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GSGB in the first half of the GSGB: The British gambling participation is stable, and almost on e-third of customers are playing sector other than lottery.
The British Gambling Committee today announced the latest version of Gambling Survey for Great Britain (GSGB), which investigated the status of gambling from the UK from January 15 to April 28. The majority of the participants were gambling to get a "large gold", and the participation rate in 2023 was stable.
This data is the first GSGB announced in July to find out how many British adults are doing.
Actual survey samples have increased by 8 %, and the sample size has increased to 5. 191 this year from 4. 801, a equivalent GC report last year (January to April).
Participation in gambling is generally stable
The overall gambling participation rate from January to April was the same as 48 % as last year. Except for lottery, it fell to 27 %.
Looking at the usage rate of online gambling in detail, 16 % of the participants have gambling on desktop PCs and mobile apps in the past four weeks (excluding lotteries). By gender, there were only a few men who like online gambling (20 %), while women were only 13 %. A 35 to 4 4-yea r-old man liked the most online gambling, and the participation rate was 29 %.
The participation rate of fac e-t o-face gambling was 29 %, and there was no change from last year. Participation rate is 18 % excluding lottery players.
The overall gambling participation rate is relatively the same for men and women, and 51 % of men have gambling in the past four weeks, while women are 45 %. Excluding lotteries, men's participation rate is 30 % and women decrease to 24 %.
However, lotteries account for most of the gambling activities of the people. Examining the lottery from the data, the 4 5-yea r-old and 5 4-yea r-old man participation rate was the highest, 60 %.
Excluding lotteries, 35 to 4 4-yea r-old men have gambling in the last four weeks. The participation rate of 35 to 4 4-yea r-old women (excluding lotteries) was 33 %, highest among women.
"Great victory" is the main reason for gambling
When asked why he would gamble, the majority of the participants (85 %) answered that they would gamble to "win a lot of money", but 71 % just felt it was fun. The excitement of betting fascinated 53 % of the respondents, and 57 % said they would play to make money. This number has decreased from 59 % of participants who answered that "money is the main reason" last year.
Finally, when asked about their feelings towards gambling (including gambling) over the past 12 months, 37% of the sample were right in the middle, rating this activity a 5. Excluding the lottery, the majority rated gambling a 5 at 32%, with only 5% giving it a 10. Little change from last year's survey.
Lottery remains the most popular gambling product in the UK
Lottery was the industry with the most games, with participation rates of 32% across all demographics. Sports betting (both in-person and online) was down 1% year-on-year to 9%, while casino games (both online and retail) remained stable at 3%. Slot machines (including retail) attracted 4% of the votes.
Football was the most popular betting market, with 7% of the sample betting on this sport, both figures remaining the same as last year.
Casino games (excluding slots) attracted 3% of the sample, while slots attracted 5%, including personal activities.
- Subjects
- Casinos and games
- Lotteries
- Sports betting
- Casinos
- Lotteries
- Tags
- Gambling Commission
- UK Gambling Commission
- Region
- United Kingdom & Ireland
Harmful types of gambling: Changes and emerging trends in longitudinal helpline data
Contact: Virve Marionneau, Centre for Research on Addiction, Control, and Governance (CEACG), Faculty of Social Sciences, University of Helsinki, P. O. Box 42 (Unioninkatu 33), 00014, Finland, Tel: +358 294123768, e-mail: virve.
Find other works by this author Søren Christiansen Søren Christiansen Department of Social Work, Faculty of Sociology, Aalborg University. Find other works by this author Håkan Wall Håkan Wall Centre for Psychiatric Research, Department of Clinical Neuroscience, Karolinska Institutet Stockholm Health Service, Stockholm County Council Find other works by this authorEuropean Journal of Public Health , Volume 34, Issue 2, April 2024, Pages 335-341, https://doi. org/10. 1093/eurpub/ckae024
February 22, 2024Cited
Virve Marionneau, Søren Kristiansen, Håkan Wall, Harmful types of gambling: changes and emerging trends in longitudinal helpline data, European Journal of Public Health , Volume 34, Issue 2, April 2024, Pages 335-341, https://doi. org /10. 1093/eurpub/ckae024
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BackgroundGame products have a different possibility of the harm. Products are constantly developing and changing. However, there are few studies that take up the changes and trends of the kind of gambling related to harm. In this study, the trends of gambling products that are recognized as harmful are explored from the vertical data of three Northern Europe.
Use data collected in everyday work from nationwide helplines in Denmark, Finland, and Swedenjen (n = 46 646). The data is composed of information gathered about gambling dependents and important others who came into contact with these helplines between January and December 2019 and December 2022. Analyze which gambling products have been reported to be harmful to customers. The analysis uses a linear regression that has returned to the consequences (country) as a result variable (per month).
As a result, it was found that the ratio of contact related to online gambling has increased. Online casino products are the most harmful categories in all environments. The share of online betting and the newly emerged electronic form of damage is also increasing. The share of lan d-based products as a reported source of damage has decreased from 2019 to 22.
ConclusionThis suggests that online gambling environments, especially online casino products, are associated with the harm of help seekers. The harmful of different gambling products is not stable and may change over time. Further harmful efforts are required to deal with the online gambling field, including new forms.
At the beginning
Gambling can cause serious harm to individuals and society. The harm of gambling refers to a wide range of adverse effects related to gambling, from economic harm to the collapse of human relationships, as well as suicide, 1. 1 1. The risk of harm is exposed, environmental, and available gambling products. It increases due to predictable factors, such as types. 2) For example, gambling through online channels and the spread of gambling products rooted in the land are related to increased harm. 3, 4 The level of harm varies depending on the type of gambling product. < SPAN> Game products have different possibilities for the harm. Products are constantly developing and changing. However, there are few studies that take up the changes and trends of the kind of gambling related to harm. In this study, the trends of gambling products that are recognized as harmful are explored from the vertical data of three Northern Europe.
Use data collected in everyday work from nationwide helplines in Denmark, Finland, and Swedenjen (n = 46 646). The data is composed of information gathered about gambling dependents and important others who came into contact with these helplines between January and December 2019 and December 2022. Analyze which gambling products have been reported to be harmful to customers. The analysis uses a linear regression that has returned to the consequences (country) as a result variable (per month).
As a result, it was found that the ratio of contact related to online gambling has increased. Online casino products are the most harmful categories in all environments. The share of online betting and the newly emerged electronic form of damage is also increasing. The share of lan d-based products as a reported source of damage has decreased from 2019 to 22.
Conclusion
This suggests that online gambling environments, especially online casino products, are associated with the harm of help seekers. The harmful of different gambling products is not stable and may change over time. Further harmful efforts are required to deal with the online gambling fields, including new forms.
At the beginning
Gambling can cause serious harm to individuals and society. The harm of gambling refers to a wide range of adverse effects related to gambling, from economic harm to the collapse of human relationships, as well as suicide, 1. 1 1. The risk of harm is exposed, environmental, and available gambling products. It increases due to predictable factors, such as types. 2) For example, gambling through online channels and the spread of gambling products rooted in the land are related to increased harm. 3, 4 The level of harm varies depending on the type of gambling product. Game products have a different possibility of the harm. Products are constantly developing and changing. However, there are few studies that take up the changes and trends of the kind of gambling related to harm. In this study, the trends of gambling products that are recognized as harmful are explored from the vertical data of three Northern Europe.
Use data collected in everyday work from nationwide helplines in Denmark, Finland, and Swedenjen (n = 46 646). The data is composed of information gathered about gambling dependents and important others who came into contact with these helplines between January and December 2019 and December 2022. Analyze which gambling products have been reported to be harmful to customers. The analysis uses a linear regression that has returned to the consequences (country) as a result variable (per month).
As a result, it was found that the ratio of contact related to online gambling has increased. Online casino products are the most harmful categories in all environments. The share of online betting and the newly emerged electronic form of damage is also increasing. The share of lan d-based products as a reported source of damage has decreased from 2019 to 22.
