Smith et al. [24] found that in New Zealand, gambling marketing was most prevalent in bookstores, convenience stores, and supermarkets, with lottery tickets and scratch cards being the most commonly advertised products. In addition to marketing, various traditions and social norms are associated with the normalization of gambling, such as activities associated with or embedded in major social and cultural occasions, such as birthdays, holidays, and national holidays [25, 26]. In 2020, the WHO-UNICEF-Lancet Commission on A Future for the World's Children stated that gambling is a "potentially significant and untreated public health problem for children" [14, p. 631]. The Commission noted research showing that children are aware of and accept gambling advertising, products, and sponsorship. Such research has increasingly focused on the process by which gambling becomes normalized in society and online, especially among young people [15, 16]. A major focus of this literature is how children's exposure to gambling marketing through various media channels shapes or influences their attitudes toward gambling and future consumption intentions [17, 18, 19]. These studies also show that gambling has already become the norm for many children. For example, in several surveys conducted in the UK and Australia, around 75% of teenagers agreed that gambling is a normal or common part of sport, and many teenagers form such opinions based on marketing related to sporting events [17, 20]. Other studies have shown that gambling products introduced into the community, such as lotteries, or associated with family-oriented locations, such as clubs and hotels (where many BAVs are held in Australia), may contribute to young people perceiving these forms of gambling as a normal part of everyday life [21, 22, 23]. This may be due in part to the fact that young people are constantly exposed to gambling products in public places. For example, in a handheld camera survey of 11- to 13-year-olds, Smith et al. [24] found that in New Zealand, gambling marketing was most prevalent in bookstores, convenience stores, and supermarkets, with lottery tickets and scratch cards being the most commonly advertised products. In addition to marketing, various traditions and social norms are associated with the normalization of gambling, such as activities associated with or embedded in major social and cultural occasions, such as birthdays, holidays, and national holidays [25, 26].
Almost all of the above research studies advise consulting with young people and inviting them to develop preventive measures and social health politicians regarding gambling. Limited conversations about gambling could well connect with young people as a task to help students “navigate the new landscape of gambling” and “avoid gambling harm” as part of school education programs created and implemented by adults [27]. However, the number of politicians and individuals seriously committed to developing politicians is low, as young people are less likely to speak out on gambling issues. Although more and more people are willing to give young people a chance to speak out in the process of adopting conclusions on necessary issues such as climate change [28, 29], the voice of young people is not enough in the direction of social health management regarding gambling.
Some studies have not received enough support from adult strategies and politicians [30, 31, 32] aimed at preventing gambling, but there are also not enough studies where adolescents have learned that it is possible to fight the normalization of gambling. Some preliminary studies dedicated to young people's reactions to gambling advertising have indeed shown that the majority believe that there should be less gambling advertising on television or, in general, that it cannot be and that in fact a sports code is necessary to create more to protect more young people from the influence of advertising [16, 19, 33]. Young people also believe that educational strategies such as school studies and campaigns have every chance to play a specific role in the context of all-inclusive settings to protect the population from gambling [16, 33]. Torrans et al. [34] pointed out that young people aged 18 to 29 years old consider the idea of ³responsible scenarios for gambling³ to be mainly symbolic and ineffective, and that the difficult standards associated with advertising are more [p. 8] dealing with. However, only a few research pieces invited young people to consider the broad range of strategies that could be applied to prevent normalization and harm associated with the alternative appearance of gambling. One study
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- The data in this paper are part of a larger study on the normalization of gambling among young people in Australia. In interpreting the data, the scientists used a social health framework. This framework assumes that gambling practices and potential harms are based on a wide range of factors, including the social and environmental context, the impact of the gambling industry, and the regulatory framework [35]. ]. The study adopted a quality critical learning framework that embraces the role of power and social injustice in issues of well-being and focuses on the implementation of learning outcomes to inform social and political constructions on specific topics [36, 37, 38]. . This alignment was chosen based on an expert explanation from a social health researcher that alignment with policymakers on gambling should be governed by "principles of welfare, fairness, and social justice" and "formed on the basis of a democratic process that welcomes public attention..." [3, p. e614]. This risk-based alignment with quality research was applied to all aspects of the research, including the development of outcomes for collaboration with policymakers and social health practice. 3. How can young people's concerns be taken into account, more so than in other ways, when determining policies aimed at preventing gambling normalization and its harms?
