Tagged With "Extends Hours for Sale of Alcohol"
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AGCO Extends Hours for Sale of Alcohol
In preparation for the upcoming World Cup of Soccer, the AGCO has permitted an extension on the hours of sale for alcohol. This applies to bars, pubs, and provincial gaming establishments. Sales are now allowed to commence at 9am for the duration of the tournament. Interesting to note, Municipalities can send a formal letter objecting to these extended hours, which would not permit establishments in their catchment area from selling alcohol earlier. You can read more here .
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Can researchers tell how general populations feel by monitoring twitter?
A Wired.com article explored some research that British researchers did over a 4 year period on 800 million tweets to analyze mood/content of tweet and time of tweet. As the title states, they found patterns of being analytical in the morning and angsty at night. Could this have clinical implications? Will a harm reduction approach to social media be to go on in the morning but not later as the day progresses? If clients are struggling with their mood and tend to feel worse after viewing...
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RCMP Youth Trends Report Fall 2018
This was forwarded to me, via email, and i am passing it along. There is a lot of great information to help us understand our youth and technology better.
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WEBINAR! Stages of Change and Problem Gambling
Gambling, Gaming and Technology Use This one hour webinar will review the Stages of Change model and how it can be applied to working with people with problem gambling. Learning Objectives Describe the Stages of Change model Identify problem gambling examples of behaviours for each stage in the model Identify at least one clinical objective and intervention for each stage of change Registration is FREE ! To register for this webinar or to learn more, please visit ...
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WEBINAR! Coping Strategies of Partners of Individuals with Problem Gambling
Gambling, Gaming and Technology Use This one hour webinar will present recent evidence on coping strategies used by partners of individuals with problem gambling. Learning Objectives Review of the literature on coping strategies used by partners of individuals with problem gambling. Demystify the coping strategies used by the partners to cope with gambling. Identify the best and worst coping strategies influence the gambling habits of the individual with problem gambling. Registration is...
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Parents should worry less about screen time, says UK doctors
I was in England over the Christmas break and the topic of screen time for children came up, which caught my attention for both personal and work reasons. The Royal College of Paediatrics and Child Health says parents should take a balanced approach to screen time and that it cannot be prescriptive. This is different from Canadian guidance which recommends no screen time for children under 2 and only one hour a day for children 2-4 years old. You can read the full article here.
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Sit less, play more: WHO wades in on screen time use for children
The debate over just how much screen time is OK for young children rages on. Now the World Health Organization (WHO) has issued its latest guidelines : no screen time for babies under 1 and no more than 1 hour a day for kids 1-4 years old. Kids should be more active and sleep more, rather than engage in passive screen time, which can lead to health problems later on in life. The main concern is the impact of physical inactivity - of which sedentary screen time is a part - on the risk of...
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Patterns of compulsive smartphone use suggest how to kick the habit
Researchers at the University of Washington conducted in-depth interviews to learn why we compulsively check our phones. They found a series of triggers, common across age groups, that start and end habitual smartphone use. In general, interviewees (n=39) had four common triggers for starting to compulsively use their phones: During unoccupied moments, like waiting for a friend to show up, Before or during tedious and repetitive tasks When in socially awkward situations When they anticipated...
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Sleep problems in teenagers reversed in just one week by limiting screen use
Sleep in teenagers can be improved by just one week of limiting their evening exposure to light-emitting screens on phones, tablets and computers. The study indicates that by simply limiting their exposure to blue-light emitting devices in the evening, adolescents can improve their sleep quality and reduce symptoms of fatigue, lack of concentration and bad mood, after just one week. Those who had more than 4 hours per day of screen time had on average 30 minutes later sleep onset and wake up...
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Too much screen time for the kids? Grandparents may also be complicit
Grandparents have long been associated with letting their grandchildren do things their parents would never permit. Candy. Extended bedtime. Too much television. Carefree fun. They like to spoil their grandchildren. A new study by Rutgers and other researchers finds that today's grandparents are still true to their traditional fun-loving image -- allowing their grandchildren, while under their supervision, to spend about half of their time on a mobile phone, tablet, computer or TV. The study...
