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Gambling, Gaming & Technology Use Community of Interest

The Gambling, Gaming & Technology Use Community of Interest brings together addiction and mental health service providers, researchers and subject matter experts in the fields of gambling, technology/Internet use and video gaming to collaborate and share knowledge on emerging trends and clinical best practices.

Tagged With "gamification of gambling"

Discussion Topic

The increasingly blurred lines between gambling and gaming

Registered Member ·
Last week, we published an article on camh.ca highlighting how the lines between gambling and gaming are blurring. The article features quotes from @Registered Member speaking about her family's experience with video gambling problems and @Registered Member speaking about how gambling elements are increasingly found within video games. Read the full article here: https://www.camh.ca/en/camh-news-and-stories/the-increasingly-blurred-lines-between-gambling-and-gaming I...
Reply

Re: Research/Stats on Professional Gamblers and their income

Registered Member ·
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
Discussion Topic

Mindfulness and problem gambling treatment.

Registered Member ·
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...
Discussion Topic

Serious games, mental health apps, and gambling disorder

Registered Member ·
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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