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ONLINE GAMBLING

CHAPTER I

INTRODUCTION

BACKGROUND OF THE STUDY

Online gambling is a risking money or anything of material value for

unsure results. The initial intent is to win additional money or material goods.

Online gambling, more commonly known as internet gambling, is typically

betting on casino or sports type games over the internet. The temperament of

gambling may vary from sports bets to casino style games. Some examples

are roulette, poker, slots, lotteries, bingo and keno. It can also be called online

betting, internet gambling, online lotteries, gambling service and electronic

gambling.

Online gambling is a type of cybercrime that exist not only in the

Philippines but also all over the world. Even though that it is classified as one

of the types of cybercrime, a lot of people choose to engage such activities

because online gambling is an easy money if you are lucky and it is legal in

the Philippines. It will only become illegal if the country did not authorize the

online gambling be operated, and people refuse to follow what the

government order us to do.

Online gambling helps our economy increase because it give other

people an opportunity to get jobs, and also there is a lot of investors all over

the world will come in the Philippines to build establishment for their business

online gambling, because this is the latest business in the world. Online

gambling has also a positive impact to the people, it helps us to enhance our

analytical thinking and mathematical thinking.

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Online gambling business can earn a lot of money that’s why some

countries allow online gambling became legal in their area, and those country

are; Malta, Canada, France, Italy, Sweden, Finland, Denmark, Singapore,

New Zealand, Philippines, Netherlands, Mexico, Brazil, Argentina, Norway,

Switzerland, Austria, Greece, Thailand, South Africa, Romania, Belarus, and

Ukraine. While other countries did not allow online gambling became legal

and those countries are; United Arab Emirates, Brunei, Cambodia, North

Korea, Japan, Cyprus, Qatar, Lebanon, Poland.

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LITERATURE REVIEW

In October 2006 there were over 2,500 Internet gambling web sites

owned by 465 different companies listed at www.online.casinocity.com.2 A

few of these companies are publicly traded on the London Stock Exchange,

but most are privately owned. The online sites consist of 1083 online casinos,

592 sports and race books, 532 poker rooms, 224 online bingos, 49 skill

game sites, 30 betting exchanges, 25 lottery sites, and 17 backgammon sites

(Casino City, 2006). A unique aspect of online gambling is the availability of

free play at most of these sites, ostensibly to familiarize the person with the

game and to improve their skill. However, research suggests that a more ne-

farious purpose is sometimes to deceive players into thinking the odds of win-

ning are better than they actually are (SØvigny, Cloutier, Pelletier, &

Ladouceur, 2005). These online sites operate in 42 different jurisdictions, with

the main ones being Costa Rica (382 sites), Antigua and Barbuda (366 sites),

Kahnawake Mohawk Territory in Quebec (344 sites), Netherland Antilles (Cu-

racao) (334 sites), Gibraltar (170 sites), United Kingdom (103 sites), Malta (87

sites), and Belize (55 sites). The jurisdictions with the highest volume of on-

line transactions are, in order, the United Kingdom, Kahnawake Mohawk Ter-

ritory, Antigua and Barbuda, Gibraltar, Costa Rica, Netherland Antilles, Malta,

and the United States (Casino City, 2006). Many companies have developed

their own gambling software. Many others use commercial software with the

most popular ones being from Micro gaming (161 sites), World Gaming (134

sites), Playtech (119 sites), Tribeca Tables (117 sites), and 24hPoker (92

sites) (Casino City, 2006). Some sites require software downloads to play,

while others allow playing on instant online software such as JAVA. Rev-

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enues are very difficult to determine, but have been estimated at about $12

billion in 2005 by Christiansen Capital Advisors (2005). This perhaps repre-

sents 4 - 6% of the worldwide gambling market (Bowsher, 2006; London

Stock Exchange, 2005). There have also been widely different estimates of

the proportion of the market accounted for by different types of gambling.

