How do slot machines and other electronic gambling machines actually work?

Author(s):  
Nigel Turner ◽  
Roger Horbay

Slot machines and other electronic gambling machines (EGMs) are gambling devices that offer a variety of games. They are inexpensive to run, which makes it possible for casinos to offer low-stakes betting to a large number of customers. As a result, they have become the most profitable form of gambling. EGMs are found at casinos, on cruise boats, at racetracks, at local bars, and even at corner stores. Slot machines and other EGMs seem to attract a lot of myths. This is partly because of a lack of accurate information on how the machines work and partly due to the design of the machines. In this paper, we will discuss how slot machines really work. Our goal is to demystify the machines in order to demystify the games. We will also discuss some of the myths about slot machines. This paper is intended to serve as a resource for counsellors and prevention workers in the field of problem gambling. It is also intended for people in the general public who wish to understand slot machines.

2015 ◽  
pp. 140 ◽  
Author(s):  
Tony Schellinck ◽  
Tracy Schrans ◽  
Heather Schellinck ◽  
Michael Bliemel

This is the first of two papers describing the development of the FocaL Adult Gambling Screen for Electronic Gambling Machine players (FLAGS-EGM). FLAGS-EGM is a measurement approach for identifying gambling risk, a tool that incorporates separate reflective and formative constructs into a single instrument. A set of statements was developed that captured ten constructs associated with gambling risk or which were considered components of problem gambling. Following completion of focus groups with regular slot players, a survey with the reduced set of statements was then administered to a sample of 374 casino slot players in Ontario, Canada. Nine of the proposed constructs passed tests for reliability and validity (Risky Cognitions Beliefs, Risky Cognitions Motives, Preoccupation Desire, Risky Practices Earlier, Risky Practices Later, Impaired Control Continue a Session, Impaired Control Begin a Session, Negative Consequences, and Persistence). A tenth construct (Preoccupation Obsession) requires further development through the addition of improved statements.


2012 ◽  
Vol 42 (11) ◽  
pp. 2433-2444 ◽  
Author(s):  
D. C. Hodgins ◽  
D. P. Schopflocher ◽  
C. R. Martin ◽  
N. el-Guebaly ◽  
D. M. Casey ◽  
...  

BackgroundWhen gambling opportunities are made available to the public in a given jurisdiction, some individuals participate occasionally and others more frequently. Among frequent gamblers, some individuals develop problematic involvement and some do not. This study addresses the association among demographic and social risk factors, frequency of gambling and gambling disorders.MethodData from an adult community sample (n=1372) were used to identify risk factors for higher-frequency gambling and disordered gambling involvement.ResultsIndividuals with higher intelligence, older individuals and more religious individuals were less frequent gamblers. Males, single individuals and those exposed to gambling environments (friends and family who gamble) and those who started to gamble at a younger age were more frequent gamblers. Excitement-seeking personality traits were also higher among more frequent gamblers. A different set of risk factors was associated with the likelihood of gambling disorder among these higher-frequency gamblers. These variables included mental health indicators, childhood maltreatment and parental gambling involvement. Among higher-frequency gamblers, individuals who smoke cigarettes, those with a diagnosis of alcohol or drug dependence or obsessive–compulsive disorder, those with higher anxiety or depression and those with higher impulsivity and antisocial personality traits were more likely to report gambling-related problems. These individuals were also more likely to report gambling on electronic gambling machines (e.g. slot machines).ConclusionsThese data suggest a model in which higher-frequency gambling, particularly with electronic gambling machines, when combined with any type of emotional vulnerability increased the likelihood of gambling disorder.


2015 ◽  
pp. 174 ◽  
Author(s):  
Tony Schellinck ◽  
Tracy Schrans ◽  
Heather Schellinck ◽  
Michael Bliemel

Previous research, based on a survey of 374 electronic machine gamblers living in Ontario, Canada, led to the selection of statements and the creation of ten constructs for the development of a new instrument, the FocaL Adult Gambling Screen for Electronic Gambling Machines (FLAGS-EGM). In this study, we used the Partial Least Squares Path Analysis form of Structural Equation Modelling to produce a hierarchical set of the ten constructs with proven predictive power for problem gambling. Receiver Operating Characteristic analysis identified cut off values for all of the constructs that predicted the target values with the desired degree of accuracy. Active gamblers were placed in five categories: No Detectable Risk, Early Risk, Intermediate Risk, Advanced Risk and Problem Gamblers. As described here, the FLAGS-EGM instrument has the potential to be applied in many situations in which identification of at-risk EGM gamblers is needed.


