Académique Documents
Professionnel Documents
Culture Documents
Nadine Kauffman, MA
We wish to acknowledge Anita Gupta, PhD, for assisting with the prepa-
ration of the report, and Jamie Wiebe, PhD, of Factz Research, for con-
ducting and analyzing the focus groups and interviews.
www.responsiblegambling.org
TABLE OF CONTENTS
LIST OF TABLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
EXECUTIVE SUMMARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
LITERATURE REVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
EGM FEATURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Speed of Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Sensory Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Payment Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Payout Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Betting Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
EGM-based Inducements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Game Availability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Programmed Gaming Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
EGM-based Responsible Gambling Features (RGFs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
VENUE FEATURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Venue Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
EGM Accessibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Venue Conveniences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Venue Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Advertising . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Venue-based Harm Minimization Strategies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
DISCUSSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
FINDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
EGM Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Venue Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Community Accessibility Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
LIMITATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
REFERENCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Electronic Gaming Machines and Problem Gambling
The questionnaire was divided into two main sections. Section EGM Modifications to Reduce Problem Gambling
A looked at the contributors to problem gambling, and asked
Consistent with the finding that Key Informants identified
Researchers and Specialists to indicate their thoughts on the
direct electronic fund transfers and bill acceptors at EGMs
importance of select EGM features, venue features, and over-
as among the most important contributors to problem gam-
all community accessibility features as contributors to prob-
bling, the elimination of these features was ranked among the
lem gambling. Section B looked at modifications and asked
modifications most likely to be effective in reducing problem
all Key Informants to indicate their opinions on how effective
gambling risk.
select modifications to the above features would be in reduc-
ing the risk of problem gambling. Researchers and Specialists Key Informants also endorsed mandatory player registration,
were also asked to indicate their opinion on the strength of the use of smart cards, the optional or (preferably) mandato-
the evidence supporting each modification. ry setting of pre-determined spending limits, and on-screen
running cash totals of the amount spent during an EGM ses-
sion. There is little doubt that the Key Informants were very
FOCUS GROUPS optimistic about the potential of smart card technology to
Two focus groups with EGM Problem Gamblers were address problem gambling. However, this endorsement needs
conducted for this study: one in Regina, Saskatchewan, the to be assessed within some limitations of the present study.
other in Ajax, Ontario. Participants were first asked about Since no definition of “smart card” technology was provided
their experiences with gambling and problem gambling. to Key Informants, it is not possible to know what specific
They were then asked, using the three framework areas as a aspects of the technology they were endorsing. “Smart card”
guide, what they think it is that contributes to EGM-related is to some degree a global term, which can incorporate a va-
problem gambling, and what they think could be done to riety of features such as card-based access controls, player-
reduce EGM-related problem gambling risk. controlled self-limits, provider-controlled self-limits, and
self-exclusion.
Electronic Gaming Machines and Problem Gambling
cess to funds, rather than in modifications that might damp- SUMMARY & CONCLUSIONS
en the emotional experience and excitement of playing on In a broad sense, Key Informants believed that certain fea-
EGMs. tures intrinsic to EGMs, such as the speed of play and ap-
pearance of near-misses, contribute to the risk of problem
Venue Features that Contribute to Problem Gambling gambling. With respect to potential modifications, all Key
According to the Researchers and Specialists in this study, the Informant groups supported changes that did not directly
most important venue-related contributors to problem gam- involve the functioning of EGMs, but focused instead on the
bling were having ATMs located either on the gaming floor management of money, pre-commitment, the use of smart
or close to machines, 24-hour access to EGMs, and market- card technology, and restricting community access.
ing that was targeted directly to the EGM player. Overall, easy
access to money in venues (specifically via ATM machines) The Management of Money
was considered a key contributor to problem gambling. The management of money emerged as an important issue
related to problem gambling, as many of the highest ranked
Venue Modifications to Reduce Problem Gambling items and the thematic analysis focused on the on-screen dis-
The venue modifications that Key Informants considered to play of money, access to money through ATMs, cheque-cash-
be most effective in reducing problem gambling risk were ing, direct electronic fund transfers, and the setting of spend-
prohibiting access to funds from credit cards at ATMs, dis- ing limits. One of the most consistent opinions to emerge
allowing cheque-cashing at venues, and removing ATMs from this study regarding effective modifications pertained
from venues. As an alternative to removing ATMs, Key to limiting a player’s access to funds. Key Informants felt that
Informants expressed strong support for introducing other restricting direct electronic fund transfers from credit and
ATM restrictions, such as imposing tighter controls over debit cards would be beneficial in reducing the risk of prob-
withdrawal limits, a point that is also supported by research lem gambling.
in the literature.
Pre-commitment
Community Accessibility Features that Contribute to Pre-commitment constitutes the creation of pre-set spending
Problem Gambling
or time limits that are established prior to the start of a gam-
Overall, the Community Accessibility features that Key bling session. There was considerable support among Key
Informants believed would be relatively more important Informants for the creation of pre-commitment initiatives
contributors to problem gambling were those related to EGM for gamblers, specifically for self determined, pre-set limits
distribution; that is, wide dispersion of EGMs throughout concerning the amount of money gamblers could spend in a
the community, large number of community venues housing given EGM session. It should be noted that Key Informants
EGMs, and convenient locations of EGM venues (e.g., close also felt that the concept of pre-commitment would be more
proximity to high residential populations). effective in practice if it were to be a mandatory requirement
for gamblers rather than optional.
Community Accessibility Modifications to Reduce
Problem Gambling The Use of Smart Card Technology
Regarding modifications to community accessibility fea- The mandatory registration and use of smart cards was one of
tures, there was considerable variation among the four Key the study’s most highly endorsed modifications for reducing
Informant groups such that there was no single item that all problem gambling risk. While the questionnaire did not pro-
groups agreed would be the single most effective modifica- vide an extensive opportunity for Key Informants to elaborate
tion. However, the Key Informants as a group agreed that re- on the type of smart card system that they had in mind, the
ducing the number of EGM facilities and centralizing EGMs Informants appeared to understand that it involved a univer-
to one or a few locations (preferably away from residential sal registration system and a requirement to have a card for
areas) would likely be the most effective community acces- machine access. Given that smart card systems can vary sig-
sibility modifications. nificantly in nature (e.g., by their time and money spending
Electronic Gaming Machines and Problem Gambling
limits, optional/mandatory features, types and levels of en- ed problem gambling is limited and incomplete. Most work-
forcement), Key Informants would likely have varying views ing in the field agree that a strong relationship exists between
on the breadth and comprehensiveness of such systems. problem gambling and EGMs. Less clear is the question of
how best to address this relationship. While research on the
Restricting Community Access mechanics of EGMs provides insight into machine dynamics
In terms of community accessibility, although there was and player behaviour, such research offers less guidance as
relatively strong support for all the modifications examined, to what can be done to reduce problem gambling risk. This
the study seemed to suggest that the Key informants over- study gathers the opinions of some of those who have helped
all preferred restrictions on the number of EGM venues and define the field and knowledge base in order to provide infor-
the centralization of machines within a community as the mation that will be of assistance to policy-makers responding
most effective modifications for reducing the risk of problem to the dilemmas posed by EGMs. In order for the findings
gambling. of this study to be useful, however, they must be interpreted
within a given jurisdiction’s socio-political, geographic, and
Other Notable Observations economic context.
