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This paper examines recent measures to address excess profits in online gambling. In a wider UK context of growing public distrust of gambling companies and concern about gambling harm, there has been a recent surge of interest in exploitative profits, focused on gambling as an extractive industry preying on vulnerable groups and individuals. New regulatory measures are being enacted to tackle such perceived exploitation, including requirements for enhanced financial surveillance to identify individuals spending more than they can afford, and lower stake limits for young adults (aged 18-24) on the basis of their higher risk of harm. I track these changes, and identify their wider implications for debates about excess profits. I suggest that we expand our analytic horizons beyond maximum prices for essential goods and services, to also consider the growing regulatory concern with non-essentials, including goods and services understood to pose risks to the vulnerable. In addition, we must attend to the both/and nature of vulnerability as a lens: it can help compel necessary state action to address injustice, and it can serve a variety of other agendas, including held by for-profit actors.
How the odds of winning a casino game are presented impacts whether individuals understand and how they perceive those odds. When framed in terms of what the player will win (return to player), younger and middle-aged adults have lower comprehension and higher perceived chances of winning than when the same odds are framed in terms of what the casino will keep (house edge), suggesting a classic framing effect. In the current study, we tested whether older (mean age = 69.01, SD = 3.02) and younger adults (mean age = 23.50, SD = 3.02) differ in their susceptibility to this framing effect and how measures of positivity, risk propensity, and financial exploitation vulnerability impact understanding and perceptions. Across both age groups, comprehension was lower and perceived chances of winning were higher in the return-to-player condition. Age alone did not predict comprehension, but older adults were less optimistic about coming out ahead, were less risk seeking, and self-reported lower financial exploitation vulnerability than younger adults. Exploratory mediation analyses revealed that lower financial exploitation vulnerability partially explained older adults’ reduced belief that they would win, particularly in the return-to-player frame. Together, these findings suggest that age differences in gambling perceptions reflect trait-level differences in financial vigilance and affective outlook rather than chronological age alone .
Online sports gambling expanded rapidly in the United States since 2018. This article uses a nationally representative sample survey in early 2025 to measure who is gambling, how much, and online sports gambling’s association with financial wellbeing and decision-making. Gambling in a casino was still more common than online sports gambling in early 2025, but the populations appear distinct, suggesting that sports gambling rapidly expanded the gambling population. Three-quarters of online sports gamblers were male. They were typically younger and had higher incomes than either non-gamblers or casino gamblers. Sports gambling was not statistically associated with lower financial wellbeing or a higher likelihood of difficulty paying bills but was associated with higher rates of revolving credit card debt and did cause some financial distress. One-third of sports gamblers engaged in high-intensity gambling which could indicate problems. Sports gamblers rated their ability to make complex financial decisions higher than non-gamblers, yet they were more impatient and more likely to be overconfident.
Gambling disorder frequently co-occurs with other psychiatric conditions, yet its relationship with obsessive-compulsive disorder (OCD) remains unclear. Emerging evidence suggests impulsivity and compulsivity may be inter-related rather than diametrically opposed constructs, warranting investigation of their clinical overlap. The aim of this study is to examine the rate of gambling disorder in adults with OCD and to explore associated clinical, behavioral, and treatment-related characteristics.
Methods
Adults with probable OCD were recruited via online Reddit groups for OCD, OCD clinics, and support groups and completed a cross-sectional survey. OCD symptom types were assessed using the Obsessive-Compulsive Inventory-Revised, and gambling disorder was identified using the Minnesota Impulsive Disorders Interview. Additional measures included gambling severity, impulsivity, and problematic internet use. Group comparisons were conducted between participants with and without gambling disorder.
Results
Among 186 adults with OCD, 34 (18.8%) met criteria for gambling disorder. Individuals with comorbid gambling disorder demonstrated significantly greater OCD severity, particularly in ordering, checking, and neutralizing symptoms, and reported later onset of OCD. The comorbid group showed higher impulsivity, greater problematic internet use, and distinct gambling behaviors, including higher rates of online gambling, esports betting, and use of artificial intelligence tools for gambling. They were also less likely to have received pharmacological treatment for OCD.
