Griffiths M D 2007 Gambling Addiction in
Griffiths M D 2007 Gambling Addiction in
Breakthrough
Britain
Ending the costs of social breakdown
Special report:
Gambling addiction in the UK
Dr Mark Griffiths,
professor of Gambling Studies,
International Gaming Research Unit
Division of Psychology, Nottingham Trent University,
Following considerable pressure from special interest groups arguing that our
Addictions Working Group had to address the problem of gambling we commi-
sione the following report from professor Mark Griffiths. There is evidence that
gambling contributes to high levels of family breakdown and is closely linked to
other addictions such as alcohol and drugs
Note: Much of the background material in this report was first published by the author in a previous
report for the British Medical Association, Gambling Addiction and its Treatment Within the NHS
(2007).
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practitioners (GPs) and other healthcare workers of these services and other
relevant treatments, is therefore essential as the target date for full implemen-
tation of the Gambling Act 2005 draws near.
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Bingo: A game of chance where randomly selected numbers are drawn and
players match those numbers to those appearing on pre-bought cards. The first
person to have a card where the drawn numbers form a specified pattern is the
winner. Usually played in bingo halls but can be played in amusement arcades
and other settings (e.g. church hall).
Card games (e.g. poker, bridge, blackjack): Gambling while playing card games
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addictions: special report: gambling addiction in the UK
Sports betting: Wagering of money for example on horse races, greyhound races
or football matches. Usually in a betting shop in an attempt to win money.
Scratchcards: Instant win games where players typically try to match a number
of winning symbols to win prizes. These can be bought in the same types of
outlet as the National Lottery.
Roulette: Game in which players try to predict where a spinning ball will land
on a 36-numbered wheel. This game can be played with a real roulette wheel
(e.g. in a casino) or on an electronic gaming machines (e.g. in a betting shop).
Slot machines (e.g. fruit machines, fixed odds betting terminals): These are
stand-alone electronic gaming machines that come in a variety of guises. These
include many different types of ‘fruit machine’ (typically played in amusement
arcades, family leisure centres, casinos, etc) and fixed odds betting terminals
(FOBTs) typically played in betting shops.
Football pools: Weekly game in which players try to predict which football
games will end in a score draw for the chance of winning a big prize. Game is
typically played via door-to-door agents.
Spread betting: Relatively new form of gambling where players try to predict
the ‘spread’ of a particular sporting activity such as the number of runs scored
in a cricket match or the exact time of the first goal in a football match in an
attempt to win money. Players use a spread betting agency (a type of spe-
cialised book maker).
Notes Most of these forms of gambling can now be done via other gambling channels including the inter-
net, interactive television and/or mobile phone. [b] There are other types of gambling such as dice
(casino-based ‘craps’), keno (a fast draw lottery games) and video lottery terminal machine.
However, these are either unavailable or very rare in the UK. [c] Technically, activities such as specu-
lation on the stock market or day trading are types of gambling but these are not typically viewed as
commercial forms of gambling and they are not taxed in the same way.
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Definition of terms: In the UK, the term ‘problem gambling’ has been used by
many researchers, bodies, and organisations, to describe gambling that com-
promises, disrupts or damages family, employment, personal or recreational
pursuits (Budd Commission, 2001; Sproston et al, 2000; Griffiths, 2004). The
two most widely used screening instruments worldwide are the Diagnostic and
Statistical Manual of Mental Disorders, 4th Edition (DSM-IV) for pathological
gambling (American Psychiatric Association, 1994), and the South Oaks
Gambling Screen (SOGS) (Lesieur & Blume, 1987) (see Appendices 1 and 2).
Both screening instruments were used to measure problem gambling in the
only British Gambling Prevalence Survey (BGPS) to date. Further, these two
screening tools are the most widely used by UK researchers and other UK serv-
ice providers in patient consultations (e.g. GamCare). The screens are based on
instruments used for diagnostic purposes in clinical settings, and are designed
for use in the general population (Sproston et al, 2000).
