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

The normalization of gambling for young people has recently attracted attention in public health, especially in consideration of the spread of gambling marketing linked to sports. Various surveys and reports on young people's health and wellby swelling have suggested that they should listen to the opinions of young people in the formulation of public health policies and preventive strategies. However, there are few opportunities for young people to say about gambling issues, and young people's voices are rarely considered in public health proposals associated with gambling. The purpose of this study was to solve this gap by recording young people's perceptions of strategies that can be used to prevent gambling damage in opposition to gambling normalization.

Methods

In this study, a critical and qualitative approach to recognize the power and the role of social unfair in health issues. He conducted a qualitative interview using a configuration approach to 54 Australian youth (11-17 years old). The reflective subject analysis was used for the interpretation of the data.

Results

Five overall strategies were built from the data. 1) Access and acquisition of gambling products, 2) Change gambling infrastructure to reduce gambling risks, 3) solve the relationship between gambling and sports, 4) regulations on ads, 5) gambling Promotion of commercial messages.

Conclusions

This study has provided a proposal to promote gambling normalization, such as a strategy to prevent gambling, such as a strategy to prevent gambling. Young people have the same opinion as public health experts to prevent gambling normalization in the local community, and have a strong opinion on the need to eliminate gambling from sports. < SPAN> The normalization of gambling for young people has recently attracted attention in public health, especially in consideration of the spread of gambling marketing linked to sports. Various surveys and reports on young people's health and wellby swelling have suggested that they should listen to the opinions of young people in the formulation of public health policies and preventive strategies. However, there are few opportunities for young people to say about gambling issues, and young people's voices are rarely considered in public health proposals associated with gambling. The purpose of this study was to solve this gap by recording young people's perceptions of strategies that can be used to prevent gambling damage in opposition to gambling normalization.

Background

In this study, a critical and qualitative approach to recognize the power and the role of social unfair in health issues. He conducted a qualitative interview using a configuration approach to 54 Australian youth (11-17 years old). The reflective subject analysis was used for the interpretation of the data.

Five overall strategies were built from the data. 1) Access and acquisition of gambling products, 2) Change gambling infrastructure to reduce gambling risks, 3) solve the relationship between gambling and sports, 4) regulations on ads, 5) gambling Promotion of commercial messages.

This study has provided a proposal to promote gambling normalization, such as a strategy to prevent gambling, such as a strategy to prevent gambling. Young people have the same opinion as public health experts to prevent gambling normalization in the local community, and have a strong opinion on the need to eliminate gambling from sports. The normalization of gambling for young people has recently attracted attention in public health, especially in consideration of the spread of gambling marketing linked to sports. Various surveys and reports on young people's health and wellby swelling have suggested that they should listen to the opinions of young people in the formulation of public health policies and preventive strategies. However, there are few opportunities for young people to say about gambling issues, and young people's voices are rarely considered in public health proposals associated with gambling. The purpose of this study was to solve this gap by recording young people's perceptions of strategies that can be used to prevent gambling damage in opposition to gambling normalization.

In this study, a critical and qualitative approach to recognize the power and the role of social unfair in health issues. He conducted a qualitative interview using a configuration approach to 54 Australian youth (11-17 years old). The reflective subject analysis was used for the interpretation of the data.

Five overall strategies were built from the data. 1) Access and acquisition of gambling products, 2) Change gambling infrastructure to reduce gambling risks, 3) solve the relationship between gambling and sports, 4) regulations on ads, 5) gambling Promotion of commercial messages.

This study has provided a proposal to promote gambling normalization, such as a strategy to prevent gambling, such as a strategy to prevent gambling. Young people have the same opinion as public health experts to prevent gambling normalization in the local community, and have a strong opinion on the need to eliminate gambling from sports.

  • Gambling is recognized as a global public health problem [1, 2], and modern gambling situation is said to be "threat to public health" [3]. Financial losses are most commonly explained as gamblin g-related harms, but other negative and social negative issues related to gambling are mental health problems and stress. [4, 5, 6] includes human relationships, unstable housing, domestic violence, crime, and energy poverty. Australia is said to be one of the most common gambling environments in the world, and in 2018/19, more than 25 billion dollars were lost in gambling. Various gambling products are incorporated into everyday environments, along with innovative and ubiquitous marketing strategies, from lottery to sports betting and hig h-strength electronic gambling machines (EGM or poker machines). As an example, about 200, 000 EGMs (often called the most harmful gambling products) are installed in community clubs and hotels, except for Western Australia. Gambling, such as online gambling and advertisements, is legislated by the federal government, but most of it is regulated by the State and the Temporary Government.
  • In the past 10 years, the rapid expansion of new gambling like online sports betting, such shapes of gambling and its marketing are consistent with valuable cultural activities such as sports, and gambling for children and young people [10, 11] has been raised in the local community, such as the potential impact on theization. [10, 11]. Bunn and colleagues [11, 827] are using the popularity of sports to enhance the name of products and brands, but "but the relationship is deeper. In Australia, in Australia, in Australia. The consumption of gambling products is legal only for the age of 18, but in a recent survey in New Southwales, 29. 9 % of the age of 12-17 has made money in the past year. It turned out that 1. 5 % were classified as gambling addiction and 2. 2 % of them were categorized as the danger of gambling. 5 % of the 5 % of the past year has gambling with money, and 2. 8 % have been classified as gambling addiction, and 9. 3 % of them are at risk of gambling addiction. [13]
  • In 2020, the WHO-UNICEF-Lancet Committee said, "The committee of children in the world to the future for children around the world, has paid attention to the children's awareness and acceptance of gambling advertising, products, and sponsorship. This study is more and more focused on the process of gambling in the local community and online. , How the children touch gambling marketing through multiple media channels may cause gambling attitudes and consumer intentions in the future. In this study, it has already been gambling in the UK and Australia that many children have already been gambling. He agrees that it is a normal or common part of sports, and many young people form this opinion based on marketing linked to sports games.

Methods

Approach

According to other studies, gambling products related to lotter y-like community environments and gambling products related to family facilities such as clubs and hotels (Australia have many EGMs). It has been demonstrated that gambling may promote young people's perception that it is a normal part of everyday life [21, 22, 23]. This may be because of the fact that young people are always in contact with gambling products in the local community. For example, in studies for 11-1 3-yea r-old young people using wearable cameras, Smith and colleagues [24] are the most common opportunities for gambling marketing in New Zealand, a bookstore, a convenience store, and a supermarket. I found lottery and scratch cards that are the most frequently advertised products. In addition to marketing, various traditions and social norms are related to the normalization of gambling, as well as marketing, such as birthdays, public holidays, and national holidays, and the incorporated activities. [25, 26]. < SPAN> 2020, the WHO-UNICEF-Lancet Committee said, "The committee of children in children around the world is in a survey of children's awareness and acceptance of gambling advertisements, products, and sponsorship. This research is more and more focused on the normalization of gambling in the local community. The focus is that depending on how the children touch gambling marketing through multiple media channels, the attitude toward gambling and the consumer intention of the shogun may be formed or affected. [17, 18, 19] In some cases, it has already been gambling in the UK and Australia. However, gambling agrees that it is a normal or common part of sports, and many young people form this opinion based on marketing linked to sports games [17, 20].

Sampling and recruitment

According to other studies, gambling products related to lotter y-like community environments and gambling products related to family facilities such as clubs and hotels (Australia have many EGMs). It has been demonstrated that gambling may promote young people's perception that it is a normal part of everyday life [21, 22, 23]. This may be because of the fact that young people are always in contact with gambling products in the local community. For example, in studies for 11-1 3-yea r-old young people using wearable cameras, Smith and colleagues [24] are the most common opportunities for gambling marketing in New Zealand, a bookstore, a convenience store, and a supermarket. I found lottery and scratch cards that are the most frequently advertised products. In addition to marketing, various traditions and social norms are related to the normalization of gambling, as well as marketing, such as birthdays, public holidays, and national holidays, and the incorporated activities. [25, 26]. In 2020, the WHO-UNICEF-Lancet Committee said, "The committee of children in the world to the future for children around the world, has paid attention to the children's awareness and acceptance of gambling advertising, products, and sponsorship. This study is more and more focused on the process of gambling in the local community and online. , How the children touch gambling marketing through multiple media channels may cause gambling attitudes and consumer intentions in the future. In this study, it has already been gambling in the UK and Australia that many children have already been gambling. He agrees that it is a normal or common part of sports, and many young people form this opinion based on marketing linked to sports games.

