Revista
de la
Universidad
del Zulia
Fundada en 1947
por el Dr. Jesús Enrique Lossada
DEPÓSITO LEGAL ZU2020000153
ISSN 0041-8811
E-ISSN 2665-0428
Ciencias
Exactas,
Naturales
y de la Salud
Año 14 N° 40
Mayo - Agosto 2023
Tercera Época
Maracaibo-Venezuela
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Administrative and Legal Aspects Related to Combat Gambling and
Computer Addiction in Young People
Andrii Omelchenko *
Olexii Serdiukov **
Andrii Moshkovskyi ***
Yuriy Symon ****
Igor Andrushchenko*****
ABSTRACT
The objective of the study is to determine the forms, types and factors of computer addiction
and gambling in young people, as well as propose ways to counteract their negative impact. The
methodological basis of the study is sociological research, analysis of state policy and
regulations; methods of classification and generalization. Results: the authors have proven that
Government policy should be aimed to improve the information culture of users of the global
network, the formation of skills for safe work in cyberspace and mastering the rules and norms
of behaviour in cyber reality. The main ways to counteract the negative impact of computer
addiction on young people are suggested, in particular, encouraging public organizations to
identify people addicted to gambling and provide them with information on rehabilitation
centers and forms of rehabilitation; limiting the time minors spend in play areas; establish
information security standards in the activities of the organizers of games for money, and
promote the principles of responsible gambling.
KEYWORDS: Addiction; Computer Games; Information Society; Young People; Gambling;
Government Policy; Ludomania; Legal responsibility; Social Responsibility.
* Professor, Kyiv National Economic University named after Vadym Hetman. ORCID ID: https://orcid.org/0000-
0002-8407-8555
** Ph.D. Student, Kyiv National Economic University named after Vadym Hetman. ORCID ID:
https://orcid.org/0000-0001-7255-1344
*** Ph.D. Student, Kyiv National Economic University named after Vadym Hetman. ORCID ID:
https://orcid.org/0000-0001-5957-7662
**** Associate Professor, National Academy of Internal Affairs. ORCID ID: https://orcid.org/0000-0003-2780-
4335 E-mail: symonyurgen@yahoo.com
***** Professor, National Academy of Internal Affairs. ORCID ID: https://orcid.org/0000-0002-2988-7579
Recibido: 01/02/2023 Aceptado: 04/04/2023
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Aspectos administrativos y legales relacionados con el combate al juego y
la adicción a la computadora en jóvenes
RESUMEN
El objetivo del estudio es determinar las formas, tipos y factores de la adicción a la computadora
y el juego en los jóvenes, así como proponer formas de contrarrestar su impacto negativo. La base
metodológica del estudio es la investigación sociológica, análisis de la política y normativa
estatal; métodos de clasificación y generalización. Resultados: los autores han comprobado que
la política del gobierno debe estar dirigida a mejorar la cultura de la información de los usuarios
de la red global, la formación de habilidades para el trabajo seguro en el ciberespacio y el dominio
de las reglas y normas de comportamiento en la realidad cibernética. Se sugieren las principales
formas de contrarrestar el impacto negativo de la adicción a la computadora en los jóvenes, en
particular, alentar a las organizaciones públicas a identificar a las personas adictas al juego y
brindarles información sobre centros y formas de rehabilitación; limitar el tiempo de
permanencia de los menores en las áreas de juego; establecer estándares de seguridad de la
información en las actividades de los organizadores de juegos por dinero, y fomentar los
principios del juego responsable.
PALABRAS CLAVE: Adicción; juegos de computadora; Sociedad de información; jóvenes; juego;
Política gubernamental; ludomanía; responsabilidad legal; Responsabilidad social.
