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The Extent of Problem Gambling in the City of Perth in Western Australia - Case Study Example

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Gambling and its Effects Name Institution Introduction Gambling is a concept that has found a lot of application in modern times among people in the society. It has taken a considerable part of people’s lives lately. The question of the impact that gambling has on the general public is one that has characterized modern society for along with many researchers and observers making extensive reviews and researches on the topic to varying degrees of extents. There are different schools of thought that consider the effects caused by gambling on people and particular children and adolescents. In this regard, there are those that consider gambling to have negative effects on people that are engaged in them so much and there is a group of people that consider the effect to be there but with positive effects for the benefit of the people who are engaged in it (Ferguson & Kilburn, 2009). This analytical paper provides a closer critique of the effect of gambling on people aiming at establishing whether people that spend a lot of time gambling are negatively affected by the activity. In doing, so the analytical paper will consider a quantitative research paper that has been done on this topic to find whether the findings and conclusions that were obtain as regard to this question are consistent with what is largely considered to be the case in modern times today. From the discussion and analysis of the various sources of information that are taken for this paper, it can be said that there are different ways that impact of gambling can be looked at. It is good to note however that there is a lot of evidence that point to the fact that such games have more negative impacts on people especially those that have violent and aggressive themes which cause users to tend to have violence and acts of aggression in their conduct (Freedman, 2002). Statement of the Purpose of the Proposed Research The purpose of the intended research is to examine the extent of problem gambling in the city of Perth in Western Australia. Problem gambling can be defined as a situation where a person’s gambling activity causes harm to the individual player and to their family or even the community in which they live (Dickerson & O’Connor, 2006, p. 11). The research is informed by the fact that although gambling is a popular and widespread leisure and entertainment activity in Australia, it is also related with negative effects that stem from problem gambling. Since many people in cities such as Perth engage in gambling, it is not easy to tell which individuals are affected by problem gambling, and some problem gamblers themselves may not even be aware of the problem. This is because even some individuals who engage in problem gambling may think that their behaviour is normal. Therefore, the proposed research will help identify the extent of problem gambling by identifying attributes that define problem gamblers among those individuals who engage in gambling activities in Perth. The findings of the research will help in coming up with measures to ensure that gamers become more responsible even as they engage in gambling activities. This will in turn help in minimising and preventing the issue of problem gambling in the hospitality industry in Perth. Statement of the Scope of the Proposed Research The proposed research will aim to cover the characteristics that define problem gamblers and hence identify the scope of individuals affected by the problem. By making use of the 20 questions outlined in the Gamblers Anonymous list of questions (GA-20 Questions), the research will seek to address the impacts of gambling on individuals who engage in the activity across social, personal and financial dimensions (Bulcke, 2008, p. 52). GA-20 is one of the self-report measurement tools used to identify instances of problem gambling. Others include the Canadian Gambling Index, SCIP, NODS, VAGS and South Oaks Gambling Screen (Allcock, 2002). The GA-20 questions address personal effects of gambling such as gambling to run away from worry, disappointment of frustration, feeling remorse, having sleeping difficulty, and considering destroying oneself because of gambling. The social effects of gambling addressed include an unhappy personal life, loss of time intended for work, reputation damage, disregard to one’s or others’ welfare, and spending too much time on gambling among others. The financial effects of gambling addressed in the GA-20 questions include issues such as borrowing money for use in gambling, spending all money on gambling, selling one’s property to obtain money for gambling, making further gambles to recoup losses, and engaging in illegal activity to finance gambling (Bulcke, 2008, p. 52). Therefore, the responses that will be given by the research participants to the GA-20 questions will help in identifying those who are affected by problem gambling. Because of time and financial limitations, the research will not delve into further problems of gambling such as pathological gambling. Background Discussion on the Need for the Research Gambling is a popular activity in Australia, with Australians estimated to be spending about $12 billion annually on poker machines (Australian Government, 2015). It is also inarguable that many of the people who engage in gambling activities have gambling problems, which they may or may not be aware of. For instance, findings of a study that was conducted by Scull and Woolcock (2005) on problem gambling among non-native English speakers in Queensland suggested that problem gambling was manifested in the communities that were studied. Another important study is that which was conducted by Hung and Breen (2001) to evaluate problem gambling