How to Overcome a Gambling Addiction – 5 Tips on Self Help For Gambling Problems

If gambling filled a huge void in your life, was an escape for your problems, and the only thing you really did for recreation, then it may more difficult for you to overcome a compulsive gambling addiction.

There is no easy fix or easy way for said self help for gambling. If I that there was, I would not be telling you the truth.

I can say, however, that there are solutions for compulsive gambling that can be used as you help yourself get past your compulsive gambling addiction.

Here are 5 Tips On Self -Help For Gambling Problems:

1. Make a decision to stop gambling, even it is for that day. Fill your day with other activities that are unrelated to gambling.Go see a movie, have dinner with friends, go to the library, or do some shopping. Whatever you do, do not gamble.

2. Look for a counselor in your area if you believe that you cannot overcome a gambling addiction on your own. You will also learn practical self-help techniques as well, but you will have the one one support. Look for a counselor who specializes in compulsive gambling addiction.

3. Seek out a Gamblers Anonymous group in your area. Group support is important when you are looking for ways to stop gambling. Gambling problems help can be found in support groups related to gambling addiction, and this can be invaluable to you.

4. When you have the urge to gamble again, take a few minutes to visualize what it felt like for you on your way back from the casino. You most likely will feel this horrible feeling before you make the decision to gamble again. Is this what you want to feel again later today? That horrible emptiness and despair in the pit of your stomach. This visualization is a powerful tool.

5. There are some wonderful self-help books and courses on how to overcome a gambling problems. These self-help books for gambling problems can be brief and to the point, and also more intense, depending on what you choose to help you with your compulsive gambling addiction.

It is hoped that some of these tips on how to overcome a gambling addiction were helpful to you. As stated previously, solutions for compulsive gambling do exist, and it is possible to recover from your gambling problem.

Be patient with yourself and make that courageous decision to quit gambling. You will be glad you did.

Life is better when you stop gambling.

Michelle Tee

Source by Michelle Tee

Video Games and the Law: Sex, Violence and Addiction

Video games have long been the scapegoat of politicians and media campaigns. Whilst the majority of the focus has been upon the depictions of violence within games, the furor over Grand Theft Auto’s infamous “Hot Coffee” scandal and subsequent legal wrangling brought on board the potential controversy of depicting explicit sexual acts in games. (Rockstar had at one stage planned to include a sex-based mini-game in the title. The plans were scrapped, but the code for them remained hidden in the game. When a PC enthusiast learned how to access them, instructions on how to access the content quickly spread across the internet, with an outcry following closely behind.)

A recent survey in the US in November of last year (see Rasmussen Reports: 54% Think Violent Video Games Lead to More Violence in Society) indicated that the majority of Americans (54% in the sample) believe that violent video games result in a more violent society.

Following Panorama’s recent expose of how engrossing games apparently are, we can now throw addiction into the pot. Please read on for further information.

The US

The US remains governed entirely under a system of self regulation – as yet there is no federal law against the sale of violent or sexually explicit video games to children (although certain states have tried to introduce legislation). The US system relies on the voluntary ESRB (Entertainment Software Rating Board, an independent body) rating system which rates titles and polices the marketing of games. The system relies on goodwill- that of retailers and the ESRB – so there is nothing, as a matter of law, to stop kids buying violent games. Attempts have been made by at least two states to ban the sale of violent games to children, but free speech legislation has to date blocked such attempts. The Californian Supreme Court is to rule later this year on whether such a ban would be legitimate.

The UK

The UK has a mandatory system for certain types of video games depending upon the content. Games featuring sex or violence must be submitted for classification by the British Board of Film Classification (BBFC) in accordance with the Video Recordings Act 1984. The role of digital and interactive media was elaborated in the Criminal Justice & Public Order Act 1994, which introduced a number of new tests to the classification process, including a specific requirement to consider the ‘harm’ that the work may cause a potential viewer.

Video games remain generally exempt under the Video Recordings Act 1984 (VRA). However, the exemption will not apply if that game depicts:

  • sex
  • violence;
  • may encourage criminal activity (or other “matters of concern”); and/or
  • where the depiction of such material is particularly realistic.

The VRA was introduced at a time when games could not hope to rival the imagery of movies and films, but given the increasing visual fidelity of current and next generation videogames and the considerable crossover of interactive and traditional media entertainment, this exemption is of increasingly little value.

The attitude towards classification in the games industry has shifted over time and as a result, many publishers submit each and every new game to the BBFC to ensure the game has been classified before publication.

Following the arrival of the Digital Economy Act, legal powers have been granted to the PEGI (Pan-European Game Information) rating system with effect from 1 April 2011 and PEGI will become the sole classifier for video games in the UK. Any retailer who sells games after that date to anyone younger than the age certificate on the front of a game’s box is liable to prosecution.