Conclusions
Gambling disorder in adults with OCD is associated with distinct clinical characteristics, greater impulsivity, problematic internet use, and concerning treatment gaps. These findings highlight the importance of screening for gambling in OCD, and vice versa, and suggest a need for integrated treatment approaches.
The chapter looks at addictions in the context of evolution and evolutionary mismatch, noting that feeding addiction relates to ultra-processed food. It compares addiction to such foods and to drugs. Sexual addiction can be to partnered sex or to pornography. In love addiction, the target is one individual. The notion of gambling addiction is discussed. Exercise can have some addictive properties (e.g. escalation, craving, and withdrawal symptoms). The chapter then returns to the topic of non-suicidal self-injurious behaviour. Somewhat similar to NSSI in showing addictive properties, are body-focussed repetitive behaviours (e.g. hair pulling and skin picking). Suicidal behaviour can provide a kind of long-term preoccupation and has overlap with chemical and sexual addictions. Crime including violence can take on properties of addiction. There is a comorbidity between domestic violence and drug addiction. Ding and Li describe digital addiction as a ‘functional impairment’ and a ‘global health problem’.
Loss aversion is considered a fundamental principle explaining risk-averse behavior in small-stakes gambling. However, this interpretation confounds loss aversion, with a preference for inaction over action. We examined whether ostensible loss aversion in gambling tasks reflects genuine aversion to losses or simply a preference for omission. Across three studies, 1,345 participants were presented with symmetric gambles under two conditions: an action/omission condition offering “bet” versus “not bet” choices and an action/action condition requiring a choice between two betting options, both stated as actions. The results consistently showed that participants in the action/action condition selected risky actions at higher rates than those in the action/omission condition. Thus, what has been attributed to apparent loss aversion in gambling contexts is fundamentally driven by preference for inaction.
This chapter explores Bieral’s ascent in Boston’s sporting world, particularly in boxing and gambling. As a pugilist and promoter, he gained notoriety and respect among working-class men, leveraging his physical prowess and entrepreneurial acumen. The narrative situates prizefighting within a broader culture of honor and individualism, where violence served as both entertainment and social currency. Bieral’s transition from fighter to promoter and casino operator marks his evolution into a figure of influence. The chapter underscores the role of sport in legitimizing urban masculinity and the economic structures that sustained vice industries, revealing how athletic fame often overlapped with criminality.
The UK has recently introduced regulations to prevent design features of online gambling products that may ‘encourage problem gambling behaviour’. One change has been to prohibit win-associated and celebratory audiovisual effects following monetary losses in online slots, intended to disable a misleading design feature known as ‘losses disguised as wins’ (LDWs). We assessed 26 popular online slots available to UK consumers. Contrary to regulatory guidance, 17 used win-associated sounds following LDWs, and 18 used sound effects following LDWs that we judged as ‘celebratory’. To independently validate our appraisal of these sound effects, we asked 400 UK-based gamblers to assess whether a selection of sound effects recorded from commercially available online slots communicated a positive outcome. In every case, the average consumer classifications of the recorded sounds were consistent with our own, validating our initial assessments. These results suggest that the misuse of celebratory sound effects in online slots still occurs in the UK market, despite this regulation. We argue that this is in part due to ambiguities in regulatory guidance that have enabled operators to technically comply with the regulation while circumventing its intended effect. We conclude by offering suggestions to amend and improve this regulation.
Psychiatric comorbidities are common in first-episode psychosis (FEP) and hinder recovery. Problem gambling (PBG), despite potentially serious clinical consequences, remains under-investigated in this population. This study aimed to estimate the incidence of PBG in FEP and identify predictive factors.
Methods
This prospective cohort study was conducted at two FEP programmes in Quebec, Canada. Individuals aged 18–35 years diagnosed with FEP between November-1-2019 and January-31-2023 were screened for PBG using the Problem Gambling Severity Index through May-1-2023. The primary outcome was incident PBG. Time-varying Cox regression models were used to estimate hazard ratios (HRs) for candidate predictors.