Among the Key Informants, Researchers and Specialists were
asked to assess the strength of evidence for each EGM, ven-
ue, and community accessibility modification item. Overall,
there were low levels of confidence in the strength of the cur-
rent evidence base. There was also little connection between
the Key Informants’ perception of evidence strength, and the
strength of the evidence found in the literature.
Electronic Gaming Machines and Problem Gambling
ii It is important to note at the outset of this report that the causes of have a responsibility to take action to limit any potential abuse or harm
problem gambling are complex. They involve a set of interactions between that may be related to the use of their product. The present report focuses
individual players, the game they are playing, and the environment they exclusively on the informed opinion of best practices for the provision
are playing in. Ultimately, the beliefs, attitudes, and behaviours of the in- of EGM gambling, rather than on the best practices for the individual
dividual player are the primary determinants of trouble-free gambling. gambler.
However, the providers of gambling, like the providers of any product,
Electronic Gaming Machines and Problem Gambling
Electronic Gaming Machines and Problem Gambling
iii A number of terms have been used in the literature to describe prob-
lem gambling. Aside from the term problem gambling itself, some of these iv In research, confounding occurs when variables of interest are not
terms include compulsive gambling, pathological gambling, probable path- properly controlled for. This results in the researcher being unable to de-
ological gambling, and disordered gambling. For the sake of simplicity, the termine the impact of any one variable on the observed result, thereby
term problem gambling will be used throughout this report. limiting their ability to draw conclusions about cause and effect.
Electronic Gaming Machines and Problem Gambling
ond) machine (the typical speed that VLTs are played in the probability of winning when using the device. Conversely,
community where the study took place) or a low-speed (15- those who played on a machine without a stop feature did
second) machine. Results revealed that gamblers who played not develop the illusion of control to the same extent. They
the high-speed machine, as compared to those who played the also played significantly fewer games. 27 Since this study only
low-speed machine, played more games and underestimated focused on occasional, non-problem gamblers, however, the
the number of games played. However, speed of play did not observed effects cannot be generalized to problem gamblers.
seem to have an impact on player concentration, motivation, A second laboratory study, though, did explore the effect of
or loss of control over time or money spent. The authors of stopping the reels on VLT play with both problem and non-
the study concluded that speed of play does not seem to have problem VLT gamblers. Results revealed that irrespective of
an impact on occasional VLT gamblers, and that speed re- gambling status, players were bothered when they could not
strictions are not an important harm minimization strategy.26 stop the reels and were more likely to choose to play a game
However, it should be recognized that there are some signifi- in which they could.22
cant limitations to the study’s generalizability. First, the study
There is also research from Nova Scotia that has looked at the
was conducted in a laboratory setting and thus may not ap-
effects of disabling the stop button feature as well as reduc-
ply to actual gambling venues. Second, given the absence of
ing speed of play. (It also examined two other modifications
problem gamblers in the study, the findings cannot be used to
implemented in two separate phases: reduced VLT hours of
predict what impact speed of play may have on actual prob-
operation and the removal of VLTs altogether from certain
lem gamblers’ behaviour.
venues). Random sample surveys were conducted with the
Stop Buttons general adult population (N = 403) and VLT players specifi-
cally (N = 865) at each phase of the study to ascertain the ef-
Definition. Stop buttons are a feature found on many types fect of these initiatives. The authors of the study reported that
of EGMs that allow gamblers to terminate the spinning of disabling the stop button and reducing speed of play resulted
the machines’ reels rather than wait until they have run their in a reduction of spending for 14% of the total VLT player
full course. By controlling how long the reels spin, the gam- base, with problem gamblers decreasing their spending by
bler is in a sense controlling the machine’s speed of play. For an average of $219 per week. VLT players also reduced their
instance, if the “natural” spinning duration of the reels is five playing time on the machines by an average of 211 minutes
seconds but the gambler presses the stop button after two, per week, with problem gamblers reducing their time spent
the game will end three seconds earlier than it would have playing by an average of 376 minutes per week. The study
otherwise. While this may not have much of an impact on also found that 8% of VLT players shifted gambling activities
speed of play after a single bet is made, it could have a signifi- as a result of the disabled stop button/reduced speed of play
cant impact if the stop button is pressed consistently after two initiative, and that 40% were in favour of the stop button re-
seconds over many sequential bets. Eventually, more games moval/reduced speed of play initiative.28 It should be noted,
would be played within the same unit of time than would be however, that because modifications were implemented at the
played had the reels stopped on their own. same time in this study, it is difficult to know which one, or
Association with problem gambling. While a stop button al- whether their combination, lead to the observed outcomes.
lows players to influence to some extent their length of play-
ing time, some players may mistakenly believe that, through Sensory Effects
the stop button, they may influence their chances of winning. Sound Effects
A study looking at the effect of the stop feature among occa-
sional, non-problem, VLT gamblers demonstrated that play- Definition. Sound effects are programmed noises that EGMs
ers developed the illusion that their chances of winning were make. They can include narration, background music, musi-
improved when the stop feature was used. Specifically, 87% cal tunes after a win, and “realistic” noises such as the sound
believed that stopping the reels would bring different symbols of coins falling into a tray.20, 29
on the screen, 57% believed that they could control a game’s Association with problem gambling. It has been suggested in
outcome, and 26% believed that they could enhance their the literature that certain features of music may be associ-
10
Electronic Gaming Machines and Problem Gambling
ated with gambling behaviour. For example, the quality of the heard the sound effects and perceived that other players were
music that an EGM plays may be closely tied to the quality of winning gambled for longer periods of time and spent more
the machine, which may be the primary reason why a gam- money doing so. These findings suggest that sounds do in
bler might select it to play on. The familiarity of the music fact influence, or encourage, extended and/or continuous
may represent something special to the gambler, which may play among EGM players. No mention was made in this
influence perseverance in the face of game complexity. The study, however, of whether the impact of sound effects would
distinctiveness of the music may make the game more mem- be more pronounced for problem gamblers as compared to
orable to the player, which may facilitate further gambling. non-problem gamblers.33
Finally, the sounds associated with winning might create the
In terms of the impact that modifying EGM sound effects
illusion that winning is more common than losing, since los-
might have on problem gambling, the laboratory study re-
ing is not identified by music.30, 31
viewed earlier, which looked at reaction to speed and sound
A number of studies found in our review looked at the rela- modifications with problem and non-problem VLT gamblers,
tionship between machine sound effects and problem gam- is relevant.22 Results of that study showed that a reduction in
bling. In the first study, participants (N = 382) ranked 13 speed of play and the removal of sound altogether decreased
structural characteristics (e.g., sound, graphics, background/ ratings of enjoyment, excitement, and tension-reduction in
setting, game duration, rate of play, etc.) for their importance problem gamblers as compared to non-problem gamblers.
