Difference between revisions of "Problem Gambling"

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==Statistics==
 
==Statistics==
Based on the latest survey in 2014, the proportion of respondents classified as probable pathological gamblers is 0.2%, compared to 2.1% in 2005, 1.2% in 2008 and 1.4% in 2011. The average monthly betting amount among probable pathological gamblers was $313 in 2014. This has decreased from the average monthly betting amount of $637 in 2005, $619 in 2008 and $1,713 in 2011.<ref>https://www.msf.gov.sg/media-room/Pages/Statistics-on-problem-gamblers.aspx</ref>  
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Based on the latest survey in 2014, the proportion of respondents classified as probable pathological gamblers is 0.2%, compared to 2.1% in 2005, 1.2% in 2008 and 1.4% in 2011. The average monthly betting amount among probable pathological gamblers was $313 in 2014. This has decreased from the average monthly betting amount of $637 in 2005, $619 in 2008 and $1,713 in 2011.<ref>https://www.msf.gov.sg/media-room/Pages/Statistics-on-problem-gamblers.aspx</ref> Median monthly betting amounts also fell from S$30 in the 2017 survey to S$15 in the 2019 survey, with the majority of gamblers (89 per cent) betting S$100 or less a month <ref>https://www.todayonline.com/singapore/fewer-singaporeans-gambling-during-covid-19-pandemic-but-problem-gambling-remains-concern-ncpg</ref>.
  
Based on the Gambling Participation Survey (GPS) conducted by the National Council on Problem Gambling (NCPG) every three years, the probable problem and pathological gambling rate of Singapore residents in 2017 was 0.9%. In 2011, it was 2.6%.<ref>https://www.msf.gov.sg/media-room/Pages/Updates-on-problem-gambling.aspx</ref>
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Read more at <nowiki>https://www.todayonline.com/singapore/fewer-singaporeans-gambling-during-covid-19-pandemic-but-problem-gambling-remains-concern-ncpg</nowiki>
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Based on the Gambling Participation Survey (GPS) conducted by the National Council on Problem Gambling (NCPG) every three years, the probable problem and pathological gambling rate of Singapore residents in 2017 was 0.9%. In 2011, it was 2.6%.<ref>https://www.msf.gov.sg/media-room/Pages/Updates-on-problem-gambling.aspx</ref> This downward trend has continued over the years into 2019. 
  
 
====Prevalence of Probable Pathological Gambling By Personal Income====
 
====Prevalence of Probable Pathological Gambling By Personal Income====
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|1.7%
 
|1.7%
 
|0%
 
|0%
|}
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|}<br />
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== New trends ==
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The 4 most prevalent types of gambling have decreased in popularity from 2017-2019. This has been attributed to the evolution and development of novel gambling methods and platforms which are presented more as games of chance and therefore do not generate the same mental association with gambling as the 'traditional' ways do <ref>https://www.ncpg.org.sg/en/pdf/GPS_2020_Public_Report_(final).pdf</ref>. One trend is the gamification of stock and financial derivative trading through mobile brokerage applications like Robinhood in the US and Tiger Brokers and MooMoo in Singapore. These apps have lowered the barriers of entry into trading complex financial products to the point where almost any person with a phone can create an account, transfer funds within a business day and then gamble it away on whatever stock catches their eye. There are no proper due diligence checks on rookie traders' levels of experience or knowledge - especially for Tiger and MooMoo which only require traders to tap a single checkbox - so they can go straight to the trading of derivatives which can multiply in value many times over or go to zero within hours, which is no different from gambling in a casino in effect. In addition, they also provide game-like incentives on the side like fancy animations when traders perform some actions or even offer stock rewards/discounts when a certain number of trades have been made <ref>https://www.cnbc.com/2021/03/31/robinhood-gets-rid-of-confetti-feature-amid-scrutiny-over-gamification.html</ref>, which lure traders to keep on trading in order to seek more wins. Such design mechanisms are in effect quite similar to how casinos work.
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Gambling has also been indirectly incorporated into innocuous products and services like video games, especially in the form of loot boxes which grant players special items to use in game and require the use of real money to purchase. Players are lured into gambling for these items which have a very low chance of appearing (although this chance increases as more money is spent).
  
 
==Impacts of Problem Gambling<ref>https://www.ncpg.org.sg/en/Pages/LearnAboutProblemGambling.aspx#</ref>==
 
==Impacts of Problem Gambling<ref>https://www.ncpg.org.sg/en/Pages/LearnAboutProblemGambling.aspx#</ref>==

Latest revision as of 06:56, 28 October 2021

Definition

Definition of Gambling[1]

Gambling is defined as - Any activity where a person risks an item of value, such as money or jewellery, on the outcome of an event that is determined mostly by chance.