There is some disagreement in the literature as to the terminology used, as
well as the most appropriate screens to diagnose and measure the phenome-
non. Researchers internationally are beginning to reach a consensus over a
view of problem gambling that moves away from earlier, clinical often heav-
ily DSM-based definitions. For instance, early conceptions of ‘pathological
gambling’ were of a discrete ‘disease entity’ comprising a chronic, progressive
mental illness, which only complete abstinence could hope to manage. More
recent thinking regards problem gambling as behaviour that exists on a con-
tinuum, with extreme, pathological presentation at one end, very minor
problems at the other, and a range of more or less disruptive behaviours in
between. Moreover, this behaviour is something that is mutable. Research
suggests it can change over time as individuals move in and out of problem-
atic status and is often subject to natural remission (Hayer, Meyer &
Griffiths, 2005). Put more simply, gamblers can often move back to non-
problematic recreational playing after spells of even quite serious problems.
This conception fits in with an emphasis on more general public health, with
a focus on the social, personal and physical ‘harms’ that gambling problems
can create among various sectors of the population, rather than a more nar-
row focus on the psychological and/or psychiatric problems of a minority of
‘pathological’ individuals. Such a focus tends also to widen the net to encom-
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pass a range of problematic behaviours that can affect much larger sections
of the population.
The screening tools that are currently used to diagnose the existence and
severity of problem gambling reflect this change of focus. There have been crit-
icisms of both the DSM-IV and the SOGS. In part, these criticisms stem from
an acknowledgment that both screens were designed for use in clinical settings,
and not among the general population, within which large numbers of individ-
uals with varying degrees of problems reside. Other alternative screening
instruments have been developed, and these are increasingly being used inter-
nationally (Abbott, Volberg, Bellringer & Reith, 2004). One such screening tool
is the Problem Gambling Severity Index (PGSI), which was developed in
Canada and has been used in that country, the USA and Australia. This screen
will replace the SOGS in the upcoming BGPS. This survey will provide com-
prehensive data on the prevalence and distribution of problem gambling in this
country. It will therefore be useful for practitioners to have some understand-
ing of the types of screening tools it will use, as well as the different orienta-
tions that lie behind them.
A ‘harm based’ conception of problem gambling has implications for policy
and treatment. Given that the most severe cases of pathological gambling are
one of the most difficult disorders to treat (Volberg 1996), and given that, at
various points in their lives, hundreds of thousands of people in the general
population may experience some degree of gambling-related harms, it
becomes important to provide intervention strategies that can prevent this
potentially larger group developing more serious problems. To this end, public
health education and awareness-raising initiatives come to the fore, and these
are recognised internationally as the most cost-effective way of dealing with
problem gambling in the long term. (Shaffer, Hall & Vander Bilt, 1999; Abbott
et al 2004; National Gambling Impact Study Commission, 1999). Such strate-
gies have been successfully deployed in countries such as Australia, New
Zealand and Canada.
There is a multitude of terms used to refer to individuals who experience
difficulties related to their gambling. These reflect the differing aims and
emphases among various stakeholders concerned with treating patients, study-
ing the phenomenon, and influencing public policy in relation to gambling leg-
islation. Besides ‘problem’ gambling, terms include (but are not limited to)
‘pathological’, ‘addictive’, ‘excessive’, ‘dependent’, ‘compulsive’, ‘impulsive’ ‘disor-
dered’, and ‘at-risk’ (Griffiths & Delfabbro, 2001; Griffiths, 2006). Terms are
also employed to reflect more precisely the differing severities of addiction. For
example, ‘moderate’ can refer to a lesser level of problem, and ‘serious problem
gambling’ for the more severe end of the spectrum.
Although there is no absolute agreement, commonly ‘problem gambling’ is
used as a general term to indicate all of the patterns of disruptive or damaging
gambling behaviour. This report follows this precedent, employing the use of
the term ‘problem gambling’ to refer to the broad spectrum of gambling-relat-
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household income until around the level of £36,000, after which participation
rates level off and decline slightly (Sproston et al, 2000). However, it must be
noted that those in the lower classes spending the same amount on gambling
as those in higher social classes will be spending a disproportionately higher
amount of disposable income on gambling.
Examination of prevalence and socio-demographic variables associated with
problem gambling underaken in the BGPS revealed that between 0.6 per cent
and 0.8 per cent (275,000 to 370,000 people) of the population aged 16 and
over were problem gamblers (Sproston et al, 2000). In comparison to other
countries (such as Australia, the United States, New Zealand and Spain which
have problem gambling rates of 2.3, 1.1, 1.2 and 1.4% respectively), the num-
ber of problem gamblers in Britain is – based on the 2000 prevalence survey –
relatively low (Sproston et al, 2000).