Data collection

According to other studies, gambling products related to lotter y-like community environments and gambling products related to family facilities such as clubs and hotels (Australia have many EGMs). It has been demonstrated that gambling may promote young people's perception that it is a normal part of everyday life [21, 22, 23]. This may be because of the fact that young people are always in contact with gambling products in the local community. For example, in studies for 11-1 3-yea r-old young people using wearable cameras, Smith and colleagues [24] are the most common opportunities for gambling marketing in New Zealand, a bookstore, a convenience store, and a supermarket. I found lottery and scratch cards that are the most frequently advertised products. In addition to marketing, various traditions and social norms are related to the normalization of gambling, as well as marketing, such as birthdays, public holidays, and national holidays, and the incorporated activities. [25, 26].

Many of the aforementioned studies recommend listening to and involving young people when developing prevention and public health policy responses to gambling. Limited conversations about gambling may take place with young people through school-based education programs developed and delivered by adults. The programs aim to help students “understand the new gambling landscape” and “avoid gambling harm” [27]. However, young people have few opportunities to speak about gambling problems, including to politicians and policymakers. While there is growing momentum to give young people a voice in decision-making processes related to several important issues, such as climate change [28, 29], young people’s voices are rarely considered in public health recommendations related to gambling.

Data interpretation

While there are many studies that have examined the extent to which adults support strategies and policies aimed at preventing gambling harm [30, 31, 32], few studies have asked young people what can be done to address the normalization of gambling. Some preliminary research has focused on young people's responses to gambling advertising, suggesting that the majority believe that gambling advertising on television should be reduced or eliminated and that sporting codes should do more to protect young people from exposure to advertising [16, 19, 33]. Young people also recognize that there may be a role for educational strategies, such as school-based education and campaigns, as part of a comprehensive public health approach to gambling [16, 33]. Torrance et al. [34] found that 18-29 year olds perceive "responsible gambling" messages as largely token and ineffective, that the industry is doing the bare minimum to reduce harm, and that regulations relating to advertising need to be strengthened [p. 8]. However, few studies have asked young people to consider a range of strategies that may be used to prevent different types of gambling normalization and associated harms. The present study aimed to fill this knowledge gap and was guided by three research questions:

1. What strategies do young people consider effective to prevent gambling normalization and gambling harm?

Results

Sample characteristics

2. Are young people's views aligned with broader public health measures designed to prevent normalisation of gambling and gambling harm?

3. How can you adopt a young person's perspective in the normalization of gambling and the strategy decision to prevent gambling damage?

Theme one: Reducing the accessibility and availability of gambling products

The data in this paper is part of a wider area of ​​research on young people's gambling normalization in Australia. In the interpretation of data, researchers take public approaches, and gambling practices and potential harm are due to various determined factors, such as social and environmental backgrounds, the impact of the gambling industry and regulation frameworks. He acknowledged that it was affected. [35] In this study, critical and qualitative exploration approaches aimed at recognizing the power and the role of social unfaithful in health issues and using research results to inform the social and policy changes in specific problems. [36, 37, 38] In this approach, the approach to gambling policies is led by "Health, fairness, and social justice" and claims that it must be formed by a democratic process that welcomes the voice of citizens. Selected based on expert comments [3, pg. E614]. This critical qualitative approach has led to all aspects of research, including the development of suggestions on public health approaches for policies and practice. < SPAN> 3. How can you adopt a young viewpoint in a strategy decision to prevent gambling and gambling damage?

The data in this paper is part of a wider area of ​​research on young people's gambling normalization in Australia. In the interpretation of data, researchers take public approaches, and gambling practices and potential harm are due to various determined factors, such as social and environmental backgrounds, the impact of the gambling industry and regulation frameworks. He acknowledged that it was affected. [35] In this study, critical and qualitative exploration approaches aimed at recognizing the power and the role of social unfaithful in health issues and using research results to inform the social and policy changes in specific problems. [36, 37, 38] In this approach, the approach to gambling policies is led by "Health, fairness, and social justice" and claims that it must be formed by a democratic process that welcomes the voice of citizens. Selected based on expert comments [3, pg. E614]. This critical qualitative approach has led to all aspects of research, including the development of suggestions on public health approaches for policies and practice. 3. How can you adopt a young person's perspective in the normalization of gambling and the strategy decision to prevent gambling damage?

The data in this paper is part of a wider area of ​​research on young people's gambling normalization in Australia. In the interpretation of data, researchers take public approaches, and gambling practices and potential harm are due to various determined factors, such as social and environmental backgrounds, the impact of the gambling industry and regulation frameworks. He acknowledged that it was affected. [35] In this study, critical and qualitative exploration approaches aimed at recognizing the power and the role of social unfaithful in health issues and using research results to inform the social and policy changes in specific problems. [36, 37, 38] In this approach, the approach to gambling policies is led by "Health, fairness, and social justice" and claims that it must be formed by a democratic process that welcomes the voice of citizens. Selected based on expert comments [3, pg. E614]. This critical qualitative approach has led to all aspects of research, including the development of suggestions on public health approaches for policies and practice.

Young people aged 11 to 17 years were invited to participate in the study through their parents or their doctor. This age group was chosen on the assumption that this is the age at which many young people begin to think about and become aware of gambling, and are able to critically engage with the information they encounter about gambling [18, 39]. A variety of opportunistic, purposive and snowballing methods were used to invite participants to participate in the study. This included distributing recruitment announcements on social media sites (e. g., posting flyers on Twitter and Facebook), contacting parents through their existing networks, and asking parents to pass on information about the study to other parents and family members. A selective sampling strategy was used to ensure that young people with a wide range of attitudes towards gambling were included [40]. Recognizing that social background influences attitudes and behaviour towards gambling, the study recruited young people from different socio-demographic and geographic backgrounds. Parents were provided with a plain language description of the study and asked to share details with their children. Written consent was obtained from parents. The interviews were conducted via video conference, beginning with a plain language explanation and review of key points of the consent process by the researcher. The young people were then asked any questions about the study before verbal consent was obtained. Participants were informed that:

A half-hour, half-stroke interview was conducted through a video conference between July 2020 and April 2021 (due to the constraints of social distance associated with the epidemic of COVID-19). Young people were able to participate in interviews alone or to participate with 11-17 years old brothers. The interview was recorded with permission and transcribed by experts. The tape was read by the team members, and if the accuracy of the tape was needed, the recording was reconfirmed.

A wider range of interviews include questions about the use of young people's social media, watching sports, gambling advertising memories and recognition, gambling intentions, gambling normal, and harmful measures. In connection with this study, young people were asked to consider strategies that can be used to counter the normalization of gambling or to reduce gambling harm. Gambling is sometimes complicated for young people, and since most of the research so far focuses on online gambling, it uses a variety of visuals to encourage young people's ideas and opinions. 。 For example, young people show photos of various gambling products and infographics on gambling ads in Australia. Leonard and McKnight [41] argued that such visual methods are important tools for young people. He asked politicians and sports organizations about gambling to help young people think about policy issues and proposals. For example, "What do you want to convey to gambling to sports rules, teams and players?" < SPAN> A half-hour interview was held through a video conference between July 2020 and April 2021 (due to the constraints of social distance accompanying the epidemic of COVID-19). Young people were able to participate in interviews alone or to participate with 11-17 years old brothers. The interview was recorded with permission and transcribed by experts. The tape was read by the team members, and if the accuracy of the tape was needed, the recording was reconfirmed.

