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Technological Developments and Adolescents Gambling - Essay Example

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The author of the paper "Technological Developments and Adolescents Gambling" will begin with the statement that the technological advancements of the 21st century have resulted in the rise of gambling activities in different parts of the world…
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Technological Developments and Adolescents Gambling
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Technological Developments and Adolescents Gambling Introduction The technological advancements of the 21st century have resulted in the rise of gambling activities in different parts of the world. The advent of modern technology, as well as the rise of gambling stations in suburban locations, has provided opportunities for wider demographic groups such as adolescents to participate in gambling. This has resulted into gambling activities becoming popular among adolescents. In fact, the proportion of adolescents joining gambling activities has increased as compared with adults. However, only a few cases have been reported of adolescents seeking help from the effects of gambling. In United States and other parts, gambling is on the rise due to activities of gambling and increased acceptability of the routine. This has been due to the promotion of the available government lotteries, media exposure of poker tournaments, and accessibility of internet gambling. This is a significant change from what was there in the past years. However, problems exist in analyzing gambling in adolescents. Even after this weakness, it is necessary to consider gambling behavior in this growth phase due to the prevalence of risk taking behavior in this cohort. This will help in analyzing the extent to which the young gamble, influence of gambling on development, and other social aspects. Additionally, this will help with prevention and intervention strategies at a certain amount of gambling in adolescents. According to Wilber and Potenza (1), gambling is placing something of value at risk anticipating that one will gain something worthy. In adolescents, mostly gambling involves things as flipping cards that eventually translates into problematic areas like sneaking to gamble in casinos. Recent studies have indicated that there are increased rates of gambling by the adolescents (Wilber and Potenza 1). In fact, a review conducted in United States and Canada indicates both a high level of adolescent is involved in gambling activities and increased rate of participation in the last one decade. For example in the united states between 1989 and 2002, the rate of gambling had increased to 65 % as compared to the past when it was hardly at 45% (DF, 24). In Canada, the rate of underage gambling is on the rise. There are key areas that adolescents engage in gambling. The critical areas include government promoted lottery, cards, dice, board games, sports betting, and games requiring skills. However, the actual rate of gambling depends on regions. Factors that affect the rate of participation include accessibility of gambling opportunities like the internet, types of gambling available to adolescents and the general population (Wilber and Potenza 1). However, in comparisons to adults, adolescent’s gamblers agree to gamble with less money and less often as adults. This is primarily due to money constrains and lack of gambling opportunities. Moreover, they are most likely to engage in strategic gambling such as card games instead of nonstrategic gambling such as use machines (Wilber and Potenza 1). This is probably due to the diminished legal access to casinos and lotteries. Age sometimes limits adolescent’s participation, but it is less likely to eliminate the behavior. There exist challenges in studying gambling behaviors among the youths. This is because the study involves modification of the problem gambling criteria used to describe the behaviors in adults. The definition of problems in adolescents is likely to involve consideration of differences in the adolescent’s roles and responsibilities. However, the rate of adolescents gambling is yet to be established in concrete ways due to lack of consensus around definitions of adolescents involvements. The gambling problems include behavior that interfere with individual and have a negative outcome on their life (Wilber and Potenza 1). Statistics shows that the rate of gambling is high in males as compared to females and the gambling problems are high in males as compared to females (DF, 15). In addition, the average age in which a child starts gambling is 12 years, which is younger as compared to entry age of alcohol, tobacco and other drug abuse (DF, 12). The rate and effects of gambling is also different among different ethnic groups. The areas that matter most of the stakeholders is adolescents gambling on the internet. This as a new development issue is a matter of interest due to its unique nature compounded by diminishing supervision. There is also concern that, with adolescent accessibility to computer technologies, they are likely to become more engaged in computerized gambling as compared to adults. In fact, there are technological difficulties arising on regulating internet gambling. Research showed that over 20% of adolescents with severe gambling problems concurred using online gambling practices sites (Wilber and Potenza 1). This paper seeks to focus on technological developments and adolescents gambling. Risk Factors Involvement in gambling has its own consequences. This is more serious as adolescence is a period of growth that shapes individual lives. There are various risk factors for the problem or pathological gambling in adolescents. These include being born in a family with gambling problems, having previous exposure to gambling possessing greater impulses, and having areas of poor functioning. Firstly, family