to video game enjoyment. Results showed that almost two- Note again, however, that speed of play and sound were con-
thirds of the sample said that realistic sound effects were the founded in this study, so one cannot know if the findings are
most important feature related to game enjoyment. For the due to one factor over the other or a combination of the two.
purposes of this report, however, there are two noteworthy No other studies exploring the independent effects of reduc-
limitations to this study. First, it focused solely on video ing sound volume or removing sound altogether from EGMs
games, which are not an exact proxy for EGMs. Second, it did were found.
not report findings from problem, or even high frequency,
players. That said, the authors of the study argued that the Visual Effects
structural features of EGMs and video games are essentially Definition. Visual effects on EGMs can include flashing lights,
the same, especially since many EGMs now use video game primary colours, furnishings and iconology.5, 20
technology. The authors recognized, however, that the conse-
quences of high frequency gambling are certainly greater than Association with problem gambling. The literature on visual
the consequences of high frequency video game playing.29 effects is quite limited and has not changed much in the last
13 years.31 One empirical study looking at the effect of co-
The second study found in our review focused on adolescent loured lighting on gambling behaviour found that non-prob-
gamblers. In this study, respondents (N = 50) were surveyed lem gamblers placed more bets and lost more money when
to find out which slot machine features were most attrac- they were exposed to red, as compared to blue, lighting (pre-
tive to them. Findings indicated that 30% of respondents felt sumably because red lighting is more arousing). 34 However,
that the aura of slot machines (their music, lights and noise) there was no inference as to whether this finding would be
was one of their most attractive features. Furthermore, those observed among problem gamblers as well. Interestingly, it
identified as problem gamblers in the study reported feeling has been noted that gambling venues in the USA and UK are
significantly more attracted to the aura of the machines than often decorated with colours that tend toward the red end
non-problem gamblers32. A limitation of this study, however, of the colour spectrum (i.e., black, red, purple).31, 34 It has
is that the independent effect of each structural characteristic also been suggested that primary colours and flashing lights
was not assessed. contribute to the air of fun and excitement of playing on an
Another empirical study examined the effects of sound on EGM.34,35
persistence of EGM play. The researchers tested the length In addition to the above observations, one other study can
of time that participants spent playing an EGM simulator be mentioned here. It is the aforementioned questionnaire
when sound effects made it appear that other gamblers were study of adolescent gamblers which found that 30% of the
winning in the next room. Results revealed that those who
11
Electronic Gaming Machines and Problem Gambling
sample claimed that the aura of slot machines (their music, The direct link between problem gambling and bill acceptors
lights and noise) was one of their most attractive features. was identified in a different Australian study which showed
Moreover, those identified as problem gamblers in the study that over 65% of problem gamblers “often or always” used
reported being significantly more attracted to the aura of bill acceptors, as opposed to 23% of non-problem gam-
EGMs as compared to non-problem gamblers.32 Recall, how- blers. The authors of the study stated that the bill acceptors
ever, the limitations of this study: Due to the fact that the decrease the need for breaks, and thus the opportunity to
separate structural features of EGMs (e.g., their music, lights, reflect on gambling activity.38 Similarly, a community sur-
and noise) were not investigated separately, it is difficult to vey (N = 755) found a strong relationship between being a
determine which one was most attractive to respondents. regular or self-identified problem gambler and frequent use
of EGM bill acceptors: compared to recreational gamblers,
Payment Methods the majority of regular and problem gamblers always used
bill acceptors. They also tended to use bill acceptors of larger
Bill Acceptors
denominations.39
Definition. Many EGMs are equipped with bill acceptors
which allow dollar bills to initiate play, in addition to coins A study exploring the impact of limiting EGM bill acceptors
or tokens. to $20 was conducted in Queensland, Australia. Two meth-
ods of data collection were used. The first involved interviews
Association with problem gambling. Bill acceptors on EGMs with study participants (N = 359); the second involved an
are convenient because they do not require gamblers to con- analysis of EGM revenues generated during the experimental
tinually insert coins or tokens into the machines, or to have period. Results revealed that 61% of those interviewed ap-
the exact amount of change or tokens to play. However, the proved of the $20 limit, 28% believed that the limit should
insertion of a bill into a machine converts the full monetary be reduced further, and approximately 20% reported changes
value of that bill into game credits, thereby enabling faster, in their behaviour, especially if they were at high risk for
more continuous play. Indeed, one study was found in our problem gambling (30-40% of high-risk problem gamblers
review showing that coinless machines can speed up play- reported a change in behaviour). Specifically, those who said
ing time by 15%, due to fewer breaks being taken to obtain they changed their behaviour reported spending less time
proper change and less downtime being spent refilling coin and money gambling, reducing their bet size, and visiting
hoppers.36 The risk of problem gambling potentially increases the gaming venue less frequently. Interestingly, however, the
with larger denomination bill acceptors because they effec- concomitant revenue analysis indicated that implementa-
tively allow larger amounts of money to be converted into tion of bill acceptors did not lead to a significant loss of EGM
credits at one time. earnings. The authors of this study recognized that the two
sets of results were counterfactual, and suggested that either
While not specifically referring to problem gambling, the link
there was a discrepancy between participants’ reported and
between gambling expenditures and bill acceptors has been
actual behaviour, or that estimates suggesting that problem
noted by policy analyst, Michael O’Neil. He observed a posi-
gambling contributes significantly to gambling revenues are
tive relationship between the two variables in two Australian
inflated.40
states: Victoria, where bill acceptors are allowed, and South
Australia, where they are not. While recognizing that there A second study was found looking at the impact of modify-
are many factors involved in determining EGM gambling ing EGMs in a number of ways, including limiting bill accep-
losses, O’Neil reported that there was a significant difference tors to a maximum of $20. The study sample included recre-
between the two Australian states in this regard: In Victoria, ational and problem gamblers frequenting clubs and hotels.
net EGM gambling losses were over $A90,000 per machine, The results revealed that while limited denomination bill ac-
while in South Australia, they were over $A50,000.37 ceptors (i.e., $20) reduced overall machine expenditure, rec-
reational and problem gamblers did not differ in their rates of
expenditure reduction. Moreover, though problem gamblers
Research on bill acceptors seems to be focused only on the relation-
ship between denomination size and expenditure. No research was found seemed to prefer using machines with higher denomination
in our review that explored limitations to preloading bill acceptors (e.g., bill acceptors, the authors of the study concluded that the use
inserting multiple bills at one time).