Consistent with these estimates, however, is the fact that sports and horse

race betting, online casinos, and poker account for about 95% of the total

share (London Stock Exchange, 2005; RSeConsulting, 2006). There are no

reliable figures on market share of revenues by country. The United States is

believed to be the single largest market, at 26%. The Asia Pacific region is

estimated to be 54% and Europe is estimated to be 20% (RSeConsulting,

2006).

The actual number of people who gamble online has been estimated to

be between 14 23 million, with between 28-35% (4 million) of these being U.S.

citizens, 49% (7 million) being from the Asia-Pacific region, and 23% (3.3 mil-

lion) from Europe (with the U.K. accounting for 1/3) (American Gaming Asso-

ciation, 2006b; RSeConsulting, 2006). The prevalence of online gambling in

the general population tends to be quite low, but growing. The 1999 the

British Gambling Prevalence Study found that 0.2% of the population had

gambled online (Sproston, Erens, & Orford, 2000). In 2006 it was estimated

that 2% of U.K. adults had gambled online in the past month (Gambling Com-

mission, 2006). In 2005 3.5% of Internet users (age 18 55) in the Netherlands

(who comprise roughly 60% of the population) stated that they had partici-

pated in online gambling (Motivaction International, 2005). This was a reduc-

tion from 5.3% in the previous year. In New Zealand in 2000 approximately

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1.3% of adults had gambled on the Internet in the past year (Amey, 2001). A

national study of gambling behavior in the United States in 2000 found a past

year Internet gambling prevalence of 0.3% (Welte, Barnes, Wieczorek, Tid-

well, & Parker, 2002). More recent surveys of the general U.S. adult popula-

tion in 2006 have found rates of 3% (Rasmussen Reports, 2006) and 4%

(American Gaming Association, 2006c). Provincial studies in Canada from

1999 to 2003 found past year Internet gambling prevalence to be between 0.2

to 2.0%, with an average of 0.6% (Canadian Partnership for Responsible

Gambling, 2004).3 The most recent Canada-wide study in 2006 has found

rates of 1.5% - 3.1%, with the higher estimate including high risk stocks and

day trading, and the lower estimate excluding these (Wood & Williams, 2006).

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OBJECTIVES OF THE STUDY

This study is focus in online gambling in the Philippines. Specifically,

this study aims to;

• Identify who engage most in online gambling.

• Identify the reason why people choose to engage such activity.

• Determine the advantage and disadvantage of online gambling in the

Philippines.

• Determine what countries legalized online gambling and countries who

did not.

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RESEARCH METHOD

This study is qualitative research, because it focuses on description

about online gambling. The data is gathered from different site to be able to

gather different ideas regarding of online gambling.

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LIMITATION OF THE STUDY

This study is focus in national and international because this study

online gambling is covered all the countries because of the reason that this is

a gambling that uses internet also called internet gambling, meaning all the

people who had access to internet and people who had an account has a

possibility to be a victim of this kind of activity.

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CHAPTER PLANNING

This chapter will discuss the different approaches used by the

researcher including national overview, and the presentation of data.

NATIONAL OVERVIEW

In the Philippines, number games and games of chance are regulated,

controlled, and under the direct supervision of centralized government agen-

cies. The most well-known of these agencies, Philippine Amusement and

Gaming Corporation (PAGCOR), both operates and licenses gambling casi-

nos, gaming clubs, and other similar recreational spaces. PAGCOR, as stated

in former President Ferdinand Marcos’ Presidential Decree No. 1067-A, was

created as a result of the compelling need for the government to intervene in

the proliferation of illegal casinos and clubs that conduct games of chance in a

rampant manner. PAGCOR aims to do so by centralizing and integrating the

right and authority to operate and conduct games of chance into one corpo-

rate entity to be controlled, administered, and supervised by the government.

While PAGCOR holds the authority and power to authorize, license, and regu-

late games of chance, games of cards, and games of numbers, however, this

authority does not extend to games authorized, licensed, or regulated by ex-

isting franchises or other regulatory bodies, special laws such as Republic Act

No. 7922, and local government units.[13] According to the decree, the opera-

tion of games of chance will serve as an additional source of revenue to fund

various socio-civic projects such as flood control programs, beautification,

sewage projects, and other public services. In addition to the creation of such

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projects, PAGCOR aims to “minimize, if not totally eradicate, the evils, mal-

practices and corruptions that normally are found prevalent in the conduct and

operation of gambling clubs and casinos without direct government involve-

ment.