Europe

In addition to the UK’s own mandatory age classification scheme, the PEGI scheme is a voluntary age suitability scheme aimed primarily at advising parents. In the UK this scheme is supported by UKIE (the Association for UK Interactive Entertainment, formerly ELSPA) and all its members are required to submit all games which are exempt from BBFC classification for classification under the PEGI system. In contrast to the BBFC system, publishers are required to fill out a self-assessment application form, based upon the content and provide their own suggested age rating which is verified upon receipt.

The PEGI scheme currently covers sixteen countries within Europe, with Germany being the most notable absentee, as it relies upon its own compulsory classification procedure. Some other countries also use their own classification systems (e.g. Finland) and the ratings in these countries are adjusted accordingly. In essence, the PEGI scheme provides a useful guide to the likely classification of a release for publishers in Europe.

Age Classification

Both the BBFC and PEGI systems are fundamentally aimed at the protection of children and young persons and therefore employ a system of age classification. Publishers are strongly advised to consider submitting new games to the BBFC if they are in any doubt as to the content, as unlike the PEGI scheme, it is a criminal offence to supply illegal unclassified works or to supply age restricted material to persons under that age with fines and/or prison sentences for any person found in breach.

The BBFC will only classify the product and, where necessary, advise on cuts that need to be made. The BBFC cannot rule on the legality of the content, but in any event they will not classify material that they believe is in breach of the law.

Any submissions made under the PEGI scheme will be required to consult a checklist of the type of content that is likely to require mandatory classification. Whilst the checklist on the application form should not be taken as a complete summary, it does provide further guidance of the type of content to be wary of. It should be noted however that the age classifications under the BBFC and PEGI schemes do not necessarily match.

Prohibited Content

The law in relation to what is illegal is judged according to whether the material in question is legally obscene. Fortunately, whilst the Obscene Publications Acts were crafted in the early 1960’s, the test is judged according to the contemporary standards. The test is simply whether the effect of the material (considered as a whole) is “such as to deprave and corrupt persons“. There is no set definition; it is not enough that the publication shock or disgust, it must have a morally debasing, corrupting effect upon the viewer.

The requirement that the material be taken as a whole, rather than in relation to a specific item of content, considerably reduces the scope of the law in this area. In practice, the law of obscenity is rarely used, as mandatory classification has for the most part dealt with this issue. The key factor is the intended audience for the material. In light of this, publishers may wish to consider the material which is contained on a games website, given the difficulties of restricting access to a particular age group over the internet.

The BBFC Ratings

Given the generally balanced approach to censorship in the UK, the barrier as to what is and is not permissible within a video game is largely a decision for the publisher, depending on the market they are aiming for. The increasingly mature audience of the gaming market means that publishers may feel they can afford to release games that are restricted to the over 18 audience without taking a major hit in sales, as the Grand Theft Auto series ably demonstrates. If explicit sexual scenes are a feature within the game, the publisher can expect an ’18’ classification and be treated by retailers accordingly.

The BBFC publish guidelines on a regular basis and these should currently be the first reference for any developer or publisher wishing to have a better understanding of the likely classification of an intended release. Given the impending legalisation of PEGI, regard should also be had to PEGI rating system.

Because R18 material is reserved for highly explicit sexual material, it is difficult to see how any video game would fall into this category without a concerted effort on the part of the developer and publisher. Clearly any game featuring explicit sexual material must be submitted for classification by the BBFC.

The Current Regime

Whilst the “Hot Coffee” hidden mini game in GTA: San Andreas may have (and continues) to cause its publishers problems in the US, the game had already received an 18 certificate in the UK by the BBFC; there is nothing to suggest it would be treated differently under the BBFC’s guidelines if this material had been an intended part of the final game. This is in stark contrast with the reception abroad – in Australia and New Zealand for instance, two territories that closely follow UK law across a wide range of areas, the game was either banned or given an R18 rating in response.

Given that the fundamental basis of the age classification schemes is the protection of children, it follows that PG, 12 and 15 rated works will require greater scrutiny on the part of the developer/publisher to ensure that the game meets the required classification. Looking at the BBFC’s most recent decisions this is likely to affect magazine publishers who may bundle a mixture of demos and videos on cover mounted disks and wish to sell the magazine to the broadest audience available.

A comparison of “Psychonauts” – rated PG, “From Russia with Love” – rated 12 and “Resident Evil 4” – rated 15, shows that even strong violence may not automatically result in an 18 certificate. However, a title featuring strong sex/violence within a realistic setting, particularly featuring criminal related activity, for example the Grand Theft Auto series, will inevitably be aimed at an adult audience and be rated accordingly.