A wider range of interviews include questions about the use of young people's social media, watching sports, gambling advertising memories and recognition, gambling intentions, gambling normal, and harmful measures. In connection with this study, young people were asked to consider strategies that can be used to counter the normalization of gambling or to reduce gambling harm. Gambling is sometimes complicated for young people, and since most of the research so far focuses on online gambling, it uses a variety of visuals to encourage young people's ideas and opinions. 。 For example, young people show photos of various gambling products and infographics on gambling ads in Australia. Leonard and McKnight [41] argued that such visual methods are important tools for young people. He asked politicians and sports organizations about gambling to help young people think about policy issues and proposals. For example, "What do you want to convey to gambling to sports rules, teams and players?" A half-hour, half-stroke interview was conducted through a video conference between July 2020 and April 2021 (due to the constraints of social distance associated with the epidemic of COVID-19). Young people were able to participate in interviews alone or to participate with 11-17 years old brothers. The interview was recorded with permission and transcribed by experts. The tape was read by the team members, and if the accuracy of the tape was needed, the recording was reconfirmed.

Theme two: Changing gambling infrastructure to help reduce the risks associated with product engagement

A wider range of interviews include questions about the use of young people's social media, watching sports, gambling advertising memories and recognition, gambling intentions, gambling normal, and harmful measures. In connection with this study, young people were asked to consider strategies that can be used to counter the normalization of gambling or to reduce gambling harm. Gambling is sometimes complicated for young people, and since most of the research so far focuses on online gambling, it uses a variety of visuals to encourage young people's ideas and opinions. 。 For example, young people show photos of various gambling products and infographics on gambling ads in Australia. Leonard and McKnight [41] argued that such visual methods are important tools for young people. He asked politicians and sports organizations about gambling to help young people think about policy issues and proposals. For example, "What do you want to convey to gambling to sports rules, teams and players?"

The interpretation of the data was led to a configured paradigm, exploring how young people understood the gambling environment [43]. The six steps of BRAUN and CLARKE's reflexive theme analysis were used as a inductive and repeated data interpretation process [44, 45]. In Step 1, the members of the team are accustomed to the data by rereading the records, and how the gambling is and why young people are conceptually conceptual, and how harm to gambling. I recorded ideas and ideas about the recognition of whether it could be reduced. As part of Step 2, reading the interview created code related to the various aspects of gambling normalization and reduction measures, especially with what young people saw in everyday life. The theme was built from the data (Step 3). These themes were examined by members of the research team (step 4), reflecting the main Harm reduction strategies and further sophisticated to respond to research questions (step 5). The survey result was finalized during the manuscript (Step 6). In this process, researchers looked back on the core ideas of critical and qualitative research, including the power and social justice related to the power and social justice. This was particularly important in light of the descriptions of powerful social institutions and corporate responsibilities, such as sports organizations, governments, and gambling industries.

In order to ensure reflection, the team members gathered regularly and discussed and discussed the main themes built from data. This includes how the su b-theme and theme can be explained in a more expensive research literature, and the areas that should be newly considered. For example, on the surface, while young people presented a clear strategy to reduce gambling harm, there were also various themes on the social awareness of young people and sympathy for people who had experienced gambling. The process was used to develop a model that emerged from data, which regularly provided writing and interviews, so that the survey team could provide comments and considerations. The quote introduced in this paper is used to enhance the reliability of the data, explain the main categories, and to confirm that the voices of young people are clearly expressed in the announcement of the results. [46]. < SPAN> Data interpretation was led by configured paradigms, exploring how young people understood the gambling environment [43]. The six steps of BRAUN and CLARKE's reflexive theme analysis were used as a inductive and repeated data interpretation process [44, 45]. In Step 1, the members of the team are accustomed to the data by rereading the records, and how the gambling is and why young people are conceptually conceptual, and how harm to gambling. I recorded ideas and ideas about the recognition of whether it could be reduced. As part of Step 2, reading the interview created code related to the various aspects of gambling normalization and reduction measures, especially with what young people saw in everyday life. The theme was built from the data (Step 3). These themes were examined by members of the research team (step 4), reflecting the main Harm reduction strategies and further sophisticated to respond to research questions (step 5). The survey result was finalized during the manuscript (Step 6). In this process, researchers looked back on the core ideas of critical and qualitative research, including the power and social justice related to the power and social justice. This was particularly important in light of the descriptions of powerful social institutions and corporate responsibilities, such as sports organizations, governments, and gambling industries.

In order to ensure reflection, the team members gathered regularly and discussed and discussed the main themes built from data. This includes how the su b-theme and theme can be explained in a more expensive research literature, and the areas that should be newly considered. For example, on the surface, while young people presented a clear strategy to reduce gambling harm, there were also various themes on the social awareness of young people and sympathy for people who had experienced gambling. The process was used to develop a model that emerged from data, which regularly provided writing and interviews, so that the survey team could provide comments and considerations. The quote introduced in this paper is used to enhance the reliability of the data, explain the main categories, and to confirm that the voices of young people are clearly expressed in the announcement of the results. [46]. The interpretation of the data was led to a configured paradigm, exploring how young people understood the gambling environment [43]. The six steps of BRAUN and CLARKE's reflexive theme analysis were used as a inductive and repeated data interpretation process [44, 45]. In Step 1, the members of the team are accustomed to the data by rereading the records, and how the gambling is and why young people are conceptually conceptual, and how harm to gambling. I recorded ideas and ideas about the recognition of whether it could be reduced. As part of Step 2, reading the interview created code related to the various aspects of gambling normalization and reduction measures, especially with what young people saw in everyday life. The theme was built from the data (Step 3). These themes were examined by members of the research team (step 4), reflecting the main Harm reduction strategies and further sophisticated to respond to research questions (step 5). The survey result was finalized during the manuscript (Step 6). In this process, researchers looked back on the core ideas of critical and qualitative research, including the power and social justice related to the power and social justice. This was particularly important in light of the descriptions of powerful social institutions and corporate responsibilities, such as sports organizations, governments, and gambling industries.

In order to ensure reflection, the team members gathered regularly and discussed and discussed the main themes built from data. This includes how the su b-theme and theme can be explained in a more expensive research literature, and the areas that should be newly considered. For example, on the surface, while young people presented a clear strategy to reduce gambling harm, there were also various themes on the social awareness of young people and sympathy for people who had experienced gambling. The process was used to develop a model that emerged from data, which regularly provided writing and interviews, so that the survey team could provide comments and considerations. The quote introduced in this paper is used to enhance the reliability of the data, explain the main categories, and to confirm that the voices of young people are clearly expressed in the announcement of the results. [46].

A total of 54 young people from 36 families participated in the study. Individual interviews were conducted with n=43 young people, and with five sibling groups. The sample was relatively evenly split between boys and girls (25 girls, 29 boys), with a slight bias towards younger age groups (34 aged 11-13 years, 20 aged 14-17 years). The majority of participants were Victorian residents (n=40), with six from Queensland, five from New South Wales, and three from the Northern Territory.

Five themes were developed from the data.

Young people suggested strategies that could be implemented to reduce the availability and accessibility of gambling products. Most of these were related to their local community, rather than online, for example EGMs and betting shops (or TABs: Totalisator Agency Boards). Initial responses from young people were strong, with some recommending a complete ban on some forms of gambling, such as EGMs. For example, some youth stated that EGMs should be closed, banned, or temporarily restricted to certain times of the week or year to get people off gambling. Others said EGMs should be abolished or stopped being available:

Don't do it. Close all poker machines. Gambling is not cool, just limit the amount of people who can gamble at once or at any one time. - Male, 12, Queensland

Theme three: Untangling the relationship between gambling and sport

I think there should be fewer poker machines or they should be removed from some venues. - Female, 13, Victoria

Young people thought that such restrictions would discourage people from spending as much money on certain types of gambling, especially EGMs. Suggestions included changing the gambling environment so that it is less attractive for individuals to stay there for long periods of time. Others focused on more targeted approaches, such as removing gambling from popular social venues and places with other dangerous products (such as alcohol) so that gambling is no longer a normal part of everyday life. One young person attempted to explain this by stating that gambling venues should only be in places where tourists go:

Isn't it better to remove it from a local bar? Establish only a specific place where many tourists go. I don't think you can do it every weekend. You can only enjoy it on holidays or that kind of thing? -12 years old, male, Victoria

Some young people have always recognized that gambling is part of social group activities, but they are recognized by restrictions that gambling is not an eas y-t o-access activity in communities and online spaces. I was:

Well, I think you should reduce gambling. At the Pocky venue, you have to wait for the order, and there are so many people. -13 years old man, Victoria