Conclusion
This suggests that online gambling environments, especially online casino products, are associated with the harm of help seekers. The harmful of different gambling products is not stable and may change over time. Further harmful efforts are required to deal with the online gambling field, including new forms.
At the beginning
Gambling can cause serious harm to individuals and society. The harm of gambling refers to a wide range of adverse effects related to gambling, from economic harm to the collapse of human relationships, as well as suicide, 1. 1 1. The risk of harm is exposed, environmental, and available gambling products. It increases due to predictable factors, such as types. 2. For example, gambling through online channels and the spread of gambling products rooted in land are associated with increased harm. 3, 4 The level of harm varies depending on the type of gambling product.
Until now, the harmful of various gambling products has been studied mainly using cros s-cutting methods. This includes collective research used to identify the level of gambling, the problem of the players of various gambling products. Overall research includes electronic game consoles (EGM), other online casino products, ground electronic devices (outside casinos and inside casinos), and various forms of sports betting, gambling or gambling addiction. It is shown that the highest participation rate among the identified people. 5-7 These same products are also related to harm other than problem gambling. 8 In other group surveys, we focus on the opinions of various products. In particular, electronic EGM, ground EGM, and online fertiveting products are considered harmful. 6
Harmful gambling products have many problems. For example, the speed and frequency of the event, the pidality, the size of the bet, the size of the bet, the leve l-up function, etc. 3, 9 Based on the characteristics of gambling products, evaluation tools have been developed to evaluate the harmful impact. 9 Similar evaluations can be used by game companies for product development.
There are few studies on the harmful changes related to gambling products. Some vertical studies are investigating the trends of product sales over time, especially the change of the 2019 Coronavirus infection pandemic (COVID-19). 12 As far as we know, there is no pr e-study that recorded the vertical trend of harm due to various gambling products. < SPAN> The harmful of various gambling products has been studied mainly using cros s-cutting methods. This includes collective research used to identify the level of gambling, the problem of the players of various gambling products. Overall research includes electronic game consoles (EGM), other online casino products, ground electronic devices (outside casinos and inside casinos), and various forms of sports betting, gambling or gambling addiction. It is shown that the highest participation rate among the identified people. 5-7 These same products are also related to harm other than problem gambling. 8 In other group surveys, we focus on the opinions of various products. In particular, electronic EGM, ground EGM, and online fertiveting products are considered harmful. 6
Harmful gambling products have many problems. For example, the speed and frequency of the event, the pidality, the size of the bet, the size of the bet, the leve l-up function, etc. 3, 9 Based on the characteristics of gambling products, evaluation tools have been developed to evaluate the harmful impact. 9 Similar evaluations can be used by game companies for product development.
There are few studies on the harmful changes related to gambling products. Some vertical studies are investigating the trends of product sales over time, especially the change of the 2019 Coronavirus infection pandemic (COVID-19). 12 As far as we know, there is no pr e-study that recorded the vertical trend of harm due to various gambling products. Until now, the harmful of various gambling products has been studied mainly using cros s-cutting methods. This includes collective research used to identify the level of gambling, the problem of the players of various gambling products. Overall research includes electronic game consoles (EGM), other online casino products, ground electronic devices (outside casinos and inside casinos), and various forms of sports betting, gambling or gambling addiction. It is shown that the highest participation rate among the identified people. 5-7 These same products are also related to harm other than problem gambling. 8 In other group surveys, we focus on the opinions of various products. In particular, electronic EGM, ground EGM, and online fertiveting products are considered harmful. 6
Harmful gambling products have many problems. For example, the speed and frequency of the event, the pidality, the size of the bet, the size of the bet, the leve l-up function, etc. 3, 9 Based on the characteristics of gambling products, evaluation tools have been developed to evaluate the harmful impact. 9 Similar evaluations can be used by game companies for product development.
There are few studies on the harmful changes related to gambling products. Some vertical studies are investigating the trends of product sales over time, especially the change in Coronavirus infection pandemic (COVID-19) in 2019. 12 As far as we know, there is no pr e-study that recorded the vertical trend of harm due to various gambling products. | However, the gambling industry is constantly developing and expanding its offerings to attract new market segments and maintain the interest of existing players. New developments are also occurring outside the traditional gambling industry. In recent years, new gambling-like products (or “games of chance”12) have become popular. These include esports betting, in which players bet money on the outcome of video game competitions. 13 Esports has been found to be associated with high levels of gambling problems and harms. 14, 15 Betting on leather is another example of a new gambling-like product. Skin betting involves the use of computer game ornaments as currency. 13 Leather can also be wagered in games based on chance or used as a bet on esport events, often through unregulated online operators. 16, 17 Recent evidence suggests that skin betting predicts gambling-related problems in younger gamblers. 12, 16 Cryptocurrency trading is another emerging gambling-like product. Cryptocurrency is a digital currency based on blockchain technology. Like skins, cryptocurrencies can be traded or used as gambling currency. Recent reviews have found that: | In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | composition |
---|---|---|---|
Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. < SPAN> In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | composition | Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. |
Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. | In Denmark, there is a licensing system for products other than the national lottery. The Danske Spil monopoly was opened to licensed providers in 2012, but Danske Spil remains a major player in all product categories. H2 Gambling Capital estimates that the channeling rate of the Danish licensed market in 2021 is 89%. 28 The Danish StopSpillet helpline is operated by the Danish Gambling Authority. The helpline was established in 2019 and its services are aimed at players, digital players and significant others (CSOs). StopSpillet operates by phone and chat. | Finland supports a monopoly system for all land-based and online gambling, but the monopoly is scheduled to open up to the licensed online gambling market in 2026. The monopoly operator, Veikkaus, faces significant competition from offshore (unlicensed) gambling providers. 28 The Finnish helpline Peluuri is funded by the Finnish monopoly. Peluuri has been operating since 2004. Its services are aimed at players, digital players and CSOs. Help is provided through phone, chat and online resources such as online peer support. | Finland supports a monopoly system for all land-based and online gambling, but the monopoly is scheduled to open up to the licensed online gambling market in 2026. The monopoly operator, Veikkaus, faces significant competition from offshore (unlicensed) gambling providers. 28 The Finnish helpline Peluuri is funded by the Finnish monopoly. Peluuri has been operating since 2004. Its services are aimed at players, digital players and CSOs. Help is provided through phone, chat and online resources such as online peer support. |