Methods
Approach
The data in this paper are part of a larger study on the normalization of gambling among young people in Australia. In interpreting the data, the scientists used a social health framework. This framework assumes that gambling practices and potential harms are based on a wide range of factors, including the social and environmental context, the impact of the gambling industry, and the regulatory framework [35]. ]. The study adopted a quality critical learning framework that embraced the role of power and social injustice in issues of well-being and focused on the implementation of learning outcomes to inform social and political constructions on specific topics [36, 37, 38]. This alignment was chosen based on expert explanations from social health researchers that alignment with policymakers on gambling should be governed by "principles of welfare, fairness and social justice" and "formed on the basis of a democratic process that welcomes public attention..." [3, p. e614]. This risk alignment with quality research was applied to all quality of research, including the development of outcomes for collaboration with policymakers and social health practice. 3. How can young people's concerns be taken into account more than other approaches when determining policies aimed at preventing the normalization of gambling and its harms?
Sampling and recruitment
The data in this paper are part of a larger study of the normalization of gambling among young people in Australia. In interpreting the data, the scientists used a social health framework. This framework assumes that gambling practices and potential harms are based on a wide range of factors, including the social and environmental context, the impact of the gambling industry, and the regulatory framework [35]. ]. The study adopted a quality critical learning framework that embraced the role of power and social injustice in issues of well-being and focused on implementing learning outcomes to inform social and political constructions on specific topics [36, 37, 38]. This alignment was chosen based on expert explanations from social health researchers that alignment with policymakers on gambling should be governed by "principles of welfare, fairness and social justice" and "formed on the basis of a democratic process that welcomes public attention..." [3, p. e614]. This risk alignment with quality research applied to all aspects of the research, including the development of outcomes for collaboration with policymakers and social health practice.
Data collection
Young people aged between 11 and 17 years were invited to participate in the study by their guardians or accompanying parents. This age group was chosen because at a certain age, almost all young people start to think and reflect on gambling and are also ready to critically engage with the information they see about gambling [18, 39]. A number of expedient methods, willing samples, and "snow coma" were used to invite them to participate in the study. These included distributing announcements about the set in public networks (e. g., posting leaflets on Twitter and Facebook), appealing to parents through our situation, and asking parents to forward information about the study from other parents and family members. Targeting strategies were used to ensure an invitation to the role of young people with a wide range of problems toward gambling [40]. Recognizing the influence of the social context on attitudes and behaviors toward gambling, the offered study attempted to interest young people across socio-demographic and geographical backgrounds. Parents were informed about the study in an affordable language and were asked to communicate about it to their children. Written consent was obtained from the parents. The interviews were conducted via video conferencing. Young people aged between 11 and 17 years were invited to participate in the study by their guardians or accompanying parents. This age group was chosen because at a certain age, almost all young people start to think about and reflect on gambling and are also ready to critically engage with the information they see about gambling [18, 39]. A number of expedient methods, willing samples, and "snow coma" were used to invite them to participate in the study. These included distributing announcements about the set in public networks (for example, posting leaflets on Twitter and Facebook), appealing to parents through our situation, and asking parents to forward information about the study from other parents and family members. Targeting strategies were used to ensure an invitation to the role of a wide range of problematic young people towards gambling [40]. Recognizing the influence of social context on attitudes and behaviors towards gambling, the offered study attempted to interest young people across socio-demographic and geographical backgrounds. Parents were informed about the study in an inexpensive language and were asked to tell their children about it. Written consent was obtained from the parents. The interviews were conducted by videoconferencing system. Young people aged 11 to 17 years were invited to participate in the study by their parents or accompanying parents. This age group was chosen because at a certain age, almost all young people start to think and reflect on gambling and are also ready to critically approach the information they see about gambling [18, 39]. A number of expedient methods, motivated samples, and "snow coma" were used to invite participants to participate in the study. These included distributing announcements about the set in public networks (for example, posting leaflets on Twitter and Facebook), appealing to parents through our situation, and asking parents to forward information about the study from other parents and family members. Targeting strategies were used to ensure the invitation to the role of young people with a wide range of problems with gambling [40]. Recognizing the influence of social context on attitudes and behaviors towards gambling, the offered study attempted to engage young people across socio-demographic and geographic backgrounds. Parents were informed about the study in an affordable language and were asked to inform their children about it. Written consent was obtained from parents. Interviews were conducted via videoconferencing system.