Introduction
Within the frames of the formation of the information society, the most active users of
the Internet and various modern information-oriented devices (facilities) are adolescents and
young people. The problem of the spread of gambling addiction has always been and still is
relevant due to its social and individual psychological danger among various segments of the
population. The peculiarities of this problem include the fact that the development of the game
industry leads to the formation of new types and transformation of existing ones of gambling
addiction, its acquisition of unique forms and ways of expression. This is facilitated by the
relative accessibility and promotion of gaming products in the society and the youth
environment, which, in turn, creates such forms of gambling, which in many cases can be
eliminated only by providing professional medical and psychological care.
The history of gambling goes back to the distant past, when a person felt the urge to get
a thrill from winning over an opponent while playing. It should be noted that gambling in
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various forms has existed in many societies and cultures as the desire to receive strong feelings,
emotional outbursts and pleasure in some cases prevails any rational of a person. That is why
the current global crises lead to a sharp economic polarization of the population, which
contributes to their search for easy income. At the same time, the younger generation is losing
touch on cognitive, intellectual, ethical, aesthetic and other motivations, cultivating physical
strength, thirst for easy enrichment, impunity and the power of money, the latter in the minds
of many can and should be achieved easily. And all this against the background of aggressive
introduction of gaming technologies into everyday life and popularization of slot machines and
casinos, under the auspices of legalization of the gambling business to help fill the budget and
fight the shadow economy, determine the scale of the shadow gambling sector and more. All this
is exacerbated by the active entry of gaming technologies into public life associated with the
development of Internet resources and various technical capabilities. At the same time, all this
is beautifully decorated enhancing the effect of the suggestive possibility of easy winnings in a
short time. It was found that the number of people who see a doctor with such complaints is
much less than their actual number, which is due to lack of public awareness of the disorder, the
actual lack of medical institutions and specialists studying and treating gambling addiction
or, as it is also called - ludomania (from the Latin "ludus" - game), or pathological gambling
(Koroliak, 2013: 4).
That is why there is a picture of increasing dependence of Ukrainian youth on gambling:
lotteries, slot machines, casinos and computer games. Thus, according to the Institute of
Sociology of the National Academy of Sciences of Ukraine, 33% of Ukrainians gamble at least
once a month, and 3% of Ukrainian citizens have become avid gamblers. But most experts are
concerned that almost 5% of teenagers spend all their free time in game and computer clubs
instead of playing sports, socializing with friends or parents (Filipenko, 2008). That is, the
problem of youth addiction is gradually taking over civilized society and is a threat to national
security.
Problems of combating gambling and computer addiction have been studied by many
scientists in various fields of knowledge: T. Bolbot, O. Drozdov, V. Dorchynets, O. Litovchenko,
O. Postova and others. Socio-psychological factors of computer dependence formation were
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studied by V. Moskalenko, S. Bereznyi, V. Poltavets etc.; Symptoms and stages of addiction were
considered by A. Voykunska, N. Altukhov, A. Kotlyarov, and others. Clinical aspects,
classifications and typologies of addictive behaviour are presented in the works of N.
Budyanskyi, T. Dubrova, V. Loskutova. The interaction of children and adolescents with the
computer is reflected in the works of M. Cole, O. Arestova and others. However, despite all the
variety of work on the problems of addiction and gambling of young people, there is currently
no clear answer how to counteract this phenomenon, especially in the current pandemic of
COVID-19, when there is much more free time by this category of people.
The purpose of the study is to determine the forms, types and factors of computer
addiction and gambling in young people, as well as to propose ways to counteract their negative
impact.
1. Methodology of Research
The research methodology is based on a comprehensive interdisciplinary study of social,
psychological and legal phenomena. The key methods in the study were: sociological analysis,
with the help of which the groups of young people and the types of their dependence were
identified; the formal dogmatic method served to analyze concepts and phenomena; methods of
classification and identification contributed to the definition of types of gambling, computer
games, addictive behavior of gambling people; forecasting and modeling methods helped to
identify and describe the possible behaviors of young people and the consequences of the
negative impact at gambling addiction.
