The best ways to deliver education to ensure its value is continuous and long- lasting is through educational presentations, workshops, seminars and the creation of opportunities for people to participate in activities/strategies that reduce risks or enhance protection. The respondent believes that leagues should ensure content on risky behaviours becomes part of the organisation's onboarding for new players joining a team and training content is delivered on a yearly basis, while shorter refresher content is delivered quarterly. Digital content is effective in delivering education to people within the esports world as they spend a large amount of their time on digital platforms, and it would be easier to connect with them, providing immediate awareness. As mentioned previously, gambling can negatively affect esports players and their significant others. Education on potentially harmful activities should be provided to significant others by sending content out to them, by including people around the players as part of their onboarding and working with schools and their parent newsletter to inform a wider net of caregivers. The main significant others to receive education are believed to be parents, non-playing staff, coaches and fans.
The participant believes that all stakeholders from event operators, leagues, teams/clubs to streaming platforms/broadcasters, community organisations and affiliated sports clubs are responsible to ensure education and awareness of gambling harms is provided. They should work on educational awareness campaigns for at- risk groups and individuals who play video games or are interested in esports and set safety standards related to harmful activities. They could also work with ‘public health services to raise awareness of warning signs and increase skills training for professionals’ .
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