The observation period (2019-22) also coincided with the COVID-19 pandemic globally and in the Nordic countries. Nordic countries have responded somewhat differently to COVID-19, which may have affected the supply of land-based gambling in particular. 26 Availability constraints were more important in Finland than in Sweden and Denmark, and such differences in availability may be reflected in reported harm and help-seeking, as suggested by the so-called “availability theory.”3 Methods Data | n/a | Data collected from STOPSPILLET (DK) and Peluuri (Fi) calls and chats (from January 2019 to December 2022) and Stödlinjen (SE) online gambling problems (SE) online gambling problems (SE). Used from January 2019 to June 2022). Data collection in Sweden has only been extended until June 2022, due to changes in audit control, due to the quality of the data. Each helpline collects data on the contents of the contact (or the completion of the audit program) and the time stamp so that the tendency of time can be analyzed. All data consists of 46 646 (Swedish N = 42 563, Finnish N = 2239, Denmark N = 1844). In Finland and Denmark, only inquiries from players and CSO were targeted. We excluded mischievous calls, mistakes, and inquiries that are not directly related to help king. For analysis, data was collected on a monthly basis. | Data collected from STOPSPILLET (DK) and Peluuri (Fi) calls and chats (from January 2019 to December 2022) and Stödlinjen (SE) online gambling problems (SE) online gambling problems (SE). Used from January 2019 to June 2022). Data collection in Sweden has only been extended until June 2022, due to changes in audit control, due to the quality of the data. Each helpline collects data on the contents of the contact (or the completion of the audit program) and the time stamp so that the tendency of time can be analyzed. All data consists of 46 646 (Swedish N = 42 563, Finnish N = 2239, Denmark N = 1844). In Finland and Denmark, only inquiries from players and CSO were targeted. We excluded mischievous calls, mistakes, and inquiries that are not directly related to help king. For analysis, data was collected on a monthly basis. |
variable | Each helpline collects data on gambling products that the client recognizes as a cause of harm. The defined product category varies slightly depending on the helpline. In this study, it has standardized the to p-level category to increase comparative possibilities. Table 1 shows the product category used in this analysis. | Gambling product category used for analysis | Product category |
Denmark. | Finland. | Sweden | Ground sports betting |
Physical betting | Ground sports betting | Ground sports betting | Online sports betting |
Online betting | Online sports | Online Sports Betting | Online Sports Betting |
Horse game (channel unspecified) | Horse game (channel unspecified) | Ground casino | Physical casino (blackjack, roulette) |
Lan d-based casino game | International rules casino games | Online casino | Online casino |
There are few studies on the harmful changes related to gambling products. Some vertical studies are investigating the trends of product sales over time, especially the change in Coronavirus infection pandemic (COVID-19) in 2019. 12 As far as we know, there is no pr e-study that recorded the vertical trend of harm due to various gambling products. | However, the gambling industry is constantly developing and expanding its offerings to attract new market segments and maintain the interest of existing players. New developments are also occurring outside the traditional gambling industry. In recent years, new gambling-like products (or “games of chance”12) have become popular. These include esports betting, in which players bet money on the outcome of video game competitions. 13 Esports has been found to be associated with high levels of gambling problems and harms. 14, 15 Betting on leather is another example of a new gambling-like product. Skin betting involves the use of computer game ornaments as currency. 13 Leather can also be wagered in games based on chance or used as a bet on esport events, often through unregulated online operators. 16, 17 Recent evidence suggests that skin betting predicts gambling-related problems in younger gamblers. 12, 16 Cryptocurrency trading is another emerging gambling-like product. Cryptocurrency is a digital currency based on blockchain technology. Like skins, cryptocurrencies can be traded or used as gambling currency. Recent reviews have found that: | In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | composition |
---|---|---|---|
Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. < SPAN> In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | composition | Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. |
Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. | In Denmark, there is a licensing system for products other than the national lottery. The Danske Spil monopoly was opened to licensed providers in 2012, but Danske Spil remains a major player in all product categories. H2 Gambling Capital estimates that the channeling rate of the Danish licensed market in 2021 is 89%. 28 The Danish StopSpillet helpline is operated by the Danish Gambling Authority. The helpline was established in 2019 and its services are aimed at players, digital players and significant others (CSOs). StopSpillet operates by phone and chat. | Finland supports a monopoly system for all land-based and online gambling, but the monopoly is scheduled to open up to the licensed online gambling market in 2026. The monopoly operator, Veikkaus, faces significant competition from offshore (unlicensed) gambling providers. 28 The Finnish helpline Peluuri is funded by the Finnish monopoly. Peluuri has been operating since 2004. Its services are aimed at players, digital players and CSOs. Help is provided through phone, chat and online resources such as online peer support. | Finland supports a monopoly system for all land-based and online gambling, but the monopoly is scheduled to open up to the licensed online gambling market in 2026. The monopoly operator, Veikkaus, faces significant competition from offshore (unlicensed) gambling providers. 28 The Finnish helpline Peluuri is funded by the Finnish monopoly. Peluuri has been operating since 2004. Its services are aimed at players, digital players and CSOs. Help is provided through phone, chat and online resources such as online peer support. |
The observation period (2019-22) also coincided with the COVID-19 pandemic globally and in the Nordic countries. Nordic countries have responded somewhat differently to COVID-19, which may have affected the supply of land-based gambling in particular. 26 Availability constraints were more important in Finland than in Sweden and Denmark, and such differences in availability may be reflected in reported harm and help-seeking, as suggested by the so-called “availability theory.”3 Methods Data | n/a | Data collected from STOPSPILLET (DK) and Peluuri (Fi) calls and chats (from January 2019 to December 2022) and Stödlinjen (SE) online gambling problems (SE) online gambling problems (SE). Used from January 2019 to June 2022). Data collection in Sweden has only been extended until June 2022, due to changes in audit control, due to the quality of the data. Each helpline collects data on the contents of the contact (or the completion of the audit program) and the time stamp so that the tendency of time can be analyzed. All data consists of 46 646 (Swedish N = 42 563, Finnish N = 2239, Denmark N = 1844). In Finland and Denmark, only inquiries from players and CSO were targeted. We excluded mischievous calls, mistakes, and inquiries that are not directly related to help king. For analysis, data was collected on a monthly basis. | Data collected from STOPSPILLET (DK) and Peluuri (Fi) calls and chats (from January 2019 to December 2022) and Stödlinjen (SE) online gambling problems (SE) online gambling problems (SE). Used from January 2019 to June 2022). Data collection in Sweden has only been extended until June 2022, due to changes in audit control, due to the quality of the data. Each helpline collects data on the contents of the contact (or the completion of the audit program) and the time stamp so that the tendency of time can be analyzed. All data consists of 46 646 (Swedish N = 42 563, Finnish N = 2239, Denmark N = 1844). In Finland and Denmark, only inquiries from players and CSO were targeted. We excluded mischievous calls, mistakes, and inquiries that are not directly related to help king. For analysis, data was collected on a monthly basis. |
variable | Each helpline collects data on gambling products that the client recognizes as a cause of harm. The defined product category varies slightly depending on the helpline. In this study, it has standardized the to p-level category to increase comparative possibilities. Table 1 shows the product category used in this analysis. | Gambling product category used for analysis | Product category |
Denmark. | Finland. | Sweden | Ground sports betting |
Physical betting | Ground sports betting | Ground sports betting | Online sports betting |
Online betting | Online sports | Online Sports Betting | Online Sports Betting |
Horse game (channel unspecified) | Horse game (channel unspecified) | Ground casino | Physical casino (blackjack, roulette) |
Lan d-based casino game | International rules casino games | Online casino | Online casino |
Harmful gambling products have many problems. For example, the speed and frequency of the event, the pidality, the size of the bet, the size of the bet, the leve l-up function, etc. 3, 9 Based on the characteristics of gambling products, evaluation tools have been developed to evaluate the harmful impact. 9 Similar evaluations can be used by game companies for product development.