PRESENTATION OF DATA

Philippine Gaming Industry Data 2022

Total Industry Gross Gaming Revenues

Sector 2012 2013 2014

Electronic 12,599 14,450 16,801

gaming site

casinos 72,110 80,914 99,619

TOTAL 84,709 95,364 116,420

Sector 2015

January-march April-June July-September

Electronic 4,752 5,273 5,316

gaming site

casinos 25,527 24,930 28,767

TOTAL 30,279 30,203 34,083

Sector 2016

1Q 2Q 3Q 4Q TOTAL

Electronic 5,994 6,702 5,577 5,790 24,063

gaming

site

casinos 31,421 34,181 34,168 34,285 134,056


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Offshore

gaming

TOTAL 37,415 40,883 39,745 40,075 158,119

Sector 2017

1Q 2Q 3Q 4Q TOTAL

Electronic 5,936 6,166 5,572 5,957 23,631

gaming

site

casinos 36,770 39,147 37,337 39,300 152,554

Offshore 158 161 319

gaming

TOTAL 42,706 45,313 43,067 45,419 176,504

Sector 2018

1Q 2Q 3Q 4Q TOTAL

Electronic 6,449 7,050 7,119 7,688 28,307

gaming

site

casinos 44,691 47,245 45,807 49,798 187,541

Offshore

gaming

TOTAL 51,141 54,295 52,926 57,486 215,848

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CHAPTER II

CONCEPTUAL FRAMEWORK

 Peer pressure

 Impaired social network

 Excessive compulsive behavior

 Poor sleep, anxiety and phobia

 Low academic performance


GAME STRESS
ADDICTION  Low self-esteem and self-control

 Psychological escape from stressful

Events

 Coping mechanism for stress

 Reward seeking behavior

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CLASSIFICATION

To access the online gambling, you will need three things: a device (a

computer, mobile phone, or a tablet), a working internet connection, and

money. The first thing you need to do is make an account and deposit some

money into it. This will give you the option to choose games and place bets.

From here, it works rather the same as traditional gambling. Your winnings

are placed directly to your account and you always have an option of either

withdrawing it or, in case of bad luck, adding more money from your bank

account.

Legitimate online casinos have licenses and are subjects to regulation

and monitoring of government bodies that regulate online gambling. This

information should be clearly visible on their sites and if you can’t find it,

something is amiss and you should probably look for another casino. There

are plenty of scammers out there just waiting to take your money and you

shouldn’t make it easy for them. Apart from this, in some countries gambling

is illegal and you could be committing a felony by accessing an online casino.

Finally, all countries have age requirements for gambling. In most of them,

you have to be 18, but some require you to be at least 21 before you can

legally gamble. Online casinos conduct a perfunctory check, but it is up to you

to know the laws in your country and follow them.

Most online casinos offer the same games as traditional ones. You can

play poker, blackjack, and roulette, either against the computer or against

other patrons. However, their bread and butter are online slots. They come in

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all shapes and sizes, from simple three-reel machines to complex video and

progressive slots. One thing they have in common is that they are easy to

learn and don’t require an advanced math degree to enjoy. Unlike poker and

blackjack, which force their players to memorize complicated strategies so

that they could compete against each other, you can figure out online slots

after a few spins. This is one of the secrets of their popularity among the

players and the reason why they are responsible for a large chunk of online

casinos’ revenue.

