Tagged / online harms

Conversation article: Technology can play a vital role in limiting online gambling – here’s how

Professor John McAlaney, Dr Emily Arden-Close and Dr Sarah Hodge write for The Conversation about the challenges and opportunities of using technology to support safer online gambling…

Technology can play a vital role in limiting online gambling – here’s how

Over a quarter of people in the UK gamble online at least once every four weeks.
Wpadington / Shutterstock

John McAlaney, Bournemouth University; Emily Arden-Close, Bournemouth University, and Sarah Hodge, Bournemouth University

More than a quarter of people in the UK gamble online at least once every four weeks. And 1%–2% of UK adults demonstrate moderate-to-high risk levels of gambling-related harms.

The substantive and striking changes that the rise of online gambling have introduced are acknowledged by the UK government’s recently published plans to change the law in this area.

Through smartphones or other internet-enabled devices, people can gamble online anywhere, at any time. Gambling online also often allows those experiencing gambling-related harm to more easily hide this from those around them.

The reach of online gambling by operators, and gambling overall, is further enhanced by online promotion using social media. In an analysis of Twitter posts by several UK gambling operators, we found that over 80% of tweets related to sports, but less than 11% of tweets related to responsible gambling.

Greater use of social media for responsible gambling messages would increase the impact of responsible gambling strategies. It would also enable more personalised targeting of this messaging to groups who may be at higher risk of harms, such as members of the LGBTQ+ community, who report a higher number of life stressors.

Loot boxes

There is also the increasing phenomenon of merging online gambling and other activities, notably loot boxes – which contain random game items that may or may not be desirable or valuable – in video games. These might allow the player to buy better weapons or armour for use in their game, or customise a player’s avatar. Players can purchase loot boxes in games, with either in-game or real-world currency.

In our research, we found that video game players perceive loot boxes to be a form of gambling, despite attempts by the video game industry to re-brand them with a less descriptive name, such as “surprise mechanics”.

From social psychology research, we know that how we behave and the attitudes we hold are strongly influenced by what we perceive to be the norm. Also, there are overlaps in the harms experienced with loot boxes, both in our research and media reports of issues that would be typically seen in gambling difficulties, such as overspending. Based on this, it seems likely that engaging with loot boxes will prime children and young adults towards becoming involved in gambling.

As has been noted by the Young Gamers and Gamblers Education trust (YGAM), awareness raising and training are needed. The concern about loot boxes is so great that they have been banned in Belgium, albeit with an acknowledgment that the ban will be difficult to enforce.

Responsible gambling tools and messages

The technologies that create the risks and challenges of online gambling can also be used to prevent and reduce harms. Various techniques – known in the industry as responsible gambling tools – are already available from operators to help players take control of their gambling. These include deposit limits and self-exclusion, where users can ask to be denied access.

However, uptake of these tools is low, and impact relies upon people recognising that they are at risk and being motivated to engage with these tools. So we welcome the suggestion in the government’s new white paper around making deposit limits mandatory, which is consistent with the views of people who have experienced problem gambling.

Our Gambling Research Group has explored how technology can be used to further prevent and reduce harms, including how players respond to personalised, targeted responsible gambling messaging based on social norms and goal setting.

This ability to receive immediate feedback regarding a harm prevention strategy from the target population is relatively new in psychology, and potentially very powerful. So including people with real experience of gambling problems in the co-creation of responsible gambling messages will result in more effective strategies.

The proposals included in the white paper would utilise some of the opportunities afforded by online technologies. For example, the use of affordability checks facilitated through credit reference agencies would likely reduce some of the harms associated with online gambling.

Similarly, online data-sharing on high-risk customers is a positive step, as many individuals engaging in problematic gambling report chasing losses until their money runs out.

Safer by design

We also welcome the proposed limit on online slots, which brings it in line with the 2019 reduction in stake in fixed-odds betting terminals, and the proposal to make online games safer by design. Our research has shown that individuals who are new to gambling are less aware of persuasive design techniques and thus potentially at greater risk from them.

Similarly, addressing gaps in legislation to ensure under-18s cannot gamble online may help prevent young people from developing problematic gambling behaviour later on. However, this impact may be limited by the UK government’s response in 2022 that no further legislation is planned to regulate loot boxes. Currently, little is known about the impact of gambling-related harms on children aged under 18.

It also cannot be underestimated how skilled gambling-addicted people are at finding a way around any restrictions. The white paper recognises the risks on unregulated gambling in online black markets, and calls for preventative action. But how this will be achieved remains to be seen.

The white paper’s new statutory levy is also a positive step that contributes to funding and the transparency of funding sources for quality gambling research, education and treatment.

