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The numbers of online gaming during the pandemic

The numbers of online gaming during the pandemic

The pandemic has also affected the relationship with online gaminglegal or not.

Well yes: among the many impacts of Covid-19 (and above all of the consequent lockdown) on our lives and on our psychologies, there is also what concerns games and bets made by devices.

To say this are numerous studies and reports, which indicate that greater exposure to computers, smartphones and other devices has changed our relationship with ********. The forced loneliness to which we were subjected certainly played a decisive role, and from there the desire to entertain and feel strong emotions.

Pandemic and online gaming: the psychological reasons

Before giving space to the data, let us deepen for a moment the deeper reasons for the boom in online gaming, especially that of ********.

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During the months of the pandemic, the consumption of alcohol and psychotropic substances also increased considerably. It is evident that the cause is a prolonged loneliness, and a lowering of the mood.

A study published in the online journal IEEE Transactions on Computational Social Systems, conducted by the University of Technology Sydney (UTS) and the University of Essex, shows, for example, a surge in posts, on various social networks, in which we talk about anxiety, stress, depression and even suicidal thoughts.

Other studies, not surprisingly, report one close link between the increased consumption of alcohol and the increased attendance of online ********.

Pandemic and ********: Online ******** has increased sixfold

A report from the University of Bristol published in the Journal of ******** Studies reports that online ******** has increased sixfold in the months of the pandemic.

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Research authors stated that “a minority of gamblers have significantly increased their online ******** and betting. Among the many repercussions of the pandemic, inequalities have been exacerbated. And so, particularly vulnerable groups have been hit more significantly ”.

The researchers added that “the increase in the prevalence of work from home is also an important aspect of future policymaking, as the temptation to gamble online, amplified by intelligent advertising, is increasingly present.”

From gaming rooms to the device screen

Other research shows the inevitable collapse in the ******** industry’s turnover, due to the forced closures of casinos and slot rooms. The fund suffered a global decline of 25% during 2020. And with the resulting boom in online ********, scams have multiplied.

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Assoutenti and the case of Italy

A study by Assoutenti dedicated to Italy sheds light on the phenomenon with precise numbers and data.

Meanwhile, the move of the game from physical locations to online is confirmed. In fact, between April and May 2020, as many as 23% of players stopped playing. But a third increased the frequency of online gaming. And 11.3% of the current players began to be passionate about online ******** right in the months of the first confinement.

“In recent years, a shift from offline to online gaming had already begun to take place globally. In Italy, total spending in the online market went from 823 million euros in 2015 to 1,854 million in 2019 “, explains Assoutenti.

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“The growth of remote gaming is consistent with all other economic sectors, where the online market is growing at an unprecedented rate. In Italy, the online versions of poker, cards, bingo and ****** games have increased in popularity significantly during the lockdown ”.

And the number of people suffering from ******** addiction is also growing, reaching more than 1.3 million in Italy.

The pandemic and illegal ********

The lockdown has also exacerbated the phenomenon of online clandestine ******** denswith millions of entries per year and tens of thousands of illegal sites closed.

This is accompanied by the phenomenon of real clandestine halls: investigations by the Carabinieri, Police, Guardia di Finanza and the Customs and Monopoly Agency led to the closure of 145 illegal ******** activities in 416 days. And more than a thousand people have been reported.

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According to the anti-mafia prosecutor, illegal online ******** has a turnover of 20 billion euros in Italy alone.

But overall spending is falling

A further figure, collected by the Monopoly Agency for Wired colleagues, makes us think.

The contraction of legal gaming in Italy in the first half of 2020 was 38.5% compared to the previous year, equal to 4.2 billion in lost earnings (6.8 against 11 in 2019).

In Italy, therefore, the gap between the decline in physical gaming and the increase in virtual gaming is even wider.

Now that the restrictions are less and less severe and all businesses are reopening, it will be known if it was the pandemic that moved the game to online, or if in this sector too we are progressively replacing the face-to-face experience with the remote one.