MORAL WATCH: INDICATORS Part VII
35 INDICATORS of America’s Moral Condition
This work focuses on 35 Indicators to show that direction in which our Nation is heading. The follow meter rating is for the purpose of following trends. Scale is each Moral Indicator (MI) is based on .1 to .9 with higher numbers indicating a worst condition – all multiplied by 3.176
Gambling and Gaming Addiction: .87
In 2010, the global online gambling gross win was at 20.01 billion euros. The online gambling market includes the categories sports-betting, bingo, casino and poker. The global online gambling market has an estimated size, meaning gross win, of almost 22 billion euros in 2012. Still in 2012 online gambling accounted for just eight percent of the total global gaming revenue. It is projected that the market will rise to a value of more than 28 billion euros by 2015 constituting a growth rate of 30 percent over the next three years.
In number of commercial casinos in the U.S. in 2014 were 462. Only 2 states do not allow gambling. Total U.S. Gambling Revenue in 2014 was over $ 103 billion. According to casinocity.com in 2016 there were 1971 casinos in the U.S. and “6,918 casinos, horse tracks, dog tracks, racinos and cruise ships.” After the U.S. was: Australia 529, France with 463, UK 417, Germany 325, Mexico 310, Argentian 172, and Canada 155.
According to casinocitypress.com over 180 countries participate in some kind of legal gambling and ‘legalized gambling has become the norm over the past 25 years.’ In the world, they estimate about 3 million gaming machines – about half of which are slot machine. They estimate 4,637 casinos and over 210,000 gaming machine outlets. Over 100 countries have lotteries.
It is estimated that about 2 million adults in the U.S. have a ‘pathological gambling’ addiction and up to 6 million are considered ‘problem gamblers.’ The NESARC and NCS-R found that about 1% of Americans have a severe gambling disorder. About 4 in 5 adults have gambling in the last year.
The National Council on Problem Gambling defines problem gambling as, “Gambling behavior which causes disruptions in any major area of life: psychological, physical, social or vocational.” This may include pathological and compulsive gambling, which is a form of addiction that grows worse as time progresses. The NCPG estimate that 15% of Americans gamble at least once per week; and 3% are ‘problem gamblers.’
According to bigfishgames.com in 2016, “155 million Americans play games regularly (This means 3 or more hours per weeks). 4 out of 5 households own a video game console. The average age of gamers is 35. The average number of years gamers have been playing games is 13. That’s the same amount of time most students spend from pre-school through high school graduation. That’s quite a lot of gaming education! American video gaming sales (non-digital) stayed consistent in 2015 with 13.13 Billion dollars in sales.” Percent of male and female gamers is nearly equal. Only 10% of Americans describe themselves as a ‘gamer,’ although about half of American adults play video games. China liften it 14-year ban on video game consoles this year. The ban was put into practice in 2000 to shield its young people from the influences of video games. In 2015 China experience a 23 percent growth in games revenue.
According to the AACAP, “On average, girls spend more than an hour per day playing video games and boys spend more than two hours. Teens often spend even more time than younger children. Video games have become very sophisticated and realistic. Some games connect to the internet, which can allow children and adolescents to play games and have discussions with unknown adults and peers.”
They report, “Studies of children exposed to violent media have shown that they may become numb to violence, imitate the violence, and show more aggressive behavior. Younger children and those with emotional, behavioral or learning problems may be more influenced by violent images.’
‘In moderation, playing age-appropriate games can be enjoyable and healthy. Some video games may promote learning, problem solving and help with the development of fine motor skills and coordination. However, there are concerns about the effect of video games on young people who play videogames excessively.’
‘Children and adolescents can become overly involved with videogames. They may have difficulty controlling the amount of time they play. They may resist their parents’ attempts to limit their time playing video games. Spending excessive time playing these games can lead to:
- Less time socializing with friends and family
- Poor social skills
- Time away from family time, school work, and other hobbies
- Lower grades
- Less reading
- Less exercise and becoming overweight
- Decreased sleep and poor quality sleep
- Aggressive thoughts and behaviors
‘Parents can help their children enjoy these video games appropriately and avoid problems by: avoiding video games in preschool-aged children… monitoring online interactions…”.
For more see: American Academy of Child & Adolescent Psychiatry:
Bars and Immoral Clubs: .88
According to Statista, “The drinking place sales United States has steadily grown since the mid 1990’s reaching 23.15 billion U.S. dollars in 2015. This includes bars, pubs, lounges, taverns and nightclubs as well as other drinking places that primarily sell alcoholic beverages for immediate consumption. The National Restaurant Association estimated that food and drink sales in the U.S. bars and taverns world reach 19.9 billion U.S. dollars in 2016. This is a relatively small figure in comparison to the wider restaurant industry, for which food and drink sales were expected to rise to approximately 783 billion U.S. dollars during the same year.”
They report over 65,000 bars, taverns and nightclubs in the United States; and state that about 24.3 million people bought beer in a nightclub or bar in the last 30 days. According to NCIAA.com there are about 590,000 bartenders in America.
According to Statisticbrain.com ‘global strip club annual revenue’ was $75 billion in 2015. The U.S. accounted for over $3 billion and California alone about $1 billion. There are about 4,000 strip clubs in the U.S. with about 400,000 strippers, each earning an average over $100,000 annually. There is about 1 female stripper per 200 adult females in the U.S. There are about 1 million prostitutes in America; 1 in 85 adult females are strippers and or prostitutes.
It is reported that there are more strip clubs in the U.S than any other country. The number of major strip clubs nearly doubled between 1987 and 1992; and in 1997 the number was about 3,000 and in 20 years added another 1,000.
Note: about 80,000 Americans are arrested for illegal prostitution each year, over 70% are female. Average prostitute begins at 14 years old. 1 in 500 prostitutes are murdered. Sex trafficking yields about $60 billion a year. 80% of prostitutes do not want to be, but do so for money and or drugs and have about 300 unprotected acts per year.
XXX-rated Sites: .88
It is estimated that every second someone is typing a pornography search term; and every second over 28,000 people are viewing pornography; and every days over 30 new pornographic video is created in the United States. Ten of millions of people are viewing pornography every hour and millions of dollars are being spent during that time – at over $3,000 per second. China has about 28% of the world’s Porn Industry revenue at $27 billion; enough to feed over half the world’s hungry for a year. Over $15 billion was spent on Porn in the U.S in 2010. Of the 4.2 million Porn websites, over 100,000 websites offer illegal child pornography. Over 70 million daily porn search engine requests were made in 2010, about 25% of all requests. Porn in bigger than Christmas in Japan.
In 2016: “Most pastors (57%) and youth pastors (64%) admit they have struggled with porn, either currently or in the past,” Barna reported. “Overall, 21 percent of youth pastors and 14 percent of pastors admit they currently struggle with using porn.”