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ed with problem gambling. These include games that have a high event fre-
quency (i.e., that are fast and allow for continual staking), that involve an ele-
ment of skill or perceived skill, and that create ‘near misses’ (i.e., the illusion
of having almost won) (Griffiths, 1999). Size of jackpot and stakes, probability
of winning (or perceived probability of winning), and the possibility of using
credit to play are also associated with higher levels of problematic play (Parke
& Griffiths, 2006; in press). Games that meet these criteria include electronic
gaming machines (EGMs) and casino table games.
According to the BGPS, the most problematic type of gambling in Britain is
associated with games in a casino, (8.7% of people who gambled on this activ-
ity in the past year were problem gamblers according to the SOGS, and 5.6%
according to the DSM-IV). Groups most likely to experience problems with
casino-based gambling were single, unemployed males, aged under 30. Other
subgroups include slightly older single males, aged over 40, often retired, who
are also more likely to be of Chinese ethnicity (Fisher, 2000) and adolescent
males who have problems particularly with fruit machines (Griffiths, 1995;
2002). The problem of adolescent gambling will be examined in more detail
below.
The BGPS also indicated that other types of gambling activities were
engaged in by problem gamblers. These included betting on events with a
bookmaker (SOGS 8.1%; DSM-IV 5.8%), and betting on dog races (SOGS
7.2%; DSM-IV 3.7%). Problem gamblers were less likely to participate in the
National Lottery Draw (1.2% of people who gambled on this activity in the past
year were problem gamblers according to the SOGS; 0.7 according to the
DSM-IV), or playing scratchcards (SOGS1.7%; DSM-IV 1.5%). In addition,
problem gambling prevalence was associated with the number of gambling
activities undertaken, with the prevalence of problem gambling tending to
increase with the number of gambling activities participated in. As noted
above, for a large number of people, the National Lottery Draw was the only
gambling activity they engage in, and problem gambling prevalence among
people who limit their gambling to activities such as the National Lottery and
scratchcards was very low at 0.1 per cent. As might be expected, problem gam-
bling was associated with higher expenditure on gambling activities.
Internationally, as in almost every other country worldwide, the greatest
problems are, to a very considerable degree, associated with non-casino EGMs
such as arcade ‘fruit machines’ (Griffiths, 1999; Parke & Griffiths, 2006). It has
been found that as EGMs spread, they tend to displace almost every other type
of gambling as well as the problems that are associated with them. EGMs are
the fastest-growing sector of the gaming economy, currently accounting for
some 70 per cent of revenue. Australia’s particularly high rates of problem gam-
bling are almost entirely accounted for by its high density of these non-casino
machines. It is likely that Britain’s relatively lower rates of problems associated
with EGMs is explained by its current legislative environment, which limits the
numbers of machines in what are relatively regulated venues. This situation
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will change however, as the Gambling Act comes into force, allowing larger
numbers of higher stakes machines into casinos, bingo halls and other gam-
bling venues. All of this indicates that attention should be focused on EGMs as
a source of risk.
The spread of EGMs also impacts on the demographic groups who experi-
ence problems with gambling. Until very recently, such problems were pre-
dominantly found in males, but as EGMs proliferate, women are increasingly
presenting in greater numbers, so that in some countries (e.g. the USA), the
numbers are almost equal. This trend has been described as a ‘feminisation’ of
problem gambling (Volberg, 2001). These types of games appear to be partic-
ularly attractive to recent migrants, who are also at high risk of developing
gambling problems. It has been suggested that first generation migrants may
not be sufficiently socially, culturally or even financially adapted to their new
environment to protect them from the potential risks of excessive gambling
(Productivity Commission, 1999; Shaffer, LaBrie & LaPlante, 2004). Many are
therefore vulnerable to the development of problems. This highlights the need
for healthcare professionals to be aware of the specific groups – increasingly,
women and new migrants, as well as young males and adolescents, who may
present with gambling problems which may or may not be masked by other
symptoms.