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CHAPTER III

NATIONAL FINDINGS

Online gambling, specifically licensed Philippine Offshore Gaming Op-

erators (POGOs) that cater to registered players outside the Philippines, have

rapidly grown in number. According to the Manila Standard, the online gam-

bling industry in 2017 was the second biggest demand driver for office space

in the Philippines.[48] In just the first six months of 2017, online gambling has

taken up 83,960 square meters of office space, most of which are centered in

areas like Alabang and Bonifacio Global City. It is estimated that online gam-

bling will take up 400,000 to 500,000 square meters office space in 2017. In

late 2016, PAGCOR issued 35 offshore gaming licenses and made over

PHP1 billion in licensing and processing fees. Application and processing fees

amount to $50,000 for online casinos and $40,000 for sports betting, plus an-

other $200,000 and $150,000 respectively upon the approval of each license.

[49] Popular online gaming sites include Betway Casino and Winner Casino.

Online gambling has undergone a very extensive evolution over the

past nine years. The beginning of online gambling in the Philippines was

marked by the formal establishment of Phil Web Corporation on November 5,

2002. A few weeks after, Phil Web officially partnered with PAGCOR for the

initial purpose of internet sports betting. On May 2003, a stockholders’ resolu-

tion incorporated gaming into their primary business. By 2007, the prevalence

and success of Phil Web Corporation in the development of the local online

gambling industry was reflected in its whopping year-end net income of P116

million. Finally, in February 2008, PAGCOR officially rebranded its land based

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Casino Filipinos to “PAGCOR”, and in line with this, rebranded all e-Casino

Filipino Internet Casino Stations (ICS) to “PAGCOR e-Games Cafés.”

The attractiveness of online gambling has extended to different parts of

the world. The Philippines is the most receptive Asian country it had reached.

Because our country’s institution is highly amenable towards foreign activities,

we have accepted the culture of gambling into our main bloodstream.

Throughout the years, we have acquired a varied combination of culture and

we have applied this even in gambling. The most famous gambling activities

that have been integrated into the Filipino way of life are bingo and lottery,

which are both from the United States and mahjong, which was brought to us

by the Chinese. Now, with the integration of the cyberspace and gambling, the

Philippines has officially joined the bandwagon of the online gambling trend.

Since online gambling pertains to a whole gamut of gambling over the Inter-

net, online gambling is not only limited to playing card games online. In fact,

online gambling is a broad term used to describe anything and everything that

requires the placing of bets. That includes online casino, online sports betting,

online bingo and mobile gambling.

How does online gambling work? There are two options for a gambler.

One is to download the casino software onto the computer or one could try a

real time applet running on the Internet. He/she can generally choose to play

for free or for real money. If one decides to play for real money, one has to

make a deposit into one’s account using one’s credit card or by some other

form of cash transfer means. If one gambles, wins and wants to withdraw the

winnings, one has to go to the website’s bank or cashier and request for cash-

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out. The bank or cashier will then send the check with one’s winnings through

wire transfer or check or whichever manner one prefers.

PAGCOR ventured into the Internet Casino business not only to widen

the gambling market of casino games like poker, and baccarat, but also to in-

crease revenue. This was done by introducing Internet based gambling e-

games which were developed by Phil web Corporation and regulated by the

PAGCOR to the Philippine gambling market. Today, the total Internet Casino

revenue in the Philippines averages at Php50 Million a month or Php1.896 Bil-

lion a year.

Young adults and yuppies today are going crazy over RPGs and other

multiplayer online games. To ride with this craze, PAGCOR created an envi-

ronment which caters to that market. Through this, e-games offer a different

gambling and gaming experience from walk-in casinos. However, these can-

not be played in any ordinary Internet café. As the government’s appointed

gambling agency, PAGCOR established e-Games cafés and are open to fran-

chisers which exclusively offer e-Games. This venture clicked because not ev-

ery Filipino has unlimited access to the Internet and it is imbibed in the Philip-

pine lifestyle to bet.

E-games are not only innovative and modern, it is also highly conve-

nient. In order to play, all you have to do is visit PAGCOR e-Games Café, give

them your cash and then you could play in your own computer terminal, at

your own pace, in your own time. The fact that it is open 24/7 to anybody 21

years old and above gives a gambler no less of a reason to drop by. Typical

casino games can be played in these e-games terminals. These include Black

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Jack, “21” games like Caribbean 21, Face Up 21, Match Play 21, Pontoon,

Super 21, Baccarat, Pai Gow Poker, War, Red Dog, Tri-card Poker and Ve-

gas Three Card Rummy. Presently, these e-games could be played in Metro

Manila and a few chosen provincial stations.

