scholarly journals What Influences how New Zealanders use Information Displays? An Analysis of Electronic Gaming Machine Records

2021 ◽  
Author(s):  
◽  
Shannon Garland Duignan

<p>Electronic gaming machines (slot machines) contribute to problem gambling in New Zealand and worldwide. Information displays are one harm minimisation feature of New Zealand electronic gaming machines that has been investigated in recent years. New Zealand gamblers see two types of displays: interruptive pop-up displays after a set period of time has passed, and elective displays if a player presses an information button. These displays inform the gambler about their current session with the intention that they will facilitate informed decisions about continuing play or quitting. The current study used a week-long set of electronic gaming machine data from across New Zealand to run an exploratory investigation into the utility of these information displays. We first observed that fewer than 2% of pop-up displays resulted in people quitting. On this basis it is unlikely that interruptive pop-up displays are meaningfully reducing harm. Our analysis also revealed timing differences in how pop-up displays are scheduled on machines produced by different manufacturers. The likelihood of quitting on a pop-up was influenced by complex interactions of machine and session characteristics, however these effects were small. Secondly, our investigation of elective displays also identified a low rate of access, indicating they are also unlikely to be working effectively as a harm minimisation tool. Analysis revealed players’ likelihood of accessing an elective display was mostly influenced by the venue type they were in and the manufacturer of the machine. Possible recommendations to improve both types of displays include changes to message content, scheduled timing and visual features.</p>

2021 ◽  
Author(s):  
◽  
Shannon Garland Duignan

<p>Electronic gaming machines (slot machines) contribute to problem gambling in New Zealand and worldwide. Information displays are one harm minimisation feature of New Zealand electronic gaming machines that has been investigated in recent years. New Zealand gamblers see two types of displays: interruptive pop-up displays after a set period of time has passed, and elective displays if a player presses an information button. These displays inform the gambler about their current session with the intention that they will facilitate informed decisions about continuing play or quitting. The current study used a week-long set of electronic gaming machine data from across New Zealand to run an exploratory investigation into the utility of these information displays. We first observed that fewer than 2% of pop-up displays resulted in people quitting. On this basis it is unlikely that interruptive pop-up displays are meaningfully reducing harm. Our analysis also revealed timing differences in how pop-up displays are scheduled on machines produced by different manufacturers. The likelihood of quitting on a pop-up was influenced by complex interactions of machine and session characteristics, however these effects were small. Secondly, our investigation of elective displays also identified a low rate of access, indicating they are also unlikely to be working effectively as a harm minimisation tool. Analysis revealed players’ likelihood of accessing an elective display was mostly influenced by the venue type they were in and the manufacturer of the machine. Possible recommendations to improve both types of displays include changes to message content, scheduled timing and visual features.</p>


2016 ◽  
Vol 32 (4) ◽  
pp. 1115-1126 ◽  
Author(s):  
Katie Palmer du Preez ◽  
Jason Landon ◽  
Maria Bellringer ◽  
Nick Garrett ◽  
Max Abbott

2007 ◽  
pp. 253 ◽  
Author(s):  
Sally Monaghan ◽  
Alex Blaszczynski

This study compared differences in rates of free and cued recall for messages displayed on electronic gaming machines (EGMs) delivered in one of two display modes: static or dynamic. Rates of recall were investigated in a laboratory setting using 92 university students (75.0% female) with a mean age of 19.3 years (SD = 2.4 years). The static mode consisted of a fixed government-mandated message placed on the frame of an EGM directly next to the gaming buttons. In the dynamic mode, an identical message was presented in the form of a translucent display scrolling across the screen during play. Results showed that significantly more of the information presented in dynamic mode was recalled, and with greater accuracy, in both free recall and cued recall conditions compared with static government-mandated messages. It was concluded that the method of displaying signs influences awareness and recall of harm minimization messages.


Author(s):  
Jason Landon ◽  
Katie Palmer Du Preez ◽  
Maria Bellringer ◽  
Max Abbott ◽  
Amanda Roberts

