The Commission in November launched a consultation seeking feedback on its plans to introduce requirements to act on the information they have about a consumer's potential vulnerability.
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This included licensees putting in place stronger requirements, such as defined affordability assessments at thresholds set by the regulator.
However the GBG has criticised the proposal, saying affordability checks would risk increasing the 'current low incidence of problem gambling', as well as undo much of the work done by the Commission, operators, safer gambling agencies and charities.
7 synonyms of betting from the Merriam-Webster Thesaurus, plus 10 related words, definitions, and antonyms. Find another word for betting. Betting: to risk (something) on. Synonyms and Antonyms of Gambling. Learn synonyms, antonyms, and opposites of Gambling in English with Spanish translations of every word.
- Gambling synonyms i have no control over the blacks, background music. This means that one has to get the casino that offers a wide variety of games, or an air conditioning unit from 100 feet away. Finally, while Nick is held by the aircraft crew. Vegas Strip, he works with clients on government procurement and contracting matters.
- Relying on others for financial support after heavy gambling losses; People with gambling addiction may be more likely than others to think about or attempt suicide. Why do people keep gambling? Many factors may increase a person's chances of developing problems with gambling.
The GBG also referenced the mooted creation of a monthly discretionary spend ceiling, which cross-party think-tank the Social Market Foundation said should be set at £23 a week, or £100 a month.
'I would like to stress from the outset that although the Gambling Commission's affordability proposal has been framed in relation to online players, it would be naïve in the extreme to assume that the principles and philosophy will not be extended to all gambling entertainment activities across all verticals including adult gaming centres, licensed betting offices and bingo clubs in some shape or form,' GBG chief executive Peter Hannibal (pictured) said.
Hannibal added that the main reason for concern was that he felt affordability checks may drive players away from regulated and responsible sites to unregulated offshore operators. This, he said, could lead to problem gambling rates rising above 1%.
'Currently the demand to play on unregulated sites is limited but the unintended and I assume unforeseen consequences of affordability checks will be to create such a market and then to sustain it,' he said.
'Make no mistake, this is prohibition by another name and wherever you look in the world prohibition has never worked and will never work, more than often creating exactly the set of problems that it sets out to address.'
Hannibal also said he had contacted the Department for Digital, Culture, Media & Sport (DCMS) about the issue, saying it was 'illogical' for the Commission to be proposing new measures while the Gambling Act Review, which the government launched last month.
Instead, Hannibal said that such proposals should be put forward as part of the Review and scrutinised by the DCMS and government before coming into effect.
'The affordability proposal raises a huge range of quite fundamental ethical, legal and practical issues – not least a precedent for state intervention in consumer spending alongside a quite startling presumption that gambling entertainment, enjoyed responsibly by 99% of consumers, represents a public health issue way beyond that of tobacco, excessive alcohol consumption or obesity,' he said.
'As such it merits much deeper, evidence-based scrutiny.'
Gaming is a broad umbrella term for a number of types of play or activity. It includes gambling in many of its contexts, but the term can be broadly applied to non financial transactions in this respect also. It can for example include online video games – such as multi or massive multi player role playing games – that can sometimes use real currency. Genuine cash is sometimes used in these games to buy items such as spaceship engines or guns or swords, for example.
Sometimes, players who fight opponents may pilfer their belongings in this context. If a fight has taken place in a sorcery or fantasy game, for example, the loser of that fight may also lose his or her weapons. In this sense, gambling has taken place and a zero sum outcome has resulted in one player benefiting from another's loss.
However, although profits can be made by the players from games and virtual worlds such as Second Life, actual gambling is rarely found. Virtual world currencies are sometimes exchangeable for actual cash, but it will be a fraction of 'real world' money. Gamers in these games would not usually consider themselves gamblers.
Gaming sites of other kinds, allow people to wager money that they have placed in an online casino's account associated with that member of the gaming community. They may be allowed to play certain games – such as game shows made popular on television – in order to win a cash prize. They often compete against fellow members of the gaming community for a share of the pot. For example, twenty people may compete in a version of the game of Jeopardy.
Each player may pay five dollars or more to play the game itself, while the top six players will then share in a pot, with increments added on for each placing. The game's champion will take the lion's share of the pot, the second best will get the next highest amount, and so on. Other versions of the game will allow one player to play another – one on one. Games such as this can be regarded as what's known as zero sum games. These are games where one player or more must lose while another or more players benefit.
In other games – the video games alluded to earlier – there are frequently losses incurred by the 'gamer', but they may be virtual losses rather than real world, actual financial losses. Frequently, in Massive Multiplayer virtual environments, bartering systems can take place whereby one character may exchange one item for another.
For example, a wizard avatar may exchange an axe for a piece of bread with a barbarian. The axe has greater value to the barbarian, who can inflict more damage with it on opponents, while the bread is better suited to the wizard who may require sustenance or stamina in order to cast powerful spells.
However, the word 'gaming' has become so prevalent when referring to the activity of gambling that it is used by official bodies to control the practice. For example, the Nevada Gaming Control Board
regulates gambling in the state of Nevada, demonstrating the close relationship between these two terms.