2. Results and discussion
2.1. Ludomania and youth gambling as an object of legal research
Studying the problem of gambling addiction among young people, the scientists claim
that addiction is a gambling addiction, a disease which last stage is blackout and insanity. The
Internet (virtual casinos) has given a special development to gaming mania. This problem,
compared to other addictions to psychoactive substances (alcohol or drugs), has no direct
consequences for physical health, but causes significant damage to the moral and mental
condition and financial situation of the addict (Oliynychuk & Khomyuk, 2020: 97). Continuing
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this view, other scholars emphasize that it is a pathological addiction to gambling, which
according to modern qualifications of diseases is considered a mental disorder and requires
treatment. According to experts, every player is at risk of addiction, but the degree of risk
depends on individual characteristics. According to Yu. Galanin, taking into account the
mentality and features of the Slavic peoples, such as recklessness, passion, breadth of soul, envy,
we can say that gambling has found fertile ground in us (Galanin, 2004: 2).
It should be noted that the pathological predisposition to gambling (addiction, gambling
addiction) is the frequent recurrence of episodes of gambling that dominate human life and lead
to the decrease in social, professional, material and family values, such a person does not pay due
attention to responsibilities in these areas. Gambling is a common socially acceptable and legal
activity in most cultures of the world. It can be a game with a bet on something valuable (usually
money) or on the fact that an event will take place, which outcome is unpredictable and is
caused by fortune. Gambling so the games are called, which result, in contrast to commercial,
depends solely or mainly on chance, not on the agility or art of players, and the main interest lies
not so much in the process of the game, but in its result (Brockhaus ed., 1907; Manulik & Konon,
2016). That is why the World Health Organization has included addiction in the International
Statistical Classification of Diseases and Related Health Problems (ICD-10) under the code
F63.0 "Pathological gambling addiction". Accordingly, where it is determined, this addiction, as
well as gambling is frequent episodes of gambling, dominates in the life of a person and leads to
the decrease in social, professional, material and family values, not giving due attention to
responsibilities in this area. Earlier, the International Statistical Classification of Diseases and
Related Health Problems (ICD-9) recognized pathological gambling (code: 313.31) as the same
type of disease along with kleptomania, pyromania, trichotillomania, and was characterized by
the inability to refrain from actions that lead to negative consequences for themselves or their
loved ones; high internal tension before committing this event; - a sense of satisfaction and relief
during this action. There were no other explanations in ICD-9. At the same time, in the DSM III
classification, this violation was described as follows: chronic progressive inability to resist
impulse games, behaviour that endangers, violates and destroys personal, family and
professional status. Typical problems are large debts and subsequent their non-payment, family
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quarrels, fraud and illicit financial activities (ICD-10). Based on this, more than 100 countries
have recognized ludomania and pathological gambling as a psychological disorder.
Today, scientists and practitioners, who study addiction, identify factors that contribute
to gambling addiction: improper upbringing in the family, participation in games of parents and
acquaintances, desire to play since childhood (dominoes, cards, monopoly, etc.), reassessment
of material values, tendency to buying things disorderly. Fixed attention to financial
opportunities, envy of wealthier relatives and acquaintances, the belief that all problems can be
solved with money.
The obsessed player usually goes through four stages: the winning stage - the game from
time to time, dreams of winning, rising bets, big wins; stage of losses - the game alone, leaves
from work, large loans, unpaid debts, re-mortgages, lies; phase of despair - damaged reputation,
break with family, friends, remorse, shifting the blame on others, panic, job loss, illegal actions;
hopeless stage - feelings of hopelessness, thoughts of suicide and possible attempts, arrests,
alcohol, emotional accident and symptoms of insanity (BSHI, n/d). In the renewal of these states
there is an all-encompassing desire to win the game. This is extremely important for the player,
it is a way for him to prove that he is worth something, and it brings him moral satisfaction.