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Re: 60 minutes interview
Interesting question Beth, I wish I could ask questions all day and someday see the answers to them. On this particular topic, I would have several questions, one of them being: How does one hour of screen time a day impact children 0-2 later on in childhood? I know the recommendation is that there should be no screen time until they are 2 years old, but I find as a mom of a 1.5 year old that the recommendation is just not feasible. I do try and limit screen time, but I am always curious...
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Re: Bell Let's Talk - part of the problem?
I really don't think there is much substance to this article. Screen time, social media and all-the-time internet access is the reality of today. Not everyone abuses or is negatively affected by these mediums just as not every person who drinks is addicted to alcohol. I agree that there does seem to be some sort of shallowness to the campaign but it does get people talking. Moreover, I agree with the possible negative effects of these new communication mediums. However, it is not as if this...
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Re: Bell Let's Talk - part of the problem?
I completely agree Aaron! Bell is not to blame for mental health prevalence, stigma, and or self-esteem issues. It is merely a medium, as you put, a vessel by which content is delivered. People like to make the argument that perhaps Bell is enabling mental health issues but perhaps it is also enabling change - which is exactly the purpose of the BellLetsTalk campaign. For a campaign that brought in $7.2M in grants (800k being put towards Indigenous communities), not to mention the level of...
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Re: Google’s Play Store starts requiring games with loot boxes to disclose their odds
As a mother whose 12-year-old just spent $50 of his birthday money on loot boxes in Overwatch, having some idea of the odds of his getting the skin of his dreams would definitely have given me a better argument to dissuade him from doing this. Letting people - usually kids - know the odds would bring into focus the idea that this is gambling, and spark conversations in families that may be less aware. I do think that this kind of gambling is insidious for youth. For this reason, regulation...
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Re: "An age-by-age guide to kids and smartphones"
Thanks for your responses, Tiffany and Rebecca! I totally agree that it is important to also consider what the screens are being used for and for parents to set an example. I don't have experience working with children with problem technology use (PTU), but I do have some experience working with youth and emerging adults with PTU. Some additional strategies that I have seen to be effective in clinical practice with this population include: -using apps that block access to certain sites (such...
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Re: Can anyone suggest an gambling clinical practice guide, that incorporates "cultural competency" on the idea of "lucky?"
Hello Bill, Please find the attached document, "A Guide for Counsellors Working with Problem Gambling Clients from Ethno-cultural Communities." On page 16 there is content related to your question. Best, Lisa
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Re: Gambling, Gaming, and Technology Use Knowledge Exchange
Thank you so much for sharing the article, Elaine. It was very thought provoking. I had some initial responses to his article (in italics). My Responses to “Why Is There a ‘Gaming Disorder’ But NO ‘Smartphone Disorder’ article in The Atlantic by Ian Bogost on June 28, 2018. The ICD has not "decided" that if you play video games a lot, you might suffer from a mental health issue: Gaming disorder.” They have determined based on research and consultations with experts that those that are...
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Re: Fortnite cited in 200 divorce cases in 2018 in the UK
Fascinating! It does make sense, especially if we consider it in the context of other harmful usage (alcohol, drugs, sex, food). I like your extension, Beth, into how we will see it spread into popular culture - as plot lines in our favourite sitcoms and dramas? I can use this headline in the gambling education workshops my program runs for adults and professionals. Thanks for the share!
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Re: INQBOARD: Older Adults & Problem Gambling
Thank you for this Kim. I love the infographic and was enticed to read the report. It was interesting to note: “Casinos have been shown to use marketing and services targeted specifically at older adults. These services include free transportation from older adult living facilities, low cost food and alcohol, needle disposals for diabetes sufferers and defibrillators, and entertainment options directed towards older adults, including recording artists from the 1960s and 1970s (Bjelde,...
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Re: CTV interview Should addiction to video games be considered a disease?
This is an article that features the concerns some scholars have about gaming being included in the ICD-11: "Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal"
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Re: Blog on WHO's decision to include gaming disorder in the ICD-11
Good point Colleen! The ESA has been vocal about their opposition towards the classification of gaming as a disorder. I think it is important to remember that the classification is not meant to demonize gaming but rather create awareness for the people who are at risk and those that have developed problems. Gambling, alcohol and eating are all listed as disorders and I don't think those industries are hurting financially. I think there is room and should be space for both realities, non...
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Re: Research/Stats on Professional Gamblers and their income
Hi Shannon, This article we published in 2013 is dated but has information income from a small US sample of professional gamblers. I hope it helps. It's a starting point. Jeremiah
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Mindfulness and problem gambling treatment.