environment is the most contributing factor to gambling. Some parents are involved in buying lottery tickets for their children. Hence, they lay a background for kids to participate in gambling at home. They also lead to a notion that underage gambling is acceptable to their children. The other contributing factor is a peer group. Of all the stimulants to gambling, peer pressure plays a leading role. According to studies carried out by researchers, it showed that pathological, problem, and at risk, gambling was prominent among African Americans as compared to other ethnic groups (National Gambling Impact Study Commission Report 11). Technologies Contribution to Rise in the Adolescent Gambling Technologies have contributed significantly to the adolescents gambling. These technologies include internet, mobile phone, and television. Firstly, internet has made it possible for the gaming industry to come up with websites offering gambling products to consumers within and outside their jurisdiction (Phillips, Ogeil and Blaszczynski 586). Other sources indicate that higher proportions of internet gamblers meet the criteria for problem gambling as compared to other forms of traditional gambling (National Gambling Impact Study Commission Report 12). This is due to anonymity, privacy and convenient ways of transferring money prefer an internet form of gambling. There is also limited means of control in this form of gambling. Secondly is the use of mobile phones. There is a high rate of the rate of mobile phone use and market penetration. This has the potential of making gambling available in the hands of almost everybody, with adolescents included. In fact, it is justifiable to conclude hypothesize a higher rate of problem gambling among individuals gambling using mobile phones and the internet (Phillips et al 587). The other aspect is the development of digital television technology. This has made it possible for consumers to respond to broadcast programming either by using short message service, set top or by remote controls. Consequently, it is possible to vote, enter competition, place bets amongst other with this level of improvement. With this improvement, there is a likelihood of having more efficient return path established. This is somehow appealing to vulnerable sections of the society (Phillips et al 587). The other technological advancement is the online gambling. This is a new business and occurs in many places without proper regulations in place. In some countries such as China and United States, this form of gambling has been banned (Phillips et al 587). However, some countries such as Australia allow regulated forms of online gambling (Kellert 1). Video Gaming and Gambling Several factors explain as to why a significant number of adolescents are involved in gambling. One of those factors is a video game playing. The other factors are social and family influences. However, video game is one of the factors that is preliminary and enables young people to get familiarity with gambling before they are legally mandated to participate in gambling. In fact, the familiarity with technology has led to most of the young people participation in gambling. Such technology includes internet, mobile phones, and social sites. The use of these avenues makes young people more receptive to modern forms of gambling such as the use of gaming machines (Delfabbro, King, Lambos and Puglies 2). This is because there is similarity between games and other technology based used in gambling techniques. As a result, it is inherently difficult to have a clear distinction between gambling and video game playing. As noted by Griffiths (35), there exist a common factor between video games and gaming machines. In both cases, they allow interaction between players and technology and maintain player interest by providing a variable ratio method of reinforcements (Delfabbro et al 3). Additionally, video game like gaming machines allows players to amass credit based upon computer-generated results, and have incredible structural similarities. These characteristics such as graphics, lights, sounds, and bonus features are meant to increase a player’s attention. The only difference that exists between video gaming and gambling machine is in style and determination of the outcomes. In gaming machines, the practice is to allocate financial stakes in order to achieve predetermined outcomes by chance. On the other hand, video games require the accumulation of points or credits based primarily on the skills of the players. Griffiths (15), argument is that both video game players and gamblers are guided by a similar playing philosophy: they have to stay glued to their own machines for as long as possible without losing. This means video games and other forms of technology may affect young people susceptibility to subsequent problem with gaming machines. This is because the activity can give rise to a lifestyle that is increasingly reliant on technology for stimulation and pleasure. This means the adolescents may find it difficult to find pleasure in broader activities such as social interactions and experience trouble whenever unable to access their preferred games (Delfabbro et al 3). Moreover, more time is needed to be spent to transcend previous achievements in the games. In addition, more and more time is needed in obtaining money from various sources to keep ones participation. Gambling Problems The recent technological advancements have offered adolescents with myriad of gambling opportunities. Lotteries, video lottery terminals, poker machines, casinos, sport betting, and online casinos have become widespread. This access has also been improved by the presence of online casinos and poker tournaments. Researchers have cited this exposure as a source of excessive gambling in old age (Gupta, Derevensky and Ellenbogen 1). The improved access has also resulted into severe gambling problems amongst the adolescents. This is