The development of technology has also influenced the field of gambling, and this influence is increasing exponentially from day to day. There are new forms of online gambling emerging every day. The impact of technology has led to gambling coming out of its traditional gambling frameworks and moving into a virtual world, thus becoming an antisocial activity, with increased opportunities for gambling. It should also be said that Internet gambling is a global activity, which is available and available 24 hours a day. Theoretically, that means people can gamble all day, all year round.
Next, there are other factors that have influenced the use of technology to gamble:
• The government is doing everything to increase revenues,
• The government and the gaming industry seem to use every marketing tool to increase revenue,
• Global gambling has grown in the last 10 years, which is especially noteworthy in the field of Internet gambling
• There appears to be a strategy for the global expansion of
• Technology provides ‘ ‘ more appropriate ‘ ‘ gambling
Griffon argues that technology will provide new opportunities, not only in shaping Internet gambling, but also in the form of more technology machines for gambling, interactive TV for gambling, etc. However, there seems to be a slow shift in the transition of gambling from The traditional environment in homes and workplaces. Historically, we have seen a shift of gambling from major destinations (such as Las Vegas, Atlantic City) to individual gambling facilities in most cities (bookmakers, casinos, bingo halls). More recently, gambling is moving into homes, gambling from home, lotteries, TV-gambling and internet gambling. We can now gamble at sales outlets, which are not a typical gambling environment. The problem of TV gambling and Internet gambling for the government is deregulation, since gambling is done in a non-typical environment, and since the Government’s desire for as much income, especially from this kind of activity, is clear why it is such a problem. To some extent, we can say that technological innovations help to achieve deregulation more easily. Since technology is bringing gambling into homes, this has opened up the legislative minefield, as it needs to regulate a number of laws related to home gambling.
To attract people to gamble and retain it, the gambling industry uses every marketing method. One of the main concerns for increasing the possibility of gambling is the potential of growth of gambling problems, or gambling addicts. Addiction is always a consequence of the interaction between many factors, including people with biological predispositions, psychic constitutions, social environment and the nature of the activity that person performs. In the case of gambling, it can be said that technology and technological progress have a significant impact on the expansion and dependence of gambling. There are a number of factors that make online activities such as Internet gambling potentially addictive. These factors include anonymity, practicality, escape from problems, interactivity and simulation. In general, we can say that the structural features of gambling appear improved through technological innovation. Some researchers have tried to explain because of the waiting the internet creates so much attraction or to the utmost extent and addiction. Cooper suggested “Triple A Engine” (Access, Affordability, and Anonymity), or access, the ability to afford anonymity. Young also argued that they had developed a variant of “Triple Engin”, which they called the ACE model (Anonymity, Convenience, Escape), that is, anonymity, practicality, escape. However, none of these models explains how the process of excessive use is coming, i.e. addiction.
Another factor that relates to Internet gambling is a change of ways of family entertainment. This factor especially affects adults. The increase and development of home entertainment systems greatly changes the way families spend their free time. The need to seek entertainment outside of the home and thus seize the leisure time is largely reduced because digital television and home cinema offer a multitude of interactive and entertaining content. The result is that families instead of going out in search of entertainment remain home, where entertainment comes to them through digital television and online services. In not such a distant future, a part of this entertainment will also be an Internet gamble. In support of this goes the fact, that although there are some technological problems, the Internet will become so sophisticated that it will spread faster, with increased security, improved services as well as interactivity. Considering this, Internet gambling will easily be accessible through television. In addition, there are other numerous facilities that will facilitate the entry of online gambling into homes, such as:
• Sophisticated gaming systems,
• Integration of electronic cash systems (e-cash systems),
• Multilingual Web sites,
• Increased reality (e.g. gambling through webcams, avatars),
• Improved user system.
There is a claim that pathological addictions begin to surface in the cyber world, often known as “technological dependence”. Technological dependencies can be seen as a subset of the addictive behaviors that have all the basic components (e.g. euphoria, tolerance, withdrawal, depression, etc.). Griffths argues, that many users who excessively use the Internet, are not addicted to the Internet, but only use the Internet intensively as a medium to satisfy their other dependencies. Take for example a gambling addict who uses the internet for gambling, he is not addicted to the Internet, but the internet serves him only to satisfy his gambling addiction. If there is no Internet access, he will find another way to meet this addiction of his.
For gambling addicts, the internet can be a potentially dangerous medium. For example, according to Griffiths, there are assumptions that the structural features of the programme can promote or encourage dependence. The structural features of the program promote interactivity and, to a certain extent, define an alternative reality for the user and enable them to feel anonymous, so that these characteristics act as a psychological reward to those individuals. Despite that both gambling and the internet can be heavily addicted, there is no evidence (to date) that Internet gambling is a double dependency, especially when the internet appears only as a medium for other dependencies.