Variations in gambling preferences are thought to result from both differ-
ences in accessibility and motivation. Older people tend to choose activities
that minimise the need for complex decision-making or concentration (e.g.
bingo, slot machines), whereas gender differences have been attributed to a
number of factors, including variations in sex-role socialisation, cultural dif-
ferences and theories of motivation (Griffiths, 2006). Variations in motivation
are also frequently observed among people who participate in the same gam-
bling activity. For example, slot machine players may gamble to win money, for
enjoyment and excitement, to socialise and to escape negative feelings
(Griffiths, 1995). Some people gamble for one reason only, whereas others
gamble for a variety of reasons. A further complexity is that people’s motiva-
tions for gambling have a strong temporal dimension; that is, they do not
remain stable over time. As people progress from social to regular and finally
to excessive gambling, there are often significant changes in their reasons for
gambling. Whereas a person might have initially gambled to obtain enjoyment,
excitement and socialisation, the progression to problem gambling is almost
always accompanied by an increased preoccupation with winning money and
chasing losses.
Youth gambling
Adolescent gambling is a cause for concern in the UK and is related to other
delinquent behaviours. For instance, in one study of over 4,500 adolescents,
gambling was highly correlated with other potentially addictive activities such
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as illicit drug taking and alcohol abuse (Griffiths & Sutherland, 1998). Another
study by Yeoman and Griffiths (1996) demonstrated that around 4 per cent of
all juvenile crime in one UK city was slot machine related based on over 1,850
arrests in a one-year period. It has also been noted that adolescents may be
more susceptible to problem gambling than adults. For instance, in the UK, a
number of studies have consistently highlighted a figure of up to 5 to 6 per cent
of pathological gamblers among adolescent fruit machine gamblers (see
Griffiths, [2002; 2003b] for an overview of these studies). This figure is at least
two to three times higher than that identified in adult populations. On this evi-
dence, young people are clearly more vulnerable to the negative consequences
of gambling than adults.
A typical finding of many adolescent gambling studies has been that
problem gambling appears to be a primarily male phenomenon. It also
appears that adults may to some extent be fostering adolescent gambling.
For example, a strong correlation has been found between adolescent gam-
bling and parental gambling (Wood & Griffiths, 1998; 2004). This is partic-
ularly worrying because a number of studies have shown that individuals
who gamble as adolescents, are then more likely to become problem gam-
blers as adults (Griffiths, 2003b). Similarly, many studies have indicated a
strong link between adult problem gamblers and later problem gambling
among their children (Griffiths, 2003b). Other factors that have been linked
with adolescent problem gambling include working class youth culture,
delinquency, alcohol and substance abuse, poor school performance, theft
and truancy (e.g. Griffiths, 1995; Yeoman & Griffiths, 1996; Griffiths &
Sutherland, 1998).
The main form of problem gambling among adolescents has been the play-
ing of fruit machines. There is little doubt that fruit machines are potentially
‘addictive’ and there is now a large body of research worldwide supporting this.
Most research on fruit machine gambling in youth has been undertaken in the
UK where they are legally available to children of any age. The most recent
wave of the UK tracking study carried out by MORI and the International
Gaming Research Unit (2006) found that fruit machines were the most popu-
lar form of adolescent gambling with 54 per cent of their sample of 8,017 ado-
lescent participants. A more thorough examination of the literature summaris-
ing over 30 UK studies (Griffiths, 2003b) indicates that:
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All studies have reported that boys play on fruit machines more than girls and
that as fruit machine playing becomes more regular it is more likely to be a pre-
dominantly male activity. Research has also indicated that very few female ado-
lescents have gambling problems on fruit machines. Research suggests that
irregular (‘social’) gamblers play for different reasons than the excessive
(‘pathological’) gamblers. Social gamblers usually play for fun and entertain-
ment (as a form of play), because their friends or parents do (i.e., it is a social
activity), for the possibility of winning money, because it provides a challenge,
because of ease of availability and there is little else to do, and/or for excitement
(the ‘buzz’).
Pathological gamblers appear to play for other reasons such as mood modi-
fication and as a means of escape. As already highlighted, young males seem to
be particularly susceptible to fruit machine addiction with a small but signifi-
cant minority of adolescents in the UK experiencing problems with their fruit
machine playing at any one time. Like other potentially addictive behaviours,
fruit machine addiction causes the individual to engage in negative behaviours.
This includes truanting in order to play the machines, stealing to fund machine
playing, getting into trouble with teachers and/or parents over their machine
playing, borrowing or the using of lunch money to play the machines, poor
schoolwork, and in some cases aggressive behaviour (Griffiths, 2003b). These
behaviours are not much different from those experienced by other types of
adolescent problem gambling. In addition, fruit machine addicts also display
bona fide signs of addiction including withdrawal effects, tolerance, mood
modification, conflict and relapse.