However, he feels it only if he has achieved the desired results on his own, and not with someone
else's help. Such self-regulation is a symbol of business qualities, power, ability to dominate for
the player. The impetus for the game in the beginning is curiosity, for company's sake, for fun,
recreation, an easy way to avoid problems, as well as to earn money (but this is not the main
motive). Many beginners seek to relax from daily worries, get rid of loneliness, boredom and
monotony of existence, to experience unusual emotions. Of course, there is a motive for receiving
a monetary reward during the game. However, many do not think that the stake in a dramatic,
passionate game is not so much money as mental health, and sometimes life.
Ts.P. Korolenko, Т.А. Donskyi & K.V. Aimedov distinguish features that are inherent by
gamblers: 1) constant involvement, increase in the time spent in the game situation; 2) changing
the range of interests, displacing the former life motivations of the game, constant thoughts
about the game, the superiority and imagination of situations related to game combinations; 3)
"loss of control", which is objectified in the inability to stop the game, both after a big win and
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after constant losses; 4) a state of psychological discomfort, irritability, anxiety, which develop
in a relatively short period of time after the next participation in the game; it coexists with an
insurmountable desire to start playing again (such states in a number of ways resemble states of
abstinence in addicts; they are accompanied by headaches, sleep disturbances, anxiety, low
mood, impaired concentration); 5) is characterized by a gradual increase in the frequency of
participation in the game, the desire for increasing risk; 6) periodically occurring states of
tension, accompanied by a game "drive", the desire to find the opportunity to participate in
gambling, even if it can be overcome; 7) rapidly increasing decline in the ability to resist the
temptation, expressed in periodic final decisions "once and for all" "to go straight", which are
completely incapable of the slightest provocative situations (meeting with old familiar players,
talking about the game, the presence of a gambling establishment nearby etc.) (1988; 2012: 34).
2.2. Classification and features of ludomania and gambling in young people
In the world, the gaming market is represented by various types of gambling. Today there
are many approaches to their classification. According to Canadian analysts, there are 4
categories of gambling: 1) regular games, including local lotteries, bingo, casino. These include
running bets, sports betting and video lotteries; 2) different money and bets between friends
and colleagues. These can be sports, political, card, billiards and absolutely any bet, which
occupy a significant place in the cultural and social life of the population; 3) bets from illegal
bookmakers, illegal gambling establishments for playing cards and roulette, online casinos;
4) gambling, which is in the nature of gambling, not professional duty (Lukomska, 2021: 274-
275). To this classification can be added: 5) games on devices (some experts use this term as a
name for the whole group of gambling addiction); 6) computer, electronic, video games, etc.;
7) dependence on electronic toys and devices - Tamagotchi, etc.; 8) Internet addiction, etc.
In her turn, the American scientist Kimberly Young, T. Matsoha are identifies five main
types of Internet addiction today: 1) computer addiction: obsessive passion for computer work
(programming, games or other activities); 2) compulsive network navigation (net compulsions):
compulsive search of information in remote databases; 3) information overload: pathological
predisposition to Internet-mediated gambling, online auctions, e-shopping; 4) cybersexual
addiction: addiction to "cybersex", i.e. visiting pornographic sites, discussing sexual topics in
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chat rooms or closed groups "for adults"; 5) cyber-relational addiction: dependence on
communication in social networks, forums, chats, group games and teleconferences, which can
lead to the replacement of real family members and friends with virtual (Yang, 2000; Matsoha,
n/d).
It should also be noted that computer games are classified as non-role and role-playing.
Non-role-playing computer games are divided into logic, arcade, reaction or intelligence games,
card games, and simulation games. Role-playing computer games allow to fully enter the virtual
world and create a complete dependence on the chosen character. Their main feature is a
significant impact on the player's psyche, the depth of entry into the game, as well as the
motivation of gaming activities, which is based on accepting a certain role and escape from real
life. Psychologists divide role-playing games into separate types: by the nature of their influence
on the player; by the force of "delay" in the game; by the degree of "depth" of psychological
dependence (Shton, 2017).