Definition of Social Gambling
  • Gambling for fun with friends and/or family
  • Gambling within means
  • Gambling infrequently or during special occasions, with the ability to stop anytime
  • Gambling without causing harm to self and/or family
What is Problem Gambling?
  • An addiction similar to alcohol, smoking or drug addictions
  • Gambling with little or no control
  • A preoccupation with gambling
  • An obsession with chasing losses
  • Gambling that causes harm to self and/or family

Problem gambling can refer to the behaviour of persons who are addicted to gambling and find it difficult to stop. Like any addiction, symptoms can range from the mild to the severe. The most serious form of the gambling is called “Pathological”, “Disordered” or “Compulsive” Gambling.

It can also refer to the negative or harmful outcomes that result from gambling, which may affect either the gambler or those close to the gambler.

What are the signs of Problem Gambling?

Someone with a gambling problem may behave in the following manner:

  • Constantly thinking or talking about gambling
  • Spending more time or money on gambling than he/she can afford
  • Finding it difficult to control, stop, or cut down gambling, or feeling irritable when trying to do so
  • Feeling a sense of emptiness or loss when not gambling
  • Gambling more in order to win back losses or get out of financial trouble
  • Borrowing money, selling things, committing (or considering committing) criminal acts in order to get money for gambling
  • Having increased debt, unpaid bills, or other financial troubles because of gambling
  • Gambling to the last dollar

Statistics

Based on the latest survey in 2014, the proportion of respondents classified as probable pathological gamblers is 0.2%, compared to 2.1% in 2005, 1.2% in 2008 and 1.4% in 2011. The average monthly betting amount among probable pathological gamblers was $313 in 2014. This has decreased from the average monthly betting amount of $637 in 2005, $619 in 2008 and $1,713 in 2011.[2] Median monthly betting amounts also fell from S$30 in the 2017 survey to S$15 in the 2019 survey, with the majority of gamblers (89 per cent) betting S$100 or less a month [3].

Read more at https://www.todayonline.com/singapore/fewer-singaporeans-gambling-during-covid-19-pandemic-but-problem-gambling-remains-concern-ncpg

Based on the Gambling Participation Survey (GPS) conducted by the National Council on Problem Gambling (NCPG) every three years, the probable problem and pathological gambling rate of Singapore residents in 2017 was 0.9%. In 2011, it was 2.6%.[4] This downward trend has continued over the years into 2019.

Prevalence of Probable Pathological Gambling By Personal Income

Personal Income 2005 2008 2011 2014
No Income 0.5% 0.8% 0.8% 0.1%
$1 - $999 0.7% 0% 0.5% 0%
$1,000 - $1,999 2.1% 2.3% 1.5% 0.4%
$2,000 - $2,999 4.2% 2.1% 1.9% 0.2%
$3,000 - $3,999 5.9% 1.1% 1.4% 0.6%
$4,000 and above 4.7% 0% 1.7% 0%


New trends

The 4 most prevalent types of gambling have decreased in popularity from 2017-2019. This has been attributed to the evolution and development of novel gambling methods and platforms which are presented more as games of chance and therefore do not generate the same mental association with gambling as the 'traditional' ways do [5]. One trend is the gamification of stock and financial derivative trading through mobile brokerage applications like Robinhood in the US and Tiger Brokers and MooMoo in Singapore. These apps have lowered the barriers of entry into trading complex financial products to the point where almost any person with a phone can create an account, transfer funds within a business day and then gamble it away on whatever stock catches their eye. There are no proper due diligence checks on rookie traders' levels of experience or knowledge - especially for Tiger and MooMoo which only require traders to tap a single checkbox - so they can go straight to the trading of derivatives which can multiply in value many times over or go to zero within hours, which is no different from gambling in a casino in effect. In addition, they also provide game-like incentives on the side like fancy animations when traders perform some actions or even offer stock rewards/discounts when a certain number of trades have been made [6], which lure traders to keep on trading in order to seek more wins. Such design mechanisms are in effect quite similar to how casinos work.

Gambling has also been indirectly incorporated into innocuous products and services like video games, especially in the form of loot boxes which grant players special items to use in game and require the use of real money to purchase. Players are lured into gambling for these items which have a very low chance of appearing (although this chance increases as more money is spent).

Impacts of Problem Gambling[7]

It is estimated that for every Problem Gambler, about eight to ten other people (e.g. their spouse, children, parents, other family members, friends, employers, etc) are harmed by gambling.

Some of the harms of excessive gambling are:

  • Financial problems: Severe debts or the lost of savings or property may arise as a result of gambling losses. The gambler may even resort to borrowing money or stealing to fund gambling activities.
  • Relational Problems: Lying or deceit on the part of the problem gambler due to the desire to hide gambling activities may strain relationships.
  • Physical and mental health: The stress of gambling problems sometimes causes health problems, for both the person who gambles and the family. This can include stress, anxiety, depression and even suicide.