scholarly journals Electronic gambling machines: Influence of a clock, a cash display, and a precommitment on gambling time

2009 ◽  
pp. 31 ◽  
Author(s):  
Robert Ladouceur ◽  
Serge Sévigny

This study investigated the influence of three features of electronic gambling machines (clock, cash display, and precommitment on gambling time) on gambling behaviour. Participants gambled with their own money in their natural environment. Using behavioural and self-reported measures, the study found that a majority of players reported the cash display as being a helpful feature for controlling gambling activities, but neither the clock nor the precommitment on gambling time device as being helpful. The authors concluded that the clock and precommitment on gambling time device may not be instrumental in promoting responsible gambling.

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.


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.


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.


2015 ◽  
Vol 8 (3) ◽  
pp. 21-35 ◽  
Author(s):  
Adrian Parke ◽  
Andrew Harris ◽  
Jonathan Parke ◽  
Jane Rigbye ◽  
Alex Blaszczynski

Marketing and advertising play a significant role in the adoption of attitudes and societal norms, which have been shown to have a direct impact on behavioural intentions, ultimately leading to behavioural execution. Concurrent with other attempts to inform policy strategy with respect to harm minimisation in gambling there is a paucity of evidence pertaining to the impact that gambling advertising has on gambling behaviour, gambling-related harm, and the efficacy of advertising regulations to minimise harm. There appears to be an overwhelming portrayal of gambling as a normative, legitimate social activity, at the expense of highlighting the potential risks involved. Furthermore, new marketing techniques utilising the social media platform are able to instil emotive and positive attitudes towards gambling brands and products, as well as enabling consumers to widely share and recommend gambling products across their online community, sometimes exposing under-age and vulnerable populations to gambling. The following paper critically reviews existing research investigating the impact of current gambling advertising and marketing campaigns on both vulnerable (i.e. adolescents and problem gamblers) and normal adult populations, looking specifically at the impact of exposure, the positive framing of gambling, and the transparency of marketing techniques. It is concluded that marketing and advertising in gambling needs to facilitate more informed choice for consumers, and a more balanced approach in the framing of gambling. It is suggested that risk information is presented asynchronously to gambling promotions, as opposed to being delivered as peripheral information, and moreover future strategies need to be based on robust empirical evidence demonstrating the impact of responsible gambling advertising and marketing on behaviour.


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.


2019 ◽  
pp. 169-178
Author(s):  
Arnie Wexler ◽  
Sheila Wexler

The authors describe their experience with gambling disorder and those who suffer with this condition. Their primary objective is to describe responsible gambling activities and programs from the perspective of a recovering gambler, which differs from that of academics, scientists, clinicians, and policymakers. Gambling disorder is a progressive disease, much like addiction to alcohol or drugs. The authors present guidelines for dealing with problem gamblers and developing and implementing a responsible gambling program. The need for training casino staff and the pitfalls of self-exclusion programs are discussed. The authors emphasize the importance of taking into account the viewpoint of recovering gamblers when setting up responsible gambling programs.


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