New technology and gambling: The influence of the Internet on gambling problems

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New technology and gambling: The influence of the Internet on gambling problems Presented by Dr Sally Gainsbury Senior Lecturer, School of Psychology Deputy Director, Gambling Treatment & Research Clinic Adjunct Researcher, Southern Cross University 30 May, 2017 SNSUS Conference Odense, Denmark The University of Sydney Page 1

Disclosures Travel costs paid by SNSUS conference I have worked on research projects that have received funding from gambling industry bodies, government departments, and organisations that are funded indirectly from taxes and/or contributions from the gambling industry. I have worked directly as a consultant to provide expertise to guide responsible gambling initiatives for gambling industry bodies, government departments, and organisations that are funded indirectly from taxes and/or contributions from the gambling industry. I have accepted funding to cover travel and expenses to attend and present at meetings on topics with the aim of enhancing the provision of responsible gambling strategies. Funding received directly and indirectly from: NSW Liquor, and Racing; Australian Institute of Family Studies; Australian Research Council; Australian Department of Social Services; Australian Communication and Media Authority; Department of Broadband Communication & the Digital Economy; UK Responsible Gambling Trust/Gamble Aware; Ian Potter Foundation; Gambling Research Australia; Victorian Responsible Gambling Foundation; National Association for Gambling Studies; Responsible Gambling Council; Manitoba Gambling Research Program; Gambling Research Exchange Ontario; Centre for Addiction and Mental Health; European Society for the Study of Gambling; Star Entertainment; Clubs NSW; Sportsbet; Techlink Entertainment; Gaming Technologies Association; Aristocrat Leisure Industry; British Columbia Lottery Corporation; Nova Scotia Provincial Lotteries and Casino Corporation. The University of Sydney Page 2

An evolution of gambling Consumer demand Technology advances Innovative & disruptive products Response needed by regulators, researchers, prevention, and treatment providers The University of Sydney Page 3

The future of gambling is happening now Augmented & Virtual Reality Blockchain & Bitcoin Skins & Esports Betting Daily Fantasy Sports & Skilled Gambling Secondary Lotteries Social Media The University of Sydney Page 4

Rapid iteration and evolution of gambling needs a response Hybrid products are they gambling? Who are the new gamblers? How do people access and engage with gambling? What are the risks? What marketing is appropriate? How to incorporate technology for prevention and treatment? Impact on regulation? The University of Sydney Page 5

Taking a step back: How has gambling evolved over time? The University of Sydney Page 6

Gambling has occurred throughout history and across cultures The University of Sydney Page 7

Technology is changing gambling: Format The University of Sydney Page 8

Technology is changing gambling: Access The University of Sydney Page 9

Technology is changing gambling: Customers The University of Sydney Page 10

But, has gambling really change? The example of payment methods The University of Sydney Page 11

Technology has impacted many aspects of gambling: Example, payment methods The University of Sydney Page 12

Technology updates, but game experience remains the same No cash/coins online But, sound of coins falling Images of coins/cash/tokens Reference to coins in virtual games The University of Sydney Page 13

Online gambling the same product teched up The University of Sydney Page 14

Online poker = poker, online The University of Sydney Page 15

Allows new experiences, but fundamentally the same product The University of Sydney Page 16

Innovation and disruption in the gambling industry The University of Sydney Page 17

Disruptive innovation Efficient Worthwhile Creative Useful Simple Cheap Impactful Scalable New market New methods The University of Sydney Page 18

Internet gambling regulations are outdated Regulations lag behind innovation Prohibition, monopoly, restrictions + consumer demand Innovation Hybrid products Disruption! The University of Sydney Page 19

Augmented reality The University of Sydney Page 20

Pokémon Go: 130 million downloads, $10 Million per day The University of Sydney Page 21

Augmented reality merges digital content with real environment Utilises smartphone features (geolocation, camera, microphone etc) Betting options Info Results Promotions Notifications The University of Sydney Page 22

Virtual reality The University of Sydney Page 23

Virtual reality is beginning to reach the mass market Immersive, presence Equipment reaching mass market Casinos being developed & launched The University of Sydney Page 24

Virtual reality gambling predicted to rise 800% in next 5 years The University of Sydney Page 25

Blockchain gambling The University of Sydney Page 26

Blockchain: Permanent, Secure, Anonymous, Transparent, Trustless, Validated, Decentralised The University of Sydney Page 27

Blocktrain automates trustless, anonymous transactions The University of Sydney Page 28

Blockchain gambling Bitcoin as currency: 1BTC = 12082DKK Customer identification Decentralised gambling Removes risk of fraud, cheating Faciliatates anonymity Lower overheads Direct payment, no accounts or payment providers The University of Sydney Page 29

Skins betting The University of Sydney Page 30

Skins betting: Virtual items used for unregulated gambling The University of Sydney Page 31

Skins betting Wagered on esports, casino, or lottery-style games No regulation, no consumer protection, no verification of integrity/security $7.4 billion worth of skins bet 2016 Legal actions and regulatory response underway The University of Sydney Page 32

Esports betting The University of Sydney Page 33

Esports, Professional Gaming Tournaments: 213.8 million viewers, US$696 million The University of Sydney Page 34

Esports betting A new gambling market $5.5 billion wagered in 2016 6.5 million esports bettors most via skins 8.5% of UK adults The University of Sydney Page 35

Fantasy sports The University of Sydney Page 36

Daily Fantasy Sports betting A new type of betting, evolved from skill competition Sports betting in restricted markets Consumer demand 56.8 million US players 2015 ( 37% increase from 2014) The University of Sydney Page 37

