Gaming Behaviour Ladder

Gaming Behaviour Ladder

Adferiad Funded by GamCare

This activity considers the scale of risky gaming behaviour when purchasing in-game items in video/mobile games. It provides the opportunity todiscuss the differences in behaviours among gamers and illustrates how spending money on in-game items can be harmful but should be considered on a continuum, not simply placed into categories.

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Time

10-15 Minutes

Materials to print

Gaming Behaviour Ladder Cards

Method

1.

Provide the group with a set of
Gaming Behaviour Ladder cards

2.

Ask the group to put the character
cards in order from what they
consider the least risky behaviour to
the most. Emphasise that there is no
right or wrong answer.

3.

Then discuss the possible
consequences of youth gambling,
writing them Go through the order
they have chosen, starting from the
least risky, asking participants to
justify their answers. Discuss what
factors they considered and why they
think some behaviours are riskier
than others.the branches of the tree.

4.

Encourage discussion about the
motivations behind why people
gamble, the frequency, the amount
spent. Discuss at what point each of
these behaviours would become
problematic if they do not think the
character already had a problem.
Mention that although not all of
these examples are examples of
harmful gambling, they are all
realistic and illustrate how
normalised gambling is in our
culture.

Alternative options:

If it’s a big group, you could divide it into teams and
use multiple sets of cards.
You could give 1 card to each person and then ask the
group to stand up forming a line to visualise where
they would place each example.

Possible Follow-Up Activity

1. Place each card around the room.

2. In pairs or small groups, as the participants to write a
relevant harm reduction tip on a post-it note and stick
it to the card it relates to.

3. Ask the group to share and discuss the tips they
came up with and suggest any tips they may not have
considered.

Gaming Behaviour Ladder

Cards

Danielle stayed up the night before an exam playing her favourite mobile game, eventually she ran out of lives and
made an in-app purchase on her account so she could keep playing.

Alex saw a limited edition item that was only available to purchase for 1 hour. They’d already spent their weekly limit but decided to buy it anyway as it wouldn’t be available again.

Eric borrowed money from his friend to purchase several loot boxes, in the hope that he would get a rare item that he could sell for more money.

Theo spent the money his grandparents gave him on loot boxes, hoping to get a special item in his favourite game. He didn’t get the item he wanted so decided to spend some of his savings thinking he was bound to get the special item eventually.

Beth saved up her pocket money to pay for a new downloadable map in her favourite strategy game.

Gambling Behaviour Ladder

Gambling Behaviour Ladder

Adferiad Funded by GamCare

This activity considers the nuance in risk associated with gambling. It gives the opportunity to discuss the differences in behaviours between different forms of gambling and illustrates how gambling behaviour should be considered on a continuum, not simply placed into categories.

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Time

10-15 Minutes

Materials to print

Gambling Behaviour Ladder Cards

Method

1.

Provide the group with a set of
Gambling Behaviour Ladder cards.

2.

Ask the group to put the cards in
order from what they consider least
risky to what they consider the most
risky gambling behaviour. Emphasise
that there is no right or wrong
answer.

3.

Then discuss the possible
consequences of youth gambling,
writing them on the branches of the
tree.

4.

Encourage discussion about the
motivations behind why people
gamble, the frequency, the amount
spent. Discuss at what point each of
these behaviours would become
problematic if they do not think the
character already had a problem.
Mention that although not all of
these examples are examples of
harmful gambling, they are all
realistic and illustrate how
normalised gambling is in our
culture.

Alternative options:

If it’s a big group, you could divide it into teams and
use multiple sets of cards. You could also give 1 card to
each person and then ask the group to stand up
forming a line to visualise where they would place each
example.

Possible Follow-Up Activity

5. Place each card around the room.

6. In pairs or small groups, as the participants to write a
relevant harm reduction tip on a post-it note and stick
it to the card it relates to.

7. Ask the group to share and discuss the tips they
came up with and suggest any tips they may not have
considered.

Gambling Behaviour Ladder

Cards

Olivia put £1 into the World Cup sweepstake at work to raise money for a local charity.

