gambling intensity
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Author(s):  
Suzanne Lischer ◽  
Angela Steffen ◽  
Jürg Schwarz ◽  
Jacqueline Mathys

The coronavirus pandemic (COVID-19) has had a major impact on most societies worldwide, including the closure of non-essential businesses in spring 2020. The present study considers its impact upon gambling behavior. Particularly, changes in self-reported gambling by Swiss, land-based casino players are examined. The main characteristics of respondents who played or did not play during lockdown are also investigated. This study is embedded in an ongoing longitudinal study that examines the gambling behavior of casino players at three points in time. All respondents who had participated in the first wave of the longitudinal study by the cut-off date (15th March 2020) were asked about their gambling behavior during lockdown in a supplementary online survey three weeks after the end of lockdown. A total of 55% of the 110 respondents reported having played during lockdown. Gambling intensity significantly decreased (p < 0.001) in our sample. Considering only those respondents (n = 66) who reported having gambled during lockdown, gambling intensity also decreased (p < 0.001), but online gambling significantly increased (p < 0.002). Those players who have increased their gambling activity require particular attention. It is important that casinos respond with appropriate player protection measures to those who have increased their gambling activity during the pandemic.


Author(s):  
Anja Kräplin ◽  
Anna E. Goudriaan

Abstract. Aims: To provide an overview of characteristics and risk factors of gambling disorder (GD) in order to systematically identify corresponding targets for responsible gambling strategies. Methods: We conducted a literature review on the concept and characteristics of GD and on the correlates and risk factors for GD. Results and conclusions: GD is characterized by low prevalence rates, but detrimental individual and public health consequences. Responsible gambling strategies therefore need to provide transparent and safe gambling for the majority of gamblers and strategies for early identification, intervention, and harm reduction for the minority of individuals at risk for GD. As individuals at risk for GD are characterized by multiple correlates and risk factors, a multifaceted array of strategies is required. Individual and environmental risk factors provide an important basis for responsible gambling strategies, for instance, which specific high-risk groups (e. g., youth) or gambling behaviours (e. g., high gambling intensity) need to be targeted. As there is no evidence for risk-free gambling, all land-based and online gambling segments should be regulated and controlled within a common framework. Within this process, scientists, practitioners, and stakeholders need to collaborate and translational efforts are required.


Author(s):  
Tess Armstrong ◽  
Phillip Donaldson ◽  
Erika Langham ◽  
Matthew Rockloff ◽  
Matthew Browne

Warning messages are a common tool used in public health initiatives in an attempt to minimize consumer harm. Electronic gaming machines provide a unique opportunity to deliver messages that are personalized, that is, based on player behaviour, gambling history, and personal characteristics. This study explores whether messages that respond to player behaviour may be effective in reducing gambling intensity on the basis of the Intelligent Messages Framework (Langham, Thorne, Rockloff, & Donaldson, 2017). One-hundred and seventy-two participants (82 males, 90 females) from 20 to 88 years of age (M = 48.95, SD = 16.06) played a computerized gambling simulation. Participants were presented with a pop-up message following the 21st spin during game play, which varied according to message purpose (informative, self-monitoring, self-evaluative) and message frame (positive, challenging, negative). Results showed that female participants had faster betting speeds, greater betting persistence, and greater total losses in the negative, self-evaluative condition than in the other conditions. Findings suggest that messages need to be tailored appropriately to the consumer’s characteristics to be effective. Messages that do not consider the individual needs of the consumer may increase gambling intensity and therefore fail to be an effective harm-minimization tool. More sophisticated methods of delivering messages to consumers need to be developed and tested, particularly given that ineffective messages have the potential to be counterproductive in reducing gambling intensity.RésuméLes messages d’avertissement sont un outil souvent utilisé dans les initiatives de santé publique pour minimiser les préjudices causés aux consommateurs. Les machines de jeux électroniques offrent une possibilité unique de livrer des messages personnalisés, c’est-à-dire basés sur le comportement des joueurs, l’historique de jeu et les caractéristiques personnelles. Cette étude évalue si les messages qui répondent au comportement des joueurs peuvent être efficaces pour réduire l’intensité du jeu sur la base du cadre de travail de messages intelligents (Intelligent Messages Framework) (Langham, Thorne, Rockloff et Donaldson, 2017). Cent-soixante-douze participants (82 hommes, 90 femmes) âgés de 20 à 88 ans (M = 48,95, SD = 16,06) ont participé à une simulation de jeu informatisée. Les participants ont reçu un message contextuel à la suite du 21e tour de jeu, qui variait en fonction du but du message (informatif, auto-surveillance, auto-évaluation) et du cadre du message (positif, stimulant, négatif). Les résultats ont montré que les participantes avaient des vitesses de pari plus rapides, une plus grande persistance de paris et des pertes totales plus importantes dans la condition négative d’auto-évaluation, comparée à d’autres conditions. Les résultats indiquent que pour être efficaces, les messages doivent être adaptés de manière appropriée en fonction des caractéristiques du consommateur. Les messages qui ne tiennent pas compte des besoins individuels du consommateur peuvent augmenter l’intensité du jeu et ainsi n’être d’aucune utilité pour minimiser les dommages. Il est nécessaire de concevoir et de tester des méthodes plus sophistiquées pour livrer des messages aux clients, d’autant plus que les messages inefficaces peuvent être contre-productifs pour réduire l’intensité du jeu.


2017 ◽  
Vol 16 (4) ◽  
pp. 917-927
Author(s):  
Dominic Sagoe ◽  
Tine Almenning Eide ◽  
Heidi Øhrn ◽  
Tony Leino ◽  
Rune Aune Mentzoni ◽  
...  

2015 ◽  
Vol 32 (2) ◽  
pp. 487-498 ◽  
Author(s):  
Phillip Donaldson ◽  
Erika Langham ◽  
Matthew J. Rockloff ◽  
Matthew Browne
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