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Grants for Gambling Research Program

The Grants for Gambling Research Program encourages researchers from a variety of disciplines to undertake independent, investigator-initiated research that will build on our knowledge of how gambling affects the Victorian community and inform strategies and activities to address harm.

The Foundation awards research grants for areas of study that will build on our knowledge of how gambling affects the Victorian community, inform the advice we provide to government and the strategies and activities we support to address harm.

Growing plant

The projects

Each round of the program funds research to explore priority areas identified by the Foundation. For information about ongoing projects, follow the links below.

Round 10

Round 10 of the funded projects relate to understanding and addressing gaming harm

ECR Round 2018

ECR Round 2018 was designed specifically for early career researchers. It funded projects on the topics of esports, gambling harm and lesbian, gay, bisexual, transgender, intersex and queer (LGBTIQ) communities, and lived experience.

Round 9

Round 9 of the program funded projects related to gambling and vulnerable populations.

Round 8

Round 8 of the program funded projects on the topics of the factors influencing low and moderate risk gambling behaviour and strategies to prevent harm among young people aged 12–17 and 18–24.

Round 7

Round 7 of the program funded projects on the topic of the changing gambling environment.

Round 6

Round 6 of the program funded projects on the topics of stigma and changing gambling environments.

Round 5

Round 5 of the program funded projects on the topics of stigma and changing gambling environments.

Round 4

Round 4 of the program funded projects on sociology and gambling, product preferences and styles of play, cultural differences in gambling and mental health and gambling.

Rounds 1–3

Rounds 1–3 of the program funded projects on:

  • effective treatments and interventions
  • electronic gaming machines and their effects on recreational and problem gamblers
  • gambling consumption and behaviour
  • youth and gambling
  • emerging technologies
  • accessibility.

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