12
Electronic Gaming Machines and Problem Gambling
of high denomination bill acceptors was not independently When money is inserted into an EGM, it is usually converted
associated with problem gambling status, severity of problem automatically into credits that are displayed on the machine
gambling, amount of money lost, or persistence of play when and used to gamble. For example, if $5 were entered into a
taking into account other factors such as age, gender, credits machine that operated with 2 cent credits, there would be
wagered per bet, and play rate. This conclusion was consis- a total of 250 credits displayed and made available. The dis-
tent with anecdotal reports obtained from problem gamblers play of money wagered in the form of credits is also called
in focus groups who indicated that limiting the denomina- tokenization.24
tion of bill acceptors would be unlikely to lead to changes in
Association with problem gambling. While the ability to in-
their patterns of play.24, 25
sert money into a machine to obtain credits may be a con-
A final study comes from Nova Scotia, which has 15 years of venient feature (i.e., it saves the gambler from having to ex-
experience with bill acceptor equipped VLTs. An evaluation change money for tokens), it has been hypothesized that this
of patrons’ opinions about bill acceptors and VLTs found that could contribute to faster speed of play, since the gambler
non-problem and problem gamblers viewed bill acceptors as essentially has a running credit on the machine. It has also
an effective method to assist with the management of time been hypothesized that a credit display instead of cash can
and money spent on EGMs, especially for players who set contribute to misjudgements about how much money one is
budgets for play.41 actually spending and, ultimately, increase the risk of prob-
lem gambling.20 Aside from converting money into credit,
Direct Electronic Fund Transfers EGMs can also convert wins into additional game credits, a
Definition. Direct electronic fund transfers allow patrons to feature which could further prolong play and, again, increase
access bank or credit card funds directly while sitting at an the risk that problems will occur.1
EGM. This capability makes accessing funds far more con- While our literature review did not find any empirical evi-
venient than the alternative, which is to step away from the dence to support the above hypotheses, four related studies
EGM to obtain money from some other source (e.g., a nearby were found. The first two, conducted in the 1960s, found
ATM). that gamblers tended to make more cautious decisions
Association with problem gambling. When New Jersey reg- about wagers when they gambled with real money as op-
ulators in 1996 agreed to let casino patrons use credit and posed to credits. The implication of these studies is that an
debit cards to purchase gambling chips and slot tokens, prob- action, such as tokenization, which conceals the true value
lem gambling experts sounded alarm bells, stating that such of money may also contribute to reduced caution in wager-
technology would wreak havoc with some problem gamblers. ing decisions.43,44 The third study found in our review showed
They also argued that it would make even casual gamblers that after tokenization was introduced in New South Wales,
lose more than they had originally planned.42 However, no Australia, the largest annual increase in EGM expenditure
empirical research was found in our review that explored was observed.23 Finally, a study of players awareness of, and
the actual implications of placing direct debit technologies attitudes towards, modifications to VLTs found that players
at EGMs. As well, no empirical research was found explor- rated displaying cash totals instead of credits to be a highly
ing the effectiveness of eliminating direct electronic fund effective modification for assisting them in keeping track of
transfers from machines. The apparent absence of this type how much money they were spending. No differences were
of research may be due to the fact that direct electronic fund observed in this study, however, between non-problem and
transfer technology is new and not yet widely practiced. problem gamblers.41
13
Electronic Gaming Machines and Problem Gambling
Out (TITO) technology) deliver the payout or winnings in in excess of $2,000 would be an effective harm minimiza-
the form of a ticket that must be redeemed by a cashier or tion strategy. Problem gamblers, however, were more likely
machine. This technology is rapidly becoming the industry than all others in the sample (25% versus 16%, respectively)
norm. Payouts can also be delivered in the form of tokens to say that cheque payment would not be an effective harm
that must be redeemed by a cashier. The difference between minimization measure. Seventy-two percent of the sample
ticket and token payout methods is that the latter may be thought that placing restrictions on cashing winning cheques
seen as more cash-like since tokens are physically similar to at gaming venues would be an effective harm minimization
coins. strategy.45
14
Electronic Gaming Machines and Problem Gambling
Moreover, the modified machines allowing for $1 bets as whether the impact of near-misses on gambling persistence
compared to $10 bets were associated with players gambling would be more or less relevant for problem gamblers.
for shorter periods, making fewer bets, losing less money, and
A third study, conducted with a sample of undergraduate stu-
smoking/drinking less. The authors of the study concluded
dents (N = 180) in the laboratory, examined three rates of
that the reduction in maximum EGM bet size from $10 to $1
near-miss presentation--15%, 30% and 45%--on EGM gam-
might be an effective harm minimization strategy for a small
bling persistence. Persistence was defined as the number of
proportion of players.23, 24
trials played after the near-miss condition was presented over
the course of 50 plays. Results revealed that the 30% near-
EGM-based Inducements
miss condition led to greater persistence than did the 15% or
Near-misses 45% conditions. As in the previous study, the authors of this
Definition. A near-miss on an EGM occurs when one ap- study concluded that when there are too many near-misses,
pears to come close to, but does not actually succeed at, win- participants no longer view them as indicators that a win is
ning a prize. For example, in the case of a three-reel slot ma- close at hand.48 However, similar to the previous study, we
chine where a winning jackpot is represented by three cherry do not know from this research whether near-misses dif-
symbols, a near-miss would occur if the player received two ferentially affect problem gamblers. It should also be noted
cherries and a star. However, in reality, a near-miss is always that the rates of near-miss presentation used in this study do
a complete miss because it has no reward. not reflect real-life gambling settings, where a near-miss may
occur only 3% to 20% of the time, depending on the prize
Association with problem gambling. A potential problem size that the symbols represent. (For example, a near-miss
with near-misses is that they could give the gambler a false representing large prizes will occur far less frequently than
sense that a win is imminent and, as a result, prompt further near-misses representing smaller prizes). Due to this incon-
play.47,48 This possibility was explored in a study conducted sistency, the external validity of this study is limited.
with a sample of non-problem gambling university students
( N = 72). In this study, the experimental group was exposed Reel Display
to 27% near-misses, while a second, control group, was ex- Definition. Some EGMs are programmed to prolong the pre-
posed to none at all. Results revealed that those exposed to the sentation of a bet’s final outcome and thereby increase antici-
near-misses played 33% more games than the control group. pation. For example, in the case of a three-reel slot machine,
While this study was conducted with a sample of university each reel will stop spinning at different times so that the first
students as opposed to problem gamblers, it does suggest reel stops spinning first, the second stops next, and the third
that, in general, the perception of near-misses may be linked stops last.
to gambling persistence in the face of monetary loss.49
Association with problem gambling. A study with university
A second study, using an unspecified sample, examined students (N = 28) who were occasional VLT players and not
three rates of near-miss presentation--0%, 33% and 67%--on considered to be problem gamblers explored the effects of in-
gambling persistence using a computerized roulette game. A stantaneous versus sequential symbol presentation (i.e., each
near-miss was operationally defined as an outcome with few- symbol stops individually) of bet outcomes. Results indicated
er than three numbers away from the number that had been that sequential presentation encouraged prolonged play, a
chosen for the wager. Results revealed that half of the par- finding theorized to result from the generation of sustained
ticipants in the 33% condition made additional bets during winning expectancy or anticipation.52 No other research on
the free-choice period, while none of the participants in the this topic was found in our literature review.
other conditions did.47, 50 One interpretation of this finding is
that too many near-misses decrease a player’s expectation of Prize Advertisements
a win, but when near-misses are intermittent, the player con-
Definition. There are two forms of prize advertisements on
tinues to believe that subsequent wins are likely. 51 Given that
EGMs. The first involves obvious prize advertisements placed
the authors of this study did not describe the problem gam-
on the EGM itself, such as signage indicating the size and
bling status of their sample, however, it is impossible to know
method of a win. The second involves prize symbols placed
15
Electronic Gaming Machines and Problem Gambling
on the EGM’s reels, which are viewed by the player as the play. Results showed that players often opted for a strategy of
reels spin during play. playing a maximum number of lines with low bets because
this increased their chance of winning bonus rounds; how-
Association with problem gambling. No research was found
ever, this also resulted in more money being spent on EGM
on the relationship between EGM prize advertisements and
play. Unfortunately, the data presented could not speak to
problem gambling in our review.