There are few studies on the harmful changes related to gambling products. Some vertical studies are investigating the trends of product sales over time, especially the change in Coronavirus infection pandemic (COVID-19) in 2019. 12 As far as we know, there is no pr e-study that recorded the vertical trend of harm due to various gambling products. | However, the gambling industry is constantly developing and expanding its offerings to attract new market segments and maintain the interest of existing players. New developments are also occurring outside the traditional gambling industry. In recent years, new gambling-like products (or “games of chance”12) have become popular. These include esports betting, in which players bet money on the outcome of video game competitions. 13 Esports has been found to be associated with high levels of gambling problems and harms. 14, 15 Betting on leather is another example of a new gambling-like product. Skin betting involves the use of computer game ornaments as currency. 13 Leather can also be wagered in games based on chance or used as a bet on esport events, often through unregulated online operators. 16, 17 Recent evidence suggests that skin betting predicts gambling-related problems in younger gamblers. 12, 16 Cryptocurrency trading is another emerging gambling-like product. Cryptocurrency is a digital currency based on blockchain technology. Like skins, cryptocurrencies can be traded or used as gambling currency. Recent reviews have found that: | In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | composition |
---|---|---|---|
Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. < SPAN> In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | composition | Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. |
Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. | In Denmark, there is a licensing system for products other than the national lottery. The Danske Spil monopoly was opened to licensed providers in 2012, but Danske Spil remains a major player in all product categories. H2 Gambling Capital estimates that the channeling rate of the Danish licensed market in 2021 is 89%. 28 The Danish StopSpillet helpline is operated by the Danish Gambling Authority. The helpline was established in 2019 and its services are aimed at players, digital players and significant others (CSOs). StopSpillet operates by phone and chat. | Finland supports a monopoly system for all land-based and online gambling, but the monopoly is scheduled to open up to the licensed online gambling market in 2026. The monopoly operator, Veikkaus, faces significant competition from offshore (unlicensed) gambling providers. 28 The Finnish helpline Peluuri is funded by the Finnish monopoly. Peluuri has been operating since 2004. Its services are aimed at players, digital players and CSOs. Help is provided through phone, chat and online resources such as online peer support. | Finland supports a monopoly system for all land-based and online gambling, but the monopoly is scheduled to open up to the licensed online gambling market in 2026. The monopoly operator, Veikkaus, faces significant competition from offshore (unlicensed) gambling providers. 28 The Finnish helpline Peluuri is funded by the Finnish monopoly. Peluuri has been operating since 2004. Its services are aimed at players, digital players and CSOs. Help is provided through phone, chat and online resources such as online peer support. |
The observation period (2019-22) also coincided with the COVID-19 pandemic globally and in the Nordic countries. Nordic countries have responded somewhat differently to COVID-19, which may have affected the supply of land-based gambling in particular. 26 Availability constraints were more important in Finland than in Sweden and Denmark, and such differences in availability may be reflected in reported harm and help-seeking, as suggested by the so-called “availability theory.”3 Methods Data | n/a | Data collected from STOPSPILLET (DK) and Peluuri (Fi) calls and chats (from January 2019 to December 2022) and Stödlinjen (SE) online gambling problems (SE) online gambling problems (SE). Used from January 2019 to June 2022). Data collection in Sweden has only been extended until June 2022, due to changes in audit control, due to the quality of the data. Each helpline collects data on the contents of the contact (or the completion of the audit program) and the time stamp so that the tendency of time can be analyzed. All data consists of 46 646 (Swedish N = 42 563, Finnish N = 2239, Denmark N = 1844). In Finland and Denmark, only inquiries from players and CSO were targeted. We excluded mischievous calls, mistakes, and inquiries that are not directly related to help king. For analysis, data was collected on a monthly basis. | Data collected from STOPSPILLET (DK) and Peluuri (Fi) calls and chats (from January 2019 to December 2022) and Stödlinjen (SE) online gambling problems (SE) online gambling problems (SE). Used from January 2019 to June 2022). Data collection in Sweden has only been extended until June 2022, due to changes in audit control, due to the quality of the data. Each helpline collects data on the contents of the contact (or the completion of the audit program) and the time stamp so that the tendency of time can be analyzed. All data consists of 46 646 (Swedish N = 42 563, Finnish N = 2239, Denmark N = 1844). In Finland and Denmark, only inquiries from players and CSO were targeted. We excluded mischievous calls, mistakes, and inquiries that are not directly related to help king. For analysis, data was collected on a monthly basis. |
variable | Each helpline collects data on gambling products that the client recognizes as a cause of harm. The defined product category varies slightly depending on the helpline. In this study, it has standardized the to p-level category to increase comparative possibilities. Table 1 shows the product category used in this analysis. | Gambling product category used for analysis | Product category |
Denmark. | Finland. | Sweden | Ground sports betting |
Physical betting | Ground sports betting | Ground sports betting | Online sports betting |
Online betting | Online sports | Online Sports Betting | Online Sports Betting |
Horse game (channel unspecified) | Horse game (channel unspecified) | Ground casino | Physical casino (blackjack, roulette) |
Lan d-based casino game | International rules casino games | Online casino | Online casino |
