Saturday, December 14, 2019


Post 124



PRESENTS, PRESENTS … and the PRESENCE OF GAMBLING


Gambling = risking something of value, usually money (but not always!), on the outcome of an event decided at least partially by chance


The above is generally accepted as an accurate definition for gambling.  Of course, it’s been interpreted, in a variety of ways.  To some, charity bingo is just a game (never mind that cash-to-play is involved).  It’s a kid’s game … right?  Lottery tickets?  You buy them at a grocery store, not the casino … couldn’t be gambling.   Raffles at church?  Now, you’ve gone  too far, Janet … it’s for a good cause!  


And then, there are the online video games.  Yes, one can play online free … but like many online games, there are more than enough opportunities – built into the games - to pay for various ways to enhance your playing progress and prowess.


Can a person actually find himself/herself sensing compulsions to play - and edgy when not in action online, regardless of any or no money spent?  Sadly, the answer may be Yes.


Incredible profits are made by the online game industry:  just search-engine the games and ask the question.  You’ll be amazed.   Still, this Post, is not to bash the profit-making.  Rather the massive profits indicate that video gaming has quite a large audience, in number and in repeat playing. 


Still, how do some owners of free on-line games create huge, profit-making enterprises? In the past, games commonly offered extras (with real-world prices) for the players to experience deeper levels of play or more esthetically pleasing game pieces, for example.  Then too, virtual characters’ endurance could be bought with real-world money.  The purchases were for specific merchandise:  you knew what you were buying.


Lately, however, loot boxes have entered the scene.  What are they?  Well, do you remember “grab bags” often sold at carnivals or fairs?  The contents were not known to the customer.  Sometimes, the purchase contained items well worth the money for which you blindly paid; other times, not!  Loot boxes present opportunities for the buyer to open (again with real-world money) a container of sorts sporting, presumably, contents that will enable valuable enhancements for play -  if “lucky” !  However, there is always the chance that not much of anything desirable for play will occupy the container.


David Zendle, Rachel Meyer, and Harriet Over researched the topic, Adolescents and Loot Boxes: Links with Problem Gambling and Motivations for Purchase (their study was published June 19, 2019).  Interestingly, the inclusions of mystery, chance, and surprise in purchasing loot box contents have attracted players to keep on playing - big-time.  So enticing is the element of luck there are now concerns among academics and the industry’s regulators that certain characteristics of loot boxes may be more strongly linked to the development of problem gambling than others.


 [  royalsocietypublishing.org/doi/10.1098/rsos.190049 


Zendle, Meyer, and Over go on to list certain loot box features that bid repeat and/or extended continuing play.  It is concerning to see that many of them are similar elements found in commercial gambling venues that may attract and encourage gamblers to gamble beyond their safe limits.

Here is what to watch for:


  • ·        the contents of some loot boxes can be re-sold for profit

  • ·        some contents give game-play advantages

  • ·        near misses are featured in some loot boxes
    ·        when real-world money is required to purchase in-game currency, the real-world price             of the loot box may be masked
  • ·     free loot boxes may be granted (in-play) under certain conditions  – which may then   encourage extended or habitual play
  • ·      some loot boxes may contain in-play currency that can be used to invest in more loot boxes
  • ·      availability to access certain loot boxes may be time limited  

      Additionally, other researchers have begun to take a hard look, as well, at the possible/probable link between problem gambling and problem gaming in adulthood.  Here are a few questions, from Computer Gaming Addicts Anonymous and geared to the gamer that may help identify possible problem gaming derived from excessive video game playing. 


Source:   For additional questions, go to:

               www.cgfa.info/self-test/for/video/gaming/addiction/


  • ·        Do you set rules or limits with gaming and then break them, playing longer or more frequently than intended?

  • ·        Do you lose hours or sleep from gaming?
  • ·        Do you find yourself gaming whenever you have free time?
  • ·        Do you often re-live gaming experiences or think about future ones?
  • ·        Do you get very angry when someone or something interrupts a game?       
  • ·        Do you hide or lie about your gaming?

In addition to loot boxes and video games in general, when it comes to gift-giving, the traditional reminders are still as essential as they have always been.  In the United States, there are officially legislated age limits for gambling whether it be 18 or 21.  Healthy reasons back why these are established.
  

REMEMBER:


Lottery tickets are for ADULTS ONLY … no matter how cute, pretty, or child-centric they look!


Play gambling sets come with PLAY MONEY … use it, not real-world money.


Sports Betting is NOT FOR KIDS, regardless of the game, tournament, contest, or any other aspect of the bet. 


ONE FINAL NOTE:


We are in a season for several weeks now when faith communities, worldwide, participate in holy observances, celebrating with special events, religious services, and often gift-giving. 

The foundations of these celebrations are deeply meaningful.  Let us not forget them in the midst of our (sometimes hectic) holidays! 

  SO …   

ENJOY THE PRESENCE OF PRESENTS    AND BE MINDFUL!



Blessings,


Rev. Janet Jacobs, CCGSO

Founding Director

Gambling Recovery Ministries




For more information on the IGCCB Clergy/Lay Minister Certification visit:



For more information on gambling disorder and recovery issues

                                                                                                                           































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