It is clear that for some adolescents, gambling can cause many negative
detrimental effects in their life. Education can be severely affected and they
may have a criminal record as most problem gamblers have to resort to ille-
gal behaviour to feed their addiction. Gambling is an adult activity and the
government should consider legislation that restricts gambling to adults
only.
Pathological features
Though many people engage in gambling as a form of recreation and enjoy-
ment, or even as a means to gain an income, for some, gambling is associated
with difficulties of varying severity and duration. Some regular gamblers per-
sist in gambling even after repeated losses and develop significant, debilitating
problems that typically result in harm to others close to them and in the wider
community (Abbott & Volberg, 1999).
In 1980, pathological gambling was recognised as a mental disorder in the
third edition of the Diagnostic and Statistical Manual (DSM-III) under the sec-
tion ‘Disorders of Impulse Control’ along with other illnesses such as klepto-
mania and pyromania (American Psychiatric Association, 1980). Adopting a
medical model of pathological gambling in this way displaced the old image
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There are a number of social issues concerning internet gambling. Some of the
major concerns are briefly described below and adapted from Griffiths and
Parke (2002).
Gate-keeping and protection of the vulnerable: There are many groups of vul-
nerable individuals (e.g. young people, problem gamblers, drug/alcohol
abusers, the learning impaired) who in offline gambling would be prevented
from gambling by responsible members of the gaming industry. Remote gam-
bling operators however, provide little in the way of ‘gatekeeping’. In cyber-
space, how can you be sure that young people do not have access to internet
gambling by using a parent’s credit card? How can you be sure that a young
person does not have access to internet gambling while they are under the
influence of alcohol or other intoxicating substances? How can you prevent a
young problem gambler who may have been barred from one internet gam-
bling site, simply clicking to the next internet gambling link?
Electronic cash: For most gamblers, it is very likely that the psychological value
of electronic cash (e-cash) will be less than ‘real’ cash (and similar to the use of
chips or tokens in other gambling situations). Gambling with e-cash may lead
to a ‘suspension of judgment’. The ‘suspension of judgment’ refers to a struc-
tural characteristic that temporarily disrupts the gambler’s financial value sys-
tem and potentially stimulates further gambling. This is well known by both
those in commerce (i.e., people typically spend more on credit and debit cards
because it is easier to spend money using plastic) and by the gaming industry.
This is the reason that ‘chips’ are used in casinos and why tokens are used on
some slot machines. In essence, chips and tokens ‘disguise’ the money’s true
value (i.e., decrease the psychological value of the money to be gambled).
Tokens and chips are often re-gambled without hesitation as the psychological
value is much less than the real value.
Increased odds of winning in practice modes: One of the most common ways that
gamblers can be facilitated to gamble online is when they try out games in the
‘demo’, ‘practice’ or ‘free play’ mode. Further, there are no restrictions preventing
children and young people playing (and learning how to gamble) on these prac-
tice and demonstration modes. Recent research (Sevigny et al, 2005) showed that
it was significantly more commonplace to win while ‘gambling’ on the first few
goes on a ‘demo’ or ‘free play’ game. They also reported that it was commonplace
for gamblers to have extended winning streaks during prolonged periods while
playing in the ‘demo’ modes. Obviously, once gamblers start to play for real with
real money, the odds of winning are considerably reduced. This has some serious
implications for young people’s potential gambling behaviour.
Online customer tracking: Perhaps the most worrying concerns over remote
gambling is the way operators can collect other sorts of data about the gambler.
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Remote gamblers can provide tracking data that can be used to compile cus-
tomer profiles. When signing up for remote gambling services, players supply
lots of information including name, address, telephone number, date of birth,
and gender. Remote gambling service providers will know a player’s favourite
game and the amounts that they have wagered. Basically they can track the
playing patterns of any gambler. They will know more about the gambler’s
playing behaviour than the gamblers themselves. They will be able to send the
gambler offers and redemption vouchers, complimentary accounts, etc. The
industry claims all of these things are introduced to enhance customer experi-
ence. More unscrupulous operators however, will be able to entice known
problem gamblers back on to their premises with tailored freebies (such as the
inducement of ‘free’ bets in the case of remote gambling).