There are few studies on the harmful changes related to gambling products. Some vertical studies are investigating the trends of product sales over time, especially the change in Coronavirus infection pandemic (COVID-19) in 2019. 12 As far as we know, there is no pr e-study that recorded the vertical trend of harm due to various gambling products. | However, the gambling industry is constantly developing and expanding its offerings to attract new market segments and maintain the interest of existing players. New developments are also occurring outside the traditional gambling industry. In recent years, new gambling-like products (or “games of chance”12) have become popular. These include esports betting, in which players bet money on the outcome of video game competitions. 13 Esports has been found to be associated with high levels of gambling problems and harms. 14, 15 Betting on leather is another example of a new gambling-like product. Skin betting involves the use of computer game ornaments as currency. 13 Leather can also be wagered in games based on chance or used as a bet on esport events, often through unregulated online operators. 16, 17 Recent evidence suggests that skin betting predicts gambling-related problems in younger gamblers. 12, 16 Cryptocurrency trading is another emerging gambling-like product. Cryptocurrency is a digital currency based on blockchain technology. Like skins, cryptocurrencies can be traded or used as gambling currency. Recent reviews have found that: | In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | composition |
---|---|---|---|
Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. < SPAN> In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | composition | Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. | Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. In this study, the trend of gambling products that cause harm is used to use the vertical data (n = 46646) of three Nordic countries (Denmark, Finland, Sweden). Scandinavian countries are a good source of information on the new gambling trend. Scandinavian countries are one of the nations that first introduced legal online gambling, and have many common features in society. Denmark, Finland, and Sweden have a nationwide gambling hellpline, and regularly collects contact data, such as related gambling products or gambling products specified as a cause of harm. Helpline is usually the front of help and support, so Hellpline data provides interesting datas on gamblin g-related damage and trends. The 22 Helprine has lowered the threshold for gambling gambling disorders, but to receive gambling related harm. As a result, helpline data can be widely reached by individuals who have experienced gambling harm, and can provide more widespread information than group surveys. In general, sel f-reported gambling gives you enough reliability, but there are also help data ... 23, 24 lines. |
Denmark, Finland, and Sweden are Skandinavian society, similar to social organizations, and support gambling damage. It is also similar in that these three countries provide gambling consisting of a wide variety of online and electronic products. In these countries, gambling of various forms can be widely used in online and lan d-based environments. | In Denmark, there is a licensing system for products other than the national lottery. The Danske Spil monopoly was opened to licensed providers in 2012, but Danske Spil remains a major player in all product categories. H2 Gambling Capital estimates that the channeling rate of the Danish licensed market in 2021 is 89%. 28 The Danish StopSpillet helpline is operated by the Danish Gambling Authority. The helpline was established in 2019 and its services are aimed at players, digital players and significant others (CSOs). StopSpillet operates by phone and chat. | Finland supports a monopoly system for all land-based and online gambling, but the monopoly is scheduled to open up to the licensed online gambling market in 2026. The monopoly operator, Veikkaus, faces significant competition from offshore (unlicensed) gambling providers. 28 The Finnish helpline Peluuri is funded by the Finnish monopoly. Peluuri has been operating since 2004. Its services are aimed at players, digital players and CSOs. Help is provided through phone, chat and online resources such as online peer support. | Finland supports a monopoly system for all land-based and online gambling, but the monopoly is scheduled to open up to the licensed online gambling market in 2026. The monopoly operator, Veikkaus, faces significant competition from offshore (unlicensed) gambling providers. 28 The Finnish helpline Peluuri is funded by the Finnish monopoly. Peluuri has been operating since 2004. Its services are aimed at players, digital players and CSOs. Help is provided through phone, chat and online resources such as online peer support. |
The observation period (2019-22) also coincided with the COVID-19 pandemic globally and in the Nordic countries. Nordic countries have responded somewhat differently to COVID-19, which may have affected the supply of land-based gambling in particular. 26 Availability constraints were more important in Finland than in Sweden and Denmark, and such differences in availability may be reflected in reported harm and help-seeking, as suggested by the so-called “availability theory.”3 Methods Data | n/a | Data collected from STOPSPILLET (DK) and Peluuri (Fi) calls and chats (from January 2019 to December 2022) and Stödlinjen (SE) online gambling problems (SE) online gambling problems (SE). Used from January 2019 to June 2022). Data collection in Sweden has only been extended until June 2022, due to changes in audit control, due to the quality of the data. Each helpline collects data on the contents of the contact (or the completion of the audit program) and the time stamp so that the tendency of time can be analyzed. All data consists of 46 646 (Swedish N = 42 563, Finnish N = 2239, Denmark N = 1844). In Finland and Denmark, only inquiries from players and CSO were targeted. We excluded mischievous calls, mistakes, and inquiries that are not directly related to help king. For analysis, data was collected on a monthly basis. | Data collected from STOPSPILLET (DK) and Peluuri (Fi) calls and chats (from January 2019 to December 2022) and Stödlinjen (SE) online gambling problems (SE) online gambling problems (SE). Used from January 2019 to June 2022). Data collection in Sweden has only been extended until June 2022, due to changes in audit control, due to the quality of the data. Each helpline collects data on the contents of the contact (or the completion of the audit program) and the time stamp so that the tendency of time can be analyzed. All data consists of 46 646 (Swedish N = 42 563, Finnish N = 2239, Denmark N = 1844). In Finland and Denmark, only inquiries from players and CSO were targeted. We excluded mischievous calls, mistakes, and inquiries that are not directly related to help king. For analysis, data was collected on a monthly basis. |
variable | Each helpline collects data on gambling products that the client recognizes as a cause of harm. The defined product category varies slightly depending on the helpline. In this study, it has standardized the to p-level category to increase comparative possibilities. Table 1 shows the product category used in this analysis. | Gambling product category used for analysis | Product category |
Denmark. | Finland. | Sweden | Ground sports betting |
