Report
Mobile EGMs apps – the perfect substitute or the perfect storm?
Publisher
Computer software
Corporate social responsibility
Gambling
Problem gambling
Mobile technology
Electronic gambling machines
Adolescents
Australia
Description
The research examined the role of free‐to‐play gambling‐themed apps and their relationship to in‐venue gambling.
The study focused on Australian participants aged 18–29, and people with frequent electronic gaming machine (EGM) gambling experience were preferentially recruited.
Results of the research showed that:
- In retrospective accounts, children aged under 13 who play gambling‐themed apps were also more likely to gamble for money.
- In retrospective accounts, young people (13–18) who played apps prior to age 13 were more likely to have early involvement with gambling.
- In a longitudinal experiment, in weeks where young adults (18–29) played longer on gambling‐themed apps, they also gambled longer in venues.
- In a longitudinal experiment, in weeks where young adults (18‐29) played longer on gambling‐themed apps, they were also more likely to gamble for longer in venues in the subsequent week.
Publication Details
Copyright:
Victorian Responsible Gambling Foundation 2018
License type:
CC BY-NC-ND
Access Rights Type:
open
Publication place:
Melbourne
Post date:
14 Aug 2018