The statement of Dennis Valdes, the president of Phil web Corporation,

attests to the success of this venture. “The key driver of core Net Income con-

tinues to be our PAGCOR e—Games Cafes,” noted Dennis Valdes, president

of Phil Web. “In 2008, we opened 45 new cafes, a 59% increase in outlets,

ending the year with 121 cafes.”

Aside from online casino, there are also sites which cater to online

sports betting. This is basically another form of gambling. These sites permit

users to place bets on athletic competitions of every kind as well as other

events like political elections or outcomes of reality TV shows like Pinoy Big

Brother or Survivor. In the Philippines, sports betting is made popular by Bas-

ketball Jackpot. Since basketball is considered the Philippines’ national sport,

PAGCOR offered the first online sports betting in the Philippines. It is applica-

ble to all the basketball events operated by the Basketball Leagues in the

Philippines. However, it’s not only limited to the Philippine setting. You can

also bet for basketball games in NBA leagues in the US. You can place as

many bets in as many game formats as you wish. According to Phil web Cor-

poration, the website aims to tap into the $10—billion worldwide Internet

sports betting market. “This innovation presents a tremendous opportunity for

PAGCOR to extend its reach to the overseas market;” said PAGCOR Chair-

man and CEO Efrain Genuino. The appeal of basketballjackpot.net lies in the

fact that it combines the thrill of watching a basketball game and that of plac-

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ing a wager into one accessible and convenient website which unfolds the re-

sult in one click of a mouse. Another one of PAGCOR’s accredited online bet-

ting website is XchangeBet. It is an exchange for betting transactions con-

ducted between customers. The exchange provides registered customers with

an automated facility for the placing of bets with each other. In XchangeBet,

the customers are the ones who create the bets, set the odds of the bets, and

most importantly, set the payouts for those bets. All customer winnings are

automatically credited to the customer's XchangeBet account. Basketball

Jackpot is operated from a network of kiosks called Internet Sports Betting

Stations or ISBS. Phil Web had a total of 149 ISBS as of end—December

2008. Premyo Sa Resibo or PSR is a mobile raffle operated on behalf of the

Bureau of Internal Revenue with the objective of increasing tax revenues by

uncovering companies that do not issue proper receipts. Since its inception in

June 2006, PSR has awarded over P120 million in prizes and continues to

pick a new millionaire every two weeks. Txtingo Super Singko, PhilWeb's

newest product, is a mobile lottery, with a daily draw giving ‘texters’ the

chance to win P10 million outright. This is the first Philippine multi-million peso

jackpot SMS lottery. However, these are but just the types that are legalized

by PAGCOR. It is inevitable that illegitimate online gambling operations exist

since gambling as an industry is generally profitable.

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INTERNATIONAL FINDINGS

The online gambling industry is a volatile industry with substantial

changes occurring every year in terms of legal restraints, developments in

technology and social responsibility manifestos from industry bodies.

Because of the rapidly changing structure of the gambling market, accurate

rates of prevalence are difficult to determine. For example, early market

research studies into online gambling reported that in 2004 the global revenue

for online gambling was between $7-10 billion, with at least 45% of that

coming from US gamblers (American Gaming Association, 2006).

Furthermore, a report published in February 2005 claimed that there were 5.4

million US citizens actively gambling on online poker alone (Media &

Entertainment Consulting Network, 2005). However, in October 2006 a Bill

was passed in the US Senate effectively making it illegal to gamble online

from within the US. It is highly probable that this change in the legality of

online gambling has had a significant impact on prevalence rates. Moreover,

the prohibition of online gambling in the US, outlawing the online gambling

industry’s largest market, is also likely to have substantial effects on the

development of future software and gambling products that are made

available by the online gambling industry. Such changes in the industry are

likely, albeit indirectly, to change online gambling prevalence rates.

