GambleAware research argues UK Gambling White Paper measures ‘do not go far enough to protect people’

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GambleAware has published research examining the risks of harm associated with different types of gambling, including gaming machines, online casino games and loot boxes.

In response to the data found, Zoë Osmond, CEO of the gambling harm support charity, has stated that the measures with the UK Gambling White Paper “do not go far enough to protect people” and that additional steps need to be taken.

Commissioned by GambleAware, Bournemouth University conducted research for a report titled ‘Relative risk of gambling products within Great Britain – Findings from a rapid literature review and secondary analysis project’.

The report explored the relative risks of harm associated with different types of gambling including land-based electronic gaming machines, online casino games, loot boxes, and the National Lottery draw, in addition to providing recommendations to policymakers in Great Britain.

Topics covered within the research included: rapid literature review findings regarding the relative harm of different gambling products and modes; secondary analyses looking at the prevalence of “problem gambling” (PGSI 8+) per product and category; behavioural and demographic differences in harm associated with each gambling product; and recommendations for future research and policy-makers.

The research noted that the highest level of risk was associated with land-based electronic gaming machines – slot machines, fruit machines, poker machines and fixed odds betting terminals – in bookmakers and casinos and online casino games.

GambleAware stated that the biggest predictor of someone experiencing future gambling harms was the usage of electronic gaming machines and those using such machines were “over 10 times more likely than average to be experiencing ‘problem gambling’ while those using online casino games were four times more likely than average to experience harm”.

The report has called for more restrictions on both electronic gaming machines and online casino games.

This included reducing the number of machines in venues, lowering stakes and implementing mandatory breaks for electronic gaming machines, as well as online casino games focusing on responsible design, and calling on operators to develop and enhance systems to supply personalised support to customers showing signs of risk.

Osmond commented: “No form of gambling is completely without risk. However this new research shows that there are some particular types of gambling which can lead to an increased chance of experiencing gambling harm, which can have a corrosive effect on people’s lives, finances, careers and relationships. 

“The research also brings into question some of the measures outlined in the Gambling White Paper such as relaxations in land-based gambling, which could lead to an increase in electronic gaming machines in venues, and having different online slot stake limits for those aged over 25 – we believe people over 25 should have the same lower limits as those who are younger. The report suggests the measures do not go far enough to protect people.

“This is why we are calling for the recommendations in this report to be adopted as they will help ensure that people can be better protected.”

Loot boxes were also examined in the research, as GambleAware stated the report discovered that 50% of people who use loot boxes in computer games are at any level of risk. 

The charity added that those “who used loot boxes exhibited a high likelihood of experiencing ‘problem gambling’, as using them inherently increases the risk due to their accessibility, immersive nature, and the blending of gaming and gambling environments”. 

As a result, the report is calling for an investigation into the impact of gambling-like elements in video games, stating more should be done to restrict their use by people aged under 18.

“This research was designed to explore the risks of harm from different types of gambling in the context of regulatory changes that were proposed within the UK government’s Gambling White Paper,” stated Dr Ruijie Wang, from Bournemouth University.

“The results highlight the need for more stringent gambling regulation, particularly in online slots and land-based electronic gaming machines due to their high risk of harm to young adults.

“More regulation is also needed to limit gambling-like practices in video gaming, such as loot boxes, to individuals aged over 18 years as the interaction between video gaming and gambling should not be ignored.”

The research also examined the National Lottery, with GambleAware noting that the draw has “a high reach into communities experiencing gambling harms”. 

“An estimated 600,000 people experiencing ‘problem gambling’ were found to be using the National Lottery draw, while 500,000 people experiencing ‘problem gambling’ use scratch cards,” the charity stated.

The report calls for the National Lottery to help those who may be experiencing gambling harms by signposting them to support services.

A major impact on the risk of gambling harm was also the number of different types of gambling people participated in, as the report discovered that “the level of ‘problem gambling’ increases in line with the number of types of gambling activities people participate in, and increases more after two activities”.

As a result, the report calls for shared databases between operators to spot people participating in several gambling types who are at increased risk of gambling harms.

Matt Zarb-Cousins, who has lived experience of gambling harm and co-founder of GamBan, said: “I know from my own experience how addictive electronic gaming machines like fixed odds betting terminals (FOBTs) can be. 

“The high stakes and addictive roulette content on the FOBTs were the factors that led to me experiencing gambling harm and led to me facing suicide ideation. More restrictions on stakes, speed of play and game content need to be put on electronic gaming machines and online casino gambling to protect people and keep them from going through the same experience I suffered.”

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