Jack bet his chocolate Easter egg on whether or not his mate will be able to score a penalty.

Lewis won a prize at the amusement arcade last week so he has gone back again, with more money this time, hoping to win big on the slot machines.

Ryan stole money out of his flatmate’s purse to repay a loan he took out to play online poker.

Janice puts £2 a week on the lottery when she doesthe weekly shop, even though she is currently struggling to pay her bills.

Ysgol Ymddygiad Gamblo

Ysgol Ymddygiad Gamblo

Adferiad Ariennir gan GamCare

Mae’r gweithgaredd hwn yn ystyried y naws mewn risg sy’n gysylltiedig â gamblo. Mae’n rhoi’r cyfle i drafod y gwahaniaethau mewn ymddygiadau rhwng gwahanol fathau o gamblo ac mae’n dangos sut y dylid ystyried ymddygiad gamblo ar gontinwwm, nid dim ond ei roi mewn categorïau.

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Amser

10-15 Munud

Deunyddiau i’w hargraffu

Cardiau Ysgol Ymddygiad Hapchwarae

Dull

1.

Rhowch set o
Cardiau Ysgol Ymddygiad Gamblo.

2.

Gofynnwch i’r grŵp roi’r cardiau i mewn
trefn o’r hyn a ystyriant leiaf
beryglus i’r hyn y maent yn ei ystyried fwyaf
ymddygiad gamblo peryglus. Pwysleisiwch
nad oes dim cywir nac anghywir
ateb.

3.

Yna trafodwch y posibiliad
canlyniadau gamblo ieuenctid,
eu hysgrifenu ar ganghenau y
coeden.

4.

Annog trafodaeth am y
cymhellion y tu ôl i pam mae pobl
gambl, yr amlder, y swm
gwario. Trafodwch ar ba bwynt bob un
byddai’r ymddygiadau hyn yn dod
broblemus os nad ydynt yn meddwl y
roedd gan y cymeriad broblem yn barod.
Sôn er nad y cyfan o’r
mae’r enghreifftiau hyn yn enghreifftiau o
gamblo niweidiol, maen nhw i gyd
realistig a dangos sut
hapchwarae normaleiddio yn ein
diwylliant.

Opsiynau amgen:

Os yw’n grŵp mawr, gallech ei rannu’n dimau a
defnyddio setiau lluosog o gardiau. Gallech hefyd roi 1 cerdyn i
pob person ac yna gofynnwch i’r grŵp sefyll i fyny
ffurfio llinell i ddelweddu lle byddent yn gosod pob un
enghraifft.

Gweithgaredd Dilynol Posibl

5. Rhowch bob cerdyn o amgylch yr ystafell.

6. Mewn parau neu grwpiau bach, wrth i’r cyfranogwyr ysgrifennu a
awgrym lleihau niwed perthnasol ar nodyn post-it a ffon
i’r cerdyn y mae’n ymwneud ag ef.

7. Gofynnwch i’r grŵp rannu a thrafod eu cynghorion
dod i fyny ac awgrymu unrhyw awgrymiadau nad oes ganddynt
ystyried.

Ysgol Ymddygiad Gamblo

Cardiau

Rhoddodd Olivia £1 i mewn i swîp Cwpan y Byd yn y gwaith i godi arian i elusen leol.

Betiodd Jack ei wy Pasg siocled i weld a fydd ei ffrind yn gallu sgorio cic gosb ai peidio.

Enillodd Lewis wobr yn yr arcêd difyrion wythnos diwethaf felly mae wedi mynd yn ôl eto, gyda mwy o arian y tro hwn, gan obeithio ennill yn fawr ar y peiriannau slot.

Fe wnaeth Ryan ddwyn arian o bwrs ei gyd-letywr i ad-dalu benthyciad a gymerodd i chwarae pocer ar-lein.

Mae Janice yn rhoi £2 yr wythnos ar y loteri pan fydd yn gwneud y siop wythnosol, er ei bod yn cael trafferth talu ei biliau ar hyn o bryd.