While most people gamble online safely and responsibly, those who develop problems can experience severe effects. These negative consequences are not limited to the individual but can also affect those around them, including family, friends and work colleagues.

As technology continues evolving, it is vital that we continue to be mindful of the unique risks and opportunities that arise in online gambling to prevent people from being harmed.The Conversation

John McAlaney, Professor in Psychology, Bournemouth University; Emily Arden-Close, Principal Academic in Psychology, Bournemouth University, and Sarah Hodge, Lecturer in Psychology and Cyberpsychology, Bournemouth University

This article is republished from The Conversation under a Creative Commons license. Read the original article.

Conversation article: Why children don’t talk to adults about the problems they encounter online

Professor Andy Phippen writes for The Conversation about young people’s social media use and wellbeing…

Why children don’t talk to adults about the problems they encounter online

iSOMBOON/Shutterstock

Andy Phippen, Bournemouth University

“I don’t listen to adults when it comes to this sort of thing”, a 17-year-old told me.

We were discussing how digital technology affects his life, as part of a long-term project in the west of England that I carried out with colleagues to explore young people’s mental health – including the impact of digital technology on their emotional wellbeing.

There is a widespread perception that being online is bad for young people’s mental health. But when we began the project, we quickly realised that there was very little evidence to back this up. The few in-depth studies around social media use and children’s mental health state that impacts are small and it is difficult to draw clear conclusions.

We wanted to find out if and how young people’s wellbeing was actually being affected in order to produce resources to help them. We talked to around 1,000 young people as part of our project. What we found was that there was a disconnect between what young people were worried about when it came to their online lives, and the worries their parents and other adults had.

One of the things young people told us was that adults tended to talk down to them about online harms, and had a tendency to “freak out” about these issues. Young people told us that adults’ views about online harms rarely reflected their own. They felt frustrated that they were being told what was harmful, rather than being asked what their experiences were.

Common concerns

The concerns the young people told us they had included bullying and other forms of online conflict. They were afraid of missing out on both online group interactions and real-life experiences others were showing in their social media posts. They worried that their posts were not getting as many likes as someone else’s.

But these concerns are rarely reflected in the media presentation of the harsher side of online harms. This has a tendency to explore the criminal side of online abuse, such as grooming, the prevalence of online pornography. It also tends to describe social media use in similar language to that used to talk about addiction.

It is no surprise, therefore, that parents might approach conversations with young people with excessive concern and an assumption their children are being approached by predators or are accessing harmful or illegal content.

Mother trying to talk to her daughter who is on tablet with headphones
Young people and their parents’ concerns about online safety may not match up.
George Rudy/Shutterstock

We have run a survey with young people for several years on their online experiences. Our latest analysis was based on 8,223 responses. One of the questions we ask is: “Have you ever been upset by something that has happened online?”. While there are differences between age groups, we found the percentage of those young people who say “yes” is around 30%. Or, to put it another way, more than two-thirds of the young people surveyed had never had an upsetting experience online.

Meanwhile, the online experiences reported by the 30% who reported being upset often didn’t tally with the extreme cases reporting in the media. Our analysis of responses showed that this upset is far more likely to come from abusive comments by peers and news stories about current affairs.

This disconnect means that young people are reluctant to talk to adults about their concerns. They are afraid of being told off, that the adult will overreact, or that talking to an adult might make the issue worse. The adults they might turn to need to make it clear this won’t happen and that they can help.

How to help

There are three things that young people have consistently told us over the duration of the project, and in our previous work, that adults can do to help. They are: listen and understand – don’t judge.

Conversations are important, as is showing an interest in young people’s online lives. However, those conversations do not have to be confrontational. If a media story about young people and online harms causes parents concern or alarm, the conversation does not have to start with: “Do you do this?” This can result in a defensive response and the conversation being shut down. It would be far better to introduce the topic with: “Have you seen this story? What do you think of this?”

Working in partnership with others, such as schools, is also important. If a parent has concerns, having a conversation with tutors can be a useful way of supporting the young person. The tutor might also be aware that the young person is not acting like themselves, or might have noticed changes in group dynamics among their peer group.

But, even if they are not aware of anything, raising concerns with them – and discussing from where those concerns arise – will mean both parents and school are focused in the same direction. It is important that young people receive both consistent messages and support. And schools will also be able to link up with other support services if they are needed.

Ultimately, we want young people to feel confident that they can ask for help and receive it. This is particularly important, because if they do not feel they can ask for help, it is far less likely the issue they are facing will be resolved – and there is a chance things might become worse without support.The Conversation

Andy Phippen, Professor of IT Ethics and Digital Rights, Bournemouth University

This article is republished from The Conversation under a Creative Commons license. Read the original article.