Sammendrag
- McCreary Center Society har undersøkt dataene for å avdekke innsikt i hvordan unge bruker penger på gambling og spilling.
- Forskning viser at et økende antall unge mennesker sliter med å håndtere begge aktivitetene, påvirket av åtte identifiserte risikofaktorer.
- Når folk opplever sosial isolasjon, kan det ofte føre til en økning i spilleavhengighet og problemer med videospill.
Innhold
I Britisk Columbia viser det seg et bekymringsverdig mønster blant ungdom, spesielt de i alderen 12 til 18 år. Flere og flere ungdommer tyr til spilling og pengespill med ekte penger, noe som fremhever en urovekkende trend i provinsen. Denne innsikten kommer fra BC Adolescent Health Survey fra 2023, utført av McCreary Centre Society, som trakk konklusjoner fra data samlet inn fra 38 000 unge individer.
Kjøp av varer i spill og sportsbetting skader ungdommen i British Columbia.
Recent findings reveal that over one-third of those surveyed, about 34%, admitted to engaging in at least one of the eight activities highlighted in the study. These activities include traditional forms of real money gambling. Additionally, participants reported spending on in-game purchases like loot boxes during the previous year. This data underscores a concerning trend: young people, especially those under the legal gambling age, are funneling much of their money into loot boxes and other in-game cosmetics. Interestingly, despite these loot boxes sharing similarities with gambling, they are not classified as such in most regions, with only a few countries like the Netherlands and Belgium enforcing bans on them. As debates continue on the legal status of loot boxes, it's noteworthy that 20% of young respondents have already ventured into traditional gambling, with online sports betting becoming particularly prevalent. Annie Smith, Executive Director of the McCreary Centre Society, shed light on these results, which are gathered every five years. She highlighted that online sports betting has doubled in the past five years, and online card and dice games have seen even greater increases. The survey also addressed the alarming number of youth seeking help for behaviors deemed risky, particularly concerning gaming. About 12% of those seeking assistance were troubled by their expenditures on video games and associated purchases. Meanwhile, only a small percentage, 1%, acknowledged having a gambling problem in the traditional sense, with an additional 1% seeking help for both gambling and gaming issues. Smith pointed out that social isolation could be a crucial factor driving these risky behaviors. She reflected on quotes from young people expressing a desire to engage in physical activities, aware of the benefits over their current habits, yet struggling to make the shift and needing support. Understanding these numbers requires context: young individuals from smaller communities with limited access to community centers or organized sports may face more significant challenges in managing their gaming and gambling activities effectively.