The repercussions of the prohibition of online gambling in the US have

effects beyond prevalence rates. If it is illegal to gamble online, it becomes

more probable that when participating in research, online gamblers will

conceal the full extent of their online gambling behavior for reasons of social

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acceptability. Fundamentally, attempting to outline online gambling

prevalence rates appears to be futile in the context of prohibition, the relative

inaccessibility of the research population and social undesirability of gambling

behavior in general. Parke and Griffiths (2004) outlined the principal reasons

why recruiting gamblers to participate in research is particularly difficult;

including: the high level of activity engrossment, negative social attitudes

towards gambling and a general lack of incentive to participate. Researching

individuals who gamble online is even more difficult, beyond the reasons

mentioned above, because it is difficult to recruit online gamblers without the

help of the online gambling industry. The online gambling industry

traditionally has been uncooperative in identifying online gamblers because of

Concerns for invading the privacy of their customer base. However, this

appears to be changing in response to the Reno Model (Blaszczynski,

Ladouceur & Shaffer, 2004), which calls for all stakeholders in online

gambling including the industry, academics and government groups to work in

cohesion to progress knowledge of the research area. After reviewing

existing research studies that attempt to measure the prevalence of online

gambling behavior, it is clear that there is little agreement or consensus

across findings. In summary, the general trend of prevalence has been very

low prevalence rates leading up to 2000, with exponential growth experienced

up to 2006. While specifically focusing on UK prevalence, Griffiths (2001) in a

study of 2000 participants found that out of 24% of internet users, not one

reported to be an online gambler, with less than 1% of the sample claiming to

have ever gambled online. In support of this finding, the British Gambling

Prevalence Survey (Sproston et al, 2000) reported that 0.5% of the population

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had gambled online. These findings must be placed into their cultural context,

and recent changes provide mitigation for the low levels of prevalence. In the

UK in 2000, there was still apprehension in relation to e-commerce specifically

relating electronic cash security, and many homes still did not have access to

the internet. The International Communication Union (2005) reported that in

2005 62.9% of UK citizens had regular access to the internet, in contrast to

the 24% reported by Griffiths (2001). It is probable that the limited

accessibility of online gambling in 2000 played a significant role in the low

levels of online gambling prevalence. In support of this, recently the

Department for Culture, Media and Sport (DCMS, 2006) estimated that there

were approximately 900,000 online gamblers in the UK.

A second British Gambling Prevalence Survey (Wardle et al, 2007) has

recently been published providing evidence of online gambling participation

within the UK. The study had several minor methodological limitations,

including only sampling participants who were in private residency and

therefore excluding potential homeless participants. However, overall the

study demonstrated high validity across all fronts and achieved a suitable

52% response rate from a random sample of 9003 participants. The study

recorded that, of the sample, 4% reported to have gambled on sports with an

online bookmaker. Males were much more likely to have bet on sports online

than females, with 6% of males and 1% females reporting to gamble in this

format. The gender divide is also present regarding the participation rates in

gambling through betting exchange (i.e. an online portal for peer to peer

wagering), with 2% of males and zero females reporting to have gambled in

this format in the preceding 12 month period. Finally, 3% of the sample

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reported to have participated in online gambling, including online poker,

casino games and bingo, in the preceding 12 month period. Males were also

more likely to have participated in online gambling in the last 12 months, with

4% of males and 1% of females reported to have gambled in this format.

Overall, of the three forms of online gambling measured (sports betting with

an online bookmaker, betting through a betting exchange and online

gambling) 6% of the UK adult population reported participating in at least one

of the aforementioned types of gambling online, within the preceding 12month

period.

