{"id":{"repo_id":"bournemouth","oai_identifier":"oai:eprints.bournemouth.ac.uk:36718"},"canonical_url":"https://search.dev.ndltd.org/etd/bournemouth/oai:eprints.bournemouth.ac.uk:36718","repository":{"repo_id":"bournemouth","name":"University of Bournemouth","base_url":"http://eprints.bournemouth.ac.uk/cgi/oai2"},"display":{"title":"The lived experience of gaming and gambling: guiding practitioners' understanding for supporting children and young people.","abstract":"Introduction: Recent innovations in gaming technology have raised concerns about gambling-type harms for children and young people (CYP) who play video games. Whereas alcohol and drug addiction are known to be associated with health risks, there is less awareness of the potential risks of gambling-like behaviour within video games, and the support services available to young people and their parents. Therefore, the focus of this research is to understand the current context in which the risks of gaming and gambling-related harms for CYP are addressed by health and social care systems in the UK. Research Methodology: Four 90-minute focus groups were conducted online with practitioners and people with previous lived experience of gaming and gambling harm in the UK. Two focus groups included 4-5 practitioners working with CYP in health and social care settings. Two focus groups included 2-3 people with previous lived experience of gaming and gambling harm in the UK. Focus group data was analysed by Thematic Analysis and the themes arising in different groups were compared and contrasted. Results: Similar patterns of negative consequences were found to result from behavioural addiction to both gambling and gambling-like content within video games, supporting a suggestion that gambling-related harms and gaming-related harms may be converging through digital technology. A perception of low levels of practitioner awareness of this convergence may lead to increased risks of gambling-type behaviour for CYP. Key themes for practitioner focus groups were Safeguarding, Whole Systems Approach and Barriers to Support. Key themes from the lived experience focus groups were Escapism, Preventative Measures, Public Perception and Ecological Dynamics. Implications: These findings carry implications for practitioners seeking to support CYP and also for policy makers and regulators who are seeking to address this issue, including a range of recommendations within a whole-systems public health approach to safeguarding CYP from the risks of gaming and gambling-related harm.","abstract_html":"Introduction: Recent innovations in gaming technology have raised concerns about gambling-type harms for children and young people (CYP) who play video games. Whereas alcohol and drug addiction are known to be associated with health risks, there is less awareness of the potential risks of gambling-like behaviour within video games, and the support services available to young people and their parents. Therefore, the focus of this research is to understand the current context in which the risks of gaming and gambling-related harms for CYP are addressed by health and social care systems in the UK. Research Methodology: Four 90-minute focus groups were conducted online with practitioners and people with previous lived experience of gaming and gambling harm in the UK. Two focus groups included 4-5 practitioners working with CYP in health and social care settings. Two focus groups included 2-3 people with previous lived experience of gaming and gambling harm in the UK. Focus group data was analysed by Thematic Analysis and the themes arising in different groups were compared and contrasted. Results: Similar patterns of negative consequences were found to result from behavioural addiction to both gambling and gambling-like content within video games, supporting a suggestion that gambling-related harms and gaming-related harms may be converging through digital technology. A perception of low levels of practitioner awareness of this convergence may lead to increased risks of gambling-type behaviour for CYP. Key themes for practitioner focus groups were Safeguarding, Whole Systems Approach and Barriers to Support. Key themes from the lived experience focus groups were Escapism, Preventative Measures, Public Perception and Ecological Dynamics. Implications: These findings carry implications for practitioners seeking to support CYP and also for policy makers and regulators who are seeking to address this issue, including a range of recommendations within a whole-systems public health approach to safeguarding CYP from the risks of gaming and gambling-related harm.","abstract_has_math":false,"creators":["Davidson, Kevin"],"institution":"Bournemouth University","degree_name":null,"degree_level":"masters","degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2022,"date_issued":"2022-03","date_published":"2022-03","updated_at":"2026-07-24T01:12:49Z","subjects":[],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":null,"outbound_label":null,"outbound_source":null},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Davidson, Kevin"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2022-03-04"]},{"key":"dc:date.issued","label":"Date","values":["2022-03"]},{"key":"dc:publisher.department","label":"Dc Publisher Department","values":["Faculty of Science and Technology"]},{"key":"dc:publisher.institution","label":"Dc Publisher Institution","values":["Bournemouth University"]},{"key":"dc:relation.isreferencedby","label":"Dc