Physical betting | Ground sports betting | Ground sports betting | Online sports betting |
Online betting | Online sports | Online Sports Betting | Online Sports Betting |
Horse game (channel unspecified) | Horse game (channel unspecified) | Ground casino | Physical casino (blackjack, roulette) |
Lan d-based casino game | International rules casino games | Online casino | Online casino |
46, 8 (214)
Finland
55, 3 (344)
61, 4 (303)
70, 5 (251)
69, 8 (523)
Sweden
62, 8 (6666)
66, 0 (5261) | 68, 6 (5491) | 70, 2 (2870) α | Online Sports Betting | Denmark |
---|---|---|---|---|
48, 6 (284) | ||||
38, 5 (163) | 47, 7 (189) | 47, 8 (228) | Finland | 4. 6 (28) |
8. 4 (41) | 12. 1 (40) | 16, 9 (126) | Sweden | 22, 6 (2362) |
19. 3 (1540) | 21. 5 (1730) | 20, 9 (855) α | Ground sports betting | Denmark |
23, 0 (132) | ||||
38, 5 (163) | 13. 3 (52) | 4, 8 (20) | Finland | 1. 1 (7) |
8. 4 (41) | 1. 3 (5) | 2. 3 (17) | Sweden | 9, 4 (985) |
19. 3 (1540) | 8, 8 (710) | 8, 8 (359) α | Terrestrial EGM other than casinos | Denmark |
14. 1 (80) | ||||
38, 5 (163) | 6. 4 (25) | 13 (60) | Finland | 44, 4 (281) |
8. 4 (41) | 11, 6 (37) | 10, 3 (77) | Sweden | 15, 9 (1666) |
19. 3 (1540) | 13, 8 (1106) | 16 (657) α | poker | Denmark |
12, 7 (74) | ||||
38, 5 (163) | 10, 0 (39) | 12, 3 (57) | Finland | 0, 4 (3) |
8. 4 (41) | 0, 2 (1) | 6, 7 (50) | Sweden | 16, 9 (1720) |
19. 3 (1540) | 14. 4 (1153) | 15, 3 (629) α | lottery | Denmark |
3. 4 (20) | ||||
38, 5 (163) | 2, 7 (11) | 0, 9 (4) | Finland | 2. 1 (13) |
8. 4 (41) | 4, 7 (16) | 14. 2 (107) | Sweden | 19. 9 (2083) |
19. 3 (1540) | 17. 4 (1406) | 17, 0 (701) α | Ground casino | Denmark |
5, 8 (31) | ||||
38, 5 (163) | 3, 5 (14) | 3, 8 (18) | Finland | 0, 4 (3) |
8. 4 (41) | 0, 6 (2) | 1, 9 (14) | Sweden | 7, 6 (780) |
19. 3 (1540) | 7, 5 (601) | 7, 9 (321) α | others | Denmark |
1, 5 (8) | ||||
38, 5 (163) | 5, 0 (19) | 2, 7 (12) | Finland | 0, 5 (3) |
8. 4 (41) | 4, 7 (16) | 0, 6 (4) | Sweden | 12, 0 (1161) |
19. 3 (1540) | 13, 9 (1121) | 14, 3 (585) α | Betting ticket | Denmark |
Finland | ||||
38, 5 (163) | 1. 1 (5) | 0, 3 (1) | 0, 5 (4) | Sweden |
8. 4 (41) | 0, 6 (4) | 11, 6 (926) | 9, 7 (399) α | Country, % (N). |
19. 3 (1540) | 2020. | 2021. | 2022. | Online casino |
Denmark | ||||
38, 5 (163) | – | – | – | – |
8. 4 (41) | 44, 8 (177) | 46, 8 (214) | Finland | 55, 3 (344) |
19. 3 (1540) | 70, 5 (251) | 69, 8 (523) | Sweden | 62, 8 (6666) |
66, 0 (5261) | 68, 6 (5491) | 70, 2 (2870) α | Online Sports Betting | Denmark |
---|---|---|---|---|
48, 6 (284) | ||||
38, 5 (163) | 47, 7 (189) | 47, 8 (228) | Finland | 4. 6 (28) |
8. 4 (41) | 12. 1 (40) | 16, 9 (126) | Sweden | 22, 6 (2362) |
19. 3 (1540) | 21. 5 (1730) | 20, 9 (855) α | Ground sports betting | Denmark |
23, 0 (132) | ||||
38, 5 (163) | 13. 3 (52) | 4, 8 (20) | Finland | 1. 1 (7) |
8. 4 (41) | 1. 3 (5) | 2. 3 (17) | Sweden | 9, 4 (985) |
19. 3 (1540) | 8, 8 (710) | 8, 8 (359) α | Terrestrial EGM other than casinos | Denmark |
14. 1 (80) | ||||
38, 5 (163) | 6. 4 (25) | 13 (60) | Finland | 44, 4 (281) |
8. 4 (41) | 11, 6 (37) | 10, 3 (77) | Sweden | 15, 9 (1666) |
19. 3 (1540) | 13, 8 (1106) | 16 (657) α | poker | Denmark |
12, 7 (74) | ||||
38, 5 (163) | 10, 0 (39) | 12, 3 (57) | Finland | 0, 4 (3) |
8. 4 (41) | 0, 2 (1) | 6, 7 (50) | Sweden | 16, 9 (1720) |
19. 3 (1540) | 14. 4 (1153) | 15, 3 (629) α | lottery | Denmark |
3. 4 (20) | ||||
38, 5 (163) | 2, 7 (11) | 0, 9 (4) | Finland | 2. 1 (13) |
8. 4 (41) | 4, 7 (16) | 14. 2 (107) | Sweden | 19. 9 (2083) |
19. 3 (1540) | 17. 4 (1406) | 17, 0 (701) α | Ground casino | Denmark |
5, 8 (31) | ||||
38, 5 (163) | 3, 5 (14) | 3, 8 (18) | Finland | 0, 4 (3) |
8. 4 (41) | 0, 6 (2) | 1, 9 (14) | Sweden | 7, 6 (780) |
19. 3 (1540) | 7, 5 (601) | 7, 9 (321) α | others | Denmark |
1, 5 (8) | ||||
38, 5 (163) | 5, 0 (19) | 2, 7 (12) | Finland | 0, 5 (3) |
8. 4 (41) | 4, 7 (16) | 0, 6 (4) | Sweden | 12, 0 (1161) |
19. 3 (1540) | 13, 9 (1121) | 14, 3 (585) α | Betting ticket | Denmark |
Finland | ||||
38, 5 (163) | 1. 1 (5) | 0, 3 (1) | 0, 5 (4) | Sweden |
8. 4 (41) | 0, 6 (4) | 11, 6 (926) | 9, 7 (399) α | Country, % (N). |
19. 3 (1540) | 2020. | 2021. | 2022. | Online casino |
Denmark | ||||
38, 5 (163) | – | – | – | – |
8. 4 (41) | 44, 8 (177) | 46, 8 (214) | Finland | 55, 3 (344) |
19. 3 (1540) | 70, 5 (251) | 69, 8 (523) | Sweden | 62, 8 (6666) |
Sweden
62, 8 (6666)
66, 0 (5261) | 68, 6 (5491) | 70, 2 (2870) α | Online Sports Betting | Denmark |
---|---|---|---|---|
48, 6 (284) | ||||
38, 5 (163) | 47, 7 (189) | 47, 8 (228) | Finland | 4. 6 (28) |
8. 4 (41) | 12. 1 (40) | 16, 9 (126) | Sweden | 22, 6 (2362) |
19. 3 (1540) | 21. 5 (1730) | 20, 9 (855) α | Ground sports betting | Denmark |
23, 0 (132) | ||||
38, 5 (163) | 13. 3 (52) | 4, 8 (20) | Finland | 1. 1 (7) |
8. 4 (41) | 1. 3 (5) | 2. 3 (17) | Sweden | 9, 4 (985) |
19. 3 (1540) | 8, 8 (710) | 8, 8 (359) α | Terrestrial EGM other than casinos | Denmark |
14. 1 (80) | ||||
38, 5 (163) | 6. 4 (25) | 13 (60) | Finland | 44, 4 (281) |
8. 4 (41) | 11, 6 (37) | 10, 3 (77) | Sweden | 15, 9 (1666) |
19. 3 (1540) | 13, 8 (1106) | 16 (657) α | poker | Denmark |
12, 7 (74) | ||||
38, 5 (163) | 10, 0 (39) | 12, 3 (57) | Finland | 0, 4 (3) |
8. 4 (41) | 0, 2 (1) | 6, 7 (50) | Sweden | 16, 9 (1720) |
19. 3 (1540) | 14. 4 (1153) | 15, 3 (629) α | lottery | Denmark |
3. 4 (20) | ||||
38, 5 (163) | 2, 7 (11) | 0, 9 (4) | Finland | 2. 1 (13) |
8. 4 (41) | 4, 7 (16) | 14. 2 (107) | Sweden | 19. 9 (2083) |
19. 3 (1540) | 17. 4 (1406) | 17, 0 (701) α | Ground casino | Denmark |
5, 8 (31) | ||||
38, 5 (163) | 3, 5 (14) | 3, 8 (18) | Finland | 0, 4 (3) |
8. 4 (41) | 0, 6 (2) | 1, 9 (14) | Sweden | 7, 6 (780) |
19. 3 (1540) | 7, 5 (601) | 7, 9 (321) α | others | Denmark |
1, 5 (8) | ||||
38, 5 (163) | 5, 0 (19) | 2, 7 (12) | Finland | 0, 5 (3) |
8. 4 (41) | 4, 7 (16) | 0, 6 (4) | Sweden | 12, 0 (1161) |
19. 3 (1540) | 13, 9 (1121) | 14, 3 (585) α | Betting ticket | Denmark |
Finland | ||||
38, 5 (163) | 1. 1 (5) | 0, 3 (1) | 0, 5 (4) | Sweden |
8. 4 (41) | 0, 6 (4) | 11, 6 (926) | 9, 7 (399) α | Country, % (N). |
19. 3 (1540) | 2020. | 2021. | 2022. | Online casino |
Denmark | ||||
38, 5 (163) | – | – | – | – |
8. 4 (41) | 44, 8 (177) | 46, 8 (214) | Finland | 55, 3 (344) |
19. 3 (1540) | 70, 5 (251) | 69, 8 (523) | Sweden | 62, 8 (6666) |
66, 0 (5261) | 68, 6 (5491) | 70, 2 (2870) α | Online Sports Betting | Denmark |
---|---|---|---|---|
48, 6 (284) | ||||
38, 5 (163) | 47, 7 (189) | 47, 8 (228) | Finland | 4. 6 (28) |
8. 4 (41) | 12. 1 (40) | 16, 9 (126) | Sweden | 22, 6 (2362) |
19. 3 (1540) | 21. 5 (1730) | 20, 9 (855) α | Ground sports betting | Denmark |
23, 0 (132) | ||||
38, 5 (163) | 13. 3 (52) | 4, 8 (20) | Finland | 1. 1 (7) |
8. 4 (41) | 1. 3 (5) | 2. 3 (17) | Sweden | 9, 4 (985) |
19. 3 (1540) | 8, 8 (710) | 8, 8 (359) α | Terrestrial EGM other than casinos | Denmark |
14. 1 (80) | ||||
38, 5 (163) | 6. 4 (25) | 13 (60) | Finland | 44, 4 (281) |
8. 4 (41) | 11, 6 (37) | 10, 3 (77) | Sweden | 15, 9 (1666) |
19. 3 (1540) | 13, 8 (1106) | 16 (657) α | poker | Denmark |