In terms of frequency, the British Gambling Prevalence Survey (Wardle

et al, 2007) reported that 23% of the participants, who gambled on sports

using an online bookmaker, did so at least once per week, with 40% stating

that they gambled at least once per month in this format. In relation to the

participants who reported participating in online gambling (i.e. online poker,

bingo etc) in the preceding 12 months, 25% stated that they gambled in this

format more than once per week, and in total 53% reported to participate in

this activity at least once per month. Finally, of the participants who reported

to gamble via betting exchanges 33% stated that they did so at least once per

week, and 49% stated they did so at least once per month. These findings

show that although only a relatively small percentage of the UK adult

population gamble online in any format, those who do gamble online gamble

relatively frequently. For example, although over the preceding 12 month

period considerably more people gambled on offline horse racing than on any

form of online gambling, only 17% of offline horse race gamblers gambled in

that format at least once per week whereas 35% of the participants who

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stated they gambled online, gambled at least once per week. Men gamble

more than women. About 64% of the gambling population are men, and only

36% are women. In Finland, both men and women showed increasing

participation between 2007 and 2015. About 6.4% of women and 21.2% of

men engaged in more than five types of gambling in 2007.

Women’s participation increased to 7.3% by 2015, and about 23.8% of men

now gambled–confirming the presence of both genders in the gambling

community.

(National Library of Medicine)

Men (69%) gamble twice as much as women (36%) in the United

States. This statistic may be due to their different tendencies in coping with

impulsiveness and risk-taking. Researchers found that men are likelier to

make impulsive decisions and take risks more than women– making it more

difficult for them to stop gambling than for women.

INTERNATIONAL CYBERCRIME

In terms of cybercrime, we may often associate it with various forms

of Internet attacks, such as hacking, Trojans, malware (keyloggers), botnet,

Denial-of-Service (DoS), spoofing, phishing, and vishing. Though cybercrime

encompasses a broad range of illegal activities, it can be generally divided

into five categories:

Intrusive Offenses

Illegal Access: “Hacking” is one of the major forms of offenses that refers to

unlawful access to a computer system.

Data Espionage: Offenders can intercept communications between users

(such as e-mails) by targeting communication infrastructure such as fixed

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College of Criminal Justice Education NICO JAY A. PANTAS
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ONLINE GAMBLING

lines or wireless, and any Internet service (e.g., e-mail servers, chat or VoIP

communications).

Data Interference: Offenders can violate the integrity of data and interfere with

them by deleting, suppressing, or altering data and restricting access to them.

Content-related offenses

Pornographic Material (Child-Pornography): Sexually related content was

among the first content to be commercially distributed over the Internet.

Racism, Hate Speech, Glorification of Violence: Radical groups use mass

communication systems such as the Internet to spread propaganda.

Religious Offenses: A growing number of websites present material that is in

some countries covered by provisions related to religious offenses, e.g., anti-

religious written statements.

Spam: Offenders send out bulk mails by unidentified source and the mail

server often contains useless advertisements and pictures.

Copyright and trademark-related offenses

Common copyright offenses: cyber copyright infringement of software, music

or films.

Trademark violations: A well-known aspect of global trade. The most serious

offenses include phishing and domain or name-related offenses, such as

cybersquatting.

Computer-related offenses

Fraud: online auction fraud, advance fee fraud, credit card fraud, Internet

banking.

Forgery: manipulation of digital documents.

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College of Criminal Justice Education NICO JAY A. PANTAS
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Identity theft: It refers to stealing private information including Social Security

Numbers (SSN), passport numbers, Date of birth, addresses, phone numbers,

and passwords for non-financial and financial accounts.

Combination offenses

Cyber terrorism: The main purposes of it are propaganda, information

gathering, preparation of real-world attacks, publication of training material,

communication, terrorist financing and attacks against critical infrastructure.

Cyber warfare: It describes the use of ICTs in conducting warfare using the

Internet.

Cyber laundering: Conducting crime through the use of virtual currencies,

online casinos etc.

LOCAL CYBERCRIME

Swindling, estafa, scam or other form of computer fraud,

counterfeiting and forgery are some of the financially motivated cybercrime

threats. Cybercrime against a person usually involves theft or unlawful use of

personal information, threat, extortion, harassment and disclosure of privacy

related matters. Property related cybercrime on the

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CHAPTER IV

ANALYSIS OF FINDINGS

This chapter discusses the data analysis and findings of the study. The

questionnaire used in this retrospective study was carefully analyze to ensure

that the data gathered was presented clearly with aids of table, percentage

and graphs.