Unfortunately there are no hard and fast rules as to what particular type of content will lead to a particular rating, but an awareness of the above issues will provide a better understanding of how the system works. Publishers and developers would be well advised to bear in mind the intended rating from the start of a project to avoid any future headaches further down the line.

Addiction

Since the screening of Panorama’s investigation in December of last year into the addictive nature of computer games, there is now a suggestion that games publishers are to be blamed for the adverse consequences (eg. to health and/or career) suffered by gamers who play their games for so long that they fail to eat and sleep. Not surprisingly, no clear evidential and genuine link was established in this programme between addiction and video games, nor frankly is there likely to be. This situation is surely one of parental control: if parents permit their children to play video games day and night, just as if they permitted them to drink unlimited amounts of alcohol, a problem of addiction is clearly going to ensue. And for those over the age of eighteen, they should be old enough to take responsibility for their own actions.

LINKS

1. The BBFC website provides information and guidance on the classification scheme, application forms and a database of previous decisions.

2. PEGI (Pan European Game Information) website provides further guidance on the ratings system and downloadable assessment forms for publishers.

3. The Video Standards Council provides some additional advice on what is covered by the VRA, as well as practical advice for retailers.

Source by Brian L Miller

The Pros and Cons of Gaming

Are you amongst those people who love playing video games more than anything? More than being in school? Or playing basketball with your friends? Or hanging out with friends? The truth is that everyone loves games whether you are old or young; there is no age limit in whether you can play a particular game or not, right? Gaming has become a source of entertainment for everyone including adults. Let’s talk about the pros and cons of gaming, how gaming is beneficial in certain situations and not so much in some.

The Pros of Gaming:

1) Great source of entertainment and Good stress reliever: Mostly all groups of ages are vulnerable to stress; whether it’s from working long hours, being in school all day, or encountering stressful situations at home. The most effective way to avoid stress is to stay away from stressful situations and embrace positive views in life. And this can be done by doing what you enjoy to do. If playing games is what makes you happy, then it’s worth playing video or online games for awhile to ease your stress.

2) Fine socializing gadget: With modern day technologies, what made gaming even more popular now is the fact that people can play games with other random people online. Moreover, by playing with random people and communicating with them allows making new friends and a means of socializing with other people who tend to have the same interest which makes playing a game even more fun. So, in a way gaming is a teenagers or anyone’s friend because it entertains there young brains as long as they are playing good games.

The Cons of Gaming:

1) Bridging apart from Real World: some people are so involved in the world of gaming that they can’t see through pass that. They lose interest in outdoor activities; lag behind in school as they don’t find education and doing homework as much fun as playing video games; like being in home all day to play their games.

2) Damage to Eyesight and increased risk of Obesity: As much amusing and enjoyable gaming is doesn’t it make oneself a couch potato? When people love gaming so much and find it so pleasurable they tend to lag behind on other important things. Their life is just limited to that one room in which they can just sit and play games all day, and that’s what comforts them and makes them happy. This can become a long term health issue as if you stay home all day in a couch playing games you tend to eat lot of junk food and in lot more quantity compared to going out and playing ball with friends which takes up some energy. Moreover, by sitting all day and being not involved any physical work can also extend the risk of obesity. Furthermore, let’s not forget starring at the computer screen or TV for a long period of time playing games is very damaging to eyes and can weaken eyesight in long term.

The bottom line is that everyone should enjoy doing what they love; in this case playing games, but also be proactive and take care of your own health. Play games but for a short period of time and get more involved in outdoor activities and focus on your education as well.

Source by Charmi Patel

Gambling and Betting – Is There a Difference?

I do not want to sound professional by way of definitions here but just to give as much as possible a graphic view of how the two keywords, gambling and betting, relate in the world of sports.

Gambling generally refers to an activity where money or something of material value is set aside for two parties to predict the outcome of an event and the one whose prediction coincides with the outcome takes the wager. The outcome of the event is evident within a short period of time. Gambling takes many forms including lottery, casinos and any other games of the like which leaves the winner getting additional money or something of higher value.

Betting is a contract usually between two parties, where it is agreed that any of the parties will forfeit money or something of material value if that party makes an incorrect prediction about an uncertain outcome. The exact money or its value is known and it is most often contributed before the outcome of the prediction.

Is there really any difference between these two terms? Though we most often interchange the use of the terms gambling and betting, I personally see some slight difference. I see betting as a subset of gambling for the latter is a general term which does not connote any legality to be tendered in the courts should the need be.

Betting is most often found in various sports activities including NBA, MLB and NFL. People are really making regular incomes from bets and you will love you did.

Source by Onipa Hiamoa