First Voluntary Reporting Drive for Teen Cybergambling Receives 1,777 Cases in Three Months
Translated from Korean and summarized by DistantNews. Read the original for the full story.
At a glance
- South Korea’s first nationwide voluntary reporting period for youth cybergambling received 1,777 reports between May 18 and July 31.
- The average reporting teenager was 15.5 years old, and casino games such as slots and baccarat accounted for 95.9% of reported gambling types.
- Police linked some cases to efforts to obtain gambling money, including violence and other secondary crimes.
South Korean police received 1,777 reports during the country’s first nationwide voluntary reporting period for youth cybergambling. The campaign ran from May 18 through July 31.
One case emerged in Ulsan after a mother called emergency services to report that her son was assaulting her while demanding pocket money. A school police officer interviewed the student, who then voluntarily reported that he had spent about 200 million won gambling over two years. He was referred to the Busan-Ulsan Gambling Problem Prevention and Treatment Center and to psychiatric care for addiction treatment.
The teenagers who came forward had an average age of 15.5. High school students formed the largest group, with 963 cases, followed by 813 middle school students. One elementary school student also reported spending 5 million won on online gambling over about eight months.
The average gambling period lasted 10 months, and the average amount spent was 3 million won. Casino games, including slots and baccarat, accounted for 95.9% of the reported gambling types. The police account also pointed to secondary crimes committed while young people tried to obtain gambling funds.
My son assaults me while demanding pocket money.
Originally published by Dong-A Ilbo in Korean. Translated, summarized, and contextualized automatically by DistantNews, with a note on how the source frames the story. Not individually reviewed before publishing. How this works.