and gambling in general among female members of clubs in Sydney. This study found that the incidence of problem gambling among between male and female gamblers was statistically the same, implying that both males and females are likely to be affected by problem gambling. However, one major problem that affects gamblers is that most of them live in constant denial of being affected by problem gambling as noted by Scull and Woolcock (2005). Therefore, it is difficult for people affected by the problem or even their families to find ways of helping such individuals. The result of problem gambling is destruction of the lives of the affected individuals and even those of their families through broken relationships and financial problems among others ways (Australian Government, 2015). The proposed research is important because it will help identify people affected by problem gambling in Perth and therefore assist in finding ways of helping such individuals. The research will also help in providing an overview of problem gambling from the perspective of Perth. Effect of Such Games Gambling games are important in modern day society and have come to take a considerable part of people’s lives lately. This primary source is relevant because it talks about the effects of gambling games on gamers. From the article, it is indicated that the question of the impact that gambling games and animations have on the general public is one that has characterized modern society for along with many researchers and observers making extensive reviews and researches on the topic to varying degrees of extents. There are different schools of thought that consider the effects caused by gambling games on people and particular children and adolescents. In this regard, there are those that consider gambling games to have negative effects on people that are engaged in them so much and there is a group of people that consider the effect to be there but with positive effects for the benefit of the people who are engaged in it (Ferguson & Kilburn, 2009). In this analytical paper, closer critique of the effect of gambling games on people is considered with the aim of establishing whether people that spend a lot of time playing gambling games are negatively affected by the activity. In doing, so the analytical paper will consider a quantitative research paper that has been done on this topic to find whether the findings and conclusions that were obtain as regard to this question are consistent with what is largely considered to be the case in modern times today. The internet has a lot of information about gambling games and how they have become central in many people’s lives today having different effects on their lives and how they perceive and react to different situations. A quick search of the terms ‘effects of gambling games on people’ on Google for instance, gives over 100 search results on the first page with lots of information about the topic. According to Allcock, Blaszczynski, Dickerson, Earl, Haw, Ladouceur & Symond (2002), gambling games have different effects on people and these effects are caused by different attributes both of the games and the gamers that are engaged in them. Internet research shows that there is a lot of literature and studies that have been done on the effect of gambling games on people and there is a general trend that suggests that violent themed gambling games have the tendency of causing aggression among those of that play them. Just as there is considerable information on the internet about this topic, there is equally a lot of literature that has been written in scholarly journals about the effects of gambling games on gamers. One of the journal authors are Ferguson & Kilburn (2009) who argue that the effects of gambling games on people are many and split right at the center as regards to whether they are positive and negative. This difference usually is dependent sometimes on the nature of the gambling game itself and sometimes on the person that is engaged in it. For those that consider it to have positive effects like (Chuang & Chen, 2009), emphasize that the use of gambling games is purely an expressive medium and therefore they ought to be protected under the law as it is a provision under the freedom of speech as well as being an educational tool (Freedman, 2002). On the other hand, those that consider gambling games inappropriate for public consumption argue that they are harmful and therefore should be subjected to legislative restrictions and oversight (Anderson & Bushman, 2001). Under this school of thought, a lot of scientific studies have been done regarding the effect that these games have on people especially as regards addition, social development, aggression, violence, and sexual morality issues among others (Gentile, Saleem & Anderson, 2007). Critique of the Secondary Sources According to research by Allcock, Blaszczynski, Dickerson, Earl, Haw, Ladouceur & Symond (2002), 17 percent of gambling games around the world are played by boys under the age of 18, 36 percent are women over the age of 18, and 48 percent of all gamers are women of all ages (Allcock, Blaszczynski, Dickerson, Earl, Haw, Ladouceur & Symond, 2002). The research further found out on a survey of 1102 children that 97 percent of them had played gambling games in the last day and 75 percent of their parents checked the censor’s rating on gambling games before allowing their children to play them (Gentile, Saleem & Anderson, 2007). Given these figures, it is clear that there is a significant number of American citizens for instance, that are engaged in gambling games on a daily basis and this continues for most of their formative years and young adulthood. It is because of this that for the larger part of the 20th century, there has been a lot of interest from regulators and scientists with keen interest to determine the effect of gambling