Secondary lotteries The University of Sydney Page 38

Secondary lotteries Messenger purchasing tickets on behalf Insurance betting on outcome of draws Evolution of traditional (stagnant) product Little competition in lottery market Broad customer appeal Opening international markets The University of Sydney Page 39

Skilled gambling The University of Sydney Page 40

Skilled gambling: Video gaming machines Convergence of gaming and gambling New product New market Skill elements can influence payout Incorporate gaming themes The University of Sydney Page 41

Social media marketing The University of Sydney Page 42

Social media marketing advertising evolved Social media marketing spend 3.2 billion (2017) Evolution of advertising interaction & dialogue Enhanced role of consumer Reduced power of brands The University of Sydney Page 43

But, are all social media posts advertisements? Current events Consumer engagement Customer service User-generated content The University of Sydney Page 44

Gambling companies can work around advertising restrictions on SNS The University of Sydney Page 45

What is the impact of social media marketing? Survey 1,338 Australian social networking site users 41% had seen SNS promotions for gambling companies Target audience most likely to engage: younger adults, males, greater gambling spend 75% reported no impact on gambling 13% reported an increase in gambling Male Younger Higher education Work full-time Ethnically diverse More involved gamblers At-risk and problem gamblers The University of Sydney Page 46

Social media marketing does not include warnings 60% had never noticed responsible gambling messages on SNS The University of Sydney Page 47

Implications for regulation, prevention, and treatment The University of Sydney Page 48

Rapid iteration and evolution of gambling needs a response Is it gambling? Virtual items as currency Role of skill Fair outcomes Promotion, conversation The University of Sydney Page 49

Rapid iteration and evolution of gambling needs a response Is it gambling? Who are the new gamblers? New cohort Youth Vulnerable populations The University of Sydney Page 50

Rapid iteration and evolution of gambling needs a response Is it gambling? Who are the new gamblers? How do people access and engage with gambling? Unregulated sites Anonymous currency Crime The University of Sydney Page 51

Rapid iteration and evolution of gambling needs a response Is it gambling? Who are the new gamblers? How do people access and engage with gambling? What are the risks? Immersion Customer tracking Event frequency Illusions of control Player understanding The University of Sydney Page 52

Rapid iteration and evolution of gambling needs a response Is it gambling? Who are the new gamblers? How do people access and engage with gambling? What are the risks? What marketing is appropriate? What is marketing/branding? Do regulations account for platforms? Influence on consumers Counter-advertising The University of Sydney Page 53

Rapid iteration and evolution of gambling needs a response Is it gambling? Who are the new gamblers? How do people access and engage with gambling? What are the risks? What marketing is appropriate? Impact on regulation? Records Existing operators Research urgently needed The University of Sydney Page 54

Technology updates for prevention and treatment Prevention Risky gambler identification Modified reality Personal messages Treatment Updates for counsellors Virtual reality The University of Sydney Page 55

The future of gambling is not business as usual The past does not predict the future Need for forward thinking Innovation & disruption The University of Sydney Page 56

Thank you! Dr Sally Gainsbury Deputy Director, Gambling Treatment & Research Clinic Senior Lecturer, School of Psychology, University of Sydney Editor, International Gambling Studies Adjunct research fellow, Southern Cross University Email: sally.gainsbury@sydney.edu.au Website: http://sydney.edu.au/science/people/sally.gainsbury.php @DrSalGainsbury The University of Sydney Page 57

References Gainsbury, S., & Blaszczynski, A. (2017). Virtual reality gambling: Implications for regulation and gambling disorders. Gaming Law Review & Economics, 21(4), 314-322. Gainsbury, S.M., King, D.L., Russell, M.T., Delfabbro, P., Derevensky, J., & Hing, N. (2016). Exposure to and engagement with gambling marketing in social media: Reported impacts on moderate risk and problem gamblers. Psychology of Addictive Behaviors, 30(2), 270-276. http://psycnet.apa.org/doi/10.1037/adb0000156 Gainsbury, S., Delfabbro, P., King, D.L., & Hing, N. (2016). An exploratory study of gambling operators' use of social media and the latent messages conveyed. Journal of Gambling Studies, 32(1), 125-141. DOI 10.1007/s10899-015-9525-2 http://link.springer.com/article/10.1007/s10899-015-9525-2 Gainsbury, S., King, D.L., Hing, D., Delfabbro, P. (2015). Social media marketing and gambling: An interview study of gambling operators in Australia. International Gambling Studies, 15(3), 377-393. http://dx.doi.org/10.1080/14459795.2015.1058409 Gainsbury, S., King, D., Delfabbro, P., Hing, N., Russell, A., Blaszczynski, A., Derevensky, J. (2015). The use of social media in gambling. Gambling Research Australia. Available at: http://www.gamblingresearch.org.au/resources/d06679ec-3577-4cb0-867c-594ce741dbf6/grasocialmediareport.pdf Abarbanel, B., Gainsbury, S.M., King, D., Hing, N., & Delfabbro, P. (2016). Gambling Games on Social Platforms: How Do Advertisements for Social Casino Games Target Young Adults? Policy & Internet. Published online Sep 26 2016.135 https://doi.org/10.1002/poi3.135 Gainsbury, S., Liu, Y., Russell, A., & Teichert, T. (2016). Is all Internet gambling equally problematic? Considering the relationship between mode of access and gambling problems. Computers in Human Behavior, 55, 717-728. https://doi.org/10.1016/j.chb.2015.10.006 Chebli, J-L., Blaszczynski, A., Gainsbury, S.M. (2016). Internet-based interventions for addictive behaviours: A systematic review. Journal of Gambling Studies, 32(4), 1279-1304. https://doi.org/10.1007/s10899-016-9599-5 The University of Sydney Page 58