Young people proposed some changes to the structural features of gambling products and the infrastructure surrounding products. These changes mainly include restricting the time and amount of money that individuals can spend on gambling. The young people regularly used their own observations in the gambling environment when making such proposals. For example, young people recognized that individuals often stay in gambling fields or lose their time spent on gambling:

When I went to my friend's farm, I came to an old pub, but there was a Pocky room. Some men were sitting there, sitting there all day and gambling. .... There were people who were sitting there all day, and I felt like I was losing a big dollar and leaving the place. -1 2-yea r-old man, Queensland

However, young people also recognized that the EGM venue would not implement restrictions on spontaneously reducing the time spent on gambling. The next 1 4-yea r-old pointed out that government regulations are needed so that individuals do not lose money at the venue for a long time. Establish only a specific place where many tourists go. I don't think you can do it every weekend. You can only enjoy it on holidays or that kind of thing? -12 years old, male, Victoria

Some young people have always recognized that gambling is part of social group activities, but they are recognized by restrictions that gambling is not an eas y-t o-access activity in communities and online spaces. I was:

Well, I think you should reduce gambling. At the Pocky venue, you have to wait for the order, and there are so many people. -13 years old man, Victoria

Young people proposed some changes to the structural features of gambling products and the infrastructure surrounding products. These changes mainly include restricting the time and amount of money that individuals can spend on gambling. The young people regularly used their own observations in the gambling environment when making such proposals. For example, young people recognized that individuals often stay in gambling fields or lose their time spent on gambling:

When I went to my friend's farm, I came to an old pub, but there was a Pocky room. Some men were sitting there, sitting there all day and gambling. .... There were people who were sitting there all day, and I felt like I was losing a big dollar and leaving the place. -1 2-yea r-old man, Queensland

However, young people also recognized that the EGM venue would not implement restrictions on spontaneously reducing the time spent on gambling. The next 1 4-yea r-old pointed out that government regulations were needed so that individuals would not lose money for a long time: it would be better to remove them from local bars. Establish only a specific place where many tourists go. I don't think you can do it every weekend. You can only enjoy it on holidays or that kind of thing? -12 years old, male, Victoria

Some young people have always recognized that gambling is part of social group activities, but they are recognized by restrictions that gambling is not an eas y-t o-access activity in communities and online spaces. I was:

Theme four: Restrictions on advertising

Well, I think you should reduce gambling. At the Pocky venue, you have to wait for the order, and there are so many people. -13 years old man, Victoria

Young people proposed some changes to the structural features of gambling products and the infrastructure surrounding products. These changes mainly include restricting the time and amount of money that individuals can spend on gambling. The young people regularly used their own observations in the gambling environment when making such proposals. For example, young people recognized that individuals often stay in gambling fields or lose their time spent on gambling:

When I went to my friend's farm, I came to an old pub, but there was a Pocky room. Some men were sitting there, sitting there all day and gambling. .... There were people who were sitting there all day, and I felt like I was losing a big dollar and leaving the place. -1 2-yea r-old man, Queensland

However, young people also recognized that the EGM venue would not implement restrictions on spontaneously reducing the time spent on gambling. The next 1 4-yea r-old pointed out that government regulations were needed so that individuals would not sit at the venue for a long time and lose money.

Obviously, Pocky doesn't intend to make it easier for people to win. If the government has the authority to do something, I think we should be able to stay in the Pocky venue for only a certain period of time ... I don't want a Pocky venue, but it still opens. If so, don't just sit and have the authority to spend money. You should set a limit: 1), time to spend at the venue, 2), the amount you can actually put in ... And after about two hours, I think it should be driven out of the spot. You shouldn't be able to be at the venue for more than two hours ..., I think the venue should encourage them not to keep losing money. -1 4-yea r-old man, Victoria

The second major change for gambling infrastructure was about the upper limit of the amount that individuals could spend on gambling. Young people are gambling, such as providing direct information on the balance of bank accounts, gambling, clocks, expenditures, and tools that help promise the amount you want to use during gambling. We recommended various strategies to monitor and avoid losses. The most common proposals were the upper limit of expenditures, including the upper limit of weekly, and the legal restrictions of the amount allowed by one gambling:

Theme five: The need for counter-framing in commercial messages about gambling

It is less than $ 100 per person a day, the upper limit per week is still 500, but still a considerable amount. Don't be resentful for the extreme gamblers. I think it's still conscientiou s-1 4-yea r-old man, Victoria

Well, I think you should decide the upper limit of the amount you can use in a day or the upper limit of the amount you can use in one month. -15 women, Victoria

Young people often considered various scenarios, such as how to avoid restrictions and mechanisms to prevent them, when proposing these strategies:

I don't know how to manage it, but as one method is to limit the amount that can be used overnight. That way, they may just go to the next pub and will not return to your pub. Or anything is fine. Therefore, it is better to set up a restriction on how much you can put in a week. -15 women, New South Wales

Many young people discussed that they were gambling and incorporated in Australian sports, and most of the sports betting in this context. The connection between sports and harmful products such as gambling is a problem for individuals who are fans of sports. Some young people had negative opinions about gambling and sports relationships and gambling advertising in sports:

I'm a little disappointed and sad that gambling is the big part of sports. Don't bring gambling to sports. You don't have to do gambling for money. -1 4-yea r-old woman, Victoria

Some participants are critically critical about how ordinary sports are gambling, and that they need to gamble to become part of sports and sports culture. there was. He states that he needs more powerful efforts to regain the core values ​​of sports that they participate and enjoy.

Sports are not for gambling, but for sports. [Because sports are not made for gambling. -Men 1 6-yea r-old man, Victoria

Some young people said that sports organizations support gambling only that gambling companies earned more money and continuing to advertise products. The next youth commented on sponsorship between gambling companies and sports organizations:

Well, it's their freedom, but I think the presence of gambling companies in the sports world should be even less. -Eeem, male, Victoria

Some young people have stated that gambling needs to end the gambling and sports relationship because the pressure from fans is too much for athletes. This includes those who bet on the results of the match, which will be a greater pressure for athletes, and the relationship between gambling and sports may give athletes and team pressure.

I think you can enjoy gambling. Especially if you are a team member, if you bet on your own grades and team results, it will be pressure. I think the team and players will be under pressure. If you don't respond to that performance, the supporting people will lose mone y-1 4-yea r-old woman, New Southwales

Participants also discussed the responsibility of sports organizations against gambling. Some stated that it is important that such an organization is responsible for fans and does not depend on the funds received from a harmful company. Some sports organizations should recognize and reflect on the gambling harm in the local community, not just "do it for money". Young people said a wide range of sports groups promoting gambling and the ability to prevent gambling damage. For example, some young people have a clear message that sports organizations should not "promote or" forced "gambling, and young people should not" express themselves through betting ". Was stated. However, sports organizations and athletes were aware that they could play an important role in changing gambling social norms and encouraging individuals to avoid gambling.

One day, could you say "Please stop gambling" in the speech after the game? Then many people will not gamble. So, if they talk about gambling and don't gamble to everyone, the number of people who gamble will have a big impact on the whole country. -1 2-yea r-old man, Queensland

Discussion

Some young people felt that gambling should be eliminated from sports, but were sceptical that this would be possible. The financial benefits of gambling to sporting organisations were thought to make it difficult to achieve a reduction in gambling in sports:

I don't like gambling in sports. I don't like gambling in sports. I don't like gambling in sports. If the AFL (Australian Football League) or sporting organisations promote gambling, more people will participate and spend more money on gambling. - 14 year old male, Victoria

Some young people saw the relationship between gambling and sports as positive. These participants stated that sponsorship relationships with the gambling industry bring big financial benefits to the teams:

I think gambling belongs in the sports industry. If you gamble, you're kind of forced to watch that game or that sport, so it makes the sport or whatever more exciting. - 13 year old female, Victoria

Young people gave an overwhelmingly clear message that there should be less gambling advertising, or that there should be none at all. Young people felt that gambling advertising is particularly influential in normalising and influencing gambling. They recommended strong restrictions on gambling marketing, with suggestions ranging from limiting the number and cost of gambling ads to a complete ban. When recommending restrictions on advertising, young people often expressed great concern and empathy for those who may be harmed by gambling. Young people perceived that governments, broadcasters and the gambling industry have the most responsibility to reduce young people's exposure to gambling marketing:

But I think governments have a responsibility, I think TV shows have a responsibility, maybe the companies themselves. I think they should definitely be responsible for things like Instagram, where they advertise sports betting. Instagram is used by a lot of young people, from 13 to 30, maybe 13 to 25. - 12-year-old female, Queensland

While some young people recognized that gambling companies have a moral obligation to think about the harm they are causing, especially to young people, through their advertising, others commented that the gambling industry should not be involved in regulating their own advertising. The reason for this was that they considered the economic interests of the gambling industry, which would not restrict marketing in a way that would harm their profits. For example, one young person said that it is the gambling companies' job to make money from advertising, and it is not their responsibility to restrict their own marketing. Some young people recognized that restricting or banning advertising is a very complicated process, leading them to be skeptical that advertising restrictions would occur:

I think if there is anything we can do, we should at least restrict advertising.... A lot of people get caught up in gambling every day. It's not cool. I don't think it's very cool. I think we should do that, but it's difficult, so I don't know anyone who would do that. There would also need to be lawsuits, and even with the coronavirus crisis, it might be packed for weeks. But I hope that one day in the future we will be able to limit the amount of gambling advertising. - 12 year old male, Queensland

Conclusions

Others were skeptical of governments regulating advertising, stating that governments get their tax from gambling and are ultimately just as responsible for the harm as gambling companies:

Availability of data and materials

I think it's the actual companies and maybe the government, because honestly, they're all about the money and the people who advertise are the ones who are actually going to get the money. Not like the people who advertise indiscriminately. So I think it's the companies like Sportsbet and Crown Casino and the government who should be held accountable. They're forcing people to "gamble responsibly" but then they end up taking the tax. So it's like the government and the actual companies that are getting it and the house, for example, are responsible for these numbers. - 14 year old female, Victoria