Semi-structured interviews lasting less than an hour were conducted via videoconference between July 2020 and April 2021 (due to public distancing restrictions related to the pandemic Covid-19). Adolescents had the opportunity to participate in the interviews autonomously or together with siblings aged 11–17 years, if this was more convenient. The interviews were audio-recorded with the authors' permission and decoded with clarity. The transcriptions were read by members of the group, who reviewed the recordings for any questions or clarifications about the relative accuracy of the transcriptions.
Data interpretation
The extensive interviews included questions about the use of public networks with adolescents, the viewing of sports programming, memory and recognition of gambling advertisements, goals for transacting gambling, normalization of gambling, and harm reduction strategies. As part of the survey with adolescents, they were asked to think about strategies that could be applied to counter normalization of gambling or reduce gambling-related harm. Considering the fact that gambling is sometimes a difficult issue for young people and indeed most of the current research focuses on online gambling, many visual methods were used to help young people understand the concept of gambling. For example, young people were shown infographics on the number of funds spent on gambling advertising in Australia. Leonard and Maknight [41] state that similar visual methods are considered a necessary device in research work that involves the role of young people because "... they contribute to a more concentrated study, lower the power imbalance in the research process, and each has the chance to contribute to skills that are not easy to convey or synthesize in words, in fact, have the capacity to make everything too vivid".
A constructivist paradigm was used to interpret the data, exploring how young people make meaning of their play environments [43]. Brown and Clark's six boundaries of reflective and subject-oriented analysis were used as an inductive and iterative process to interpret the data [44, 45]. In the first step, group members became familiar with the data by reading through the transcripts and wrote down ideas and thoughts about what young people expect from themselves, how and why gambling is normalized, and how gambling-related harms can be reduced. While reading the interviews in step 2, codes were generated that related to different qualities of gambling normalization and harm reduction strategies. Themes were then developed from the collected data (step 3). These themes were reviewed by members of the research team (step 4) and refined to reflect key harm reduction strategies and answer the research questions (step 5). Conclusions were formally determined during the manuscript writing process (step 6). During this process, the scientists reflected on the guiding principles of critical and quality research and addressed various issues arising from the data.
Results
Sample characteristics
To ensure reflexivity, the group members met regularly to review and discuss the main themes that emerged from the data. This included how subtopics and themes were likely to be explained by the broader research literature, as well as new areas for consideration. For example, while at first glance the young people suggested clear strategies to reduce gambling harm, there were a number of deeper themes related to young people's social perceptions and compassion for problem gamblers. This process was also used to develop the model that emerged from the collected data, and ongoing written and face-to-face communication allowed the research team to provide comments and inferences. Quotes from the provided work were used to enhance the credibility of the data and the image of the main categories, and more importantly, to accurately represent young people's opinions when presenting the results [46].
Fifty-four young people from 36 families participated in the study. Face-to-face interviews were conducted with n=43 young people, and interviews were conducted with five sibling groups. The sample was relatively evenly split between boys and girls (n=25 girls, n=29 boys), with a slight bias towards younger age groups (n=34 aged 11-13 years, n=20 aged 14-17 years). The majority of young people were from Victoria (n=40), with six from Queensland, five from New South Wales, and three from Northland.