A few years ago, problem gambling clinicians in Ontario began introducing mindfulness groups to clients as they felt that they could benefit from cultivating greater awareness of their thoughts and emotions while detaching from and not giving in to them. This practise is particularly relevant to people with gambling problems who tend to hold incorrect or erroneous beliefs about the nature of random chance (Toneatto et al., 1997; Turner, 2006) and engage in automatic thinking before, during...
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Mindfulness-based relapse prevention for problem gambling manual
In Ontario, treatment for people with gambling problems was first implemented in 1995, in response to the opening of the province’s first commercial casino in Windsor. With extensive clinical experience and excellent research since then, knowledge about what constitutes effective treatment has been growing, but no one approach suits everyone. Treatment services have instead tended to adopt an eclectic and holistic approach, incorporating a biopsychosocial-spiritual model that draws on...
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Technology, risk and gambling seminar series
The University of Sydney's Technology Addiction Team is hosting weekly one-hour seminar for the next nine weeks on a wide range of topics relevant to stakeholders interested in understanding how design and emerging technologies impact gambling, including risky decision making and behaviours. For a list of dates, topics and speakers and registration information, please click here . You can watch previous webinars in the series here . Be mindful of international time differences . Seminars are...
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Serious games, mental health apps, and gambling disorder
The title of a recently published article, A Serious Game to Improve Emotion Regulation in Treatment-Seeking Individuals With Gambling Disorder: A Usability Study , peaked my interest for a few reasons. First, being part of a group of folks who design and create learning opportunities for mental health and addictions clinicians, we have talked about integrating "serious games" (broadly defined as games with educational or informational aims, vs. purely entertainment) into our course design.
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Re: Funding for Interventions
Hi Olive I can't find the original document but it is called Ontario's problem - gambling Strategy and it has been in existence since 1996. Since 1999, it has been funded by a formula of 2 percent of gross slot machine revenue from charity casinos and slots at racetracks. The Strategy has a three-pronged approach consisting of treatment, prevention/awareness and research. I have attached a review of the strategy that was conducted in 2005. You can also find some information about it at the...
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Webinar reminder: Problem technology use in adults on June 17th!
For those interested in how problem technology use affects adults, GGTU is hosting a webinar next Thursday June 17, 2021 from 1:00 PM - 2:00 PM EDT! Dr. Mark van der Maas, Rutgers University, will be presenting new research during this webinar titled, 'Problem technology use in adults.' For more information about the webinar, please visit the event page in this COI's content stream and register here . This webinar is accredited by the Canadian Problem Gambling Certification Board and the...
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Can jurisdictions effectively impose limits on videogame use by kids?
The Wall Street Journal has reported that China imposed a new rule for the country’s minors: No videogames during the school week and one hour a day on Fridays, weekends and public holidays. China announced strict new measures today to reduce what authorities describe as youth videogame addiction. The new regulation, announced by the National Press and Publication Administration, allows minors to play videogames between 8 p.m. and 9 p.m. on Fridays and weekends as well as public holidays. It...
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Re: Can jurisdictions effectively impose limits on videogame use by kids?
I saw a similar article earlier last month where Tencent, one of the larger Chinese video game companies, made a pledge that they would reduce play time for minors to an hour during weekdays and no more than two hours during vacations and holidays. They did this after Chinese state media made a comment about video games being “spiritual opium”. The company also implemented measures such as facial recognition systems for certain games to prevent kids from using their parents’ IDs to buy...
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JGI Fall 2021 - Issue 48 - Now Available!
The JGI Fall 2021 Issue is now available - all issues are open access. This quarterly issue features work by Canadian researchers, including Michael Wohl and Nassim Tabri, as well as international scholars, Sally Gainsbury, Bowden-Jones, and others. Original research by a Toronto-based team examined the high prevalence of problem gambling - but low rate of treatment participation - among people experiencing poverty and homelessness and showed that social, financial, housing, and health...
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Childhood Experiences and Problematic Smartphone Use: Potential public health implications?
A recent study by Forster et al. (2021) looked at the impact of adverse childhood experiences (i.e. witnessing domestic violence, parent alcohol and drug use, etc) on problematic smartphone use later on in life. The authors conducted surveys on college students which explored their exposure to adverse childhood experiences and assessed their level of problematic smartphone use. They found that students with increased exposure to adverse childhood events were at greater risk for problematic...