games on people. From the late 90s for instance, there have been acts of violence that have been linked to the perpetrators’ previous history with playing gambling games of certain themes and elements particularly those that were violent (Gentile, Saleem & Anderson, 2007). In fact, there are research studies that have been conducted (Freedman, 2002; Gentile, Saleem & Anderson, 2007; Ferguson & Kilburn, 2009) that show that there is a correlation with a level of increase in aggression and decrease in pro-social behavior for people that are engaged in violent gambling games for long periods of time. The founding principle about these theories that try to explain the negative effects of gambling games on people that play them is premised on the fact that there are other factors about the personality of a gamer that affects the extent (if any at all) that given gambling game would have on them. One of the key factors is Antisocial Personality Disorder (APD) which determines the level of effect and risk that those that play violent games are susceptible to perpetrating acts of violence (Freedman, 2002). In addition to this, people that are pre-disposed to violent behavior stand a greater risk of being affected negatively by violent themed gambling games that they play (Anderson & Bushman, 2001). Despite these general trends and theorization, there is no concrete evidence that supports other biological theories of aggression and hurt to be fueled by gambling games with violent themes. For instance, Allcock, Blaszczynski, Dickerson, Earl, Haw, Ladouceur & Symond (2002) say that: The Catalyst Model of Aggression comes from a diathesis-stress perspective, implying that aggression is due to a combination of generic risk and environmental strain. The model therefore suggests that stress combined with antisocial personality are salient factors leading to aggression and therefore allowing intermittent influences such as family and peers to alter aggression but not media and games (Allcock, Blaszczynski, Dickerson, Earl, Haw, Ladouceur & Symond, 2000), p. 4312). Summary of what the Primary source Sort to achieve In the experimental paper, the authors set out to determine the effect that computer based gambling games has on those that engage in it focusing on children and adolescents mainly. It also set out to investigate whether computer based gambling games facilitate children’s cognitive learning (Chuang & Chen, 2009). This study seeks to make this determination by making comparisons with the effect that Computer-Assisted Instructions (CAI) and how these two approaches affect children’s learning experience and their general bahaviour patterns as they grown up. The participants in this study were 108 third graders from a middle and high socio-economic standard school district in Tainan City, in Taiwan. Of these, 61 were male students and 54 were female students and the requirement for one to participate in the program was that they be able to use basic computer tools and internet browsing resources (Chuang & Chen, 2009). The instructional materials that were used for this study were two, namely: computer based gambling game and computer assisted instruction where the unit of text-based instructional materials was used for the latter and Fire Department and a 3-D real-time strategy was used for the former (Chuang & Chen, 2009). There was one independent variable that was being studied in this research and that was the type of instructional treatment. This was used to study the kind of effect that gambling games had on participants especially those that were school going age. To study this variable, the dependent variables were the score results of that the participants got in their various work schedules after being exposed to different forms of the computer games for different durations of time (Chuang & Chen, 2009). Given the nature of the study, the study was a typical one-factor-with-two-levels experiment since the dependent variables were typically related statistically and conceptually and this means that the statistical correlation was in the range of a low to moderate level (Chuang & Chen, 2009). The data collected for this research was from a random sample of the respondents using both primary and secondary data collection methods. At the onset of the research, 115 participants set out to engage in the research and at the end of it, 108 completed all the required parts of the study giving a drop out rate of 6.1 percent for the study (Chuang & Chen, 2009). From the study conducted, the researchers made the following findings and conclusions: There is a direct effect that computer based gambling games have on respondents affecting their performance Computer based gambling games improved participant’s differentiation and recall processes and promoted their problem solving skills by recognizing multiple solutions for different problems presented to them There were instances where overindulgence and overreliance on computer based gambling games among the respondents would have negative effects on their concentration and recall processes as regards real life issues in their lives. Critique of the Primary Source Chuang & Chen have done an incredible work in their research study that helps to bring to the fore different effects that gambling games have on people that engage in them at different levels and for different durations of time. In their study, they have indicated that the effects that are observable from computer based gambling games particularly for students have more positive effects that they have negative effects (Chuang & Chen, 2009). In this regard, their research study was largely one sided indicating that most of the effects that are associated by computer based gambling games are positive and that there are few (if any, which are not indicated in the study) that could be considered negative (Chuang & Chen, 