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Dr. Mark Griffiths, a Professor of Gambling Studies at Nottingham Trent University, emphasizes social responsibility in gaming as essential, not optional. Responsible gaming involves providing safe, well-designed environments for players, alongside behavioral transparency and support systems. Given the technological advancements and deregulation in gambling, there is increased accessibility which necessitates higher levels of corporate responsibility to protect vulnerable gamblers. Effective strategies include responsible design, staff training, and informative advertising. This comprehensive approach can foster a supportive gaming atmosphere for all.
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Social responsibility and problem gambling Dr Mark Griffiths Professor of Gambling Studies International Gaming Research Unit Nottingham Trent University (UK) Co-Director, IRGO www.international-responsible-gaming.org
What is Responsible Gaming? • Ethical, regulatory requirement, expected by customers • Responsible gaming is about giving people the choice to play well designed games in a secure and supportive environment • Social responsibility is a necessity not a luxury
World gambling trends(Griffiths, 2001; 2006) • Gambling becoming "technologised" • Gambling coming out of gambling environments • Gambling becoming "asocial" • Mass deregulation • Increased accessibility • (Increased social responsibility)
Influences on gaming behaviour(Griffiths, 2005; Parke & Griffiths, 2006; 2007) Individual Characteristics (Problem) Gambling Behaviour Structural Characteristics Situational Characteristics
Dimensions of responsible gaming (Griffiths & Wood, 2008) Design Behavioural transparency Customer support
Social responsibility tool examples Gaming Assessment Measure - Guidance about Responsible Design PlayScan (SpelKoll - Svenska Spel)
Responsible gaming practices (1)(Griffiths, 2002; Griffiths, Wood, Parke & Parke, 2007) • Advertising and promotion • Industry compliance to codes of conduct • Informed choice • Product purchase • Access by minors • Displaying of helpful information
Responsible gaming practices (2) • Advertising sources of help for gambling problems • Staff training • Design - game and environment • Monitoring player behaviour • Appropriate staff intervention • Support for social impact initiatives • Commitment to social responsibility
Online versus offline gaming • Convenience gambling • Behavioural tracking (positive and negative) • Player identification • Disinhibition effects • Practice/demonstration modes
Conclusions • Online gambling tends to provide less protection for vulnerable gamblers • Therefore higher levels of social responsibility are required • Companies need to focus on the three main SR domains in protecting, supporting and helping clientele