12, 7 (74) | ||||
38, 5 (163) | 10, 0 (39) | 12, 3 (57) | Finland | 0, 4 (3) |
8. 4 (41) | 0, 2 (1) | 6, 7 (50) | Sweden | 16, 9 (1720) |
19. 3 (1540) | 14. 4 (1153) | 15, 3 (629) α | lottery | Denmark |
3. 4 (20) | ||||
38, 5 (163) | 2, 7 (11) | 0, 9 (4) | Finland | 2. 1 (13) |
8. 4 (41) | 4, 7 (16) | 14. 2 (107) | Sweden | 19. 9 (2083) |
19. 3 (1540) | 17. 4 (1406) | 17, 0 (701) α | Ground casino | Denmark |
5, 8 (31) | ||||
38, 5 (163) | 3, 5 (14) | 3, 8 (18) | Finland | 0, 4 (3) |
8. 4 (41) | 0, 6 (2) | 1, 9 (14) | Sweden | 7, 6 (780) |
19. 3 (1540) | 7, 5 (601) | 7, 9 (321) α | others | Denmark |
1, 5 (8) | ||||
38, 5 (163) | 5, 0 (19) | 2, 7 (12) | Finland | 0, 5 (3) |
8. 4 (41) | 4, 7 (16) | 0, 6 (4) | Sweden | 12, 0 (1161) |
19. 3 (1540) | 13, 9 (1121) | 14, 3 (585) α | Betting ticket | Denmark |
Finland | ||||
38, 5 (163) | 1. 1 (5) | 0, 3 (1) | 0, 5 (4) | Sweden |
8. 4 (41) | 0, 6 (4) | 11, 6 (926) | 9, 7 (399) α | Country, % (N). |
19. 3 (1540) | 2020. | 2021. | 2022. | Online casino |
Denmark | ||||
38, 5 (163) | – | – | – | – |
8. 4 (41) | 44, 8 (177) | 46, 8 (214) | Finland | 55, 3 (344) |
19. 3 (1540) | 70, 5 (251) | 69, 8 (523) | Sweden | 62, 8 (6666) |
Sweden
0, 03
. | Online sports betting | Denmark | 0. 0004 [-0. 0010, 0. 0018] | 0. 0007 |
---|---|---|---|---|
48, 6 (284) | ||||
38, 5 (163) | Finland | 0. 0032 [0. 0018 0. 0045] | 0. 0007 | |
8. 4 (41) | Sweden | 0. 0032 [0. 0018 0. 0045] | 0. 0008 | |
19. 3 (1540) | 0, 80 | Spatial sports betting | Denmark | -0. 0050 [-0. 0055-0. 0037] |
23, 0 (132) | ||||
38, 5 (163) | Finland | 0. 0002 [-0. 0007, 0. 0010] | 0. 0004 | 0, 37 |
8. 4 (41) | Sweden | 0. 0002 [-0. 0007, 0. 0010] | 0. 0005 | |
19. 3 (1540) | 0, 79 | 0. 0032 [0. 0018 0. 0045] | Denmark | -0. 0006 [-0. 0020, 0. 0008] |
14. 1 (80) | ||||
38, 5 (163) | 0, 41 | Finland | -0. 0094 [-0. 0109, -0. 0080] | |
8. 4 (41) | -13. 21 | Finland | -0. 0003 [-0. 0020, 0. 0014] | 0. 0009 |
19. 3 (1540) | 0, 74 | poker | Denmark | -0. 0004 [-0. 0015, 0. 006] |
12, 7 (74) | ||||
38, 5 (163) | 0, 35 | 0. 0002 [-0. 0007, 0. 0010] | Sweden | -0. 0008 [-0. 0021, 0. 0004] |
8. 4 (41) | -1, 49 | 0. 0002 [-0. 0007, 0. 0010] | arch | |
19. 3 (1540) | -0. 0005 [-0. 0012, 0. 0002] | 0. 0004 | -1, 34 | 0, 18 |
3. 4 (20) | ||||
38, 5 (163) | 0. 0004 | Finland | Sweden | -0. 0010 [-0. 0018, -0. 0001] |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0, 03 | poker | Denmark | -0. 0005 [-0. 0009, -0. 0001] |
5, 8 (31) | ||||
38, 5 (163) | 0, 02 | Finland | 0. 0003 [-0. 0001, 0. 0007] | 0. 0002 |
8. 4 (41) | 0, 17 | Finland | 0. 0001 [-0. 0004, 0. 0006] | |
19. 3 (1540) | 0, 35 | Finland | others | -0. 0050 [-0. 0055-0. 0037] |
Finnish A | ||||
38, 5 (163) | 0, 0009 [0, 0004, 0, 0014] | 0. 0004 | 2. 21 | 0, 03 |
8. 4 (41) | Denmark B | 0. 0004 | Sweden | -0. 0001 [-0. 0005, 0. 0006] |
19. 3 (1540) | -0. 48 | 0, 64 | -0. 0010 [-0. 0018, -0. 0001] | SE. |
Finland | ||||
P-value | – | – | – | – |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0, 0024 [0, 0009, 0, 0040] | Finland | 3. 13 | -0. 0050 [-0. 0055-0. 0037] |
Denmark | ||||
0. 0008 | – | – | – | – |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0. 0021 [0. 0020, 0. 0040] | 0. 0004 | 2. 20 | 0, 03 |
. | Online sports betting | Denmark | 0. 0004 [-0. 0010, 0. 0018] | 0. 0007 |
---|---|---|---|---|
48, 6 (284) | ||||
38, 5 (163) | Finland | 0. 0032 [0. 0018 0. 0045] | 0. 0007 | |
8. 4 (41) | Sweden | 0. 0032 [0. 0018 0. 0045] | 0. 0008 | |
19. 3 (1540) | 0, 80 | Spatial sports betting | Denmark | -0. 0050 [-0. 0055-0. 0037] |
23, 0 (132) | ||||
38, 5 (163) | Finland | 0. 0002 [-0. 0007, 0. 0010] | 0. 0004 | 0, 37 |
8. 4 (41) | Sweden | 0. 0002 [-0. 0007, 0. 0010] | 0. 0005 | |
19. 3 (1540) | 0, 79 | 0. 0032 [0. 0018 0. 0045] | Denmark | -0. 0006 [-0. 0020, 0. 0008] |
14. 1 (80) | ||||
38, 5 (163) | 0, 41 | Finland | -0. 0094 [-0. 0109, -0. 0080] | |
8. 4 (41) | -13. 21 | Finland | -0. 0003 [-0. 0020, 0. 0014] | 0. 0009 |
19. 3 (1540) | 0, 74 | poker | Denmark | -0. 0004 [-0. 0015, 0. 006] |
12, 7 (74) | ||||
38, 5 (163) | 0, 35 | 0. 0002 [-0. 0007, 0. 0010] | Sweden | -0. 0008 [-0. 0021, 0. 0004] |
8. 4 (41) | -1, 49 | 0. 0002 [-0. 0007, 0. 0010] | arch | |
19. 3 (1540) | -0. 0005 [-0. 0012, 0. 0002] | 0. 0004 | -1, 34 | 0, 18 |
3. 4 (20) | ||||
38, 5 (163) | 0. 0004 | Finland | Sweden | -0. 0010 [-0. 0018, -0. 0001] |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0, 03 | poker | Denmark | -0. 0005 [-0. 0009, -0. 0001] |
5, 8 (31) | ||||
38, 5 (163) | 0, 02 | Finland | 0. 0003 [-0. 0001, 0. 0007] | 0. 0002 |
8. 4 (41) | 0, 17 | Finland | 0. 0001 [-0. 0004, 0. 0006] | |
19. 3 (1540) | 0, 35 | Finland | others | -0. 0050 [-0. 0055-0. 0037] |
Finnish A | ||||
38, 5 (163) | 0, 0009 [0, 0004, 0, 0014] | 0. 0004 | 2. 21 | 0, 03 |
8. 4 (41) | Denmark B | 0. 0004 | Sweden | -0. 0001 [-0. 0005, 0. 0006] |
19. 3 (1540) | -0. 48 | 0, 64 | -0. 0010 [-0. 0018, -0. 0001] | SE. |
Finland | ||||
P-value | – | – | – | – |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0, 0024 [0, 0009, 0, 0040] | Finland | 3. 13 | -0. 0050 [-0. 0055-0. 0037] |
Denmark | ||||
0. 0008 | – | – | – | – |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0. 0021 [0. 0020, 0. 0040] | 0. 0004 | 2. 20 | 0, 03 |
0, 0021 [0, 0020, 0, 0040]
0, 0010
2. 20
0, 03
. | Online sports betting | Denmark | 0. 0004 [-0. 0010, 0. 0018] | 0. 0007 |
---|---|---|---|---|
48, 6 (284) | ||||
38, 5 (163) | Finland | 0. 0032 [0. 0018 0. 0045] | 0. 0007 | |
8. 4 (41) | Sweden | 0. 0032 [0. 0018 0. 0045] | 0. 0008 | |
19. 3 (1540) | 0, 80 | Spatial sports betting | Denmark | -0. 0050 [-0. 0055-0. 0037] |
23, 0 (132) | ||||
38, 5 (163) | Finland | 0. 0002 [-0. 0007, 0. 0010] | 0. 0004 | 0, 37 |
8. 4 (41) | Sweden | 0. 0002 [-0. 0007, 0. 0010] | 0. 0005 | |
19. 3 (1540) | 0, 79 | 0. 0032 [0. 0018 0. 0045] | Denmark | -0. 0006 [-0. 0020, 0. 0008] |
14. 1 (80) | ||||
38, 5 (163) | 0, 41 | Finland | -0. 0094 [-0. 0109, -0. 0080] | |
8. 4 (41) | -13. 21 | Finland | -0. 0003 [-0. 0020, 0. 0014] | 0. 0009 |
19. 3 (1540) | 0, 74 | poker | Denmark | -0. 0004 [-0. 0015, 0. 006] |
12, 7 (74) | ||||
38, 5 (163) | 0, 35 | 0. 0002 [-0. 0007, 0. 0010] | Sweden | -0. 0008 [-0. 0021, 0. 0004] |
8. 4 (41) | -1, 49 | 0. 0002 [-0. 0007, 0. 0010] | arch | |
19. 3 (1540) | -0. 0005 [-0. 0012, 0. 0002] | 0. 0004 | -1, 34 | 0, 18 |
3. 4 (20) | ||||
38, 5 (163) | 0. 0004 | Finland | Sweden | -0. 0010 [-0. 0018, -0. 0001] |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0, 03 | poker | Denmark | -0. 0005 [-0. 0009, -0. 0001] |
5, 8 (31) | ||||
38, 5 (163) | 0, 02 | Finland | 0. 0003 [-0. 0001, 0. 0007] | 0. 0002 |
8. 4 (41) | 0, 17 | Finland | 0. 0001 [-0. 0004, 0. 0006] | |
19. 3 (1540) | 0, 35 | Finland | others | -0. 0050 [-0. 0055-0. 0037] |
Finnish A | ||||
38, 5 (163) | 0, 0009 [0, 0004, 0, 0014] | 0. 0004 | 2. 21 | 0, 03 |
8. 4 (41) | Denmark B | 0. 0004 | Sweden | -0. 0001 [-0. 0005, 0. 0006] |
19. 3 (1540) | -0. 48 | 0, 64 | -0. 0010 [-0. 0018, -0. 0001] | SE. |
Finland | ||||