2009). Inasmuch as this finding forms the strongest part of the study being the focal point where the study rotates, it is also the part of the study that presents the greatest weakness for it since it does turns a completely blind eye on the issue of the many negative effects that are associated with gambling games. According to Ferguson & Kilburn (2009), the effects of gambling games on people are many and split right at the center as regards to whether they are positive and negative. This difference usually is dependent sometimes on the nature of the gambling game itself and sometimes on the person that is engaged in it. For those that consider it to have positive effects like (Chuang & Chen, 2009), emphasize that the use of gambling games is purely an expressive medium and therefore they ought to be protected under the law as it is a provision under the freedom of speech as well as being an educational tool (Allcock, Blaszczynski, Dickerson, Earl, Haw, Ladouceur & Symond, 2002). On the other hand, those that consider gambling games inappropriate for public consumption argue that they are harmful and therefore should be subjected to legislative restrictions and oversight (Anderson & Bushman, 2001). Under this school of thought, a lot of scientific studies have been done regarding the effect that these games have on people especially as regards addition, social development, aggression, violence, and sexual morality issues among others (Anderson & Bushman, 2001). Recommendation for Further Research From the foregoing discussion and analysis, it can be observed that gambling games do have an effect on the players that engage in them and the effect of these games is usually determined by the theme of the game itself. According to Chuang & Chen (2009) the effects that these games have on people are largely positive if the nature of the gambling game is of positive theme and according to Ferguson & Kilburn (2009), the effects that these games have on people are negative if the theme that the games have are negative. It has also been provided that there is scientific evidence that supports the notion that violent acts of aggression and malice leading to hurting other people are increased and enhanced by constant and increased exposure to violent themed gambling games. In this regard however, it has been shown that there are other factors that come into play in this regard particularly those about the personality of the gamer and their genetic and biological makeup in some instances (Gentile, Saleem & Anderson, 2007). It has also been shown that there are different theories that have been established to explain the negative effects that gambling games have on gamers that engage in them and these theories have different premises that they are based on. As regards the research question established for this analytical paper therefore, there is considerable evidence that supports the conclusion that people that spend a lot of time playing gambling games may be negatively affected by the games. This will depend on the nature of the game that is being played and the state of mind and personality of the gamer which may accelerate of deter the negative effects that would arise from such games (Gentile, Saleem & Anderson, 2007). In this regard, it can be concluded that inasmuch as gambling games affect people that engage in them negatively, the effect is not entirely based on the gambling games themselves but also on the nature of theme of the game, the state of mind of the gamer and the personality of the gamer. With this conclusion, the following recommendation for further research is needed: 1. To compare directly whether gambling games have effect on everyone that plays them at all times 2. To study the nature of effects that different gambling games with different themes has on people 3. To study the extent to which the effects caused by gambling games can be controlled and changed References Allcock, C., Blaszczynski, A., Dickerson, M., Earl, K., Haw, J., Ladouceur, R. & Symond, P. (2002). Current issues related to identifying the problem gambler in the gambling venue. Retrieved from https://www.austgamingcouncil.org.au/system/files/AGCPublications/agc_ci_identifypg-2.pdf Anderson, C. & Bushman, B. (2001). "Effects of violent gambling games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and pro-social behavior: A meta-analytic review of the scientific literature". Psychological Science, 12(5): 353 - 359. Australian Government. (2015). Problem gambling. Retrieved from http://www.problemgambling.gov.au/facts/ Bulcke, G. M. (2008). Identifying barriers to treatment among women gamblers. Ann Arbor: ProQuest Information and Learning Company. Chuang, T.-Y., & Chen, W.-F. (2009). “Effect of Computer-Based Gambling Games on Children: An Experimental Study”. Educational Technology & Society, 12 (2): 1–10. Dickerson, M. G., & O’Connor, J. (2006). Gambling as an addictive behaviour: Impaired control, harm minimisation, treatment and prevention. Cambridge: Cambridge University Press. Ferguson, C. & Kilburn, J. (2009). "The public health risks of media violence: a meta-analytic Review". The Journal of Pediatrics, 154 (5): 759–763. Freedman, J. (2002). Media violence and its effect on aggression: assessing the scientific evidence. Toronto: University of Toronto Press. Gentile, A., Saleem, M. & Anderson, C. (2007). "Public Policy and the Effects of Media Violence on Children". Social Issues and Policy Review, 1: 15. Retrieved from http://dx.doi.org/10.1002%2Fab.21428. Hing, N., & Breen, H. (2001). Profiling lady luck: An empirical study of gambling and problem gambling amongst female club members', Journal of Gambling Studies, 17(1), 47-69. Scull, S., & Woolcock, G. (2005). Problem gambling in non-English speaking background communities in Queensland, Australia: A qualitative exploration. International Gambling Studies, 5(1), 29-44. Read More

