GGHRA
PreventionAuto-Discovered
Youth and Adolescent Prevention Programs
youth and adolescent gambling prevention programs
Summary
Interventions for children and young people (CYP) are divided between prevention (for those at risk) and treatment (for those already experiencing harm). Delivery methods vary widely, including online resources, workshops, and counseling.
Knowledge Gaps
- Lack of robust data on the long-term effectiveness of preventative programs for youth
- Insufficient evidence on which delivery channels (e.g., digital vs. in-person) are most effective for different age cohorts
Concerns
There is significant overlap between prevention and treatment, making it difficult to isolate the efficacy of specific program types.
Proposed Theories
- The 'Digital Normalization Hypothesis' suggests that the integration of gambling-like mechanics (loot boxes, skins) in video games creates a 'gateway' effect that lowers the age of onset for gambling-related harm.