whether the effect of bonus rounds had a differential effect
on problem gamblers.55
Game Availability
16
Electronic Gaming Machines and Problem Gambling
17
Electronic Gaming Machines and Problem Gambling
mandatory cash-outs. Taken together, the modifications were ads. Findings revealed that while the features were noticed
associated with reduced length of play. However, it should by players, the majority of players indicated that they never
be noted that the average expenditure on each machine used the features to limit the amount of time or money spent
did not change, meaning that due to the shortened period on gambling. Interestingly, though, a majority of players be-
of time playing, the rate of expenditure actually increased. lieved that the clock and money counters were at least some-
The behavioural changes associated with the modifications what effective in helping them keep track of how much time
included a decline in the frequency of losing track of time and money they spent. Additionally, a majority of players
and money while playing, and a decline in the frequency of believed that the money counter was at least somewhat effec-
spending more time playing than intended. There were also tive in helping them decide whether to cash out or stop play-
associated improvements reported in the control of expendi- ing. However, there was no difference found in the amount of
ture. Displaying cash totals instead of credits was the modi- money spent by players before and after installation of VLTs
fication rated as most effective in terms of helping players with responsible gambling features. Finally, the modifica-
keep track of money, although no differences were observed tions did not have a differential effect on problem gamblers
between non-problem and problem gamblers in this regard. as compared to non-problem gamblers. The authors of the
Pop-up reminders were seen to be ineffective, since problem study concluded that, overall, it could not be argued that the
gamblers tended to cash out at least once during their VLT responsible gambling features led to a reduction in frequency
play (before they could be exposed to the pop up reminders), or duration of VLT play.64
thereby reducing this modification’s utility.41
Time and Money Limits (Card-based Technologies)
In 2003/04, Nova Scotia assessed, using in-person market
tests with regular VLT players, the impact of three new VLT Definition. In addition to modifying EGMs with RGFs, it has
modifications: 1) a time-limit option, 2) a 30-minute pop- been suggested that one way to reduce problem gambling is
up message indicating the total time spent playing, and 3) a to enable the gambler to make reasoned decisions about their
mandatory response requirement to continue play. The eval- money and time expenditure limits prior to gambling and
uation included a pre- and post- modification assessment of away from the gaming floor.59 This is generally referred to
players’ awareness of the new features, changes in their be- in the literature as “pre-commitment,” and is primarily op-
haviour, perceptions and attitudes, and recommendations erationalized in the form of “smart” or “pre-commitment”
for further improvements to the modifications. Findings cards.65 The cards are a laminated product similar to credit
indicated that for optional time limits, 72% of players were cards that allow patrons to impose spending and other re-
aware of the feature, but 98% of those who were exposed to strictions on their play, such as setting the duration of play
the feature during play did not feel it would help them man- and/or a budget for a given time period.38, 66
age their budget. In terms of the 30-minute pop-up message, Association with responsible gambling. Smart cards are seen as
75% of players were aware of the feature, but 84% of those an RGF because once pre-play limits have been programmed
exposed to it during play thought it would have no impact onto the card, the player cannot change their mind during the
on their behaviour. Finally, in regard to the on-screen clock, set period.65 Moreover, because patrons must register with the
61% of players were aware of the feature, but 71% of those venue to receive these cards, there is an associated reduction
exposed to it during play felt that it would have no impact on in anonymity which may serve to increase accountability.66
their behaviour.63 To date, however, we could only find two studies that directly
A study was also conducted in Alberta that evaluated the evaluated the RGF effectiveness of smart cards.
effectiveness of new responsible gambling features installed The first study, still in progress in Nova Scotia, evaluated
on VLTs. A quasi-experimental design was used to examine the usability and usefulness of smart cards in encouraging
the awareness, knowledge, attitudes, and behaviour of play- responsible play among a sample of non-problem and prob-
ers exposed to VLTs with responsible gambling features. The lem VLT gamblers. Findings revealed that 50% of study par-
features included: 1) time clocks, 2) pop-up time remind- ticipants thought that the cards would be useful if they were
ers, 3) money counters (displays that showed the amount made mandatory. Moreover, irrespective of gambling status,
of money spent during play), and 4) scrolling 1-800 banner 87% of participants supported or strongly supported having
18
Electronic Gaming Machines and Problem Gambling
the cards made mandatory for anyone wanting to play VLTs in play themselves (e.g., coffee breaks, smoke breaks, etc.),
in Nova Scotia.67 but they still think that EGM technology initiating further
breaks in play would be an effective RGF. However, venue
A second, questionnaire-based study among patrons of two
managers disagreed about the effectiveness of such strategies,
Australian clubs (N = 134), assessed consumer responses to
arguing that there is no way of determining whether the per-
a number of RGFs including the use of smart cards66 The
son playing a given EGM at the time of a break is the same
author of the study reported that the majority of gamblers
person who has been playing the EGM for prolonged periods
did not believe that the cards would help them manage
prior to the break. Moreover, players can simply switch to
their spending, although they did believe that a player activ-
another EGM during the break, rendering this RGF more of
ity statement (generated from the smart card) was a useful
an inconvenience than a deterrent.45
feature. Notwithstanding this, there was evidence to suggest
that problem gamblers were not generally inclined to use this Responsible Gambling Messages
latter feature, thus the author recommended that other ap-
proaches be explored. The author also concluded that more Definition. Many gamblers hold false beliefs about gambling
frequent players (i.e., more at-risk gamblers) may be attract- and the extent to which they can control or predict gambling
ed to the cards on the basis of their usefulness and ease with outcomes.69, 70 They also may lose track of how much time
which they can be used across machines. This in turn might and money they are spending while gambling. As a result,
actually encourage spending and facilitate the development providing information to gamblers during play that targets
of problem gambling in at-risk players. However, this con- their false beliefs and makes them more aware of their time
cern is potentially offset by the lack of anonymity that accom- and money expenditures has been recommended as RGFs.