2015 ◽  
pp. 22 ◽  
Author(s):  
Vance V. MacLaren ◽  
Kevin A. Harrigan ◽  
Michael J. Dixon

Video Instant Ticket Vending Machines (V-ITVMs) are a new form of electronic gambling machine currently being introduced to the North American markets of Ontario, Maryland, Missouri and New Mexico. The present paper is intended to raise awareness among regulators, problem gambling researchers, and clinicians about the nature of these games. These V-ITVMs resemble slot machines and present audiovisual content along with the sale of the tickets. We discuss several potentially harmful features of these games, ones which may promote problem gambling behaviour, such as fast continuous play, losses disguised as wins, near misses, deceptive bonus rounds, and a tendency to promote false beliefs among players who are vulnerable to disordered gambling behaviour. Effective programs for problem gambling prevention and treatment should be implemented as vital parts of any initiative to introduce V-ITVMs.


2020 ◽  
pp. 070674372098008
Author(s):  
Robert J. Williams ◽  
Carrie A. Leonard ◽  
Yale D. Belanger ◽  
Darren R. Christensen ◽  
Nady el-Guebaly ◽  
...  

Objective: The purpose of this study was to provide an updated profile of gambling and problem gambling in Canada and to examine how the rates and pattern of participation compare to 2002. Method: An assessment of gambling and problem gambling was included in the 2018 Canadian Community Health Survey and administered to 24,982 individuals aged 15 and older. The present analyses selected for adults (18+). Results: A total of 66.2% of people reported engaging in some type of gambling in 2018, primarily lottery and/or raffle tickets, the only type in which the majority of Canadians participate. There are some significant interprovincial differences, with perhaps the most important one being the higher rate of electronic gambling machine (EGM) participation in Manitoba and Saskatchewan. The overall pattern of gambling in 2018 is very similar to 2002, although participation is generally much lower in 2018, particularly for EGMs and bingo. Only 0.6% of the population were identified as problem gamblers in 2018, with an additional 2.7% being at-risk gamblers. There is no significant interprovincial variation in problem gambling rates. The interprovincial pattern of problem gambling in 2018 is also very similar to what was found in 2002 with the main difference being a 45% decrease in the overall prevalence of problem gambling. Conclusions: Gambling and problem gambling have both decreased in Canada from 2002 to 2018 although the provincial patterns are quite similar between the 2 time periods. Several mechanisms have likely collectively contributed to these declines. Decreases have also been reported in several other Western countries in recent years and have occurred despite the expansion of legal gambling opportunities, suggesting a degree of inoculation or adaptation in the population.


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.


Author(s):  
Vance V. MacLaren ◽  
Kevin A. Harrigan ◽  
Michael Dixon

Motives for gambling were examined among patrons of slots venues who reported playing electronic gaming machines at least weekly (N=849). According to scores on the Problem Gambling Severity Index (PGSI), there were 331 (39.0%) participants at low risk, 330 (38.9%) at moderate risk, and 188 (22.1%) at high risk of Pathological Gambling. Scores on the Coping and Enhancement scales of the Gambling Motives Questionnaire (GMQ) had independent effects on PGSI scores. Cluster analysis of Coping and Enhancement scores identified Low Emotion Regulation (LER; n=189), Primarily Enhancement (PE; n=338), and Coping and Enhancement (CE; n=322) subtypes. More CE gamblers (80.1%) had PGSI scores that suggested problem or Pathological Gambling than the PE (56.8%) or LE (36.0%) subtypes. Gamblers who frequently play slot machines are at elevated risk of Pathological Gambling if they play slots as a means of self-regulating their negative emotional states.


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.


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