Do Warning Signs on Electronic Gaming Machines Influence Irrational Cognitions?

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.

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>


2005 ◽  
Vol 5 (2) ◽  
pp. 187-198 ◽  
Author(s):  
Alex Blaszczynski ◽  
Louise Sharpe ◽  
Michael Walker ◽  
Kirsten Shannon ◽  
Maree-Jo Coughlan

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.


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

2014 ◽  
Vol 8 (2) ◽  
pp. 16-33
Author(s):  
Scott Holmes ◽  
Kathryn Holmes ◽  
Mark Sargent

In the administration of the New South Wales Gaming Machines Act 2001, a small ‘industry’ developed around the preparation and appraisal of Social Impact Assessments (SIAs) required to accompany any application for additional Electronic Gaming Machines (EGMs) in clubs or hotels. The two-tiered structure permitted a simple process, known as Class 1, for small-increase applications. However the more complex Class 2 process required for larger applications was slow, costly and contentious. One of the key points of contention in this process was assessing the extent of problem gambling impacts that might be associated with a localised increase in EGMs, ordinarily expressed as an estimate of the increase in problem gamblers. As a consequence of this inefficient process, subsequent legislation sought to eliminate these contested aspects. This paper examines the available evidence on this policy approach and its effectiveness, focusing on the specific aspect of estimating incremental impacts arising from regulatory decisions, which serve to demonstrate the shortcomings of the system. The evidence presented extends to the application of a mathematical model developed for assessing outcomes in the SIA process. This model has some value as a tool in assessing regulatory outcomes in situations where marginal changes can alter externalised impacts.


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>


2008 ◽  
pp. 56 ◽  
Author(s):  
John Haw

The distribution of rewards in both variable-ratio and random-ratio schedules is examined with specific reference to gambling behaviour. In particular, it is the number of early wins and unreinforced trials that is suggested to be of importance in these schedules, rather than the often-reported average frequency of wins. Gaming machine data are provided to demonstrate the importance of early wins and unreinforced trials. Additionally, the implication of these distributional properties for betting strategies and the gambler's fallacy is discussed. Finally, the role of early wins and unreinforced trials is considered for gambling research that utilises simulated gaming machines and research that compares concurrent schedules of reinforcement.


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