Live Presentation
Speak with Sophie Duffy about her practicum on January 31st from 4:30-5:00pm via this zoom link.
Video Presentation
View Sophie Duffy's poster presentation in this video recording:
Abstract
The gambling and digital gaming spaces are becoming increasingly intertwined with the improvement and accessibility of technology, and the lack of regulation in the digital gaming industry. More individuals are engaging in digital gaming, resulting in greater exposure to the gamblification of digital games and the harms that may accompany it.
The purpose of this project was to 1) provide information on how digital games are becoming gamblified, 2) understand its effects on children, youth, and families, 3) understand the existing regulations in Canada and other countries to protect children, youth, and families from their associated harms, and 4) provide recommendations for future advocacy and regulation.
In basic terms, gambling is predominantly chance-based, while digital gaming (without a gamblified component) is predominantly skill-based. There are four main ways in which gambling and digital gaming converge including 1) simulated gambling events in free-to-play digital games, 2) loot boxes, 3) eSports betting, and 4) third-party websites facilitating the selling, trading, and gambling of in-game items known as skins. Although there are various mechanisms in which digital gaming and gambling converge, these are the major intersections that are of the greatest concern to the health and wellbeing of children and youth.
The industry plays a dominant role in influencing the amount of time one may spend playing a game, the amount of money invested, and the types of games children, youth, and families engage in. The industry has been shown to utilize four key mechanisms to engage consumers in their products by 1) challenging the science that associates their products with harms, 2) partnering with trusted public figures, 3) having creative marketing schemes, and 4) using engaging in-game mechanics. The lack of regulation around digital gaming creates an opportunity for the industry to develop, launch, and market products that may cause harm to consumers and the greater population. This report discusses ways in which other countries have acted to regulate the digital gaming industry to hold them accountable for protecting and preserving population health. These regulatory measures have been adapted to recommend ways in which Canada can and should regulate the digital gaming industry.