Results
Among 520 individuals without prior PBG (mean age = 24.6±4.0 years; 28.8% women), 18 developed PBG during a mean follow-up of 478 days, yielding an incidence rate of 2.6 cases/ 100 person-years. In site-adjusted analyses, white ethnicity (HR = 9.7; 95%CI = 1.3–74.8), incomplete high school education (HR = 2.8; 95%CI = 1.1–7.2), stimulant use disorder (HR=2.8; 95%CI = 1.0–7.3), use of D2/D3-5-HT1A partial agonists (HR = 4.6; 95%CI = 1.5–14.1), and prior non-problematic gambling (HR = 3.1; 95%CI = 1.1–8.4) predicted increased risk. Thirteen cases occurred during aripiprazole treatment, which remained associated with increased PBG risk after multivariable adjustment (adjusted HR = 4.7; 95%CI = 1.6–13.9).
Conclusions
Despite the limited number of incident cases, these results suggest that PBG is relatively common PBG and is associated with potential risk factors, including white ethnicity, incomplete high school education, stimulant use disorder, prior non-problematic gambling, and treatment with D2/D3-5-HT1A partial agonists, particularly aripiprazole. These findings underscore the importance of routine screening for PBG and risk-informed antipsychotic prescribing in FEP.
People who gamble experience elevated rates of suicidal thoughts and behaviours. Longitudinal studies have been scarce, and none has focused on those who regularly gamble in the UK.
Aims
To examine the relationship between specific products and locations of gambling activity (and their combinations) and risk of subsequent suicidal thoughts.
Method
We analysed a UK longitudinal survey of 3927 adults (18 years old or over) who regularly bet on sports. Data were collected online between June and November 2020. Latent class analysis was used to identify groups of people with similar gambling profiles on the basis of 13 types of gambling activity. Weighted group characteristics are presented. Regression modelling was used to test associations between gambling groups and suicidal thoughts, adjusting for baseline characteristics.
Results
Five distinct groups were identified. One group (5.6% of the sample) reported multiple types of both in-person and online gambling. This group was the most likely to use electronic gambling machines. After adjustment for baseline suicidal thoughts, this group had significantly higher odds of subsequent suicidal thoughts (adjusted odds ratio 3.42; 95% CI: 1.18–9.89) than other groups.
Conclusions
Although many profiles of gambling activity present suicide risk, some types present greater risk. National Institute for Health and Care Excellence guidelines recommend enquiry in primary care settings about gambling behaviours. Our findings suggest that clinicians should consider asking questions on mode (online or in-person) and product (especially electronic gambling machines) to identify those at heightened risk of suicidal ideation. Gambling should also be considered routinely in psychosocial assessments across clinical settings and incorporated into suicide prevention campaigns.
The integration of gambling-like features in modern gaming blurs the line between gaming and gambling. Rapidly evolving monetisation strategies in games, especially microtransactions like loot boxes, exploit psychological reward processes similar to gambling disorder. These include variable ratio schedules, positively reinforced wins, and near-miss effects, among others. Such mechanisms encourage impulsive spending, prolonged engagement, and the development of problematic habits. The risks involved are especially concerning for younger players and individuals with comorbid mental health disorders, who may be more vulnerable to these features. Despite these clear parallels with gambling, regulatory frameworks often fail to address the overlap, leaving consumers exposed to financial and psychological harm. This editorial highlights the urgent need for an updated gambling definition in the context of gaming, increased transparency in game design, stricter age restrictions, and stronger regulatory oversight to safeguard player well-being as the industry continues to expand.
The aim of this study is to determine the prevalence and type of mental disorders associated with pathological gambling/gambling disorder (GD) in the general population.
Methods
Systematic review and meta-analysis of adult population-based studies reporting on psychiatric comorbidity of GD according to International Classification of Diseases (ICD-10/ICD-11), Diagnostic and Statistical Manual of Mental Disorders (DSM-IV/DSM-5) criteria, or widely used assessment instruments. PubMed, Scopus, and Web of Science databases were searched for relevant studies in English. The study’s protocol was preregistered in PROSPERO (CRD42024574210).
