Gambling involves wagering money or other valuables on events that are determined at least partly by chance. While many people engage in gambling activities without problems, a significant subset develops pathological gambling, which is recognized in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as an impulse control disorder. The DSM-5 describes the condition as a serious and progressive problem characterized by impaired control of urges to gamble, preoccupation with gambling, deteriorating relationships, escalating losses, and financial difficulties.
In addition, some people may have emotional problems, such as depression, which can trigger or make worse gambling behavior. The DSM-5 recommends seeking treatment for mood disorders if they are present in those who have gambling problems.
The term “gambling” has been used to describe a variety of activities, including sports betting and the purchase of insurance, but it most commonly refers to an exchange of real money for goods or services with an uncertain outcome that depends at least in part on chance. Some scholars have interpreted gambling behaviors as an attempt to satisfy sensation-seeking or novelty-seeking needs; Zuckerman and Cloninger, for example, suggest that individuals who gamble do so because they enjoy the positive arousal of uncertainty and risk-taking.
In the United States, gambling is a legal activity in most jurisdictions and is widely available, from casinos to online lottery sites to social media games. In addition, video games have become increasingly popular with features such as loot boxes that offer rewards to players. A 2018 study by Nature Human Behaviour found that nearly half of the 22 rated-age-appropriate video games that included these features met the DSM-5’s definition of gambling, including Madden NFL 18, Assassin’s Creed Origins, and FIFA 18.