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Social Networking and Youth Gambling Behaviours

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My Space, Bebo, Facebook, Sagazone, Blubelt, Habbo Hotel and Club Penguin. ... 25 Poker applications on Bebo. 5.5m users on most popular (no information on ... – PowerPoint PPT presentation

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Title: Social Networking and Youth Gambling Behaviours


1
Social Networking and Youth Gambling Behaviours
  • Dr Carolyn Downs

2
What is SNS?
  • My Space, Bebo, Facebook, Sagazone, Blubelt,
    Habbo Hotel and Club Penguin.
  • Personal and personalised, online web space.
  • Communicate with friends
  • Email
  • Instant messaging
  • Message boards
  • Comments and tags
  • Join groups
  • Add applications
  • Gain status
  • Uniqueness of own space
  • Number of Friends (DERI)

3
Young People and SNS
  • 49 of children aged 8-17 with SNS profile
    (Ofcom, 2008)
  • 27 of children aged 8-11 and aware of sites have
    profiles. (Ofcom, 2008)
  • 63 of children with SNS presence using Bebo
    (Ofcom, 2008)

4
Risks
  • Privacy
  • Inappropriate contact
  • Byron Review, (2008) Livingstone, (2007), Ofcom
    (2008)
  • Content-generated risks
  • Digital Enterprise Research Institute (University
    of Ireland)
  • Lack of research
  • Byron Review
  • Assessed video games
  • Did not consider content available via SNS

5
Adult Oversight
  • Socially Responsible SNS hosts
  • Age limits13 (14 for My Space)
  • Two-thirds of parents say they set rules about
    their childs use of social networking sites,
    although only 53 of children said that their
    parents set such rules (Ofcom, 2008)
  • How many stick to the rules?
  • Teachers use Smartfilter
  • Smartfilter works by restricting access to sites
    that have been identified as inappropriate (red
    list approach) (LgFL Policy Documents 2008)

6
Benefits
  • Developing skills in ICT
  • Smarter than the filter Proxy servers
  • Use of WYSIWYG software
  • Uploading sound files, images, video
  • Literacy (blogging)
  • Touch-typing
  • Easy contact with friends
  • New ways of accessing
  • Developing new interests
  • Political activism

7
Impetus for Investigation
  • 12 year old chasing virtual losses
  • Previous research on adolescent gambling
  • Mark Griffiths
  • Boys
  • Habituation
  • Higher prevalence of problems
  • Susan Fisher (1999) Crawford Moodie and Frances
    Finnigan (2005)
  • Youth prevalence
  • Moodie and Finnigan
  • 9 problem gambling prevalence
  • 15 at risk of developing problems
  • 12 had tried Internet gambling over previous year

8
Preliminary Work
  • Sample of nine through snowballing
  • Five girls aged 9-18
  • Four boys aged 12-14
  • Discussions
  • Observations of use
  • Monitoring of
  • Patterns of Access
  • Threads
  • Tags and Comments
  • Group Membership

9
Preliminary Work (2)
  • Number and Types of Gambling-related Groups
  • Membership of Gambling-related groups
  • Number and Types of Gambling-related
    applications
  • Application use statistics
  • Non-gambling applications with gambling features

10
Applications (Gambling)
  • 25 Poker applications on Bebo
  • 5.5m users on most popular (no information on
    individual visits)
  • 100 poker applications on Facebook
  • Most popular 4m individual plays per month
  • Some with real prizes
  • Some with cash-play options
  • On both SNS these are
  • Downloadable by under 18s
  • Sidebar advertising of commercial sites
  • Highlighting availability of free-trial games

11
Win icons for your page
Hyperlink sidebar adverts
12
Groups (Gambling)
  • 1000 poker groups on Facebook
  • 500 poker groups on Bebo
  • Largest groups with several thousand members
  • Surveyed one group
  • 15 of those declaring age were under 18
  • Casino
  • Bingo
  • Slots
  • All 500 groups

13
Virtual or real cash option
Sidebar advert with hyperlink
14
Applications (Other)
  • Fluff Friends (100,000 active users per month)
  • Need to personalise
  • Create Fluff Art
  • Limited edition greater status
  • Earning munny
  • Petting
  • Betting munny
  • Betting points
  • 1 point per race
  • Limited edition race prizes
  • Up to 4000 points

15
Habitat 275 Earnings 5 per pet per day
16
Odds and potential payout
17
Uses of SNS
  • Girls aged 9-11accessing at weekend only
  • Most other girls accessing at least once a day
  • Boys accessing less frequently
  • No boys had adopted a pet. All the girls had a
    pet
  • only one had not bet.
  • Both genders aged over 13 were in groups
  • Mean groups joined 8
  • Often recommended or established by a friend
  • Browsed applications sometimes and usually
    downloaded and tried those recommended by friends
  • Not a solitary pursuit

18
Future Research Questions
  • 1. Does gambling with virtual money encourage
    positive attitudes towards gambling in young
    people?
  • 2. Does gambling with virtual money lead to an
    increased prevalence of actual gambling?
  • 3. To what extent are gambling-related groups on
    SNSs being used by under-18s and does membership
    of such a group facilitate access to commercial
    gambling sites?
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