4 research outputs found

    Visibility of age restriction warnings, harm reduction messages, and terms and conditions::A content analysis of paid-for gambling advertising in the United Kingdom.

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    Objective: The inclusion and design of age restriction warnings, harm reduction messages, and terms and conditions (T&Cs) in gambling advertising is self-regulated in the United Kingdom. Our study examines the visibility and nature of this information in a sample of paid-for gambling adverts. Study design: Content analysis of a stratified random sample of gambling adverts (n=300) in the United Kingdom from eight paid-for advertising channels (March 2018). Methods: For each advert, we assessed whether any age restriction warnings, harm reduction messages, and T&Cs were present. If so, visibility was scored on a five-point scale ranging from Very poor (25% of advert), which had high inter-rater reliability. Descriptive information on position, design, and tone of language was recorded. Results: One-in-seven adverts (14%) did not feature an age restriction warning or harm reduction message. In adverts that did, 84% of age restriction warnings and 54% of harm reduction messages had very poor visibility. At least one-in-ten adverts did not contain T&Cs. In adverts that did, 73% had very poor visibility. For age restriction warnings, harm reduction messages, and T&Cs, most appeared in small fonts and outside the main advert frame. Most harm reduction messages did not actually reference gambling-related harms. Conclusion: Age restriction warnings, harm reduction messages, and T&Cs do not always appear in paid-for gambling advertising. When they do, visibility is often very poor and the messaging not clear. The findings do not support a self-regulatory approach to managing this information in gambling adverts

    A review of Australian classification practices for commercial video games featuring simulated gambling

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    This paper reviews Australian classification practices for commercial video games that contain simulated gambling. In the last decade, over 100 video games featuring gambling simulations have been classified as suitable for commercial sale to youth in Australia, with 69 of these video games rated ‘PG’ for Parental Guidance Recommended (i.e. suitable for ages 8þ years) and the remaining 33 rated ‘G’ for General (i.e. suitable for all ages). A review of the literature suggests that consumer advice and warnings related to video game material are often inconsistent and/or not adequately provided. A public health approach suggests that the presence of gambling content in video games may present risks to younger players unfamiliar with how gambling operates. It is argued that there is a need for further academic debate on social responsibility issues of early childhood and adolescent exposure to, and involvement in, simulated gambling activities available in interactive gaming technologies.Daniel L. King, Paul H. Delfabbro, Jeffrey L. Derevensky and Mark D. Griffith
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