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[Online workshop opportunity, March 10th 2022] Fundamentals of gambling and gaming: Effective assessment and treatment planning
The Gambling, Gaming, and Technology Use team is offering a facilitated workshop: Fundamentals of gambling and gaming: Effective assessment and treatment planning on March 10th from 13:00 to 15:00 hours EST. This training is best suited to newly qualified clinicians as well as students who are currently working directly with clients, however, successful completion of the Fundamentals of Gambling and Gaming (FUN-GG) course is a prerequisite. FUN-GG is a short, self-directed course that...
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Webinar Today - Registration is free! ConnexOntario (Discover Mental Health, Addiction and Problem Gambling Services): A brief history and overview.
So much has transpired in mental health and addictions over the last two years during the COVID-19 pandemic and there is much to learn from our colleagues at ConnexOntario. Anne Counter, Director of System Navigation and Information Services will be taking us through the history of ConnexOntario, providing us a refresher of their services, as well as sharing current data in regards to trends specific to gambling and technology use. We will also learn about the impact of COVID-19 on the...
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Supporting African Caribbean Black (ACB) Women with Gambling Concerns: A Best Practices Guide for Professionals – A wonderful collaborative article and a must read from the team at Jean Tweed and their project partners.
As February comes to a close with us celebrating and honoring Black History Month , we are only mindful at GGTU to ensure we send out a tribute to the Jean Tweed article, spearheaded by Angela Allen. This well written guide needs to be shared within our community since it shines a light on their wonderful research and helps us better understand and support African Caribbean Black (ACB) women with gambling concerns. After a thorough literature review and survey being conducted, the results...
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Webinar Replay! For everyone who would like to stay “Connex”ted! Do we know what is new in our community and how to stay connected?
On February 24, 2022, GGTU hosted Anne Counter who was our star presenter, “ConnexOntario (Discover Mental Health, Addiction and Problem Gambling Services): A brief history and overview” . With COVID-19 changing the world and accessibility platforms being constantly revised to meet new technology advances. Anne’s presentation was really timely with relevant information on new and innovative initiatives being rolled out by ConnexOntario. They still strive to ensure they bridge services for...
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The Common Sense Census: Media Use by Tweens and Teens, 2021-22
Common Sense Media have published their annual report from a large-scale, national survey of U.S teens and tweens on their media use habits. The report compares media use by teens and tweens before and during the COVID-19 pandemic. Within the report, the authors present some recommendations for caregivers and parents as well as policymakers about healthy and safe media use for young people. Below are some key findings from the report: Media use in tweens and teens has grown faster since the...
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Re: Gambling and advertising: Should there be more regulations?
My short answer is yes, including the way that media reports on when people win the lottery jackpots. They potentially propagate gambling myths by saying things such as: they won by playing the same numbers for the past 36 years and you could be next, or they picked their numbers by using birthdays and anniversary dates and it finally paid off. This gives people a message that they can somehow influence the outcome of the game. There is lots more to say but I will leave it at this for now.
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Digital Burnout: How it May Impact Perceptions of Problem Technology Use
Digital Burnout: COVID-19 Lockdown Mediates Excessive Technology Use Stress by Sharma Manoj Kumar, Anand Nitin, Ahuja Shikha, Thakur Pranjali Chakraborty, Mondal Ishita, Singh Priya, Kohli Tavleen, Venkateshan Sangeetha View the article here Discussions of how events of the Covid-19 pandemic might impacts various areas of human life have been a hot topic for debate over the previous 2 years. With outbreak numbers stabilizing and the resuming of "normal" daily activities more recently,...
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Re: Gaming helps
Good point Brian, it is not helpful to demonize something that so many people do. We need to look at the pros and cons and why people do it, just like we do anything else, substance use, gambling, and so on. Your point about regulation is a good one, as we have seen with other things like gambling and alcohol.
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Three hours a week: Play time’s over for China’s young video gamers
https://www.nbcnews.com/tech/video-games/three-hours-week-play-times-chinas-young-video-gamers-rcna1816 In 2021 China imposed restrictions on video game play for under 18’s, 1 hour of play Fri, Sat, and Sun between 8pm and 9pm. An intervention China said was required to “pull the plug on a growing addiction”, gaming once described as “spiritual opium”. Has this been helpful, should other countries adopt this strategy? In China gaming companies are required to have Real-name verification...