Role-playing games are built in such a way that a gamer has the opportunity to "try on"
any role and satisfy the desires and needs associated with it, to live another life in the virtual
world. In this case, the player is able to perform actions that may have a number of social taboos
and restrictions in real life, and this is what allows you to experience "virtual freedom" and a
variety of sensations. Enhancing identification with the character is facilitated by the process of
"pumping", i.e. the ability to improve its qualities, such as 16 "magical" properties or physical
capabilities. That is, in the world of computer gaming, an alternative environment is being
created for a gamer, where the "I am virtual" dominates, and that, when overzealous, may lead to
a crisis of human self-identification in real life. The result of this crisis may be escanism - the
replacement of real life activity by its simulation and the dominance of the world of virtual
reality. In addition, role-playing computer games mimic the solution of imaginary problems,
thus eliminating the need to solve problems in real life (Pyrig & Kuranova, 2018).
Any gambling has symptoms in accordance with the addictive behaviour of gamblers.
These include: 1) Constant involvement, increasing the time spent in the game situation;
2) Changing the range of interests, displacing the former motivations of the game, constant
thoughts about the game, the predominance and perception of situations related to game
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combinations; 3) "Loss of control", which is expressed in the inability to stop the game both after
a big win and after constant losses; 4) A state of psychological discomfort, irritability, anxiety,
which develop in a relatively short period of time after the next participation in the game, with
an irresistible desire to start the game again. Such conditions in a number of ways resemble the
state of abstinence by the addicts; they are accompanied by headaches, sleep disturbances,
anxiety, low mood, impaired concentration; 5) Characterized by a gradual increase in the
frequency of participation in the game, the desire for increasing risk; 6) Periodically there are
states of tension, accompanied by a game "drive", an increasing desire to participate in gambling;
7) Rapidly increasing decline in the ability to resist temptation. This is expressed in the fact that,
having decided once and for all to "go straight", at the slightest provocation (meeting with old
acquaintances, talking about the game, the presence of a gambling establishment, etc.) the game
dependence is restored (Nemchenko, 2008). All these games lead certain individuals to
pathological dependence, which is manifested through: recurrence (two or more) episodes of
gambling during the year, which are renewed, despite the lack of material benefits; the presence
of subjective suffering and impaired social and professional adaptation; inability to control the
intense urge to play and stop it with willpower; constant fixation of thoughts and imagination
on gambling and everything connected with; constant immersion in the game; displacement of
previous interests; state of discomfort outside the situation of the game, irritability, anxiety.
Enthusiasm for the game is detrimental to work, financial status and family relations: there is a
debt to relatives, friends; lying about spending time and money spent; inability to stop,
continuing the game in order to win even more (Zaytsev, 2000; Mendelevych, 2003; Popov,
1997).
Unfortunately, the current realities of technological and telecommunications
development contribute to the emergence of new forms of dependence, in particular - computer
dependence. Its features are as follows: 1) it is subject to all age categories, including young
children; 2) maximum proximity - the computer is in almost every family; 3) problems of
determining the beginning of pathological dependence; 4) the inability to exclude the means of
telecommunications from our daily lives (Yegorchenko, 2014: 21). In Ukraine, according to a
survey, the following picture is observed: more than 55% of Ukrainians under the age of 21 spend
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time on social networks every day, another 26.9% visit their virtual pages several times a week,
and 8.1% - a few once a month; among 16-18-year-olds the share of "net-dependent" is about 60%,
and among the age group 19-21 - a little more than a half. At the same time, only 7% of young
men and women do without the Internet; moreover, the study found that 32.6% of young people
"do not imagine life without the Internet at all", "29.7% do not imagine rather than imagine". And
only 13.6% can boast of no internet addiction; 23.3% of girls and 18.5% of boys cannot do without
social networks, 22.1% and 19.3%, respectively, experience noticeable discomfort. 30.8% of the
stronger sex and 23.6% of the weaker sex easily do without virtual communication
(Yegorchenko, 2014: 22). Current research indicates that there are many more young players
than older people. Many of them are students, children. Experts believe that 8% of children aged
14-15 have a high risk of becoming a pathological player. It should also be noted that this
dependence most often occurs by men aged from 15 to 49 years. Thus, the risk of developing
addiction is higher among men and young people (HEALTHUKR, n/d).