Results
Of 454 articles published between 1993 and 2024, 12 met the inclusion criteria. Most studies used DSM-IV or DSM-5 criteria (only two ICD-10 criteria), and were evenly distributed across Europe, North America, and Southeast Asia. The weighted average prevalence of any mental disorder in individuals with GD was 82.2%. High comorbidity rates were found for substance use disorders (SUDs) (34.2%), mood disorders (30.9%), and anxiety disorders (29.9%), followed by personality (14.3%) and psychotic (5.9%) disorders. Meta-analysis indicates that individuals with GD are 10.7 (95% confidence interval [CI]: 5.7;20.1) times more likely to develop any mental disorder than the general population. The odds ratio for mental disorders associated with GD were 5–12 times higher for nicotine dependence, drug use disorder, alcohol use disorder, and SUD, and 3–4 times higher for anxiety and mood disorders.
Conclusions
These findings add weight to the view that GD is associated with a significantly increased risk for addictive behaviors, mood, and anxiety disorders.
Gambling-related harm is a global public health concern. Suicide mortality is increased among people who experience gambling harm, and people who die by suicide often have contact with mental health treatment services in the months preceding their death.
Aims
To assess via a case–control study how gambling diagnosis predicts suicidal death and mental healthcare utilisation using linked routinely collected healthcare data.
Method
We linked the Welsh Longitudinal General Practice Dataset, Annual District Death Extract, Patient Episode Database for Wales, and Outpatient Appointments Dataset Wales using the Secure Anonymised Information Linkage (SAIL) Databank. A sample of individuals with gambling diagnosis who died by suicide and an age- and sex-matched comparator group of all-cause decedents between 1993 and 2023 were extracted. Predictors of suicidal death, including mental health diagnosis and treatment contacts, were analysed using binary logistic regression models and chi-squared tests.
Results
A matched cohort of 92 individuals diagnosed with a gambling diagnosis (mean age 61.5 years, s.d. 13.1; 71% male) who died by suicide and 2990 comparators were identified. Gambling diagnosis status was a significant predictor of suicide (odds ratio 30.94; 95% CI 3.57–268.28; P = 0.002). Individuals with gambling disorder had significantly more mental health treatment contacts (P < 0.001), particularly in-patient contacts (P < 0.001). No difference in out-patient contacts was found.
Conclusions
Historical diagnosis of gambling harm is a significant predictor of suicidal death and mental health treatment utilisation. Improved screening and coding practices would facilitate greater data linkage research on gambling-related suicide and suicide prevention.
Strategists seek a competitive advantage by balancing legitimacy and novelty; however, each approach has distinct risks and trade-offs. Some firms take on too much risk and eventually fail, while other firms only seek risk-averse alternatives that appear to promote safety and optimal long-term performance. We question whether those decisions must be mutually exclusive. We generated and applied two generic strategy rationales to the results of a professional sports gambling pool. One rationale mirrored best practices, and the other included one minor adaptation, balancing risk and novelty. Our findings suggest profit potential for both approaches but deviating from the norm – occasionally and systematically – produced better outcomes. We demonstrate how industry-based best practices can serve as a foundation for rational decision-making and strategy development, thereby limiting potential adverse outcomes. However, savvy strategists should learn when and how to deviate from conventional wisdom to create more value for their firms.
Behavioural status and demographic characteristics of target groups influence the implementation and effects of interventions to reduce and prevent harm. We examine the implementation of a statutory identification regime and associated monetary limit-setting in the context of electronic gambling machine gambling in Finland. Mandatory identification of players is a prerequisite for various policy measures aimed at preventing and reducing gambling harms. We use a large account-based dataset (N = 28,351) from the state gambling monopoly to examine behavioural differences between those who identified voluntarily before and those who did so only after identification became mandatory. The identification regime was implemented in steps. Consequently, we defined player groups based on different implementation phases. We compare these groups in terms of demographic variables and consumption patterns. Results show that those who identified for the first time only after identification became mandatory experienced the highest average losses. Mandatory loss limits were associated with a clear reduction in overall consumption across all three groups. We conclude that when implementing harm prevention policies, it is important to consider differences across gambler groups. Furthermore, preventive policies need to be rules-based. Voluntary measures, although favoured and actively lobbied by the gambling industry, are not as effective.
