As our company draws towards closure in a couple of months it’s worth noting what we did, and saying something about what we didn’t do despite intentions.
We’ve worked for more than seven years primarily focused upon gambling with an emphasis upon electronic forms. The overall aim has been to contribute a little to addressing the harms arising from gambling. Martin and Adrian, company founders and directors, work on a voluntary basis and, until 2024 in a full time capacity. Our main achievement has been the production of a film which continues to be used by other organisations and agencies (and is free for anybody to view and use). We’ve also worked closely with other agencies, produced printed support materials, run four websites, visited a wide range of settings to meet and talk with people; the latter has seen us at events organised by third sector partners, visiting community venues, meeting specialised sectors such as debt and finance, talking with prison residents or medical students, and enjoying the resonance from involvement with networks of cross-sectoral work, and from this enjoyed encouragement and support.
What We Haven’t Done
Our primary concern with gambling harms induced its own momentum and determined our working focus. We had hoped to run alongside this, and fully integrated with it, something else. This was to have been a wider view of the digital environment including ways in which new technologies impact our lives for better and worse. In such a context, the gambling dimension would be a sort of case study of one example of digital determinants. Obviously this secondary aim involves a huge area, and we intended only to touch upon it. Simply, time demands prevented doing this.
Nevertheless, since in some ways our digital devices have become, as predicted by theorist Marshall McLuhan ‘extensions of our nervous systems’, we believe that attention to contemporary gambling practices should be located in this wider context. More immediately, for instance, the majority of intense gambling harms is associated with online gambling, particularly ‘slots’. With the ubiquity of mobile phones many or most of us have ‘a casino in the pocket’. In relation to online behaviour, gambling is one activity among many. There are concerns that engagement with digital media may itself be addictive for some people (so addictive gambling products are propagated on a medium platform which itself can be addictive. Numerous specific concerns have been raised, for instance relating to social media or psychological maturation; there have been noted possible ‘addictive’ trends relating to pornography and shopping. In short, we think digital gambling needs considering as part of a wide field of enquiry. Issues raise about digital usage include algorithmic ‘tracking’ of potential customers, data harvesting, surveillance, and important questions about personal liberty.
We’d also include in the digital environment the central cultural apparatus of our times, television. This is another huge field. Suffice it to say that the medium’s form has changed considerably, as have audiences engagements. It is, from one point of view, a mechanism to deliver audiences to advertisers which has always been the case but is now more intense. Thus there is significant challenge to saturation gambling advertisements, and those for other potentially harmful products.
Attention to ‘digital culture’ has generated much ongoing specialist and academic research It is nuanced and rigorous, and reminds us to not to be promoting a ‘moral panic’ or slashing around with uninformed opinions. As said, our own secondary aim was to touch upon the issues raised in order that gambling is located within a wider cultural context.
(See here for a post which touches on digital literacy in schools.)






Much of the discussion about digital futures are related to business issues. This free two week online course is no exception and it’s interesting to note that ethics is a prevailing theme. The course outline is