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I agree that the self-exclusion function is a very useful tool and a way for a person to fight against his passion for gambling, which can already turn into gambling addiction at the stage of mental illness. Those casino devs who include this function in their algorithms act correctly and responsibly, since sometimes this function works more or less effectively. But many gamblers, even when this function is turned on, still have an obsessive thought in their brains about how to quickly start playing again when the exception ends. It seems to me that it is important for people close to the player during such periods to distract the player as much as possible with various conversations on other topics or requests to do something useful. Then the brain automatically switches to other thoughts. And it will become easier for the player.
Im nodding to your self-exclusion points. Its good, but its like bandaging a leaky pipe. Under the surface, the issue persists. Obsessive thoughts about gambling again drain your brain batteries like background programs.
Imagine personal growth during self-exclusion. How about finance management or addiction psychology education? Give the brain healthy fuel for thinking. Understanding the "why" behind habits may help players avoid relapse. Knowledge is powerful and could change the game.
Family support is essential. Not just diverting them, but understanding and empathy. Discussing addiction, sharing stories, and even taking online classes or fitness challenges together. Replace one habit with healthier ones. So why not gamify these alternatives? Make healthy living fun. Life is the ultimate game, and we're all leveling up in our own manner.
Of course, the exception itself is a temporary solution to the problem.
As for the productive mental work of such a player, this really seems to be able to help him and a little drown out thoughts about gambling.
But as for the good, everyday direction of development of the gambling industry, there is precisely a problem. It’s just that most gambling manufacturers, in my opinion, are aimed at tough competition and often associated with violence in the virtual space. Apparently these are the aspects that still attract more players.
The spirit of competition and destruction of a defeated enemy is held in high esteem. Game producers will justify this by the very bestial nature of man.
Therefore, such a good everyday type of games is typical only for children. For adult players it's different.