Gambling Tree

Gambling Tree

Adferiad Funded by GamCare

This activity gives young people the opportunity to explore and discuss the causes, effects and consequences of gambling, with a particular attention to youth gambling. It also provides the option of discussing what could be done to limit the risk factors connected to gambling and to reduce its negative consequences, raising young people’s awareness and developing their problem-solving skills.

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Time

15-30 Minutes

Resources

Flip-Chart, felt-tip pens, post-its (optional)

Method

1.

Draw a tree on a flip-chart,
writing “young people’s
gambling” on the middle of the
trunk.

2.

Facilitate a group discussion
about the causes and factors
behind young people’s
gambling behaviours: write
these on the roots of the tree.

3.

Then discuss the possible
consequences of youth
gambling, writing them on the
branches of the tree.

4.

Encourage discussion about the
motivations behind why people
gamble, the frequency, the amount
spent. Discuss at what point each of
these behaviours would become
problematic if they do not think the
character already had a problem.
Mention that although not all of
these examples are examples of
harmful gambling, they are all
realistic and illustrate how
normalised gambling is in our
culture.

Alternative options:

You could introduce each section of the tree with a
brainstorm, giving participants the opportunity to write
their ideas on post-it notes. Once everyone has put
theirs on the tree, ask the group to look at them and to
try and categorise them so as to find common ideas or
patterns. Then proceed with a group discussion.


To encourage more discussion at points 2 and 3, you
could use the short scenarios from the Consequences
of Gambling activity.

Gambling Tree

Gambling Tree

Adferiad Ariennir gan GamCare

Mae’r gweithgaredd hwn yn rhoi cyfle i bobl ifanc archwilio a thrafod achosion, effeithiau a chanlyniadau gamblo, gan roi sylw arbennig i gamblo ieuenctid. Mae hefyd yn rhoi’r opsiwn o drafod yr hyn y gellid ei wneud i gyfyngu’r ffactorau risg sy’n gysylltiedig â gamblo ac i leihau ei ganlyniadau negyddol, codi ymwybyddiaeth pobl ifanc a datblygu eu sgiliau datrys problemau.

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Amser

15-30 Munud

Adnoddau

Siart troi, pennau blaen ffelt, post-its (dewisol)

Dull

1.

Tynnwch lun coeden ar siart troi,
ysgrifennu “pobl ifanc
gamblo” ar ganol y
boncyff.

2.

Hwyluswch drafodaeth grŵp
am yr achosion a’r ffactorau
tu ôl i bobl ifanc
ymddygiadau gamblo: ysgrifennu
y rhain ar wreiddiau’r goeden.

3.

Yna trafodwch y posibiliad
canlyniadau ieuenctid
gamblo, eu hysgrifenu ar y
canghennau’r goeden.

4.

Annog trafodaeth am y
cymhellion y tu ôl i pam mae pobl
gambl, yr amlder, y swm
gwario. Trafodwch ar ba bwynt bob un
byddai’r ymddygiadau hyn yn dod
broblemus os nad ydynt yn meddwl y
roedd gan y cymeriad broblem yn barod.
Sôn er nad y cyfan o’r
mae’r enghreifftiau hyn yn enghreifftiau o
gamblo niweidiol, maen nhw i gyd
realistig a dangos sut
hapchwarae normaleiddio yn ein
diwylliant.

Opsiynau amgen:

Gallech chi gyflwyno pob rhan o’r goeden gydag a
taflu syniadau, gan roi cyfle i gyfranogwyr ysgrifennu
eu syniadau ar nodiadau post-it. Unwaith mae pawb wedi rhoi
eu rhai nhw ar y goeden, gofynnwch i’r grŵp edrych arnyn nhw ac i
ceisio eu categoreiddio er mwyn dod o hyd i syniadau cyffredin neu
patrymau. Yna ewch ymlaen â thrafodaeth grŵp.


I annog mwy o drafodaeth ym mhwyntiau 2 a 3, chi
defnyddio’r senarios byr o’r Canlyniadau
o weithgaredd Hapchwarae.