Gaming disorder

A pattern of persistent or recurrent gaming behaviour so severe that it takes precedence over other life interests.

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Gaming

Playing a game on an electronic device such as a PC or laptop, games console, tablet, phone, or other handheld device. 

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Gambling harms

The adverse impacts from gambling on the health and wellbeing of individuals, families, communities, and society.

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Fallacies

Fallacies, or cognitive distortions, are irrational beliefs and wrong ideas. Some fallacies are common amongst people who gamble, and believing in these fallacies may increase a person’s risk of experiencing gambling harm.

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Gambling disorder

A clinical diagnosis for a pattern of gambling behaviour that causes significant distress or impairment to important personal functions. This could include disruption or damage to personal, family or recreational pursuits. People with a gambling disorder also experience impaired control over gambling.

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Event frequency

The amount of time between opportunities to gamble. Products with higher event frequencies (e.g. online slots), where players can stake money relatively quickly, have a higher risk of harm than products with low frequencies (e.g. weekly lotteries).

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E-sports

Electronic sports in which people play video games against each other, either professionally or for fun.

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Gambling

Risking money or something of material value on something with an uncertain outcome in the hope of winning additional money or something of material value. 

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Cross-promotion

Cross-promotion (or ‘cross-selling’) is a marketing strategy that some companies use to promote other products while a customer is currently gambling. For example, “Bet £5 in a Sports Event, Get £5 Casino Bonus.”

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Fear of missing out

The fear of being left out of social events and experiences, and is often related to social media and online engagement. Young people have highlighted fear of missing out as a motivation for buying loot boxes.

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