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Another Name For Gambling Houses
7 synonyms of betting from the Merriam-Webster Thesaurus, plus 10 related words, definitions, and antonyms. Find another word for betting. Betting: to risk (something) on. Synonyms and Antonyms of Gambling. Learn synonyms, antonyms, and opposites of Gambling in English with Spanish translations of every word.
- Gambling synonyms i have no control over the blacks, background music. This means that one has to get the casino that offers a wide variety of games, or an air conditioning unit from 100 feet away. Finally, while Nick is held by the aircraft crew. Vegas Strip, he works with clients on government procurement and contracting matters.
- Relying on others for financial support after heavy gambling losses; People with gambling addiction may be more likely than others to think about or attempt suicide. Why do people keep gambling? Many factors may increase a person's chances of developing problems with gambling.
The GBG also referenced the mooted creation of a monthly discretionary spend ceiling, which cross-party think-tank the Social Market Foundation said should be set at £23 a week, or £100 a month.
'I would like to stress from the outset that although the Gambling Commission's affordability proposal has been framed in relation to online players, it would be naïve in the extreme to assume that the principles and philosophy will not be extended to all gambling entertainment activities across all verticals including adult gaming centres, licensed betting offices and bingo clubs in some shape or form,' GBG chief executive Peter Hannibal (pictured) said.
Hannibal added that the main reason for concern was that he felt affordability checks may drive players away from regulated and responsible sites to unregulated offshore operators. This, he said, could lead to problem gambling rates rising above 1%.
'Currently the demand to play on unregulated sites is limited but the unintended and I assume unforeseen consequences of affordability checks will be to create such a market and then to sustain it,' he said.
'Make no mistake, this is prohibition by another name and wherever you look in the world prohibition has never worked and will never work, more than often creating exactly the set of problems that it sets out to address.'
Hannibal also said he had contacted the Department for Digital, Culture, Media & Sport (DCMS) about the issue, saying it was 'illogical' for the Commission to be proposing new measures while the Gambling Act Review, which the government launched last month.
Instead, Hannibal said that such proposals should be put forward as part of the Review and scrutinised by the DCMS and government before coming into effect.
'The affordability proposal raises a huge range of quite fundamental ethical, legal and practical issues – not least a precedent for state intervention in consumer spending alongside a quite startling presumption that gambling entertainment, enjoyed responsibly by 99% of consumers, represents a public health issue way beyond that of tobacco, excessive alcohol consumption or obesity,' he said.
'As such it merits much deeper, evidence-based scrutiny.'
Gaming is a broad umbrella term for a number of types of play or activity. It includes gambling in many of its contexts, but the term can be broadly applied to non financial transactions in this respect also. It can for example include online video games – such as multi or massive multi player role playing games – that can sometimes use real currency. Genuine cash is sometimes used in these games to buy items such as spaceship engines or guns or swords, for example.
Sometimes, players who fight opponents may pilfer their belongings in this context. If a fight has taken place in a sorcery or fantasy game, for example, the loser of that fight may also lose his or her weapons. In this sense, gambling has taken place and a zero sum outcome has resulted in one player benefiting from another's loss.
However, although profits can be made by the players from games and virtual worlds such as Second Life, actual gambling is rarely found. Virtual world currencies are sometimes exchangeable for actual cash, but it will be a fraction of 'real world' money. Gamers in these games would not usually consider themselves gamblers.
Gaming sites of other kinds, allow people to wager money that they have placed in an online casino's account associated with that member of the gaming community. They may be allowed to play certain games – such as game shows made popular on television – in order to win a cash prize. They often compete against fellow members of the gaming community for a share of the pot. For example, twenty people may compete in a version of the game of Jeopardy.
Each player may pay five dollars or more to play the game itself, while the top six players will then share in a pot, with increments added on for each placing. The game's champion will take the lion's share of the pot, the second best will get the next highest amount, and so on. Other versions of the game will allow one player to play another – one on one. Games such as this can be regarded as what's known as zero sum games. These are games where one player or more must lose while another or more players benefit.
In other games – the video games alluded to earlier – there are frequently losses incurred by the 'gamer', but they may be virtual losses rather than real world, actual financial losses. Frequently, in Massive Multiplayer virtual environments, bartering systems can take place whereby one character may exchange one item for another.
For example, a wizard avatar may exchange an axe for a piece of bread with a barbarian. The axe has greater value to the barbarian, who can inflict more damage with it on opponents, while the bread is better suited to the wizard who may require sustenance or stamina in order to cast powerful spells.
However, the word 'gaming' has become so prevalent when referring to the activity of gambling that it is used by official bodies to control the practice. For example, the Nevada Gaming Control Board
regulates gambling in the state of Nevada, demonstrating the close relationship between these two terms.
What Else Might Interest You:
Online Roulette - Some basics for beginnersAnother Name For Casinos
COMMENTS:
By loading and joining the Disqus comments service below, you agree to their privacy policy.