Why Restrict? Seven Explanations for the Electronic Gambling Machines Monopoly in Norway

Author(s):  
Anita Borch
Author(s):  
Maria Anna Donati ◽  
Silvia Cabrini ◽  
Daniela Capitanucci ◽  
Caterina Primi ◽  
Roberta Smaniotto ◽  
...  

The COVID-19 pandemic, with the consequent lockdown of about 3 months, can be viewed as an experimental model to observe the impact of the depletion of environmental factors that stimulate gambling, particularly electronic gambling machines (EGMs) that were set to zero. The effects of some structural characteristics of gambling activities that increase gambling behavior were studied among disordered gamblers in treatment in this unique scenario. In fact, studies investigating the effects of the lockdown on problem gamblers (PGs) under treatment are missing. The aims of this study were to analyze patients’ gambling behavior and craving during the lockdown and to conduct a comparison between gambling disorder (GD) symptoms at the beginning of the treatment and during lockdown. The study was conducted in Italy, the European country with the largest gambling market and the first to be affected by the virus. Data were collected through a semi-structured telephone interview conducted by healthcare professionals. Participants were 135 PGs under treatment (109 males, mean age = 50.07). Results showed that most PGs achieved a significant improvement in their quality of life, with less gambling behavior, GD symptoms, and lower craving. No shift toward online gambling and very limited shift towards other potential addictive and excessive behaviors occurred. The longer the treatment, the more monitoring is present and the better the results in terms of symptoms reduction. Individual and environmental characteristics during the lockdown favored the reduction in symptoms. Consideration for prevention and treatment are discussed.


2020 ◽  
Author(s):  
Philip Warren Stirling Newall ◽  
Lukasz Walasek ◽  
Elliot Andrew Ludvig

“Return-to-player” warning labels are used to display the long-run cost of gambling on electronic gambling machines in several jurisdictions. For example, a return-to-player of 90% means that for every $100 bet on average $90 is paid out in prizes. Some previous research suggests that gamblers perceive a lower chance of winning and have a better objective understanding when return-to-player information is instead restated in the “house-edge” format, e.g., “This game keeps 10% of all money bet on average.” Here we test another potential risk communication improvement: making return-to-player messages longer, by clarifying that the information applies only in the statistical long-run. It was suggested that gamblers might understand this message better than the return-to-player at the conclusion of a court case brought against an Australian casino. In this study, Australian participants (N = 603) were presented with either a standard return-to-player message, a longer “return-to-players” message, or a house-edge message. The longer return-to-players message was understood correctly more frequently than the return-to-player message, but the house-edge message was understood best of all. Participants perceived the lowest chance of winning with the longer return-to-players message. The house-edge format appears easiest for gamblers to correctly understand, but longer warning labels might be the best at warning gamblers about the long-run costs of gambling on electronic gambling machines.


2021 ◽  
Vol 2 (1) ◽  
pp. 76-86
Author(s):  
Tara Hahmann ◽  
Eva Monson

Erroneous gambling-related beliefs are well researched in light of their association with problem gambling, with some research suggesting these beliefs also serve as justifications for gambling behaviour. The process of justification (i.e., rationalization) can provide insights into how those who gamble resolve dissonance resulting from persistent loss in the gambling context. Using in-depth interviews of 43 participants who identified electronic gambling machines as their preferred game type and were either experiencing gambling problems or were at risk of developing a problem, this study details how dissonance is managed through rationalizations in line with the Dawson (1999) framework. This framework is based on research of religious groups surviving prophetic disconfirmation and is employed here to highlight the contextual and socio-cultural underpinnings of rationalizations along with their supernatural and pseudo-religious qualities. Rationalizations reflect broader socio-cultural beliefs around morality, work, speculation, perseverance, and the supernatural. Implications for treatment are discussed.


Author(s):  
Rory A. Pfund ◽  
Meredith K. Ginley ◽  
James P. Whelan ◽  
Samuel C. Peter ◽  
Briana S. Wynn ◽  
...  