Theme one: Reducing the accessibility and availability of gambling products
Based on the data collected, five themes were developed:
Young people suggested strategies that could be implemented to reduce the presence and availability of gambling products. Most of these were related to social spaces, e. g. EGMs and gambling companies (or encouragement to gamble), rather than online. Initial responses from young people were very harsh, including advice to completely ban certain forms of gambling, e. g. EGMs. For example, some young people said EGMs should be closed, banned, or restricted to certain weeks or times of the year to give people a chance to take a break from gambling. Others suggested eliminating or banning EGMs:
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It seems like they are following in the footsteps of reducing the number of poker machines, yes, simply reducing the number, or even eliminating poker machines in some establishments. - Female, 13, Victoria
Young people felt that such restrictions would make them spend less money on certain types of gambling, especially EGMs. It was suggested that changing the environment in which gambling takes place would make it less attractive to people who want to stay for long periods of time. Others focused on more targeted plans, such as removing gambling from spaces that are familiar social spaces or that have other dangerous products (such as alcohol) so that gambling is no longer a part of daily life. One young person tried to explain this by declaring that gambling venues should only be located in places where tourists walk:
In fact, I think it would probably definitely help to get them out of the bars and other places in the district. And have the ability to only put them in certain areas that are likely to be a lot of tourists. For example, I don't think this is possible to get involved in every weekend. So, is it interesting on holiday or something like that? -Young person, 12 years old, Victoria
Some young people accepted every time gambling would be part of the job of a public body, but thought that limited gambling would not allow this occupation that is easily available in society and online spaces:
Theme two: Changing gambling infrastructure to help reduce the risks associated with product engagement
Yeah, I think gambling should be at a minimum. There is an obligation to limit the number of people who are in the pokie room. There is an obligation to limit the number of people who are in the pokie room.... The pokie rooms are all getting a lot of money, they're just getting a lot of money. -Young person, 13 years old, Victoria
Young recommended making a number of changes to the structural features of gambling equipment and the infrastructure that frames gambling equipment. These proposed host configurations include limiting the amount of time and money that people spend on every chance they gamble. In formulating such arrangements, young people regularly relied on personal research behind the gambling environment. For example, the young person knew that people often spend a lot of time in the establishments and lose track of the time they wasted on gambling:
Sometimes, like when I visit a friend on a farm, I go to this old pub and there was a slip to play with mods. There were some beginner young people sitting there and they were sitting there for the whole day and it was like beginners doing this (gambling). .... In fact, some people work there for the whole day and as a result, they may lose a lot and leave the establishment with $0. 12-year-old youth, Queensland
But the young people still accept and actually EGM-establishment will not be restricted from their own free will, reducing the time spent by people behind gambling. It actually comes that there needs to be a national adjustment so that people are not in the establishments towards time in the long run and 14-year-old youth lose resources:
Obviously, they will not promote the work of attracting people. Pocky, they want-the more you play, the better they play and make more money ... if the government has the chance to do something The pocky system that I think should be in you is only for a certain time .... I don't need Pocky, but if you're still in business, you have a chance to sit and spend money. I want you to do it. Limit should be set: 1), time to spend at facilities, 2), amount that can be invested. And I think you have to expel you from the facility two hours later. You should not be in the facility for more than 2 hours. I think the facilities should not allow them to keep losing money. -Victoria, 1 4-yea r-old young man
The second main proposal to change the gambling infrastructure was to limit the amount used for gambling. Mr. Young is a tool that helps you assume the first link to the immediate information, a clock that shows the time spent on gambling, the cost indicator, and the expenditure of the money you want to spend during the game. We recommended some strategies to prevent gambling from losing and to control. The most common proposal was the restriction costs that include how many weeks and legal restrictions that people can gamble for one session.
universe
I agree. I think a certain amount of money-for example, the upper limit of the amount that can be used per day, the upper limit of the amount that can be used in one month. -1 5-yea r-old girl, Victoria
Young people often consider a variety of scenarios, such as avoiding restrictions and examining mechanisms to prevent them, when they recommend these strategies:
Theme three: Untangling the relationship between gambling and sport
I do not consider how you can overcome the data, but one of the ways - to introduce a limit on how much they have every chance to spend the night. I have the chance that if they do this, they will go elementary to the neighboring pub, they will not return to your pub, but if they can be elementary, or, I will not go into the account, between the pubs in the district, and say, "Joel is here, he keeps a lot of money." Or something in this family. That is, limiting the amount that one person can invest in a week. -15 year old female, Fresh Afternoon Wales
Many young people have read about the widespread distribution and ingrained morality of gambling in the Australian sporting world, and in this context it was practically all about sports fees. Some were of the opinion that the association of sports with such harmful goods as gambling is very well known and is problematic for those who are supposed to be lovers of sports, because it greatly influences the conclusions of some people who support sports in association with gambling. Some young people preferred to think negatively about the association of gambling with sports, and also liked the promotion of gambling in sports:
I am somewhat disappointed and indignant that gambling is occupying this great space in sports. This is because of the fact that they like sports and don't want to introduce gambling into it. This is not linked to data or money. -14 year old female, Victoria
Some were critical of the normalization of gambling in sports. They basically said that efforts need to be made to bring sports back to its main values of "role" and "fun":
I basically don't think it's necessary to deal with gambling in sports. Because sports were not born for gambling, they were born for this. [Sports were created for that, for people to be excited watching sports and for people to be excited playing sports. -16 year old youth, Victoria
Some young people said that sports organizations supporting gambling is an encouraging factor for gambling companies to get more funding and continue to release their products. This time, a young person commented on a charity case between a gambling company and a sports organization:
Well, this is their choice, but I think there should be less sponsorship from gambling companies in the sports world. -11 year old boy, Victoria
Gambling gives fans a great pressure to athletes. In particular, gambling and sports issues can give pressure to athletes and teams under the gambling and sports issues in particular.