Given the brief outline above, remote gambling could easily become a medium
for problematic gambling behaviour. Even if numbers of problem remote gam-
blers are small (and they by no means necessarily are), remote gambling
remains a matter of concern. Remote gambling is a relatively new phenomenon
and is likely to continue expanding in the near future. It is therefore crucial that
the new legislation does nothing to facilitate the creation or escalation of prob-
lems in relation to remote gambling. The recent decision by the US to ban
internet gambling by making it illegal to pay with debit and credit cards is like-
ly to drive the problem internet gambling “underground” and result in even
less protection for vulnerable gamblers. New innovative ways of paying elec-
tronically for internet gambling will emerge and the prohibitive stance taken by
the US is likely to have little long-lasting protective effect.
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ist professionals are often uncertain about the appropriate referrals to make or
what treatments to recommend (Abbott et al, 2004). There is clearly a need for
education and training in the diagnosis, appropriate referral and effective
treatment of gambling problems.
Given the co-morbidity of alcoholism with gambling addiction, the recent
introduction of 24-hour licensing may have an impact on the prevalence of
gambling addiction. It is important that post-evaluative studies undertaken by
the Department for Culture, Media and Sport (DCMS) to monitor the impact
of the introduction of 24-hour licensing consider any potential impact this will
have on levels of gambling addiction.
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For example, skilful activities that offer players the opportunity to use com-
plex systems, study the odds and apply skill and concentration appeal to many
gamblers because their actions can influence the outcomes. Such characteris-
tics attract people who enjoy a challenge when gambling. They may also con-
tribute to excessive gambling if people overestimate the effectiveness of their
gambling systems and strategies. Chantal and Vallerand (1996) have argued
that people who gamble on these activities (e.g. racing punters) tend to be
more intrinsically motivated than lottery gamblers in that they gamble for self-
determination (i.e., to display their competence and to improve their perform-
ance).
People who gamble on chance activities, such as lotteries, usually do so for
external reasons (i.e., to win money or escape from problems). This finding
was confirmed by Loughnan, Pierce and Sagris (1997) in their clinical survey
of problem gamblers. Here, racing punters emphasised the importance of skill
and control considerably more than slot machine players. Although many slot
machine players also overestimate the amount of skill involved in their gam-
bling, other motivational factors (such as the desire to escape worries or to
relax) tend to predominate. Thus, excessive gambling on slot machines may be
more likely to result from people becoming conditioned to the tranquilising
effect brought about by playing rather than just the pursuit of money.
Another vital structural characteristic of gambling is the continuity of the
activity; namely, the length of the interval between stake and outcome. In near-
ly all studies, it has been found that continuous activities (e.g. racing, slot
machines, casino games) with a more rapid play-rate are more likely to be asso-
ciated with gambling problems (Griffiths, 1999). The ability to make repeated
stakes in short time intervals increases the amount of money that can be lost
and also increases the likelihood that gamblers will be unable to control spend-
ing. Such problems are rarely observed in non-continuous activities, such as
weekly or bi-weekly lotteries, in which gambling is undertaken less frequently
and where outcomes are often unknown for days. Consequently, it is important
to recognise that the overall social and economic impact of expansion of the
gambling industry will be considerably greater if the expanded activities are
continuous rather than non-continuous.
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tors that may influence gambling in the first place (e.g., advertising, free travel
and/or accommodation to the gambling venue, free bets or gambles on partic-
ular games, etc.) or influence continued gambling (e.g., the placing of a cash
dispenser on the casino floor, free food and/or alcoholic drinks while gam-
bling, etc.) (Griffiths & Parke, 2003; Abbott & Volberg, in press).
These variables may be important in both the initial decision to gamble and
the maintenance of the behaviour. Although many of these situational charac-
teristics are thought to influence vulnerable gamblers, there has been very lit-
tle empirical research into these factors and more research is needed before any
definitive conclusions can be made about the direct or indirect influence on
gambling behaviour and whether vulnerable individuals are any more likely to
be influenced by these particular types of marketing ploys. The introduction of
super-casinos into the UK will almost certainly see an increase in these types
of situational marketing strategies and should also provide an opportunity to
research and monitor the potential psychosocial impact.
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appreciate the differences between various forms of gambling and their link to
problem gambling, as increasingly evidence suggests that some types of gam-
bling are more strongly associated with gambling-related problems than others
(see section on ‘Profiling’ above) (Abbott & Volberg, 1999).