There are certain symptoms that allow to state that young people are addicted to
computer games: loss of control over the time when a young person is sitting at a computer; loss
of interest in life in society; sloppy appearance; irritability and aggression, if for some reason
there is no access to the computer; bouts of unmotivated anxiety and fear, frequent nightmares.
The consequences of gambling addiction are similar to the effects of chemical addiction. By any
gamblers degradation, disintegration of the person begins. Family, environment, creativity,
sports and all the former values of life first recede into the background, then cease to play any
role in the life and give way to a machine, a card table. The social consequences of gambling are
no less severe than those of drug and alcohol abuse. These are crimes (Kryshevych, 2021), lost
jobs, abandoned families. Loss of interest in real life, avoidance of urgent life problems.
Depression as a result. Deterioration of physical health from endless sitting at the computer: the
development of scoliosis, impaired vision (Yegorchenko, 2014: 22). With concomitant
malnutrition, diseases of the gastrointestinal tract develop, there is excess weight. There is a
drop in concentration, distractibility, forgetfulness. Loss of interest in learning, slowing down
of the development. As a result, the chances of further education and career growth were lost.
Sociophobia is actively developing - the fear of communicating with people. Persons lock in
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themselves, they are only interested in the game. Accordingly, the psyche of the addicted person
suffers. Aggression and unpredictable antisocial behaviour may develop when playing games
with cruel undertones.
In the modern world, quite effective technologies for primary prevention of gambling
addiction have already been developed and implemented: 1) Information - publications, hotline,
psychological service, social support; 2) Educational - educational programs, training programs
for parents, training programs for teachers, psychologists, social workers, training programs for
computer club employees, educational programs for students of schools, lyceums, colleges;
3) Employment - club work, additional training, temporary employment; 4) Correction of family
relations - the formation of relationships that promote the full upbringing of a child, the common
interests of all family members, emotional support, psychological protection; 5) Religious - the
culture of religious feelings, awareness of the highest spiritual and moral strength (Dubova ed.,
2011: 86).
2.3. Countering ludomania and gambling of young people by legal means
All these preventive measures take a more effective meaning when they receive regulatory
status and regulations. That is why it should be noted that today in Ukraine with the adoption
of the law "On state regulation of activities for the organization and conduct of gambling" dd.
July 14, 2020, No. 768-IX the main types of gambling business were legitimized. In particular,
now casinos, online casinos, bookmakers, including the Internet, slot machines and online poker
are able to operate legally, provided that they meet the established list of requirements. In
addition, to obtain a 5-year license, all gambling establishments must pay a license fee, ranging
from UAH 23.6 million for online poker up to 283.4 million UAH for a physical casino in Kyiv.
In addition, casinos are required to pay an annual fee: 826.5 thousand UAH - for a table with
roulette, 425 thousand UAH - for a table without roulette, 28.3 thousand UAH - for a slot
machine. At the same time, the law introduces a fairly coherent system of organizational bases
for gambling, in particular: special requirements are set for the conformity of gambling
equipment used for gambling in accordance with generally accepted international standards;
bases are created for the introduction of restrictions on the activities of operators who are not
registered in Ukraine and do not have the appropriate license; requirements are set for players
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and their identification, which will help to prevent negative consequences of gambling,
including persons under the age of 18, and severe financial penalties for non-compliance with
such requirements; a register of self-restricted persons and persons subject to other restrictions
is created, which makes it possible to restrict the participation in gambling of an individual for
a period of 6 months till 3 years; the principle of "responsible gambling" is introduced, which
provides for the implementation of gambling measures by the organizer to prevent and minimize
the negative consequences of the participation of individuals in gambling and creates
mechanisms to combat gambling addiction; the restrictions are set on the places of gambling
and amendments are made to the Law of Ukraine "On Advertising", which introduces
restrictions on gambling advertising; financial, administrative and criminal liability for violation
of the legislation of Ukraine in the field of gambling, etc. is established (Law, 2020). The law
stipulates that the industry will be controlled by a special Commission for the Regulation of
Gambling and Lotteries. It will consist of 7 people. Civil servants will be appointed by the
Cabinet of Ministers of Ukraine based on the results of competitive selection. A state online
monitoring system will also be set up to keep track of establishments, operations and players.