I don't think this is a bad thing, but I also know that people can take it like bad. Especially if you are a team member, you will be under pressure from those who decide their resources for their gigs and team gigs. If you don't satisfy this indicator, you'll be given a great pressure on the team and players because the supporting people will lose money. -1 4-yea r-old woman, Fresh Afternoon Wales
Participants also discussed the responsibilities of sports organizations in game trading. Some sports organizations have said that it is important to be sincere to their fans and do not rely on the funds received from harmful companies. Some sports organizations accepted and understood the magnitude of gambling in the local community, examined gambling and their transactions, and did not do gambling just for money. Many youth have pointed out that sports organizations have all the opportunities to promote gambling, but at the same time preventing gambling harm. For example, some young people have stated that sports organizations have no obligation to "promote or push" gambling, and sports organizations and athletes have no obligation to "represent themselves through bookmakers' offices." I was there. Last but not least, it suggested that sports groups and athletes can change their social attitudes against gambling and play an important role in encouraging people to stop gambling.
Do you have the opportunity to say "Please stop gambling" in the speech after the game? Because it must have a big impact. Probably many people will stop gambling. For example, if you talk about gambling and say that everyone doesn't come out, it may have a big impact on the whole country, and the number of gambling will decrease. "1 2-yea r-old man, Queensland
However, some young people felt that gambling should be removed from sports. Essentially, the decline of gambling in sports was accommodated by the economic benefits that sports organisations receive from gambling:
I don't like gambling in sports. I don't like sports betting. These are old school things. This is probably not something to stop... The AFL (Australian Football League) and sports organisations have every opportunity to promote this to get more people and more money. "Young people, 14 years old, Victoria
Some young people consider the link between gambling and sports to be positive. These members even say that charity business with gambling companies brings great financial benefits to the team:
Theme four: Restrictions on advertising
I feel that this is a space for the sports industry, for example, by the fact that after gambling, you have to watch games and sports, I think this is an advantage of the sports industry. - Victoria, 13 years old girl
Pacifier - In the majority, young people spoke much less or inconclusively about advertising gambling. In their opinion, these advertisements have a special effect on the normalization and motivation of people to gamble. They recommended active restrictions on gambling marketing, from limiting the number and cost of gambling advertisements to a complete ban. Recommending to limit advertising, young people often expressed serious concerns, sympathizing with those who gamble and all the chances of naming the likely harm. According to young people, the greatest obligation to reduce the influence of gambling advertising lies with the government, broadcasting companies and gambling operators:
Well, I think that actually the government has an obligation, and also the television programs are responsible. The television programs are also responsible. I believe that they should actually be held responsible for this baggage, like Instagram, for example, for SportBet - Advertisement - Almost all young people use Instagram, I would say from 13 to about 30 years old, have the ability to be, 13 to 25, something in this family, there is a huge young demographic and it is very easy to include that. - 12 year old girl, Queensland
Some young people considered that gambling companies do indeed fulfill a moral obligation to think about advertising, especially the dangers that it poses to young people, while other young people pointed out that gambling companies have no obligation to participate in the customization of their personal ads. This was explained by the fact that, in their view, their financial interests mean that they do not in fact restrict personal marketing in this way, to put the advantages that they are under threat. For example, as one young person said, gambling companies' job is to put money into advertising, and as a result they have no obligation to restrict personal marketing. Some young people accepted that restricting or banning advertising is a very difficult process, and in fact, they are forced to be skeptical of anything that would actually introduce restrictive advertising:
If we could arrange something, I would suggest, but restrict advertising ... for example, the number of people who fall into gambling networks every day is high. This is not inherently cool. I don't think it's quite cool. In fact, it seems to me that we have an obligation to regulate it, but as a result of the fact that it is not easy, I don't take into account anyone who would regulate it. This is something that should be asked of the courts and whatnot, and there will probably be lawsuits on this pretext, and there will probably be weeks of inbetween, including taking into account the decline in coronavirus, and I don't think going in a straight line is the best option right now. But I think at some point in the future we will be able to restrict advertising gambling. -12-year-old youth, Queensland
There are also skeptical voices about the government regulating advertising, stating that the government actually gets tax from gambling and will end up being liable for damages the same as gambling companies:
Theme five: The need for counter-framing in commercial messages about gambling
I believe that these are real companies, probably governments, because, frankly, they are all interested in money, and the people who advertise end up getting money. It's not the people who are announcing it indiscriminately. As a result, it's the companies like Sportsbet, Crown Casino, and the government that have to be held responsible. I think the government is trying to make themselves believe that they are the victims as a result of forcing the inclusion of the rules to "play responsibly" into an integral part, but at the end of the day they are getting tax money. They're probably making some kind of profit. In fact, governments and their clients could be required to provide figures such as these: - 14-year-old girl, Victoria
Some young people were very skeptical and critical of the advanced coverage of gambling prevention. Some of them recalled the calls against a serious attitude towards gambling that they had heard at the end of gambling advertisements. They often said that gambling companies are obliged to put out such messages, but they do not want to do effective damage prevention. For example, the news "Let's play responsibly" is like an asterisk sign that releases the responsibility of the industry and reinforces that if gambling is to blame, the person himself is guilty:
Yes, for example, when the news of serious scenarios for gambling is reported, they are obliged to connect in the advertisement, as if they are these little stars, at the very end, they put it, it's like, yes, I forgot , but this is like your fault, if you lose all your own funds, play responsibly. In the analogy, we are not responsible for all kinds of costs and the same. -Victoria, a 14-year-old adolescent
Some also pointed out the contradiction in the appearance of gambling in the "responsible gambling" advertisement. For example, as one young person said, these messages seem unusual to him due to the fact that on the one hand, gambling companies seem to insure people who like to gamble, and on the other hand, the government speaks not to gamble:
All I really remember is gambling. For example, government news about security while gambling. In fact, it comes every time it is a government gambling ad, I think. -12 year old girl, Victoria
Young people confirm that reports of serious situations in gambling are called out to encourage people to protect and control their gambling, but few of them think that this is actually an effective way of achieving the purpose benefits. Some people thought that the short message "Play responsibly" at the end of gambling ads is not effective because it is less noticeable than the positive reports about gambling. In fact, these messages were written in small letters, short and straightforward:
For example, at the end of each advertisement, most of the ads are displayed, and at the end of the ad, the screen becomes white, and the inscription "Please play with responsibility" is immediately seen. Yes, and in fact, there are no few controls, no one has the ability to actually handle this. Looking at this ad, having a variety of luggage, thinking about good things, and immediately warning, and has no time to handle it. As a result, you have to accept that this can happen, yes, this is smart, smart for the company, but not particularly useful for society. -Me 1 6-yea r-old young man, Victoria
Young people are more prominent to reduce gambling harm and prevent gambling from normalizing that strict advertising regulations are the best method, but to compete with paid advertisements for gambling. We recommended a message. In fact, the same message should be one of the most important gambling ads. Young people proposed various ways to spread information about gambling dangers. Some argued that gamblin g-related risks were not focused on responsibility, but needed stronger warnings. For example, some people suggested that the government should send a message saying, "Let's stop gambling," instead of advertising to keep gambling. In fact, some said that it was necessary to create a rebuttal of the degree of gambling harm and nature. This includes not only statistics to recognize how harmful gambling is, but also raises consciousness and shows the risk associated with gambling. Also, as in the case of cigarettes, some have advocated a powerful and strict public health campaign, which shows the direct harm of the product called gambling and the impact on people who are harmful by gambling.