panies the card’s use in Australian gambling venues (as many Association with responsible gambling. Two studies were
gamblers indicated that they preferred to remain anonymous found that evaluated the effects of responsible gambling mes-
while gambling). 66 In another examination of these data, the sages during play on gambling behaviour. The first, a labo-
author concluded that it is currently unclear whether card- ratory study, assessed the effectiveness of warning messages
based technologies would work as an effective RGF.68 intended to aid in controlling gambling. University students
(N = 120) who had previous experience with gambling were
Breaks in Play recruited. All participants played a computerized roulette
Definition. Breaks in play refer to the temporary suspension game with imaginary money and received education discuss-
or stoppage of play on an EGM after a certain period of time. ing irrational beliefs expressed by gamblers. Those in the ex-
It is aimed at limiting lengthy, continuous playing sessions. perimental condition viewed brief messages that addressed
irrational gambling beliefs while playing the game; those in
Association with responsible gambling. Research suggests
the control condition received the educational component
that problem gamblers find it especially difficult to stop play-
without any messages. Results revealed that participants in
ing EGMs once a gambling session has begun.41 This lack
the experimental (warning-message) condition reported sig-
of control is confirmed with gamblers who are considered
nificantly fewer irrational beliefs and spent significantly less
to be high frequency players (i.e., they play once per week
money than did those in the control condition.71
or more).65 Given these findings, some have suggested that
EGMs be outfitted with technology that would enforce session A second study, conducted in Sydney, Australia, explored the
breaks; however, others have argued that this may not be an effectiveness of 10 harm minimization messages with regular
effective RGF.45 Only one research study bearing on this issue and problem gamblers using questionnaires and focus groups.
was found in our review and it supports the latter argument. The main objective of the study was to identify messages that
The study was conducted in Victoria, Australia and involved would have the greatest potential to trigger gamblers to con-
a survey of 1) EGM players, 2) venue operators, managers sider changing their gambling behaviour and/or call a prob-
and staff, and 3) industry and community stakeholders. The lem gambling helpline. Results revealed that for both regular
purpose of the study was to assess the effectiveness of vari- and problem gamblers, three messages were thought to be
ous harm minimization strategies, including breaks in play. more effective than the other seven. These included: a) “Have
Results revealed that almost all EGM players initiate breaks you spent more money on gambling than you intended?”
19
Electronic Gaming Machines and Problem Gambling
b) “Are you gambling longer than planned?” and c) “Have pact of restricting EGM accessibility. Part of the study also
you ever felt bad or guilty about your gambling?” The gam- involved asking participants to indicate their gambling venue
blers reported that these messages may have the potential of choice. Results revealed that problem gamblers tended to
to encourage responsible gambling behaviour and that they prefer clubs (i.e., private or public sporting, community, and
may also cause players to re-evaluate their gambling activ- ex-services facilites) over hotels because they perceived them
ity. However, the second half of all 10 messages included the to be more comfortable and anonymous.73
tag line, “If gambling is a concern for you call (the helpline),”
which was found to be both exclusionary and extreme (since EGM Accessibility
it pertained only to problem gamblers). It therefore did not
Number of EGMs
resonate well with participants. The authors of the study con-
cluded that one needs to differentiate between regular and Definition. Patron access to gambling is dependent to some
problem gamblers when developing harm minimization degree on the number of EGMs located in a venue.
messages and approaches in order for them to be effective for
Association with problem gambling. Only one study was found
their intended audience.72
in our review that looked at the effect of reducing the number
of EGMs in a venue on problem gambling. The study is the
previously discussed Nova Scotia project that explored VLT
VENUE FEATURES reduction in conjunction with several other modifications
In addition to the features directly associated with EGMs, (i.e., slowing speed of play, removing the stop button, and re-
some have hypothesized that the relationship between EGMs ducing the hours of operation).22 In this study, 800 VLTs were
and problem gambling may be due in part to the features of removed from retail locations in Nova Scotia on November
the venues that house the machines. Such features include 1, 2005. Following this initiative, telephone surveys were
venue type, EGM accessibility, venue conveniences, venue de- conducted with the general adult population (N = 600) and
sign, advertising, and venue-based harm minimization strate- VLT players specifically (N = 711). In terms of findings, the
gies. What follows is a review of the literature on each of these authors of the study reported that terminal reduction result-
features. ed in a decrease of spending for 12% of the total VLT player
base, with problem gamblers decreasing their spending by
Venue Type an average of $146 per week. Similarly, VLT players reduced
their time spent playing VLTs by an average of 70 minutes per
Definition. Venue type refers to the kind of venue that week, with problem gamblers reducing their time spent play-
houses EGMs, such as casinos, racinos (racetracks with
ing VLTs by an average of 199 minutes per week. Results also
EGMs), bars, restaurants, lounges, and hotels to name a few.
showed that 8% of VLT players shifted gambling activities as
Association with problem gambling. Currently, there is very a result of the terminal reduction initiative, and that 50% of
little known about the effect that EGM venue type has on VLT players were in favour of terminal reduction.28 However,
problem gambling, as limited research could be found on the as mentioned previously, it is unclear which change caused
issue in our literature review. It is quite conceivable, however, the reduction in play or whether a combination of them did.
that venue type would be related to problem gambling, as
some venues (e.g., bars) are generally more accessible than Hours of Operation
others (e.g., casinos) and accessibility, as will be discussed
Definition. The prevalence of EGM-related problem gam-
below, is positively correlated with problem gambling. Some
bling is directly related to the degree to which patrons can
researchers have differentiated between clubs and hotels,
access EGMs.38 It is therefore believed that increased hours
speculating that the anonymity found in the former may be a
of operation may lead to longer durations of play and thus
facilitating factor for problem gambling.46
greater money expenditures for problem gamblers. Given
Only one study was found in our review that speaks to this this relationship, some regulators have recommended man-
issue, albeit tangentially. The primary focus of the study, con- datory venue closures to force breaks in play.46
ducted in New South Wales, Australia, was to assess the im-
20
Electronic Gaming Machines and Problem Gambling
Association with problem gambling. A study conducted in opening time was indicated). The rationale for selecting the
New South Wales, Australia looked at the primary impact midnight shutdown was based on data showing that problem
that restricting access to EGMs (by shutting gaming ma- gamblers in Nova Scotia were more likely to play VLTs after
chines down between 6 am to 9 am) had for problem gam- midnight (i.e., 57% of moderate to problem gamblers vs. 20%
blers, their families, recreational gamblers, and venue manag- of non-problem to low-risk problem gamblers played after
ers. The study was conducted using in-depth in-person and midnight). To evaluate the impact of this shutdown, a survey
telephone interviews. Findings revealed that while problem was administered to the general population as well as to VLT
gamblers and their families thought that the idea of a shut- players specifically. Findings revealed that as a result of the
down was good in principle, in practice they did not think it midnight closure, VLT players overall reported a 5% decrease
made sense as an effective harm reduction strategy. Their ra- in spending; players who previously gambled past midnight
tionale was that since 6 am - 9 am is actually the least popular reported a 26% reduction in spending; and problem gam-
time to gamble, the three-hour shutdown would only affect blers reported an 18% reduction in spending. An analysis of
hard core gamblers and/or shift workers. Moreover, they con- the net revenues demonstrated that there was an estimated
sidered a three-hour shutdown to be too short a time to have reduction in revenue of 5% to 9% which resulted from the
any real impact. Notably, problem gamblers also said that the closure. The authors of the study concluded that the change
early morning timing of the shutdown actually made them seemed to have the desired effect of curbing problem behav-
quite cynical about the government’s genuine interest in iours of those most at risk.74
helping problem gamblers. In contrast, the majority (72%) of
The above pattern of findings was found in a fourth study that
recreational gamblers supported the strategy; however, they
looked at the effect of hours of operation (boarding time) and
also contended that to be more effective, all gaming venues
days of operation per year on riverboat and racino EGM use.
