During autumn 2013 researchers at the University of Bergen conducted a survey concerning
gambling and video game problems in the general adult population of Norway. The survey
was conducted on behalf of the Norwegian Gaming and Foundation Authority.
In all, 24,000 persons (gross sample), aged 16–74 years, were randomly selected from the
National Population Registry of Norway and invited to participate. In all, 20,000 were given
the opportunity to respond via either a paper-based or a web-based questionnaire, whereas
4,000 were given the opportunity to respond only via the paper-based questionnaire.
A total of 10,081 valid answers (net sample) were received. After removing persons with
wrong addresses, or for reasons of illness, death or being abroad at the time of the survey, a
response rate of 43.6 percent was obtained. Up to two reminders were sent. A total of 59.1
percent had participated in gambling during the previous 12 months.
To assess the prevalence of gambling problems, we administered the Canadian Problem
Gambling Index. Based on the total score obtained, the respondents were divided into the
following four categories: non-problem gambler (score = 0), low risk gambler (score = 1-2),
moderate risk gambler (score = 3-7), and problem gambler (score = 8-27). The results showed
that 7.8 percent of the adult population could be categorized as low risk gamblers, 2.4 percent
as moderate risk gamblers and 0.6% as problem gamblers, respectively. Compared to previous
Norwegian studies based on the same instrument, the present study suggests a reduction in
gambling problems, especially related to the low risk gambler and the problem gambler
categories. We found that the probability of being a moderate risk gambler or problem gambler
was enhanced in males, subjects being single, with low education, confirming unemployment/
disability pension/rehabilitation/work assessment allowance and in subjects with place of
birth outside Norway.
The prevalence of gambling problems in the present study is lower than the mean prevalence
value derived from previous international population-based surveys and lower than what
had been found in six previous Norwegian studies (conducted in 2005, 2007, 2008 and 2010),
although somewhat higher than the prevalence reported in Norwegian studies conducted in
1997 and 2002.
In terms of participation in different gambling activities, the majority of gamblers reported
having participated most prevalently in scratch cards (non Internet-based) and numbers games.
Males had participated more frequently than females in most types of games. The same
was true for younger subjects, except for some types of bingo games, Belago (interactive
video terminals located in bingo premises), horse betting, soccer pools (not odds games) and
numbers games. Those who scored 3 or more on the Canadian Problem Gambling Index had
participated more frequently in all types of games compared to those with lower scores. Data
bingo in bingo halls, Internet bingo and Belago comprised the gambling activities with the
highest proportion (> 6%) of gamblers reporting problems controlling/restricting their 6
gambling behavior. In terms of overrepresentation of moderate risk gamblers and problem
gamblers this was especially pronounced for Internet bingo, data bingo in bingo premises,
scratch cards on Internet, and Belago.
In all, 26.7 percent of the gamblers had gambled via the Internet during the last 12 months.
This occurred most frequently among males, younger subjects and among those with a score
of 3 or more on the Canadian Problem Gambling Index. Most of those who gambled via the
Internet used a laptop or a mobile phone for this purpose.
A vast majority of the subjects had been exposed to gambling related advertising during the
previous 12 months. Young people reported greater exposure than older subjects. Those who
scored 3 or more on the Canadian Problem Gambling Index reported more gambling related
advertising exposure than those with lower scores.
Among gamblers it was reported that gambling related advertising had a considerable effect in
terms of informing about games and game operators. Gambling related advertising was reported
to influence gambling behavior and gambler’s urge to gamble to a certain degree, but risky
gambling was reported only to a small degree as having been triggered by gambling related
advertising. Overall, men, younger persons and persons with gambling related problems reported
having been more influenced by gambling related advertising than their respective counterparts.
A discussion concerning a ban/restrictions on gambling advertising seems warranted.
Attitudes towards structural regulation of gambling were overall relatively neutral. An upper
loss limit, set either by the player him/herself or by the game and continuous feedback about
losses comprised the three structural regulation proposals which were most favorably evaluated.
This should have implications for regulation of gambling in Norway. Women, younger people
and persons with a score of 3 or more on the Canadian Problem Gambling Index were more
positive to structural regulation of gambling than were men, older persons and persons with
lower scores on the Canadian Problem Gambling Index. Respondents born in Norway were
less positive to structural regulation of gambling than persons born outside Norway, especially
related to relative strict regulations (e.g. gambling restrictions on money and playing time).
Several potential gambling motives were listed in the questionnaire. The majority of players
reported “for fun” and “to win” as relevant gambling motives. Those with a score of 3 or more
on the Canadian Problem Gambling Index reported more frequently all motives than those
with lower scores except “for fun”, “other motives” and “to support a good cause”.
The frequency of different psychosomatic symptoms reported generally increased proportionately
with gambling category (non-problem gambler, low risk gambler, moderate risk gambler,
problem gambler).
In all, 37.0 percent had played video games during the last six months. More males than
females and more younger than older respondents had played. Excessive video game playing
was assessed with the Game Addiction Scale for Adolescents. Based on the data from this
scale, 96.7 percent were categorized as normal video game players (including those who had
not played), 3.0 percent were categorized as video game problem players and 0.3 percent
were categorized as video game addicts. Being categorized as either a video game problem
player or a video game addict was related to male gender, low age, having 3 or more children
and certain categories of occupational status (part-time employed, student, unemployed/on
disability pension/on rehabilitation/on work assessment allowance). Those who were video
game problem players/addicted reported overall more frequently psychosomatic symptoms
compared to the normal video game players/non-players.
A total of 22.6 percent had played games via social media. This was most frequently reported
by females and younger subjects. In all, 9.8 percent had purchased Facebook-credits or other
virtual credits for use in games. This occurred more frequently among those who had played
games via social media than those who had not played via social media. Furthermore, it was
more common among younger than older respondents. Most of those who had won virtual
credits had used these for playing or for purchasing something within a game.