Abbott (in press) has noted that in periods when new EGMs are being intro-
duced or made highly accessible, substantial changes can occur over relatively
short periods of time in the population sectors at highest risk for problem gam-
bling. The RIGT notes that in that situation, existing services may need to
change to be able to engage and work effectively with large numbers of differ-
ent types of problem gambler. With disproportionate increases in problem
gambling expected among women, youth, and ethnic and new migrant minori-
ties, the development of targeted services and services that are culturally and
demographically appropriate may be essential.
Abbott and Volberg (in press) have noted that raising public awareness of the
risks of excessive gambling, expanding services for problem gamblers and
strengthening regulatory, industry and public health harm reduction measures
appear to counteract some adverse effects from increased availability. What is not
known however, is how quickly such proactive mechanisms can have a significant
impact and whether or not they can prevent problem gambling if they are intro-
duced concurrently with increased access to ‘harder’ and more ‘convenient’ forms
of gambling such as Internet gambling (Griffiths, Parke, Wood & Parke, 2005).
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The intervention options for the treatment of problem gambling include1, but
are not limited to: counselling, psychotherapy, cognitive-behavioural therapy
(CBT), advisory services, residential care, pharmacotherapy, and/or combina-
tions of these (i.e., multi-modal treatment) Griffiths, 1996; Griffiths &
MacDonald, 1999; Griffiths & Delfabbro, 2001; Griffiths, Bellringer, Farrell-
Roberts & Freestone, 2001; Hayer et al, 2005.
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There is also a very recent move towards using the Internet as a route for
guidance, counselling and treatment (see Griiffiths & Cooper, 2003; Griffiths,
2005d; Wood & Griffiths, 2007). Treatment and support is provided from a
range of different people (with and without formal medical qualifications),
including specialist addiction nurses, counsellors, medics, psychologists, and
psychiatrists. There are also websites and helplines to access information (e.g.,
GamCare) or discuss gambling problems anonymously (e.g., GamAid), and
local support groups where problem gamblers can meet other people with sim-
ilar experiences (e.g. Gamblers Anonymous). Support is also available for
friends and family members of problem gamblers (e.g., Gam Anon).
Many private and charitable organisations throughout the UK provide sup-
port and advice for people with gambling problems. Some focus exclusively on
the help, counselling and treatment of gambling addiction (e.g., Gamblers
Anonymous, GamCare, Gordon House Association), while others also work to
address common addictive behaviours such as alcohol and drug abuse (e.g.
Aquarius, Addiction Recovery Foundation, Connexions Direct, Priory). The
method and style of treatment varies between providers and can range from
comprehensive holistic approaches to the treatment of gambling addiction (e.g.
encouraging fitness, nutrition, alternative therapies and religious counselling),
to an abstinence-based approach.
Many providers also encourage patients (and sometimes friends and fami-
lies) to join support groups (e.g., Gamblers Anonymous and Gam-Anon),
while others offer confidential one-to-one counselling and advice (e.g.,
Connexions). Most are non-profit making charities to which patients can self-
refer and receive free treatment. Independent providers that offer residential
treatment to gambling addicts are more likely to charge for their services. Some
provide both in-patient treatment and day-patient services (e.g. PROMIS), and
a decision as to the suitability of a particular intervention is made upon admis-
sion.
Due to the lack of relevant evaluative research, the efficacy of various forms
of treatment intervention is almost impossible to address. Much of the docu-
mentation collected by treatment agencies is incomplete or collected in ways
that makes comparisons and assessments of efficacy difficult to make. As
Abbott et al (2004) have noted, with such a weak knowledge base, little is
known about which forms of treatment for problem gambling in the U.K. are
most effective, how they might be improved or who might benefit from them.
However, their review did note that individuals who seek help for gambling
problems tend to be overwhelmingly male, aged between 18 to 45 years, and
whose problems are primarily with on- and off-course betting, and slot
machine use.
The gaming industry has typically viewed pathological gambling as a rare men-
tal disorder that is predominantly physically and/or psychologically determined. It
supports recent findings that suggest many problem gamblers have transient prob-
lems that often self-correct. Currently, gambling providers in the UK are not com-
27
Breakthrough Britain
pelled to supply patrons with help and advice about gambling problems, and have
been reluctant to engage directly in interventions. Some gambling providers how-
ever, have taken the initiative to address the issue of gambling addiction within
their businesses. Secondary prevention efforts by the gaming industry have includ-
ed the development and implementation of employee training programmes,
mandatory and voluntary exclusion programmes and gambling venue partner-
ships with practitioners and government agencies to provide information and
improved access to formal treatment services (see appendix 4).
