The presence of gambling and gambling technologies in video games is widespread, pernicious and often hidden. This report identifies four different categories of gambling– gaming crossover, each of which poses different risks and may need to be addressed in different ways: immersive and addictive technologies...
Extent of, and children and young people’s exposure to, gambling advertising in sport and non-sport TV
This is the first study in Australia, and internationally, to examine the extent of gambling advertising on sport TV and non-sport TV, and the extent to which young people are exposed to it. A key aim of this study was to assess the effectiveness of...
This study examined the impact of approaches to wagering marketing, including inducements, on vulnerable adults. Findings from the study show that wagering advertisements and inducements increase betting expenditure.
Gambling gives pleasure to many but extracts a significant amount of pain from a few. This report provides evidence of the size and distribution of the benefits as well as identifies the costs and their distribution.