Europe In Europe, the rate of<unk>  is typically 0.5 to 3 percent. The "British<unk>  Prevalence Survey 2007", conducted by the United Kingdom<unk>  Commission, found approximately 0.6 percent of the adult population had<unk>  issues—the same percentage as in 1999. The highest prevalence of<unk>  was found among those who participated in spread betting (14.7%), fixed odds betting terminals (11.2%), and betting exchanges (9.8%). In Norway, a December 2007 study showed the amount of present<unk>  gamblers was 0.7 percent. With<unk>  addiction on the rise and across Europe in particular, the voices calling<unk>  a disease has been gaining grounds. The UK<unk>  Commission announced a significant shift in their approach to<unk>  as they said that<unk>  is a disease, and therefore, it should be addressed adequately by the NHS. The World Health Organization has also called<unk>  a disease. In its 72nd World Health Assembly held on Saturday, May 25, 2019, decided that ‘gaming disorder’ is an official illness. The 194-member meet added excessive gaming to a classified list of diseases as it revised its International Statistical Classification of Diseases and Related Health<unk>  (ICD-11). North America In the United States, the percentage of pathological gamblers was 0.6 percent, and the percentage of<unk>  gamblers was 2.3 percent in 2008. Studies commissioned by the National<unk>  Impact Study Commission Act has shown the prevalence rate ranges from 0.1 percent to 0.6 percent. Nevada has the highest percentage of pathological<unk> ; a 2002 report estimated 2.2 to 3.6 percent of Nevada residents over the age of 18 could be called<unk>  gamblers. Also, 2.7 to 4.3 percent could be called probable pathological gamblers. According to a 1997 meta-analysis by Harvard Medical School's division on addictions, 1.1 percent of the adult population of the United States and Canada could be called pathological gamblers. A 1996 study estimated 1.2 to 1.9 percent of adults in Canada were pathological. In Ontario, a 2006 report showed 2.6 percent of residents experienced "moderate<unk> <unk> s" and 0.8 percent had "severe<unk> <unk> s". In Quebec, an estimated 0.8 percent of the adult population were pathological gamblers in 2002. Although most who gamble do so without harm, approximately 6 million American adults are addicted to<unk> . Signs of a<unk> <unk>  include: *Using income or savings to gamble while letting bills go unpaid *Repeated unsuccessful attempts to stop<unk>  *Chasing losses *Losing sleep over thoughts of<unk>  *Arguing with friends or family about<unk>  behavior *Feeling depressed or suicidal because of<unk>  losses Oceania (Australia) Casinos and poker machines in pubs and clubs facilitate<unk>  in Australia. The building of new hotels and casinos has been described as "one of the most active construction markets in Australia"; for example, AUD$860 million was allocated to rebuild and expand the Star Complex in Sydney. A 2010 study, conducted in the Northern Territory by researchers from the Australian National University (ANU) and Southern Cross University (SCU), found that the proximity of a person's residence to a<unk>  venue is significant in terms of prevalence. Harmful<unk>  in the study was prevalent among those living within 100 metres of any<unk>  venue, and was over 50% higher than among those living ten kilometres from a venue. The study's data stated: Specifically, people who lived 100 metres from their favourite venue visited an estimated average of 3.4 times per month. This compared to an average of 2.8 times per month for people living one kilometre away, and 2.2 times per month for people living ten kilometres away. According to the Productivity Commission's 2016 report into<unk> , 0.5% to 1% (80,000 to 160,000) of the Australian adult population suffered with significant<unk> s resulting from<unk> . A further 1.4% to 2.1% (230,000 to 350,000) of the Australian adult population experienced moderate risks making them likely to be vulnerable to<unk> . Estimates show that<unk>  gamblers account for an average of 41% of the total gaming machine spending.
Problem gambling
Pornography addiction
Video game addiction
Computer addiction
Doping in sport
Addiction
Blood phobia
Alcohol dependence