For example, when the government puts a picture showing how bad a tobacco is on a cigarette package, I believe that it shows how bad the tobacco is. I do not accurately consider how they were able to regulate them, but it is quite possible, they must regulate something similar to gambling Not. There is a possibility that a flash advertisement, something like a Pocky machine screen, and those who have done something wrong. -Re 1 2-yea r-old boy, Queensland
Many members said that these messages were targeted for young people and were required to keep young people away from gambling and not to teach serious attitudes for gambling. As mentioned that it is important to receive such a message, young people start gambling experiments, if people do not have a specific role in gambling, they potentially poor gambling applications. I pointed out that it is more vulnerable to:
It seems to me that they have all the opportunities to focus on young people, we come to learn in the world for the fact that they are somewhat vulnerable I try to find a space. For example, there is no doubt that they want to make arrangements to promote their business, but it is very likely that we need to concentrate on presenting the truth, not our approval. But this is a bit cruel. In fact, there are people who don't understand what they are doing. -17 years old woman, fresh afternoon Wales
Some young people have stated that the resistance to paid messages on gambling should have led to a rejection of gambling and the fact that gambling is actually not so interesting or fun. In fact, the only young people saw that gambling was exciting, fun and ordinary activities, so it was underlying:
For example, it may be from a very easily damaged age, including whether the secondary education institution is conducting a program to teach children (gambling) risks. .... If you know the risk, you will be less likely to gamble. As a result, from the age of injured, I believe that the children need to train that this is actually quite goo d-I do not take into account what I have to explain. As a result of those people, this is actually excellent, but I don't believe, for example, I, for example, that it can actually lose a lot of money. As a result, I think a man should train risks. Well, I think so, it's very interesting to get emotions, so the children are waiting when they grow up. But if the school tells the risks related to data, the children will not think it will be interesting. -1 4-yea r-old woman, Victoria
Young people who have been restrained have said:
Discussion
Well, for example, tell everyone the result. For example, if gambling is advertised, and if there are a large number of advertisements that recommend gambling, it will be a more harmful place. "1 4-yea r-old young man, Victoria
The challenge is to learn strategies that can help gamble normal and reduce harm associated with gambling, according to young people. The main strategies proposed by young people are 1) the possibility of gambling products and decreased presence, 2) Gambling products and gambling morals to reduce the risk related to gambling, 3) Gambling and sports disappearance, 4) Advertising restrictions, 5) paid messages for paid messages. These strategies are compared to the concept of normalization and are clearly shown in Fig. 1.
The strategy recommended by young people to conclude the difficulty of normalizing gambling and the harm of gambling.
The survey shows that young people are ready to discuss strategies that can reduce gambling normal and prevent gambling harm. The strategy actually recommended by young people in the provided research is basically accepted as the same strategy to reduce gambling normalization and prevent daily skills of harmful harm. 49] For example, the Society of Social Hygiene has a clear assistance in reducing the possibility and existence of gambling products in society, especially to reduce the number of licenses and gambling companies in the EGM [31, 48]. In addition, there are many voices calling for gambling marketing adaptation, marketing promotion, and sponsorship [14, 33, 48], and there is a good chance to recover and encourage young people [16, 21]. 。 Based on the results of this study, young people have not only have important public remarks in discussing the issues of social health measures to compete with harmful games (including personal daily experience). It can be seen that there are preparations for various evidence. < SPAN> research is to learn strategies that can help you use gambling and fight the normalization of gambling and reduce gambling harm. The main strategies proposed by young people are 1) the possibility of gambling products and decreased presence, 2) Gambling products and gambling morals to reduce the risk related to gambling, 3) Gambling and sports disappearance, 4) Advertising restrictions, 5) paid messages for paid messages. These strategies are compared to the concept of normalization and are clearly shown in Fig. 1.
The strategy recommended by young people to conclude the difficulty of normalizing gambling and the harm of gambling.
The survey shows that young people are ready to discuss strategies that can reduce gambling normal and prevent gambling harm. The strategy actually recommended by young people in the provided research is basically accepted as the same strategy to reduce gambling normalization and prevent daily skills of harmful harm. 49]. For example, the Society of Social Hygiene has a clear assistance in reducing the possibility and existence of gambling products in society, especially to reduce the number of licenses and gambling companies in the EGM [31, 48]. In addition, there are many voices calling for gambling marketing adaptation, marketing promotion, and sponsorship [14, 33, 48], and there is a good chance to recover and encourage young people [16, 21]. 。 Based on the results of this study, young people have not only have important public remarks in discussing social health measures to compete with harmful games, but are (including personal daily experience). It can be seen that there are preparations for various evidence. The challenge of the research is to learn strategies that can help gambling normal, fighting, and reducing gambling harm. The main strategies proposed by young people are 1) the possibility of gambling products and decreased presence, 2) Gambling products and gambling morals to reduce the risk related to gambling, 3) Gambling and sports disappearance, 4) Advertising restrictions, 5) paid messages for paid messages. These strategies are compared to the concept of normalization and are clearly shown in Fig. 1.
The strategy recommended by young people to conclude the difficulty of normalizing gambling and the harm of gambling.