The overall aim of this study was to determine the countries who

engage this activity about online gambling and to determine the percentage of

countries who played most.

There are three section that will determine the percentage of the

countries who engage such activity.

SECTION 1

This section is to determine the population of the countries and their

total gambling gross win.

COUNTRIES TOTAL GAMBLING TOTAL

GROSS WIN POPULATION

UNITED STATES OF 119 BILLION 331.9 MILLION

AMERICA

CHINA 70 BILLION 1.412 BILLION

JAPAN 50 BILLION 125.7 MILLION

ITALY 20 BILLION 59.11 MILLION

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UNITED KINGDOM 19 BILLION 67.33 MILLION

AUSTRALIA 18 BILLION 25.69 MILLION

GERMANY 16 BILLION 83.2 MILLION

CANADA 14 BILLION 38.25 MILLION

FRANCE 13 BILLION 67.75 MILLION

SOUTH KOREA 11 BILLION 51.74 MILLION

SPAIN 10 BILLION 47.42 MILLION

SINGAPORE 6 BILLION 5.454 MILLION

PHILIPPINES 5 BILLION 113.9 MILLION

RUSSIA 4 BILLION 143.4 MILLION

NETHERLANDS 3 BILLION 17.53 MILLION

FIGURE1

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SECTION 2

This section I used bar graph to identify what country has the most

percentage on engaging online gambling.

FIGURE 2

LEGEND

USA AUSTRALIA SPAIN

CHINA GERMANY SINGAPORE

JAPAN CANADA PHILIPPINES

ITALY FRANCE RUSSIA

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ONLINE GAMBLING

UK SOUTH KOREA NETHERLANDS

SECTION 3

This section is formulated into pie chart in order to determine the differ-

ence of gender who used most in online gambling all over the world.

Sales

MALE FEMALE

FIGURE 3

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CONCLUSION

Many people who gamble too much have mixed feelings about gam-

bling. They know they are causing problems for the people they love. They

may become anxious and unhappy and sometimes often hate themselves.

But the urge to gamble seems too great to resist. They feel they cannot give

up on all the time, money and emotion they have put into gambling. They can-

not accept that they will never win back what they have lost. Some people still

believed their system will pay off, their luck will change or they are due to win.

Others believed that continuing to gamble is the only way out of a situation

they are ashamed about. Other people promise to quit, but cannot. They fear

their loved ones will find them out. This drives them deeper into hiding and

further into debt.

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RECOMMENDATION

Online gambling can contribute positive result to the countries and the

same time it also contributes negative result, that’s why I decided to choose

this study to conduct because I want to give an idea to other researchers who

also choose this kind of issue, this will help to the future researcher to build a

strong study by the help of my research study. I recommend this to all the fu-

ture researcher because I spend my time and effort to perfectly done this

study. I also recommend this to be publish so that not only researcher in the

Philippines can benefit this research study but also other researcher in the in-

ternational.

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Eastern Samar State University 20-06186
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BIBLIOGRAPHY

Wood, R.T. & Williams, R.J. (2006). Internet Gambling: Prevalence, demo-

graphics, and behavior. (Study in progress, funded by the Ontario problem

gambling research Centre).

PCSO. “The Philippine Charity Sweepstakes Office.” About PCSO. 2008.

PCSO. 13 March 2009. <https://www.pcso.gov.ph/about_pcso.aspx>.

Philweb. “About PAGCOR.” Corporate. 2008. Philweb Corporation. 13 March

2009. https://www.philweb.com.ph/pagcor,asp.

Grun, L & McKeigue, P. (2000). Prevalence of excessive gambling before and

after introduction of a national lottery in the United Kingdom.

Postrado, Leonard (March 21, 2017). “Philippines to issue more POGO li-

censes to online gambling operators”. CalvinAyre.com.Retrieved July 11,

2017.

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