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Team Name:

RadGrads


Team Members:


Evidence of Work

StimuLess

Project Info

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Team Name


RadGrads


Team Members


Sam , Rafiq , Leon , Riley

Project Description


Over the past year, Victorians have lost more than $1.5 billion through gaming (pokie) machines alone. Today, gambling extends far beyond traditional casino-style machines or betting at the races. Technology has made betting as easy and addictive as ever.

There are common video game features and products with gambling mechanics that are consumed by a young audience, such as video game loot boxes, Pokémon cards, and gacha. They have surged in popularity, exposing adolescents to gambling during critical developmental years. Research indicates that early exposure to gambling mechanics can increase the risk of long-term gambling problems. Surveys suggest that around three in ten Victorian students aged 12–17 have engaged in gambling.

Measures to reduce problem gambling are outlined in the Gambling Regulations Act 2003 and Gambling Regulations 2015. These regulations address aspects such as lighting standards in gaming venues and restrictions on gambling advertising.

However, these standards do little to counter the tactics used by the gambling industry to keep gamblers gambling. The sensory experiences triggered by gaming machines and other gambling products, such as bright colours, jackpot sounds, and near-miss mechanics, contribute significantly to their addictive nature and are largely unregulated.

Our proposed gaming design addresses this by minimising audio-visual stimuli, offering clearer win and loss probabilities, and providing personalised reality-check messages to players.


#youthgambling #responsiblegambling #gamblingharm #vrgf #casinosafety #gamingmachines #pokies #underagegambling #publichealth #gamblingintervention #stimuless #low-stimulation #communitysafety #appdesign #govhack #hackathon2025 #harmreduction #behavioralinsights #gamblingawareness #legislation #lgadata #policychange #gamblingpreventionstrategies

Data Story


Publications from the Victorian Gambling and Casino Control Commission and the Department of Justice and Community Safety on youth gambling prompted us to examine the causes of underage gambling and potential interventions. Based on both our personal experiences and research conducted by the Victorian Responsible Gambling Foundation (VRGF), we observed that exposure to gambling often begins at a young age, with the bright lights and sounds of gaming machines appealing across age groups, young and old.

Among the limited Victorian government datasets on gambling, losses by Local Government Area (LGA) were particularly insightful. They not only highlighted the disproportionate impact on vulnerable communities but also inspired the idea of making gambling products less enticing, similar to the way cigarette packaging uses personal messaging. This is a strategy identified by the VRGF as an effective intervention.

By analysing current legislation and identifying gaps in preventing gambling harms, we developed a prototype demonstrating how gambling products could be redesigned to reduce attractive structural features and better protect consumers.


Evidence of Work

Video

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Team DataSets

Local LGA Gambling Statistics

Description of Use For use in the app mockup, LGA-specific gambling information.

Data Set

Monthly and Annual LGA Gambling Data

Description of Use For use in the app design mockup local statistics.

Data Set

Historical LGA Population density & gaming expenditure statistics

Description of Use For personal LGA statistics messaging

Data Set

Current Gaming Expenditure by LGA-monthly

Description of Use Used for personal fact sheet of user's LGA gaming statistics

Data Set

Challenge Entries

Data-Driven Reduction in Gambling Harm for Stronger Community Resilience

How might we use public data to understand and reduce gambling harm in our communities — from protecting young people online to identifying at-risk neighbourhoods and addressing the long-term impacts on families and social connection?

#Protecting-communities-from-gambling-harm

Eligibility: Open to all, but preference given to teams with a lead in VIC. At least one dataset from data.vic.gov.au must be used. Your proposal must clearly address the challenge.

Go to Challenge | 8 teams have entered this challenge.