According to the law, the Authorized Body forms and maintains the following registers: Register
of gambling organizers in casino gambling establishments; Register of casino gambling
organizers on the Internet; Register of organizers of bookmaking activities; Register of gambling
organizers in slot machine halls; Register of poker organizers on the Internet; Register of persons
with limited access to gambling establishments and / or participation in gambling. These
registers (except for the Register of Persons Restricted to Access to Gambling Facilities and / or
Gambling) are open to free public access to them and are posted on the official website of the
Authorized Body. This online monitoring system will work in 2.5 years after legalization.
At the same time, it should be noted that this law, unfortunately, has not reduced the
problem of youth addiction in Ukraine, which rate is growing every year.
Conclusions
In order to prevent the development of such a negative phenomenon as youth addiction,
the following measures to regulate the gambling business in Ukraine are considered appropriate,
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based on successful global experience in combating the spread of gambling addiction among
young people:
firstly, the state should give the public administration the extended special powers to
control addiction in general and youth addiction in particular;
secondly, to impose harsh sanctions on illegal business;
thirdly, to implement international experience in controlling the dependence of young
people on slot machines;
fourthly, to ban gadgets at schools while studying;
fifthly, to introduce social compensation and the creation of appropriate funds;
sixthly, to introduce licensing of slot machines and control over those who play
(inspections of gaming halls by the bodies of control over the work and compliance with the
conditions of operation of gaming halls);
seventhly, to direct state funding for psychological programs from addiction and
rehabilitation centres;
eighthly, to encourage public organizations to identify people who are addicted to
gambling and provide them with information about rehabilitation centres and ways;
ninthly, to introduce preventive work on the dissemination of information among young
people about the threats and risks of gambling addiction, contacts of rehabilitation centres and
psychologists;
tenthly, to limit the time spent by minors in gambling areas;
eleventhly, to eliminate or neutralize the factors of the family, immediate social
environment and society as a whole, leading to the formation of maladaptive qualities, the
tendency to avoid problems, focus only on certain activities, encourage passive, consumerist life
position, stimulate specific types of addictive behaviour;
twelfthly, to establish standards of information security in the activities of game
organizers for money and the principles of responsible gaming;
thirteenthly, to impose certain restrictions on the scenario of certain games, to exclude
mechanisms of influence on players, or to exclude the possibility of separation from real life and
to prohibit games that promote antisocial attitudes;
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fourteenthly, to promote the formation of a wide range of interests, critical thinking,
active life position by young people, their integration into socially positive communities.
Youth gambling addiction is a serious disease along with drug addiction and alcoholism,
which has psychological roots. That is why it is important for Ukraine to recognize ludomania
as a negative factor both for a person and his/her family, and for the state as a whole, its economic
security, social development, socio-political relations. Therefore, a rational and comprehensive
solution to this problem is important for our country at the present stage of its development.
Accordingly, it should be aimed at improving the information culture of users of the global
network, the formation of skills for safe work in cyberspace and mastering the rules and norms
of behaviour in cyber reality. This will create the safest conditions for Internet users and will be
a significant obstacle to the formation and development of dependencies of non-chemical origin.
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