Detailed observational studies of undisturbed gambler behaviour in venues are rare, especially when the focus is on continuous gambling such as electronic gaming machines (EGMs). EGMs are the main source of harmful gambling in New Zealand and all EGMs in New Zealand now include a mandatory pop-up message feature. The present study reports on 48 hours of in situ observations of EGM gamblers in casino and non-casino (pub) venues in New Zealand. We sought to establish whether relatively detailed observations of EGM features and gambler behaviour in venues were possible. The EGM feature that we focused on were pop-up messages, given their harm-minimization potential and the relative ease with which they can be observed. However, other EGM features were also documented, along with descriptive accounts of associated gambler behaviour. The results establish that relatively detailed (quantitative or qualitative) observational data can be collected in venues by using smart phones. The data showed that pop-up messages were generally attended to, but had little observable effect on gambler behaviour in venues. Direct in situ observation of gamblers can provide ecologically valid information to complement more common experimental and survey-based approaches. Suggestions are made for developing the procedure.Les études d’observation détaillée in situ sur le comportement non perturbé de joueurs sont rares, surtout si on met l’accent sur le jeu continu, comme avec les appareils de jeux électroniques. En Nouvelle-Zélande, ces appareils sont la principale source de jeux compulsifs, et tous les appareils dans ce pays incluent dorénavant une fonctionnalité obligatoire de message contextuel. La présente étude fait état de 48 heures d’observation in situ de joueurs sur appareils dans des casinos ou d’autres lieux (bars) en Nouvelle-Zélande, et on a cherché à déterminer s’il était possible de faire des observations relativement détaillées des caractéristiques et du comportement de joueurs dans ces lieux. On a mis l’accent sur la fonctionnalité des messages contextuels pour analyser leur potentiel de diminuer des méfaits et leur relative facilité à les observer. On a aussi consigné d’autres fonctionnalités d’appareils de jeu, ainsi que des comptes-rendus descriptifs du comportement des joueurs associés. Les résultats montrent que l’on peut recueillir des données d’observation in situ relativement détaillées (quantitatives ou qualitatives) à l’aide de téléphones intelligents. Les données montrent que les messages contextuels ont généralement été pris en compte, mais qu’ils ont eu peu d’effet observable sur le comportement des joueurs. L’observation directe de joueurs peut fournir des informations écologiquement valables pour appuyer les approches expérimentales communes par sondage. On y fait aussi quelques suggestions pour mettre en œuvre une procédure.


2015 ◽  
Vol 16 (1) ◽  
pp. 49-66 ◽  
Author(s):  
Jason Landon ◽  
Katie Palmer du Preez ◽  
Maria Bellringer ◽  
Alyssa Page ◽  
Max Abbott

2013 ◽  
Vol 7 (3) ◽  
pp. 55-76 ◽  
Author(s):  
Alex Blaszczynski

It remains irrefutable that electronic gaming machines are associated with gambling-related harms. Although research on electronic gaming machines has predominantly focussed on their structural characteristics and to a lesser extent, situational variables contributing to the emergence of gambling-related harms, the precise causal mechanisms of these variables in the aetiology of gambling disorders remains inconclusive. In addition, it remains debatable as to whether or not electronic gaming machines have higher rates of problem gambling as a proportion of participants compared to other forms. Contributing to this state of uncertainty are methodological difficulties related to jurisdictional differences in the geographical location, distribution, density, and configuration of machines (payback percentages and volatility), socio-cultural and demographic features, and availability of and involvement in other gambling modes typically associated with gambling disorders. In addition, questionnaire and survey items have tended to elicit information on preferred or identified problem forms of gambling. Accordingly, gambling-related harms tend to be attributed to such identified forms without taking into consideration intensity (expenditure and frequency) and involvement in gambling modes in aggregate. It is therefore postulated that directing attention to electronic gaming machines over other forms equally capable of causing harm is not an optimal approach to harm minimisation. It may prove to be more fruitful to investigate the complex interaction between cultural/social values, accessibility and availability of all gambling products in aggregate within a community and the factors that promote participation in multiple forms rather than a narrow focus on a limited range of products.


2010 ◽  
Vol 15 (2) ◽  
pp. 169
Author(s):  
Natalia Antolak-Saper

The voluntary self exclusion program has been designed as one attempt to minimise the harm caused by problem gambling and electronic gaming machines. However, the program’s role as a genuine regulatory response is questionable. Few reporting requirements for gaming corporations and a reliance on an unsophisticated method of detecting self-excluded problem gamblers significantly undermine the purpose of the program. This paper considers the liability of gaming venues and corporations in circumstances where a self-excluded problem gambler has not been successfully excluded from the gaming venue. It is suggested that, in entering into the program, a problem gambler may be under a reasonable expectation that the gaming venue will assist in his or her endeavour to control the problematic gambling. Drawing primarily on the laws of Victoria, this article will discuss how the voluntary self-exclusion program is in need of reform so that it can better act as a harm minimisation mechanism. Further, the article will explore possible legal redress in contract, equity and under the Trade Practices Act 1974 (Cth), for problem gamblers who have participated in an ineffective voluntary self-exclusion program.


2009 ◽  
Vol 105 (1) ◽  
pp. 173-187 ◽  
Author(s):  
Sally Monaghan ◽  
Alex Blaszczynski ◽  
Lia Nower

Electronic gaming machines are popular among problem gamblers; in response, governments have introduced “responsible gaming” legislation incorporating the mandatory display of warning signs on or near electronic gaming machines. These signs are designed to correct irrational and erroneous beliefs through the provision of accurate information on probabilities of winning and the concept of randomness. There is minimal empirical data evaluating the effectiveness of such signs. In this study, 93 undergraduate students were randomly allocated to standard and informative messages displayed on an electronic gaming machine during play in a laboratory setting. Results revealed that a majority of participants incorrectly estimated gambling odds and reported irrational gambling-related cognitions prior to play. In addition, there were no significant between-group differences, and few participants recalled the content of messages or modified their gambling-related cognitions. Signs placed on electronic gaming machines may not modify irrational beliefs or alter gambling behaviour.


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