References

  1. Some young people recognized that gambling companies have a moral obligation to think about the harm they are doing, especially to young people, through their advertising, but others commented that the gambling industry should not be involved in regulating their own advertising. The reasoning was that they considered the economic interest of the gambling industry that they would not restrict marketing in a way that would hurt their profits. For example, one young person stated that it is the gambling companies' job to make money from advertising, and that it is not their responsibility to restrict their own marketing. Some young people recognized that restricting or banning advertising is a very complicated process, leading them to be skeptical that advertising restrictions will occur:
  2. If there is anything we can do, I think the least we can do is restrict advertising.... A lot of people get caught up in gambling every day. It's not cool. I don't think it's very cool. I think we should do that, but it's difficult, so I don't know anyone who would do that. There will also be lawsuits, and even with the coronavirus crisis, it may be crammed for weeks. But I hope that one day in the future we will be able to limit the amount of gambling advertising. - 12-year-old male, Queensland
  3. Some were also skeptical of governments regulating advertising, stating that governments get taxes from gambling and are ultimately responsible for the damage just like gambling companies:
  4. I think it's the actual companies and probably the government. Because honestly, they're all about the money, and the people who advertise are the people who are actually going to get the money. It's not like the people who advertise indiscriminately. So I think it's the companies like Sportsbet and Crown Casino and the government who should be held responsible. They force people to gamble responsibly, but then they end up taking taxes. So it's like the government is responsible for this number, as are the actual companies that are getting it, like the House. - 14 year old female, Victoria Some young people recognized that gambling companies have a moral obligation to think about the harm they are doing, especially to young people, through their advertising, but other young people commented that the gambling industry should not be involved in regulating their own advertising. This was because of the economic interests of the gambling industry that they would not restrict their marketing in a way that would hurt their profits. For example, one young person said that it is the gambling companies' job to make money from advertising, and it is not their responsibility to restrict their own marketing. Some young people recognized that restricting or banning advertising is a very complicated process, leading them to be skeptical that advertising restrictions would ever occur:
  5. I think if there's anything we can do, we should at least restrict advertising.... A lot of people get caught up in gambling every day. It's not cool. I don't think it's very cool. I think they should do that, but I don't know anyone who would do that because it's difficult. There will have to be lawsuits and even with the coronavirus crisis, it might be crammed in for weeks. But hopefully, at some point in the future, we'll be able to limit the amount of gambling advertising. - Male, 12, Queensland
  6. Others were skeptical of the government regulating advertising, saying that the government gets its tax from gambling and is ultimately responsible for the damage just as much as the gambling companies:
  7. I think it's the actual companies and maybe the government. Because honestly, they're all about the money and the people who advertise are the ones who are actually going to get the money. Not like the people who advertise indiscriminately. So I think it's the companies like Sportsbet and Crown Casino and the government that should be held accountable. They're forcing people to "gamble responsibly" but then they end up taking the tax. So it's like the government and the actual companies that are getting it and the House, for example, are responsible for these numbers. - Female, 14, Victoria
  8. Some young people were very skeptical and critical of the current damage prevention messages related to gambling. Some people remembered the responsible gambling messages at the end of gambling ads. They often commented that gambling companies had to send messages, but they didn't always want to provide effective har m-prevention messages. For example, a participant, "Gambling with responsibility," exempts the industry's responsibility and emphasizes that gambling is a personal risk. I said:
  9. Yes, being responsible for gambling is the end of speaking quickly about what you have to write in the ad, and it's like a small asterisk, but I forgot how to express it, but I forgot it. If you lose, it's your responsibility, let's take responsibility for gambling. .... I don't have any responsibility if I lose. -1 4-yea r-old man, Victoria
  10. Some people pointed out a clear inconsistency because there was a message in a commercial gambling advertisement, "Let's gamble with responsibility." For example, a young man seems to be persuading an individual to gamble, while the government persuades himself to avoid gambling, so he thinks these messages are strange. I mentioned:
  11. I really remember the gambling from the government, for example, "Please be safe during gambling." After gambling advertising from the government, that kind of thing is always a hot topic. -1 2-yea r-old woman, Victoria
  12. Responsible gambling messages have recognized young people that they encourage individuals to control gambling safely, but few people think this is an effective way. At the end of gambling ads, the short message "Gambling is responsible" is less noticeable than a positive message about gambling, so it has no effect. They pointed out that the messages were briefly written in small letters and were very skeptical and critical of the current damage prevention messages related to gambling. 。 Some people remembered the responsible gambling messages at the end of gambling ads. They often commented that gambling companies had to send messages, but they didn't always want to provide effective har m-prevention messages. For example, a participant, "Gambling with responsibility," exempts the industry's responsibility and emphasizes that gambling is a personal risk. I said:
  13. Yes, being responsible for gambling is at the end of speaking quickly about what you have to write in the ad, and it is like a small asterisk, but I forgot how it expresses it, but I forgot it. If you lose, it's your responsibility, let's take responsibility for gambling. .... I don't have any responsibility if I lose. -1 4-yea r-old man, Victoria
  14. Some people pointed out a clear inconsistency because there was a message in a commercial gambling advertisement, "Let's gamble with responsibility." For example, a young man seems to be persuading an individual to gamble, while the government persuades him to avoid gambling, so he thinks these messages are strange. I mentioned:
  15. I really remember the gambling from the government, for example, "Please be safe during gambling." After gambling advertising from the government, that kind of thing is always a hot topic. -1 2-yea r-old woman, Victoria
  16. Responsible gambling messages have recognized young people that they encourage individuals to control gambling safely, but few people think this is an effective way. At the end of gambling ads, the short message "Gambling is responsible" is less noticeable than a positive message about gambling, so it has no effect. They pointed out that the messages were briefly written in small letters, and some young people were very skeptical and critical of the current damage prevention messages related to gambling. Some people remembered the responsible gambling messages at the end of gambling ads. They often commented that gambling companies had to send messages, but they didn't always want to provide effective har m-prevention messages. For example, a participant, "Gambling with responsibility," exempts the industry's responsibility and emphasizes that gambling is a personal risk. I said:
  17. Yes, being responsible for gambling is the end of speaking quickly about what you have to write in the ad, and it's like a small asterisk, but I forgot how to express it, but I forgot it. If you lose, it's your responsibility, let's take responsibility for gambling. .... I don't have any responsibility if I lose. -1 4-yea r-old man, Victoria
  18. In addition, some people pointed out a clear contradiction because the advertisement of commercial gambling had a message saying, "Let's gamble with responsibility." For example, a young man seems to be persuading an individual to gamble, while the government persuades himself to avoid gambling, so he thinks these messages are strange. I mentioned:
  19. I really remember the gambling from the government, for example, "Please be safe during gambling." After gambling advertising from the government, that kind of thing is always a hot topic. -1 2-yea r-old woman, Victoria
  20. Responsible gambling messages have recognized young people that they encourage individuals to control gambling safely, but few people think this is an effective way. At the end of gambling ads, the short gambling, "Gambling is responsible," was less noticeable than a positive message about gambling. They pointed out that the messages were briefly written in small letters and faster:
  21. At the end of each ad, the good parts of the ads are displayed, and at the end of the ad, the screen becomes pure white, and as a fool, "Gamble with responsibility" quickly. Yes, and no one can handle everything. Seeing such an ad, absorbing a lot of things, thinking good things, and having no time to process it very quickly and process it. So it is necessary to recognize what can happen. -Men 1 6-yea r-old man, Victoria
  22. Young people have suggested that the best way to reduce gambling harm and prevent gambling is to strongly regulate advertising, but more messages to compete with commercial gambling messages. He suggested that it should stand out. They said this type of message should be one of the main points of gambling advertising. Young people proposed various methods to convey gambling damage prevention messages. Some argued that a strong warning message was needed on gambling, rather than focusing on responsibility. For example, one suggested that the government should give a message saying "do not gamble" instead of an advertisement that encourages the government to gamble. Some say that it is necessary to focus on the degree of gambling harm and nature. This includes statistics so that gambling is harmful to realistically understand how harmful, and to recognize and show the risks related to gambling. Some have advocated a powerful and harsh public health campaign that is used for cigarettes, which shows the direct harm of gambling and the impact on the harm of gambling.
  23. As the government put a photo of how bad the cigarette is in a cigarette box ... I don't know exactly what to do, but I think I should do something about gambling. Putting something like a flash ad on the Pocky machine screen, or a person who gets a bad result because of that. -1 2-yea r-old man, Queensland
  24. Many participants stated that such messages should be targeted at young people and should try to steer young people away from gambling products rather than educating them to be responsible with them. One participant stated that it is important that young people receive such messages before they start gambling, commenting that if they have not had direct experience with gambling, they may be more susceptible to the negative consequences of gambling products:
  25. Young people are a bit vulnerable, so they are just starting out, learning about it and finding their place in it. So maybe the focus should be on showing it, rather than encouraging them to gamble. But it's a bit harsh when some people don't really know what they're doing. - 17-year-old female, NSW
  26. Some young people stated that to counter commercial messages about gambling, it is also necessary to discourage gambling and make people think that gambling is not exciting and fun. Young people stated that this is important because they have only seen messages that gambling is exciting, fun and normal:
  27. I think it would be good to have programs, for example schools, that teach kids about the risks of gambling from an early age. If they learn about the risks of gambling, they will be less likely to actually gamble. Some people think gambling is a good thing, but I don't think it's a good thing. So I think kids should be taught the risks. Yes, it makes it seem exciting so kids look forward to doing it when they're older. But if schools tell them the risks, kids won't think it's exciting. - 14 year old female, Victoria
  28. One young person concluded:
  29. Yes, let's educate people about the effects. I think gambling would be less harmful if there were as many ads of people who've ruined their lives because of gambling as there are ads encouraging people to gamble. - 14 year old male, Victoria
  30. This study aimed to explore strategies that young people perceive as useful to counter the normalization of gambling and reduce gambling harm. The main strategies suggested by young people were: 1) reducing access to and availability of gambling products, 2) changing the nature of gambling products and gambling infrastructure to reduce the risks associated with gambling, 3) disentangling the relationship between gambling and sport, 4) limiting advertising, and 5) counterframing commercial messages about gambling. These strategies were mapped against the concept of normalization and depicted visually in Figure 1.
  31. Figure 1
  32. Young people's recommended strategies to address gambling normalization and gambling harm
  33. The findings from this study indicate that young people are able to discuss strategies to reduce the normalization of gambling and prevent gambling-related harm. It is important to recognize that the strategies recommended by young people in this study are similar to denormalization and harm prevention strategies supported by public health experts, key stakeholders, and people with lived experience of gambling harm [47, 48, 49]. For example, there is clear support within the public health community for reducing the accessibility and availability of gambling products in the community, specifically reducing EGM licenses and gambling venue opening hours [31, 48]. There are also many calls for increased regulation of gambling marketing, promotion, and sponsorship [14, 33, 48], which may normalize and encourage gambling among young people [16, 21]. Findings from this survey suggest that young people not only have an important public voice in discussions about public health responses to gambling-related harms, but can also draw on different types of evidence (including their own life experiences) in their recommendations.