Conclusions
The survey shows that young people are ready to discuss strategies that can reduce gambling normal and prevent gambling harm. The strategy actually recommended by young people in the provided research is basically accepted as the same strategy to reduce gambling normalization and prevent daily skills of harmful harm. 49] For example, the Society of Social Hygiene has a clear assistance in reducing the possibility and existence of gambling products in society, especially to reduce the number of licenses and gambling companies in the EGM [31, 48]. In addition, there are many voices calling for gambling marketing adaptation, marketing promotion, and sponsorship [14, 33, 48], and there is a good chance to recover and encourage young people [16, 21]. 。 Based on the results of this study, young people have not only have important public remarks in discussing social health measures to compete with harmful games, but are (including personal daily experience). It can be seen that there are preparations for various evidence. )
Availability of data and materials
To date, most of the studies on young people are focusing on factors that may contribute to the gambling normalization of young people. Young people include gambling such as cultural valuable activities such as sports [21, 50], sports [16], and marketing through multiple media channels [19]. Explains various factors that can contribute to cultural acceptance. This study shows that even if young people have never participated in gambling directly, they can consider strategies to resist the normalization of gambling, context and propose. In this field, they propose, such as restricting access to gambling products and acquisitions, changing how to get involved with gambling products, limiting marketing, and focusing on risks rather than responsibility. It is consistent with public health and government's major reports [9, 15]. This suggests that not only adult [48] but also young people are receiving concerns about gambling products and their charm. < SPAN> To date, most of the research on young people is focusing on factors that may contribute to the normalization of young people. Young people include gambling such as cultural valuable activities such as sports [21, 50], sports [16], and marketing through multiple media channels [19]. Explains various factors that can contribute to cultural acceptance. This study shows that even if young people have never participated in gambling directly, they can consider strategies to resist the normalization of gambling, context and propose. In this field, they propose, such as restricting access to gambling products and acquisitions, changing how to get involved with gambling products, limiting marketing, and focusing on risks rather than responsibility. It is consistent with public health and government's major reports [9, 15]. This suggests that not only adult [48] but also young people are receiving concerns about gambling products and their charm. To date, most of the studies on young people are focusing on factors that may contribute to the gambling normalization of young people. Young people include gambling such as cultural valuable activities such as sports [21, 50], sports [16], and marketing through multiple media channels [19]. Explains various factors that can contribute to cultural acceptance. This study shows that even if young people have never participated in gambling directly, they can consider strategies to resist the normalization of gambling, context and propose. In this field, they propose, such as restricting access to gambling products and acquisitions, changing how to get involved with gambling products, limiting marketing, and focusing on risks rather than responsibility. It is consistent with public health and government's major reports [9, 15]. This suggests that not only adult [48] but also young people are receiving concerns about gambling products and their charm.
References
- Young people remain critically aware of available strategies to reduce gambling harm and advocate for a range of educational strategies that provide clear and conscientious information about the harmful consequences associated with gambling. However, while previous studies have shown that young people are positive about the need for educational strategies [33], this study provides greater insight into the types of awareness campaigns that young people consider to have the greatest impact. Gambling education strategies, however, tend to focus on personal and social determinants, and young people evaluate a wide range of determinants that may lead to gambling normalization and harm. Young people were not convinced that current notification formats are considered effective. This was especially true for “responsible gambling” notices, which were assessed as disingenuous attempts to minimize harm in product advertising notices. Conversely, young people believe that more regulatory control over the industry is necessary to normalize gambling and prevent harm. Social health and social scientists have repeatedly criticized the “responsible gambling” and self-responsibility paradigm [11, 52]. The results of this study on the role of young people provide supporting evidence.
- Young people are ready to discern and advise on disrupting moments that may promote the normalization of gambling and working on strategies to prevent gambling-related harm. Genuine research shows that young people are ready to voice suspended concepts and proposals that go beyond light calls for the banning of products and marketing. Young people are becoming similar to social health experts who consider strategies aimed at the denormalization of gambling in their communities and are seriously considering the need to eliminate gambling from sports. There is no doubt that governments have a key role to play in protecting people from the harm caused by gambling.
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- I would like to thank the young people and their families who cooperated with this research. I would also like to thank the doctor Angela Rintoul, who helped collect data.
Acknowledgements
This study was subsidized by Arc Discovery Grant (DP190100695). No subsidy organizations are involved in planning and writing of this research.
Funding
{Ludge}
Author information
Authors and Affiliations
- {Ruit}
- {Ruit} Melbourne Institute
- {Ruit} Australia
- {Membership}
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