This chapter addresses the question of whether and how public interests are optimised by competitive tendering when allocating limited licences. Licence requirements apply inter alia to telecommunication frequencies, slots, concessions for public transport (taxi) or emergency rescue services, gambling or using natural resources, CO2 emission rights, places at universities, trade fairs or markets. The number of available licences is often limited owing to scarcity of natural resources, state-imposed quantitative restrictions or limited demand or supply. Despite the variety of sectors, all allocation regimes are subject to comprehensive principle-based regulation since EU and national constitutional law formulate substantive and procedural standards for allocating scarce licences. Standards and concretisations may also be found in legislation at the national and EU levels. Against this background, the chapter explores the choices which the legislature has made, or not made, in terms of competitive tendering, and of defining its modalities. Which balance of interests do these choices reflect? Have competing interests been optimised? Moreover, which legal and notably constitutional standards determine these choices regarding optimising public interests, notably in view of creating scarcity, inviting applications versus direct awards and defining allocation criteria and procedures?
Clinical symptoms and brain changes seen in substance use disorders have also been observed in particular behaviours, leading to the concept of ‘behavioural addiction’.
Gambling disorder and gaming disorder are now classified by the World Health Organisation alongside substance use disorders
In the future other behaviours, such as harmful use of internet pornography, may join gaming and gambling disorders.
Like substance use disorders, behavioural addictions can lead to harms for the individual including worsening mental health, social function and academic performance.
Relatives, friends and others can also suffer consequences of behavioural addictions such as financial loss (with gambling disorder) and deteriorating relationships.
The evidence on how best to treat behavioural addiction are still building, but approaches used for substance use disorders are typically recommended.
This chapter explores the emergence, from the 1860s, of lotteries as a crucial fundraising tool for the Irish Catholic Church, one especially used to acquire capital to construct its rapidly growing built infrastructure. The chapter establishes the scale of the ‘drawings of prizes’ phenomenon, before arguing that lotteries worked effectively as a fundraising mechanism because they facilitated broad class engagement among the laity at home and held transnational appeal to the diaspora and non-Catholics alike. This chapter finally traces the roles of sectarian tensions, social and economic change, and legal limits in the gradual decline of such lotteries by the 1910s.
This chapter discusses the different subgroups of Sanhe gods – day laborers, job intermediaries, and gambling dogs – and their experiences of becoming precarious to varying degrees. It also explores the space of the urban village that sustains the everyday life of Sanhe gods, providing them with food, shelter, clothing, showering, pawning, and other types of goods and services. It ends with a discussion on the subculture of Sanhe gods and its presence on the internet.
Placebo and nocebo effects are widely reported across psychiatric conditions, yet have seldom been examined in the context of gambling disorder. Through meta-analysis, we examined placebo effects, their moderating factors, and nocebo effects, from available randomised, controlled pharmacological clinical trials in gambling disorder.
Methods:
We searched, up to 19 February 2024, a broad range of databases, for double-blind randomised controlled trials (RCTs) of medications for gambling disorder. Outcomes were gambling symptom severity and quality of life (for efficacy), and drop outs due to medication side effects in the placebo arms.
Results:
We included 16 RCTs (n = 833) in the meta-analysis. The overall effect size for gambling severity reduction in the placebo arms was 1.18 (95%CI 0.91–1.46) and for quality of life improvement was 0.63 (0.42-0.83). Medication class, study sponsorship, trial duration, baseline severity of gambling and publication year significantly moderated effect sizes for at least some of these outcome measures. Author conflict of interest, placebo run-in, gender split, severity scale choice, age of participants or unbalanced randomisation did not moderate effect sizes. Nocebo effects leading to drop out from the trial were observed in 6% of participants in trials involving antipsychotics, while this was less for other medication types.
Conclusion:
Placebo effects in trials of pharmacological treatment of gambling disorder are large, and there are several moderators of this effect. Nocebo effects were measureable and may be influenced by medication class being studied. Practical implications of these new findings for the field are discussed, along with recommendations for future clinical trials.