  34. To date, the majority of youth-targeted studies have focused on factors that normalize gambling for young people. Young people have described a range of determinants that may contribute to the sociocultural acceptability of gambling, including peer and family behaviors [21, 50], the embeddedness of gambling in culturally valued activities such as sports [16], and the influence and impact of excessive marketing through multiple media channels [19]. This study shows that young people can reflect on, contextualize, and suggest strategies that may help counter the normalization of gambling, even if they have never directly participated in gambling. Their proposed approaches, such as restricting access to and availability of gambling products, changing how individuals interact with gambling products, curbing marketing, and educational strategies related to risk rather than responsibility, are consistent with major public health and government reports in this area [9, 15]. This indicates that concerns about the impact and attractiveness of gambling products are not limited to adults [48] but are also expressed by young people.
  35. The important thing is that young people can participate in gambling in a lower risk by changing the structural characteristics of gambling products and environments, considering how gambling affects people who are susceptible to harm. I was able to provide a thoughtful and empathetic answer about what I did. For example, young people considered the pressure of Sportsbetting given from fans to athletes, and gambling to those who are easy to forget at the venue. As with research in other addiction fields [51], this study showed that young people were able to take into account social culture, environment, and political background when discussing strategies to reduce gambling harm. Shows. This should be limited to gambling marketing in sports [16, 33, 34], sports organizations should be responsible so that they do not advertise positive messages about gambling, and the government regulates advertising. Includes the perception that it should be provided. However, it is necessary to keep in mind that some young people are skeptical that gambling and sports relationships change due to the financial effects of the gambling industry and the potential effects on related sports. BUNN and his colleagues [11] emphasize that the public health perspective on gambling cannot focus only on personal decision factors, but instead needs to be drawn based on people's experiences. < SPAN> The important thing is that young people are gambling by changing the structural characteristics of gambling products and environments, considering how gambling affects people who are susceptible to harm. I was able to provide a thoughtful and empathetic answer about being able to participate. For example, young people considered the pressure of Sportsbetting given from fans to athletes, and gambling to those who are easy to forget at the venue. As with research in other addiction fields [51], this study showed that young people were able to take into account social culture, environment, and political background when discussing strategies to reduce gambling harm. Shows. This should be limited to gambling marketing in sports [16, 33, 34], sports organizations should be responsible so that they do not advertise positive messages about gambling, and the government regulates advertising. Includes the perception that it should be provided. However, it is necessary to keep in mind that some young people are skeptical that gambling and sports relationships change due to the financial effects of the gambling industry and the potential effects on related sports. BUNN and his colleagues [11] emphasize that the public health perspective on gambling cannot focus only on personal decision factors, but instead needs to be drawn based on people's experiences. The important thing is that young people can participate in gambling in a lower risk by changing the structural characteristics of gambling products and environments, considering how gambling affects people who are susceptible to harm. I was able to provide a thoughtful and empathetic answer about what I did. For example, young people considered the pressure of Sportsbetting given from fans to athletes, and gambling to those who are easy to forget at the venue. As with other research in other addiction fields [51], this study showed that young people were able to take into account social culture, environment, and political background when discussing strategies to reduce gambling harm. Shows. This should be limited to gambling marketing in sports [16, 33, 34], sports organizations should be responsible so that they do not advertise positive messages about gambling, and the government regulates advertising. Includes the perception that it should be provided. However, it is necessary to keep in mind that some young people are skeptical that gambling and sports relationships change due to the financial effects of the gambling industry and the potential effects on related sports. BUNN and his colleagues [11] emphasize that the public health perspective on gambling cannot focus only on personal decision factors, but instead needs to be drawn based on people's experiences.
  36. Young people critically considered the strategies that reduce the current harm of gambling and proposed various educational strategies to provide clear and honest information on gamblin g-related negative results. Pr e-research shows that young people are positive about the need for educational strategy [33], but in this study, about the types of public messaging campaigns that young people are most influential. , We provide more detailed information. The gambling education strategy usually focuses on personal and social decision factors, but takes into account a wide range of decisions that can contribute to gambling normalization and harm. Young people did not believe the current message framework was effective. This is especially related to the message of "responsible gambling" and was accepted as a dishonest attempt to minimize harm in the message advertising. Rather, young people felt the need for appropriate regulations on the industry to normalize gambling and prevent harm. Public health researchers and social scientists have repeatedly criticized "responsible gambling" and personal responsibilities paradigm [11, 52]. The results of this study for young people support these criticisms and are independent (that is, the industry does not provide, develop, or implement) public education campaigns (schoo l-based educational programs) This is a further evidence for developing. < SPAN> Young people also criticized the strategies that reduce the harm of the current gambling and proposed various educational strategies that provide clear and honest information on gamblin g-related results. Pr e-research shows that young people are positive about the need for educational strategy [33], but in this study, about the types of public messaging campaigns that young people are most influential. , We provide more detailed information. The gambling education strategy usually focuses on personal and social decision factors, but takes into account a wide range of decisions that can contribute to gambling normalization and harm. Young people did not believe the current message framework was effective. This is especially related to the message of "responsible gambling" and was accepted as a dishonest attempt to minimize harm in the message advertising. Rather, young people felt the need for appropriate regulations on the industry to normalize gambling and prevent harm. Public health researchers and social scientists have repeatedly criticized "responsible gambling" and personal responsibilities paradigm [11, 52]. The results of this study for young people support these criticisms and are independent (that is, the industry does not provide, develop, or implement) public education campaigns (schoo l-based educational programs) This is a further evidence for developing. Young people critically considered the strategies that reduce the current harm of gambling and proposed various educational strategies to provide clear and honest information on gamblin g-related negative results. Pr e-research shows that young people are positive about the need for educational strategy [33], but in this study, about the types of public messaging campaigns that young people are most influential. , We provide more detailed information. The gambling education strategy usually focuses on personal and social decision factors, but takes into account a wide range of decisions that can contribute to gambling normalization and harm. Young people did not believe the current message framework was effective. This is especially related to the message of "responsible gambling" and was accepted as a dishonest attempt to minimize harm in the message advertising. Rather, young people felt the need for appropriate regulations on the industry to normalize gambling and prevent harm. Public health researchers and social scientists have repeatedly criticized "responsible gambling" and personal responsibilities paradigm [11, 52]. The results of this study for young people support these criticisms and are independent (that is, the industry does not provide, develop, or implement) public education campaigns (schoo l-based educational programs) This is a further evidence for developing.
  37. It is important to understand the viewpoints and experiences of young people about gambling and to ensure the opportunity to hear their voices. The WHO-UNICEF-Lancet Committee emphasizes that children are currently "rarely speaking about their future forms" [14, 607]. Public health can participate in policy issues such as alcohol and drug use, recommend preventive strategies, and have the will to participate in policies and discussions. Apparently shown in other fields [53]. Research has also shown the ability of young people who can provide critical feedback on proposals on collectiv e-based prevention activities, which may have a direct impact on their age group. [54] In Australia, you will access young people's opinions as a method of empowering young people regarding young people's health and wellby swings, and as a method of developing organizational culture "in consultation, cooperation, and accepting feedback and improvement". Things are increasingly heavy [55, 3 pages]. This study further supports the engagement strategy that enables young people to provide gambling perspectives in a meaningful way. In order to develop a strong public health response to new tasks brought by gambling, and promote action by utilizing the voices of youth, it is essential to formulate a ful l-fledged relationship by young people and formulate an empowerment strategy. [56].
  38. Young people can examine and propose how to deal with factors that support gambling, such as a strategy to prevent gamblin g-related harm. The survey showed that young people could give nuanced opinions and proposals beyond the simple message of banning products and marketing. Young people have the same opinion as public health experts, and have a strong opinion on the need to eliminate gambling from sports. They clarify that the government has a great role in the government to protect individuals from gamblin g-related harm.
  39. The datasets analyzed in this study are not open to the public, and they clearly agree to share their data only with the research team, so they can be obtained if there is a reasonable request. be. < SPAN> It is important to understand the gambling viewpoints and experiences and to ensure the opportunity to listen to their voices. The WHO-UNICEF-Lancet Committee emphasizes that children are currently "rarely speaking about their future forms" [14, 607]. Public health can participate in policy issues such as alcohol and drug use, recommend preventive strategies, and have the will to participate in policies and discussions. Apparently shown in other fields [53]. Research has also shown the ability of young people who can provide critical feedback on proposals on collectiv e-based prevention activities, which may have a direct impact on their age group. [54] In Australia, you will access young people's opinions as a method of empowering young people regarding young people's health and wellby swings, and as a method of developing organizational culture "in consultation, cooperation, and accepting feedback and improvement". Things are increasingly heavy [55, 3 pages]. This study further supports the engagement strategy that enables young people to provide gambling perspectives in a meaningful way. In order to develop a strong public health response to new tasks brought by gambling, and promote action by utilizing the voices of youth, it is essential to formulate a ful l-fledged relationship by young people and formulate an empowerment strategy. [56].
  40. Young people can examine and propose how to deal with factors that support gambling, such as a strategy to prevent gamblin g-related harm. The survey showed that young people could give nuanced opinions and proposals beyond the simple message of banning products and marketing. Young people have the same opinion as public health experts, and have a strong opinion on the need to eliminate gambling from sports. They clarify that the government has a great role in the government to protect individuals from gamblin g-related harm.
  41. The datasets analyzed in this study are not open to the public, and they clearly agree that the participants share their data only with the research team, so they can be obtained if there is a reasonable request. be. It is important to understand the viewpoints and experiences of young people about gambling and to ensure the opportunity to hear their voices. The WHO-UNICEF-Lancet Committee emphasizes that children are currently "rarely speaking about their future forms" [14, 607]. Public health can participate in policy issues such as alcohol and drug use, recommend preventive strategies, and have the will to participate in policies and discussions. Apparently shown in other fields [53]. Research has also shown the ability of young people who can provide critical feedback on proposals on collectiv e-based prevention activities, which may have a direct impact on their age group. [54] In Australia, you will access young people's opinions as a method of empowering young people regarding young people's health and wellby swings, and as a method of developing organizational culture "in consultation, cooperation, and accepting feedback and improvement". Things are increasingly heavy [55, 3 pages]. This study further supports the engagement strategy that enables young people to provide gambling perspectives in a meaningful way. In order to develop a strong public health response to new tasks brought by gambling, and promote action by utilizing the voices of youth, it is essential to formulate a ful l-fledged relationship by young people and formulate an empowerment strategy. [56].
  42. Young people can examine and propose how to deal with factors that support gambling, such as a strategy to prevent gamblin g-related harm. The survey showed that young people could give nuanced opinions and proposals beyond the simple message of banning products and marketing. Young people have the same opinion as public health experts, and have a strong opinion on the need to eliminate gambling from sports. They clarify that the government has a great role in the government to protect individuals from gamblin g-related harm.
  43. The datasets analyzed in this study are not open to the public, and they clearly agree that the participants share their data only with the research team, so they can be obtained if there is a reasonable request. be.
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Acknowledgements