because they become preoccupied with the thought of gambling activities and about their next gambling venture (Gupta, Derevensky and Ellenbogen2). This has also resulted to other social ills such as chasing losses, and stealing of money. The other problems include poor academic performance, socialization, family problems, and even finding themselves in the wrong side of the law. The other problems that arise from gambling include forgery, theft, and embezzlement to finance gambling. In addition, pathological gamblers have tendencies of engaging in destructive behavior. These include crimes, having outstanding debts, committing suicides and even breaking their relationship with family and friends. Pathological gambling affects a wide range of people and their families. Firstly, individuals shows lack of understanding and is forced to engage in gambling with increased amount of money to sustain the excitements (National Gambling Impact Study Commission Report 2). Secondly, individual turns to gambling as a way of escaping from problems. Moreover, individuals are forced to endanger their education or employment opportunities due to gambling. There has been a link of high levels of other addictive behaviors among problem and pathological gamblers, especially regarding drugs and alcohol abuse (National Gambling Impact Study Commission Report 11). Statistics available also suggest that individuals who begin gambling at a tender age run a higher lifetime risks of developing a gambling problem (National Gambling Impact Study Commission Report 12). Initiatives of Addressing Adolescents Gambling Various steps can be taken to prevent adolescent gambling. One factor to consider is to introduce a curriculum outlining the risks of gambling. This will help as most of the researchers acknowledge that adolescents reported being unaware of the risk and problems arising form gambling. There should be the creation of program that will revolve to ensure that all corners of the country gain access to such a program. In these programs, speakers who relate their experiences with gambling especially problems should be invited so that the audience can have first hand information on the effects of gambling. There should also be the creation of posters and other printed materials that creates awareness on the effects of gambling. These materials should specifically target the adolescents. In addition, parents should be made aware of the effects of gaming, lotteries to the well being of their children. Finally, different laws should be made to curb the rampant promotion of gambling especially online gambling. Punitive statutes should be put into place to sentence those found violating the laws. There should also be monitoring limiting the age of people involved in gambling activities. There should also be development of a treatment outcome mechanism that will embark on data collection on the effects of gambling. There should also be sponsorship on the approved method of treatment. Awareness programs should also be posted on gambling venues analyzing the effects and consequences of gambling. Conclusion The recent development in technology has led to the heightened activity of gambling. Technologies have contributed significantly to the adolescents gambling. These technologies include internet, mobile phone, and television. However, this technology has contributed to the youth of tender age being exposed to the gambling. Gambling indeed is one of the major issues of interest that is affecting the youth in the 21st century. Through the research, it has also been possible to establish that a link exist between video games and prevalence of gambling rate in adolescents. In fact, there has been an establishment that video games and gambling share the same ideals and principles. The effects of gambling are also more prevalent in boys as compared to girls. It has also been shown that a link exist of high levels of other addictive behaviors among problem and pathological gamblers. These problems involve addictive behaviors such as alcohol and drug abuse. It is also clear that opportunities of gambling will continue to grow in the future, and so will the rate of growth of gambling problems. Consequently, in the future more programs need to be instituted to take care of such problems. This calls for both individual and community involvement. The already existing laws also need to be changed. This is because they will help curb the effects arising from the improved technology. If the recommendations are followed, the rate of adolescence gambling will likely reduce in future. Works Cited Delfabbro, Paul, King, Daniel, Lambos, Chrisi and Puglies, Stan. “Is Video-Game Playing a Risk Factor for Pathological Gambling in Australian Adolescents?” J Gambl Stud 25 (2009):391–405. Print DF, Jacobs. “Youth Gambling In North America: Long-Term Trends and Future Prospects.” New York, NY: Klewer Academic/Plenum Publishers, 2004. Print Griffiths, M. “The Observational Study of Adolescent Gambling In UK Amusement Arcades.” Journal of Community and Applied Social Psychology 1.2 (1991): 309–320. Print Griffiths, M. D. “Adolescent Gambling.” London: Routledge, 1995. Print Gupta, Rina, Derevensky, Jeffrey and Ellenbogen, Stephen. “Personality Characteristics and Risk-Taking Tendencies among Adolescent Gamblers.” Canadian Journal of Behavioral Science 38. 3 (2006): 201-213. Print Kellert, Bruce. “The Game's the Same: Why Gambling in Cyberspace Violates Federal Law.” Jstor.org. Web April 13, 2013. < http://www.jstor.org/stable/797443>. National Gambling Impact Study Commission Report. Problem and Pathological Gambling 4. 1 (2006): 1-23. Print Phillips, James, Ogeil, Rowan and Blaszczynski, Alex. Electronic Interests and Behaviors Associated with Gambling Problems. Int J Ment Health Addiction 10 (2012): 585–596. Print Wilber, Mary and Potenza, Marc. “Adolescent Gambling.” Nih.gov. Web April 13, 2013. . Read More
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