should shut down during the same time period in order to
Using structural equation modeling with archival data col-
prevent people from traveling between venues. Finally, venue
lected between 1991 and 1998 from riverboats and racinos
managers reported a 9% reduction in total gaming machine
in Iowa, Illinois, and Missouri (N = 153 observations), the
revenue on average during the shutdown.73
authors of the study found that restricting boarding times re-
A second Australian study also looked at the effect of en- sulted in a 35% reduction in EGM gambling.75
forcing a three-hour shutdown in 13 clubs either between 4
am and 7 am, or between 6 am and 9 am, depending on the Venue Conveniences
jurisdiction. Evaluations were conducted using in-depth in- ATMs
person or telephone interviews with recreational gamblers,
self-reported problem gamblers, and club managers. Results Definition. It is often thought that access to ATMs (automat-
indicated that none of the participants found the strategy to ed teller machines) at gaming venues can increase the risk of
be effective, and the reasons cited were similar to those found problem gambling since they provide an easy opportunity to
in the previous study; namely, many patrons did not visit the obtain additional funds.
site at the times selected for shutdown. The majority of club
Association with problem gambling. There is some evidence
managers reported that the shutdown impacted negatively on
available to support the above contention. According to one
their total gaming revenue, with reported reductions ranging
study, more problem gamblers compared to non-problem
from 3% to 10%. Based on these findings, the authors of the
gamblers reported visiting ATMs to withdraw money while
study recommended that the shutdown period be lengthened
gambling. Of this group, 20% of problem gamblers indicated
from three to five hours, and that evaluation of the strategy
that they always visited ATMs while playing.38 Similarly, a
be continued.46
telephone survey probing EGM players (N = 240) in Australia
A third study, conducted in Nova Scotia, was found in our about their ability to keep within pre-committed spending
review that showed that a reduction in VLT operating hours limits found that 71% admitted to exceeding these limits, es-
resulted in a decrease in problem gambling spending. In this pecially if they had cash on their person or they could access
study, unlike the two previous ones, the closing time was set it at an ATM.59
much earlier, at midnight, as opposed to 4 am or 6 am (no
21
Electronic Gaming Machines and Problem Gambling
22
Electronic Gaming Machines and Problem Gambling
23
Electronic Gaming Machines and Problem Gambling
Moreover, those participants who were triggered by the ad- sion was extremely limited and not focused on outcomes.
vertising also appeared to develop problem gambling soon What is more, they stated that it was not possible to mean-
after their first play as compared to those whose gambling ingfully comment on compliance by venues, rates of detec-
was not triggered by the advertising.85 tion, or notification rates, and, as a result, the effectiveness of
self-exclusion as a harm minimization strategy. They further
EGM Marketing stated that while all stakeholders want an enforceable system,
Definition. Targeted EGM marketing involves attempts by a industry spends a great deal of its efforts “bluffing” about the
gaming facility to boost EGM play by enticing players with credibility of SE programs but does not do enough to support
offers of special deals and bonuses (e.g., additional credits or their operation, such as developing systems that would actu-
bonus rounds for play, access to special jackpots). ally make them effective.87
Association with problem gambling. No research on the re- As with the above studies, most of the published research on
lationship between EGM marketing and problem gambling SE is casino-based. Thus, it reveals very little about the pos-
was found in our review. sible effectiveness of SE from other (non-casino) EGM ven-
ues. Nova Scotia is currently conducting a multi-phase study
Venue-based Harm Minimization Strategies that explores EGM-related SE, with a particular focus on
the ability of venue staff to accurately identify self-excluders
Self-exclusion Programs
violating their bans. In one phase of the study, participants
Definition. For many years, gaming venues—particularly ca- consisted of EGM retailers (N = 45), designated and trained
sinos—have offered self-exclusion (SE) programs to patrons program retail support staff (N ~ 150) and regular, local, and
who wish to voluntarily ban themselves from the venues non-local EGM players (N = 36). Results revealed that 35%
whether that be for months, years, a lifetime, or an unspeci- of the self-excluded EGM players were detected in a venue
fied period of time. during their ban and that the identification rate dropped to
10% when the players were non-local.88 Findings also showed
Association with responsible gambling. To date, there is little
that the accuracy of identification improved 3.4 times if the
research on the effectiveness of SE, and among the few stud-
players were local (as opposed to non-local), 2.3 times if the
ies that have been done, the evidence has been mixed. One
study examined the effectiveness of a self-exclusion program report was generated later in the day and 2.8 times if the re-
port was generated in a private facility compared to a public
using questionnaire data from problem gamblers (N = 220)
facility. The researchers attributed the difficulty in recogniz-
who had self-excluded from a casino. Results indicated that
ing and accurately reporting on SE participants who are vio-
30% of participants new to the program completely stopped
lating their ban to a number of factors, including the busy
gambling once enrolled. Of those who were repeat self-ex-
cluders (i.e., they had re-entered the self-exclusion program a setting of the venues, lack of any objective means of confirm-
ing player identities, limited staff resource or interest, and SE
second time or more), 36% reported that in their last attempt,
participants’ efforts to avoid detection.88
they broke their ban and returned to the casino; 50% admit-
ted to gambling on other games such as VLTs during their
Employee Awareness Education
ban. Overall, however, attitudes toward the program were
quite positive, with a large proportion of first time self-ex- Definition. Educating venue employees about problem and
cluders reporting a high rate of satisfaction (97%), and even responsible gambling is an initiative often undertaken by
second time self-excluders reporting a high rate of satisfac- gaming venues to reduce the risk of problem gambling. The
tion (80%).86 rationale behind such initiatives is that trained employees
who have direct contact with patrons may be the main con-
A second evaluation of self-exclusion programs, conducted duit for intervening with a problem gambler.55 Some exam-
in Victoria, Australia, relied on face-to-face interviews with ples of topics covered in employee awareness training include
stakeholders from industry, gaming venues, Gambler’s Help the nature of problem gambling, recognizing the ‘red flag’/
agencies, as well as self-excluded patrons themselves. After warning signs of a problem gambler, and knowing what to do
reviewing the results of their extensive interviews, the authors with those observations.
of the study concluded that the available data on self-exclu-
24
Electronic Gaming Machines and Problem Gambling
Association with responsible gambling. While mandatory those who actually changed their behaviour was even lower
employee awareness training programs can be found in most than the average, indicating that the initiatives were not very
gaming venues, voluntary training programs for VLT and effective for those most at risk.11
lottery retailers are an emerging trend. In Alberta, there is an
A previously discussed study conducted in Alberta evalu-
awards/incentive program to motivate retailers to participate
ated the effectiveness of new responsible gambling features
in both mandatory and voluntary training programs offered
installed on VLTs to mitigate problem gambling.64 As part
by the province. However, no research evaluating the efficacy
of pre-test data collection (prior to installation of new VLTs
of this program was identified in our review.64 Indeed, only
with responsible gambling features), information was gath-
one study, conducted in Quebec, was found which examined
ered about patrons’ awareness of responsible gambling sig-
the efficacy of staff training for EGM venues. In this research,
nage, as well as patrons’ responses to signage. Findings re-
an awareness campaign named “As luck would have it” was
vealed varying levels of awareness of responsible gambling
made available to gambling retailers of VLT establishments
signage, with half of all sampled patrons reporting aware-
in order to educate them about chance and randomness, the
ness of stickers on the front of VLTs. Additionally, a majority
link between misconceptions and excessive gambling, the
of players believed that signs, stickers, and posters were at
symptoms of problem gambling, and ways to intervene with
least somewhat effective in informing them about problem
a problem gambler. An after-campaign evaluation revealed
gambling and about what help was available. However, al-
that the retailers who received the training claimed to have
most none of the patrons reported changes in behaviour in
a better understanding of problem gambling, and had used
response to seeing signs, posters, or stickers (e.g., by cashing
some of the intervention methods more often with patrons
out, stopping play, leaving the venue, or calling a helpline).