P-value | – | – | – | – |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0, 0024 [0, 0009, 0, 0040] | Finland | 3. 13 | -0. 0050 [-0. 0055-0. 0037] |
Denmark | ||||
0. 0008 | – | – | – | – |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0. 0021 [0. 0020, 0. 0040] | 0. 0004 | 2. 20 | 0, 03 |
. | Online sports betting | Denmark | 0. 0004 [-0. 0010, 0. 0018] | 0. 0007 |
---|---|---|---|---|
48, 6 (284) | ||||
38, 5 (163) | Finland | 0. 0032 [0. 0018 0. 0045] | 0. 0007 | |
8. 4 (41) | Sweden | 0. 0032 [0. 0018 0. 0045] | 0. 0008 | |
19. 3 (1540) | 0, 80 | Spatial sports betting | Denmark | -0. 0050 [-0. 0055-0. 0037] |
23, 0 (132) | ||||
38, 5 (163) | Finland | 0. 0002 [-0. 0007, 0. 0010] | 0. 0004 | 0, 37 |
8. 4 (41) | Sweden | 0. 0002 [-0. 0007, 0. 0010] | 0. 0005 | |
19. 3 (1540) | 0, 79 | 0. 0032 [0. 0018 0. 0045] | Denmark | -0. 0006 [-0. 0020, 0. 0008] |
14. 1 (80) | ||||
38, 5 (163) | 0, 41 | Finland | -0. 0094 [-0. 0109, -0. 0080] | |
8. 4 (41) | -13. 21 | Finland | -0. 0003 [-0. 0020, 0. 0014] | 0. 0009 |
19. 3 (1540) | 0, 74 | poker | Denmark | -0. 0004 [-0. 0015, 0. 006] |
12, 7 (74) | ||||
38, 5 (163) | 0, 35 | 0. 0002 [-0. 0007, 0. 0010] | Sweden | -0. 0008 [-0. 0021, 0. 0004] |
8. 4 (41) | -1, 49 | 0. 0002 [-0. 0007, 0. 0010] | arch | |
19. 3 (1540) | -0. 0005 [-0. 0012, 0. 0002] | 0. 0004 | -1, 34 | 0, 18 |
3. 4 (20) | ||||
38, 5 (163) | 0. 0004 | Finland | Sweden | -0. 0010 [-0. 0018, -0. 0001] |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0, 03 | poker | Denmark | -0. 0005 [-0. 0009, -0. 0001] |
5, 8 (31) | ||||
38, 5 (163) | 0, 02 | Finland | 0. 0003 [-0. 0001, 0. 0007] | 0. 0002 |
8. 4 (41) | 0, 17 | Finland | 0. 0001 [-0. 0004, 0. 0006] | |
19. 3 (1540) | 0, 35 | Finland | others | -0. 0050 [-0. 0055-0. 0037] |
Finnish A | ||||
38, 5 (163) | 0, 0009 [0, 0004, 0, 0014] | 0. 0004 | 2. 21 | 0, 03 |
8. 4 (41) | Denmark B | 0. 0004 | Sweden | -0. 0001 [-0. 0005, 0. 0006] |
19. 3 (1540) | -0. 48 | 0, 64 | -0. 0010 [-0. 0018, -0. 0001] | SE. |
Finland | ||||
P-value | – | – | – | – |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0, 0024 [0, 0009, 0, 0040] | Finland | 3. 13 | -0. 0050 [-0. 0055-0. 0037] |
Denmark | ||||
0. 0008 | – | – | – | – |
0. 0004 | – | – | – | – |
19. 3 (1540) | 0. 0021 [0. 0020, 0. 0040] | 0. 0004 | 2. 20 | 0, 03 |
0, 0021 [0, 0020, 0, 0040]
0, 0010
2. 20
Acknowledgment< 0.001), and in Finland 55.3% (2019)–69.8% (2022) (trend = 0.0045, P < 0.001). In addition, online betting increased in Finland from 4.6% in 2019 to 16.9% in 2022 (trend = 0.032, P < 0.001). In Sweden and Denmark, the corresponding trends were non-significant.
Thanks to Denmark, Finland and Sweden's game line for providing data for this study. Kristel Auero and Jenni Kuisma also helped with the format of manuscripts and references. I contacted Chatgpt about the potential benefits of help data as a data source. The answer provided by Chatgpt was composed of the research literature discovered, and in the final manuscript, it was edited.< 0.001). In Sweden and Finland, the category did not have significant changes. In terms of land-based non-casino EGMs, the Finnish data showed a sharp decline in the proportion of individuals reporting this game type, from 44.4% (2019) to 10.3% (2022) (trend = −0.0094, P < 0.001). In Denmark and Sweden, the patterns for land-based EGMs were stable.
Funds providing funding suggests the results of this research that public health intervention to reduce gambling and reduce the potential is an effective means to reduce harm. However, these harms may be offset by other products inside and outside the regulated gambling system. Data suggests that in addition to the replacement effects of gambling sales, at least at the group level, it may have an alternative effect in terms of gambling harm. This substitute may be related to the same consumer or new consumer base. In the future, it is important to consider the effects of providing more wider product categories and gambling on public health, rather than concentrating interventions in products and products. In addition, it is important to use new formal gambling such as cryptocation trading and skinbetting under the umbrella of gambling regulations and harmful prevention.
This study was limited to three Nordic countries, which are relatively similar to social organizations and economic development. The tendency of gambling loss is likely to be different in other situations. In addition, the data consists only of the harm reported by the people who contacted the helpline. According to recent systematic reviews and met a-analysis regarding gambling addiction, 4 % of people with moderate gambling addiction and 20 % of those who have high risk of gambling addiction, gambling addiction. Not looking for. Therefore, it is highly likely that a considerable percentage of those who have experienced harm are not represented by help data. However, helplines are wider than other gambling treatment and support services. Despite these drawbacks, this study highlights some new and new trends in harmful gambling products, which should be dealt with by powerful public health policies in Scandinavia and other countries. I was able to do it.
Acknowledgment
Thanks to Denmark, Finland and Sweden's game line for providing data for this study. Kristel Auero and Jenni Kuisma also helped with the format of manuscripts and references. I contacted Chatgpt about the potential benefits of help data as a data source. The answer provided by Chatgpt was collected with the research literature discovered by the peer, and in the final manuscript, it was edited.
Funding for funds
Helsinki University Library has open access funding. V. M. cites funding from the Academy of Finland (project number 349589, Commercial determinants of harm in digital gambling) and the Finnish Ministry of Social Affairs and Health under the funding scheme described in Article 52 of the Finnish Market Act. S. K. received funding from Aalborg University through his position. Funding to H. W. was provided by the Swedish Research Council for Health, Working Life and Welfare under the grant program "Addressing and reducing problem gambling - research on help-seeking, measurement, comorbidities and policy implications" (REGAPS). Forte, grant number 2016-07091).
Conflict of interest: none declared.
Availability of data
The data supporting the findings of this study are available from the national gambling lines of Denmark, Finland and Sweden. There are restrictions on the availability of these data. These data were used with permission for this study and are not publicly available. However, data are available from the authors upon reasonable request and with permission from the telephone line.
Gambling products differ in their potential for harm.
Among applicants for help for gambling problems, the proportion of those participating in online gambling is increasing, while the proportion of land-based gambling is decreasing.
Helpline statistics show an increasing proportion of new forms of gambling.