Relation Isreferencedby","values":["https://eprints.bournemouth.ac.uk/36718/"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"dc:type.qualificationlevel","label":"Dc Type Qualificationlevel","values":["masters"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://eprints.bournemouth.ac.uk/36718/7/DAVIDSON%2C%20Kevin%20_M.Res._2021.pdf"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Introduction: Recent innovations in gaming technology have raised concerns about gambling-type harms for children and young people (CYP) who play video games. Whereas alcohol and drug addiction are known to be associated with health risks, there is less awareness of the potential risks of gambling-like behaviour within video games, and the support services available to young people and their parents. Therefore, the focus of this research is to understand the current context in which the risks of gaming and gambling-related harms for CYP are addressed by health and social care systems in the UK. Research Methodology: Four 90-minute focus groups were conducted online with practitioners and people with previous lived experience of gaming and gambling harm in the UK. Two focus groups included 4-5 practitioners working with CYP in health and social care settings. Two focus groups included 2-3 people with previous lived experience of gaming and gambling harm in the UK. Focus group data was analysed by Thematic Analysis and the themes arising in different groups were compared and contrasted. Results: Similar patterns of negative consequences were found to result from behavioural addiction to both gambling and gambling-like content within video games, supporting a suggestion that gambling-related harms and gaming-related harms may be converging through digital technology. A perception of low levels of practitioner awareness of this convergence may lead to increased risks of gambling-type behaviour for CYP. Key themes for practitioner focus groups were Safeguarding, Whole Systems Approach and Barriers to Support. Key themes from the lived experience focus groups were Escapism, Preventative Measures, Public Perception and Ecological Dynamics. Implications: These findings carry implications for practitioners seeking to support CYP and also for policy makers and regulators who are seeking to address this issue, including a range of recommendations within a whole-systems public health approach to safeguarding CYP from the risks of gaming and gambling-related harm."]},{"key":"dc:format","label":"Dc Format","values":["application/pdf"]},{"key":"dc:title","label":"Title","values":["The lived experience of gaming and gambling: guiding practitioners' understanding for supporting children and young people."]}]}],"canonical_facts":{"dc:creator":["Davidson, Kevin"],"dc:date":["2022-03-04"],"dc:date.issued":["2022-03"],"dc:description.abstract":["Introduction: Recent innovations in gaming technology have raised concerns about gambling-type harms for children and young people (CYP) who play video games. Whereas alcohol and drug addiction are known to be associated with health risks, there is less awareness of the potential risks of gambling-like behaviour within video games, and the support services available to young people and their parents. Therefore, the focus of this research is to understand the current context in which the risks of gaming and gambling-related harms for CYP are addressed by health and social care systems in the UK. Research Methodology: Four 90-minute focus groups were conducted online with practitioners and people with previous lived experience of gaming and gambling harm in the UK. Two focus groups included 4-5 practitioners working with CYP in health and social care settings. Two focus groups included 2-3 people with previous lived experience of gaming and gambling harm in the UK. Focus group data was analysed by Thematic Analysis and the themes arising in different groups were compared and contrasted. Results: Similar patterns of negative consequences were found to result from behavioural addiction to both gambling and gambling-like content within video games, supporting a suggestion that gambling-related harms and gaming-related harms may be converging through digital technology. A perception of low levels of practitioner awareness of this convergence may lead to increased risks of gambling-type behaviour for CYP. Key themes for practitioner focus groups were Safeguarding, Whole Systems Approach and Barriers to Support. Key themes from the lived experience focus groups were Escapism, Preventative Measures, Public Perception and Ecological Dynamics. Implications: These findings carry implications for practitioners seeking to support CYP and also for policy makers and regulators who are seeking to address this issue, including a range of recommendations within a whole-systems public health approach to safeguarding CYP from the risks of gaming and gambling-related harm."],"dc:format":["application/pdf"],"dc:identifier.uri":["https://eprints.bournemouth.ac.uk/36718/7/DAVIDSON%2C%20Kevin%20_M.Res._2021.pdf"],"dc:language":["en"],"dc:publisher.department":["Faculty of Science and Technology"],"dc:publisher.institution":["Bournemouth University"],"dc:relation.isreferencedby":["https://eprints.bournemouth.ac.uk/36718/"],"dc:title":["The lived experience of gaming and gambling: guiding practitioners' understanding for supporting children and young people."],"dc:type":["Thesis"],"dc:type.qualificationlevel":["masters"]},"updated_at":"2026-07-24T01:12:49Z"}