Implementation of secondary prevention efforts by the gaming industry,
such as employee training programmes and exclusion programmes, have not
always been of the highest quality and compliance has often been uneven. In
addition, observations from abroad appear to demonstrate that efforts by the
gaming industry to address gambling addiction tend to compete with heavily
financed gaming industry advertising campaigns that may work directly to
counteract their effectiveness (Griffiths, 2005e). Although advertising of gam-
bling is very restricted at present, this is likely to be become much more liber-
al over the next decade. As a minimum:
28
addictions: special report: gambling addiction in the UK
many countries across the world. This needs to be embedded into public health
policy and practice (Shaffer and Korn, 2002). Such measures include:
Adoption of strategic goals for gambling to provide a focus for public health
action and accountability. These goals include preventing gambling-relat-
ed problems among individuals and groups at risk for gambling addiction;
promoting balanced and informed attitudes, behaviours, and policies
toward gambling and gamblers by both individuals and communities; and
protecting vulnerable groups from gambling-related harm.
Endorsement of public health principles consisting of three primary principles
that can guide and inform decision-making to reduce gambling-related
problems. These are ensuring that prevention is a community priority, with
the appropriate allocation of resources to primary, secondary and tertiary
prevention initiatives; incorporating a mental health promotion approach
that builds community capacity, incorporates a holistic view of mental
health, and addresses the needs and aspirations of gamblers, individuals at
risk of gambling problems, or those affected by them; and fostering person-
al and social responsibility for gambling policies and practices.
Adoption of harm reduction strategies directed at minimizing the adverse
health, social, and economic consequences of gambling behaviour for indi-
viduals, families, and communities. These initiatives should include healthy-
gambling guidelines for the general public (similar to low-risk drinking
guidelines); vehicles for the early identification of gambling problems; non-
judgemental moderation and abstinence goals for problem gamblers, and
surveillance and reporting systems to monitor trends in gambling-related
participation and the incidence and burden of gambling-related illnesses.
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Appendix 1
DSM-IV Diagnostic criteria for Pathological Gambling
A. Persistent and recurrent maladaptive gambling behaviour as indicated by
five (or more) of the following:
SOURCE: American Psychiatric Association, Diagnostic and Statistical Manual of Mental Disorders, fourth
edition (DSM-IV), 1994, pp615-6
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Appendix 2
A: Not at all
B: Less than once a week
C: Once a week or more
A B C
____ ____ ____ a. played cards for money
2. What is the largest amount of money you have ever gambled with any one day?
___ both my father and mother gamble (or gambled) too much
___ my father gambles (or gambled) too much
___ my mother gambles (or gambled) too much
___ neither gambles (or gambled) too much
4. When you gamble, how often do you go back another day to win back money you lost?
___ never
___ some of the time (less than half the time) I lost
___ most of the time I lost
___ every time I lost
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5. Have you ever claimed to be winning money gambling but weren’t really? In fact, you lost?
___ never (or never gamble)
___ yes, less than half the time I lost
___ yes, most of the time
Ye s No
9. Have you ever felt guilty about the way you gamble or what happens when you gamble?
____ ____
10. Have you ever felt like you would like to stop gambling but didn’t think you could?
____ ____
11. Have you ever hidden betting slips, lottery tickets, gambling money, or other signs of gambling from
your spouse, children, or other important people in you life?
____ ____
12. Have you ever argued with people you like over how you handle money?
____ ____
13. (If you answered ‘yes’ to question 12): Have money arguments ever centered on your gambling?
____ ____
14. Have you ever borrowed from someone and not paid them back as a result of your gambling?
____ ____
15. Have you ever lost time from work (or school) due to gambling?
____ ____
16. If you borrowed money to gamble or to pay gambling debts, where did you borrow from? (Check
‘yes’ or ‘no’ for each)
a. from household money
____ ____
b. from your spouse
____ ____
c. from other relatives or in-laws
____ ____
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Scores are determined by adding up the number of questions that show an ‘at risk’ response, indi-
cated as follows. If you answer the questions above with one of the following answers, mark that
the space next to that question:
34