Determinants of gambling addiction: causes, consequences and public health responses. Victoria: Victorian Responsible Gambling Foundation; 2018. Google Scholar

Funding

Nyemcsok C, Thomas SL, Pitt H, Pettigrew S, Cassidy R, Daube M. Young people's perspectives on drivers of gambling addiction in Australia. Aust N Z J Public Health. 2021; 45(2):165-70.

Author information

Authors and Affiliations

  1. Pitt H, Thomas SL, Bestman A, Stoneham M, Daube M. "It's just everywhere!" Children and parents discuss sports betting marketing. Children and parents discuss sports betting marketing in Australia. Aust N Z J Public Health. 2016; 40(5):480-6.
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  5. Pitt H, Thomas SL, Bestman A, Daube M, Derevensky J. Factors that influence children's gambling attitudes and consumption intentions: lessons for gambling harm prevention research, policy, and advocacy strategies. Harm Reduct J. 2017; 14(11):1-12. Google Scholar
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  1. Bestman A, Thomas S, Randle M, Pitt H. Children's Attitudes ELECTRONIC GAMBLING MACHINES Tend Community Clubs. Harm Reduct J. 2017; 14 (1): 20.

'Pocket Money' punters as youth study reveals emerging gambling gateways

Smith M, CHAMBERS T, ABBOTT M, Signal L. High Stakes: Gambling and gambling marketing using wearable cameras. Int J Ment Heal Addict. 2020; 18 (4): 1025-47. Paper Google School

Description

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Funders

It is a tradition to go to Pocky on the 18th birthday. " Aust N Z J Public Health. 2020; 44 (5): 376-81.

Impact

Smith M, CHAMBERS T, ABBOTT M, Signal L. High Stakes: Gambling and gambling marketing using wearable cameras. Int J Ment Heal Addict. 2020; 18 (4): 1025-47. Paper Google School

Professor Nerilee Hing, Dr Alex Russell, Dr Daniel King, Professor Matthew Rockloff, Professor Matthew Browne, Nancy Greer and Dr Philip Newall

Kosciulek D. Strengthening the participation of young people in climat e-related policy planning. 2020. Google Scholar

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Thomas Sl, Randle M, Pitt H, Bowe Sj, Cowbe M. LINE STUDY OF 16-88-YEAR-OLDS in Victoria Australia. Harm Reduct J 2017; 14 (1): 1-11. Paper Google Schoolar

Bestman A, Thomas Sl, Randle M, Pitt H, Daube M. Attitudes Gambling Venues and Support for ReguLatory Reform: Anline Panel of R ESIDENTS in New South Wales, Australia. Harm Reduct J. 2018; 15 (1): 15. Paper Google Scholar

Donaldson P, RockLoff MJ, Browne M, LANGHAM E, LI E. ATTITITUDES TOWARDS GAMBLING AND GAMBLING REFORM in Australia. J Gambl Stud. 43-59. Paper Google Scholar

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Connect with CQUniversity

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Regional Australians facing a wave of social media misinformation

VAN SchaLKWYK MC, Maani N, Mckee M, Thomas S, Knai C, Petticrew M. "When The Fun Stops, Stop": Responsible Gambling Campaign, Freshing, Evidence Analysis. Plos ONE. 2021; 16 (8): E0255145. Paper Google Schoolar

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I would like to thank the young people and their families who participated in this survey. I would also like to express my gratitude to Dr. Angela Rintoul, who played a role in collecting data.

This study has been subsidized by Arc Discovery Grant (DP190100695). The subsidy organizations are not involved in planning or writing for this research.

Dekin University Faculty of Health, Health Transformation Research Institute, Girong, Australia Hannah Pit & Samantha L. L. Thomas

Tailor-made digital life

Oolongon University Business / Law, Oolongon, Australia Melanie Randle

Australia, Melbourne, Melbourne University Faculty of Psychiatrist Sean Kaurish Show

Dekin University Health Transformation Research Institute (Australia) Grace Arnot

Canada, Montreal, University of Concordia Gambling Research Silvia Cylose

Australia, Perth, Curtin University Faculty of Health Sciences Mike Daube

Impact felt far and wide

Hanna Pit

We deepen the understanding of the tendency and way of gambling of youth in New Southwales, and reduces gambling harms based on researc h-based policies.

The CQUniversity NSW Youth Gambling Study 2020 surveyed 12-17 year olds in New South Wales about emerging trends in legal, unregulated and illegal gambling activities, environmental and social drivers of gambling, and problem gambling and gambling-related harms. The project was commissioned by the NSW Government's Responsible Gambling Fund and supported by the NSW Office of Responsible Gambling.

'I could look like that, why don't I'

NSW Responsible Gambling Fund; NSW Office of Responsible Gambling.

Improve understanding of youth gambling trends and pathways in New South Wales and reduce gambling-related harms through research-informed policy.

CQUniversity research finds that as opportunities for underage gambling explode, technology is changing the way children participate in legal and illegal gambling activities.

Australian 11-year-olds gamble for money, with more than a third playing video games or apps that simulate gambling.

These are some of the findings of a groundbreaking study by CQUniversity's Experimental Gambling Research Laboratory into young people's gambling habits in an increasingly digital and diverse gambling sector.

The NSW Youth Gambling Study 2020 is based on surveys and focus groups with 12-17 year-olds in New South Wales and was commissioned by the NSW Government's Responsible Gambling Fund with support from the NSW Office of Responsible Gambling.

Although underage gambling is illegal within a regulated industry, around 30% of young people surveyed had gambled for money in the past year.

CQUniversity Gambling Research Professor Nerilee Hing led the project and said the prevalence of online and digital gambling was a concern.

"Around 40% of New South Wales children aged 12 to 17 play video games and apps that mimic traditional gambling," Professor Hing explains.

Pocky apps and lucky dip 'loot boxes' in games can be just as addictive as traditional gambling.

And we find that gamers who buy loot boxes are more likely to gamble with some of the in-game items they win in the loot boxes."

Work against the algorithm

Dr Alex Russell, co-author of the study, says the online option opens up new avenues for young people to gamble.

If you go to a pub or club, you're going to have to prove your age every time. But with online gambling, once you have an account, you can gamble as much as you want without having to prove your age."

Most parents understand the dependence of gambling in traditional forms, but, for example, do not understand how the loot box works.

In this study, what kind of gambling products are like, for example, purchasing a loot box can be used over and over again at a fast pace, like a Pocky machine. Professor Hing says that it is a way to explain to parents and young people that it is something. "

According to the survey, most of the gambling respondents bet on pocket money, and 3. 7 % of the respondents were classified as dangerous gamblers or problem gamblers.

The most popular gambling was unofficial private betting, such as betting opponents in sports games. The most popular traditional gambling was bingo, ken, scratch and lottery.

Anxiously, on e-third of children who have gambling online have opened their own account.

According to Professor Hing, the survey showed that parents were the biggest factor that promoted young people's gambling, emphasizing the need for educational activities for parents.

Parents often provide funds for gambling and access online gambling mouths, and they use their own gambling activities, "he explains.

Therefore, parents need to recognize and manage risks, such as gambling in more harmful forms and gambling games such as social casino games. "

​ A future beyond people and pics

Nearly 54 % of young people who gamble with money were with parents and parents, and 20 % with their grandparents. Approximately 58 % of gambling people were from a home to gamble.

The impact of advertisements is great, and nearly half of the gambling respondents say they often see gambling ads on sports broadcast televisions.

Professor Hing says that understanding a new gambling tendency is essential to reduce gambling harm.

Technology has already gained many options for gambling. Through a survey like the New South Wales Youth Gambling, giving the latest trends and risks of young people to the policy can make the policy proprietors timely and effective.

CQUNIVERSITY knows the value of connections with the region and around the world. Our partnership helps us to create opportunities, provide solutions, and change our lives. Occasionally, we share connection count updates and share our highlights, including the following research impact stories. Please register by all means.

Kai from Bendigo, Victoria, is one of the young Australians who are questioning the use of their own social media, as the inappropriate algorith m-led content is becoming more and more harmful.

The ten young journalists belonging to the ACM network have formed a team in the new Young & Liagical special series, "Algorithm decided", to investigate the effects of social media, which are often overlooked on Australian local residents.

As a result of the survey, it has emerged that the local community and individuals have struggled with incorrect information on the Internet, and that they do not have a technique to protect themselves from the impact on the real world.

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Elim Poon - Journalist, Creative Writer

Last modified: 27.08.2024

To effectively address problem gambling in Australia, a multifaceted approach is essential, incorporating prevention, intervention. Young people in. Australia discuss strategies for preventing the normalisation of gambling and reducing gambling harm. BMC. Public Health, Young people in Australia discuss strategies for preventing the normalisation of gambling and reducing gambling harm. BMC Public Health, 22(1),

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