Social influence affects college students’ gambling behaviours. However, few studies have experimentally investigated the influence of social interaction on college students’ gambling behaviour, and those studies that have yielded mixed findings. Women college students (n = 109) who endorsed recreational gambling behaviour were randomly assigned to gamble on electronic gambling machines (EGMs) in three conditions: warm social interaction from a confederate (i.e., initiating and maintaining conversation), cold social interaction from a confederate (i.e., refraining from initiating and maintaining conversation), or gambling alone. On average, participants in the warm social interaction condition placed significantly fewer spins and spent more time placing bets on the EGMs compared to the cold social interaction and no confederate conditions. When examining gambling behaviour over time, participants in the warm social interaction condition increased their bet size and the time between their bets over time compared to the cold interaction and no confederate conditions. These results suggest that interpersonal interactions significantly affect gambling behaviour. However, future research is needed to investigate these social processes in other forms of gambling and other gambling experiences.RésuméL’influence sociale affecte les comportements de jeu des étudiants collégiaux et universitaires. Cependant, peu d’études ont analysé de manière expérimentale l’influence de l’interaction sociale sur le comportement de jeu des étudiants, et les études ont donné des résultats mitigés. Les étudiantes (n = 109) qui ont adopté un comportement de jeu récréatif ont été affectées au hasard à des jeux électroniques en fonction d’une des trois conditions suivantes : avec interaction sociale amicale d’un camarade (c.-à-d., qui amorce et entretient la conversation), avec interaction sociale froide d’un camarade (qui s’abstient d’amorcer et d’entretenir la conversation) ou en solitaire. En moyenne, les participantes en condition d’interaction sociale amicale ont joué beaucoup moins de tours et ont consacré plus de temps à parier sur les appareils de jeu électroniques, comparées à ceux qui étaient en interaction sociale froide ou en solitaire. En examinant le comportement de jeu sur une période donnée, les participantes en condition d’interaction sociale amicale ont augmenté la taille des paris et la durée entre les paris par rapport à celles qui étaient dans une interaction sociale froide et en solitaire. Ces résultats font ressortir que les interactions interpersonnelles affectent de manière importante le comportement du jeu. Cependant, d’autres recherches doivent être effectuées pour analyser ces processus sociaux dans d’autres formes de jeux de hasard et d’autres expériences de jeu.


2021 ◽  
Author(s):  
Philip Warren Stirling Newall ◽  
Alex M T Russell ◽  
Nerilee Hing

Background and aims: A literature exists on the structural characteristics of electronic gambling machines (EGMs), which are design innovations that can promote spending excessive time and money on these games. Fixed-odds sports betting products, where bettors place sports bets against a bookmaker, have also seen significant innovations in recent years. Despite some differences between these gambling products, similar structural characteristics could also be relevant to sports betting. The aim was to review previous research on contemporary fixed-odds sports betting products, and to identify whether structural characteristics from the EGM literature are also relevant to sports betting.Methods: Structural characteristics uncovered by two influential reviews of EGMs were identified, and their relevance to fixed-odds sports betting products discussed via a narrative review.Results: Structural characteristics of payout interval / potential betting frequency (in-play betting), multiplier potential (accumulators, complex bets, multis), win probability and payout ratio (all bets), bettor involvement (custom sports betting products, cash out), skill required (all bets), and near-misses (accumulators, complex bets, multis) were all identified in modern fixed-odds sports betting products.Discussion and conclusions: Fixed-odds sports betting products have increasingly incorporated structural characteristics previously found in EGMs. Future research could further assess the extent to which these structural characteristics contribute to fixed-odds sports bettors spending excessive amounts of time and money while betting. These findings can help guide further sports betting research, contribute to an improved understanding of the potential universality of gambling product design, and inform policy.


2006 ◽  
pp. 73 ◽  
Author(s):  
Philip Lalander

This article presents an ethnographic analysis of the biggest money-maker in Swedish gambling, namely, the state-owned electronic gambling machines, called Jack Vegas machines. The focus is on (1) social dimensions of the game and (2) various gambler types that develop in the Jack Vegas environment. In the section about social dimensions, there is a discussion about social interaction between gamblers and between gamblers and staff/owners of restaurants with the machines. There is a kind of sociality in Jack Vegas environments, but also feelings of irritation and frustration among the players. The text discusses the gambling types developed by Sue Fisher and, to some degree, Robert Custer and relates them to the Swedish ethnographic findings. But the article develops new gambler types as well. The gambler types developed by previous researchers in academic and empirical contexts need to be revitalized and further developed in new gaming environments.


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