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Phubbing
Video Phubbing (Phone Snubbing) – A 3:55 minute interview with Dr. Suzanne Degges-White, Relationship Expert, Northern Illinois University by WGN Evening News (Chicago) on April 6, 2022. Accessed May 28, 2022 at https://www.youtube.com/watch?v=ZyiOQq3lwgM How it relates to problem social media use Phubbing (ignoring other individuals by using a mobile phone during a face-to-face conversation) is a result of smartphone use and is noteworthy because it can impair communication between the...
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Commentary - Chinese Video Gaming Policy
The article discusses 1) alleged ineffectiveness, 2) alleged Draconian-ness, and 3) emerging evidence of identifiable benefits. Read on if interested in these aspects of the policy! See article attached.
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Re: Commentary - Chinese Video Gaming Policy
The article discusses 1) alleged ineffectiveness, 2) alleged Draconian-ness, and 3) emerging evidence of identifiable benefits. Read if interested in these aspects of the policy. Reference: Xiao, L.Y. (2022). Reserve your judgement on "Draconian" Chinese video gaming restrictions on children. Commentary on: Draconian policy measures are unlikely to prevent disordered gaming (Colder Carras et al., 2021). Accessed June 3, 2022 at https://www.researchgate.net/p...er_Carras_et_al_2021 (pasted ...
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FREE VIRTUAL YMCA MEDIA IMPACT AND YOUTH GAMBLING WEBINAR
The Youth Gambling Awareness Program (YGAP) with the YMCA of Greater Toronto is hosting a FREE and VIRTUAL Media Impact webinar. Below is a brief description of the webinar: How many youth were exposed to a gambling ad during lockdown? Can Twitch be used to gamble? Are influencers being used to market gambling products? The YMCA of Greater Toronto's Youth Gambling Awareness Program's (YGAP) Media Impact presentation will tackle these questions and more, in a free hour-long session. The...
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Screen Time - effects on the social, cognitive and emotional development of children and youth
https://informedfutures.org/wp...tive-development.pdf ; The article speaks to the effects of ‘screen time’ on the emotional, social and cognitive development of children and youth, including gaming, social media, and educational type virtual activities – both positive and negative. It mentions some emerging evidence on structural changes within the brain associated with increased use and how it relates to non-educational screen time. It mentions a factor around ‘stimulation overload’...
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Problem technology use, academic performance, and school connectedness among adolescents
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8871851/ 1. This article discuss about the problem technology use and the related effects on academic performance and student life. This article was prepared based on data collected from students. 2. The article clearly picturizes that females are more affected by excessive technology use and the resulted academic complications than male. The study also points to the fact that the connection between problem technology use and academic performance...
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Is Facebook creating "iDisorders" ?
1. This article dated back in January 2013, focusing on the technological use of various means and media on symptomology of mood disorders and examines the impact of attitudes toward technology and multitasking in addition to tech related anxiety around the inability to check devices as frequently as desired. 2. "iDIsorders" was defined as "...the negative relationship between technology usage and psychological health", suggesting implications around heightened usage being negative. 3. In...
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FREE Virtual YMCA Youth Gambling Awareness Program Webinar
Hi there, I hope you are having a pleasant day! I wanted to let you know about our upcoming Gambling & Stigma webinar hosted by the Youth Gambling Awareness Program (YGAP) with the YMCA of Greater Toronto. Below is a brief description about the webinar : Do the words we use matter? Where does stigma come from? How do we break the cycle? If you’ve ever wondered the answer to any of these questions, then look no further because the YMCA’s Youth Gambling Awareness Program (YGAP) has you...
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FREE Virtual YMCA Youth Gambling Awareness Program Webinar
Hi there, I wanted to let you know about our upcoming Gambling & Media Impact webinar hosted by the Youth Gambling Awareness Program (YGAP) with the YMCA of Greater Toronto. Below is a brief description about the webinar : How many youths were exposed to a gambling ad during lockdown? Can Twitch be used to gamble? Are influencers being used to market gambling products? The YMCA of Greater Toronto's Youth Gambling Awareness Program's (YGAP) Media Impact presentation will tackle these...