scholarly journals Recall of electronic gaming machine signs: A static versus a dynamic mode of presentation

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.

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>


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.


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.


2005 ◽  
Vol 21 (4) ◽  
pp. 503-520 ◽  
Author(s):  
Louise Sharpe ◽  
Michael Walker ◽  
Maree-Jo Coughlan ◽  
Kirsten Enersen ◽  
Alex Blaszczynski

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.


1991 ◽  
Author(s):  
David G. Payne ◽  
Jeffrey S. Anastasi
Keyword(s):  

Sensors ◽  
2021 ◽  
Vol 21 (12) ◽  
pp. 4222
Author(s):  
Shushi Namba ◽  
Wataru Sato ◽  
Masaki Osumi ◽  
Koh Shimokawa

In the field of affective computing, achieving accurate automatic detection of facial movements is an important issue, and great progress has already been made. However, a systematic evaluation of systems that now have access to the dynamic facial database remains an unmet need. This study compared the performance of three systems (FaceReader, OpenFace, AFARtoolbox) that detect each facial movement corresponding to an action unit (AU) derived from the Facial Action Coding System. All machines could detect the presence of AUs from the dynamic facial database at a level above chance. Moreover, OpenFace and AFAR provided higher area under the receiver operating characteristic curve values compared to FaceReader. In addition, several confusion biases of facial components (e.g., AU12 and AU14) were observed to be related to each automated AU detection system and the static mode was superior to dynamic mode for analyzing the posed facial database. These findings demonstrate the features of prediction patterns for each system and provide guidance for research on facial expressions.


In s.i.m.s. the sample surface is ion bombarded and the emitted secondary ions are mass analysed. When used in the static mode with very low primary ion beam current densities (10 -11 A/mm 2 ), the technique analyses the outermost atomic layers with the following advantages (Benninghoven 1973, I975): the structural—chemical nature of the surface may be deduced from the masses of the ejected ionized clusters of atoms; detection of hydrogen and its compounds is possible; sensitivity is extremely high (10 -6 monolayer) for a number of elements. Composition profiles are obtained by increasing the primary beam current density (dynamic mode) or by combining the technique in the static mode with ion beam machining with a separate, more powerful ion source. The application of static s.i.m.s. in metallurgy has been explored by analysing a variety of alloy surfaces after fabrication procedures in relation to surface quality and subsequent performance. In a copper—silver eutectic alloy braze it was found that the composition of the solid surface depended markedly on its pretreatment. Generally there was a surface enrichment of copper relative to silver in melting processes while sawing and polishing enriched the surface in silver


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