Statement of the Scope of the Proposed Research The proposed research will aim to cover the characteristics that define problem gamblers and hence identify the scope of individuals affected by the problem. By making use of the 20 questions outlined in the Gamblers Anonymous list of questions (GA-20 Questions), the research will seek to address the impacts of gambling on individuals who engage in the activity across social, personal and financial dimensions (Bulcke, 2008, p. 52). GA-20 is one of the self-report measurement tools used to identify instances of problem gambling.

Others include the Canadian Gambling Index, SCIP, NODS, VAGS and South Oaks Gambling Screen (Allcock, 2002). The GA-20 questions address personal effects of gambling such as gambling to run away from worry, disappointment of frustration, feeling remorse, having sleeping difficulty, and considering destroying oneself because of gambling. The social effects of gambling addressed include an unhappy personal life, loss of time intended for work, reputation damage, disregard to one’s or others’ welfare, and spending too much time on gambling among others.

The financial effects of gambling addressed in the GA-20 questions include issues such as borrowing money for use in gambling, spending all money on gambling, selling one’s property to obtain money for gambling, making further gambles to recoup losses, and engaging in illegal activity to finance gambling (Bulcke, 2008, p. 52). Therefore, the responses that will be given by the research participants to the GA-20 questions will help in identifying those who are affected by problem gambling. Because of time and financial limitations, the research will not delve into further problems of gambling such as pathological gambling.

Background Discussion on the Need for the Research Gambling is a popular activity in Australia, with Australians estimated to be spending about $12 billion annually on poker machines (Australian Government, 2015). It is also inarguable that many of the people who engage in gambling activities have gambling problems, which they may or may not be aware of. For instance, findings of a study that was conducted by Scull and Woolcock (2005) on problem gambling among non-native English speakers in Queensland suggested that problem gambling was manifested in the communities that were studied.

Another important study is that which was conducted by Hung and Breen (2001) to evaluate problem gambling and gambling in general among female members of clubs in Sydney. This study found that the incidence of problem gambling among between male and female gamblers was statistically the same, implying that both males and females are likely to be affected by problem gambling. However, one major problem that affects gamblers is that most of them live in constant denial of being affected by problem gambling as noted by Scull and Woolcock (2005).

Therefore, it is difficult for people affected by the problem or even their families to find ways of helping such individuals. The result of problem gambling is destruction of the lives of the affected individuals and even those of their families through broken relationships and financial problems among others ways (Australian Government, 2015). The proposed research is important because it will help identify people affected by problem gambling in Perth and therefore assist in finding ways of helping such individuals.

The research will also help in providing an overview of problem gambling from the perspective of Perth. Effect of Such Games Gambling games are important in modern day society and have come to take a considerable part of people’s lives lately. This primary source is relevant because it talks about the effects of gambling games on gamers. From the article, it is indicated that the question of the impact that gambling games and animations have on the general public is one that has characterized modern society for along with many researchers and observers making extensive reviews and researches on the topic to varying degrees of extents.

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