as compared to before the training.89
Thus, while patrons indicated awareness of signage, they did
Customer Awareness Education not use the information.65
25
Electronic Gaming Machines and Problem Gambling
seeking treatment nearly doubled after the introduction of Given the conflicting correlational evidence regarding com-
the Niagara Falls casino.92 munity accessibility and problem gambling, numerous stud-
ies have been conducted which attempt to make sense of the
Further, a study conducted using Statistics Canada data
underlying relationship between the two variables. These
showed that those provinces with the highest density of VLTs
studies are discussed below.
per 1,000 population and a permanent casino had the high-
est rates of self-identified problem gamblers.98 Moreover,
Number of EGM Venues
research conducted in Manitoba, where there is widespread
availability of VLTs in bars and restaurant lounges (i.e., a per Definition. It has been suggested that the absolute number of
capita density of one VLT per 200 people), demonstrated that EGMs in a community is not as problematic as the number
the prevalence of problem and probable problem gambling of venues housing those machines.
(5.6%) was higher than that reported in any other Canadian Association with problem gambling. Dispersing gambling op-
province, across a number of prevalence studies.93 Finally, portunities over a larger area is thought to be more harmful
a meta-analysis of 34 studies of gambling problems among than consolidating gambling opportunities to a smaller area,
adults in North America from 1977-1997 indicated that since the former is more likely associated with a greater num-
problem gambling increased over time as gambling oppor- ber of people having access to such opportunities.38 Indeed,
tunities multiplied.99 However, it is important to note that all focus groups with occasional, at-risk, and problem gamblers
of the above studies are correlational and thus do not speak (N = 99) have shown that widespread EGM distribution is
to causation. not well regarded, as it is seen to contribute to a loss of con-
Moreover, the above studies are predominantly based on data trol over gambling among those with gambling problems.
collected in the early 1980s and 1990s, when gambling was first Conversely, confining machines to a limited number of loca-
introduced on a wide scale. More recent studies, conducted tions is seen as a factor that would promote control.27, 83
in the last 10 years, show that there is little or no increase in Another study was found in our review that supports the
the prevalence of moderate or severe problem gambling rates. above. It looked at two regions of Australia with very different
For example, recent research in Ontario found no significant levels of community accessibility. The first region, Western
difference in the prevalence of moderate or severe problem Australia, had EGMs localized in one casino; the second re-
gambling between 2001 and 2005.2 Research in Quebec found gion, Victoria, had EGMs located in 540 venues. Data was
a combined problem gambling rate of 2.4% in 1996 and 1.8% obtained from community surveys undertaken to assess at-
in 2002. 97,100 Research in British Columbia found that levels titudes and behaviours relevant to participation in gambling,
of problem gambling and probable pathological gambling and from interviews with a variety of stakeholders. Results
among past year and weekly gamblers remained unchanged revealed that compared to Western Australia (where gam-
between 1993, 1996, and 2002.101 Research in Alberta found bling was localized to one casino), the monetary expenditure
similar prevalence rates of problem gambling between 1994, per adult in Victoria (where gambling was widely dispersed)
1998, and 2001. Finally, research in Manitoba found a “mi- was nearly 2.5 times greater, participation rates of EGM gam-
nor” increase in “probable pathological gambling” in 2001 bling were 17.5 times greater, and the estimate of problem
(2.3%) compared to 1995 (1.9%).102 gambling was 3 times higher.104
The relative stability of problem gambling rates from 2000
onward has been explained by both the saturation and so- Proximity of EGM Venues
cial adaptation models of the impact of gambling exposure Definition. The proximity of EGM venues refers to the geo-
on problem gambling rates.103 The saturation model predicts graphical or spatial distance of EGM venues to potential
an initial increase in problem gambling rates following the consumers.
introduction of gambling opportunities, followed by a pla-
Association with problem gambling. Venues that are conve-
teau. The social adaptation model predicts a gradual plateau
niently located in or near large populations can facilitate EGM
in problem gambling rates, followed by a decrease as the nov-
participation by increasing ease of access. A survey conducted
elty of the new gambling opportunities diminish.
with community adults in the region of Suburban Canberra,
26
Electronic Gaming Machines and Problem Gambling
Australia, (N = 2,447) examined whether geographical prox- had a positive effect on problem gambling in general or on
imity was a significant factor influencing gambling-related their own behaviour specifically.37
activity. The results revealed that those who lived within close
proximity (i.e., within 4 kms) of an EGM site reported great- Number of EGMs per Capita (Density)
er gambling frequency and monetary gambling expenditure Definition. One common definition of EGM accessibility is
than those who lived further away.105 Although this study did the density of EGMs within a population, defined by the num-
not directly examine the relationship between proximity and ber of EGMs per capita (e.g., per 1,000 people). Five EGMs
problem gambling, it does suggest that the close proximity of per 1,000 people can be considered relatively low, while 48
EGM venues increases opportunity to gamble and, therefore, EGMs per 1,000 people can be considered quite high.
the risk of excessive gambling. Evidence for a link between
proximity and problem gambling has been found in other Association with problem gambling. It has been shown that
studies. In a national survey of adults in the United States the relationship between EGM density and gambling expen-
(N = 2,947), for example, it was found that respondents who diture is quite strong.28, 107, 108 For instance, recall the previous-
lived within 50 miles of a casino exhibited approximately ly discussed study conducted in Nova Scotia that looked at
double the rate of casino gambling participation, and prob- the effect of reducing EGM number on problem gambling. It
lem gambling compared to respondents who lived between found that removing 800 VLTs from retail locations through-
51 and 250 miles away from a casino.94 out the province resulted in a decrease of time and money
expenditures among both problem and non-problem VLT
EGM Caps players.28
Definition. The expansion of EGM availability and its link Another study, conducted in Australia, explored the associa-
to increased risk of problem gambling has led many juris- tion between EGM density and gambling participation uti-
dictions to impose caps on the absolute number of EGMs lizing interview data. An analysis of four regions, each with
allowed in a community. However, some have argued that a different per capita concentration of EGMs, showed that
controls on the location of EGM gaming venues (e.g., venue the higher the concentration, the greater the participation in
specific capping) might be a better way of reducing problems EGM-related gambling. Specifically, in those areas where the
associated with EGMs than restrictions on the absolute num- concentration of EGMs was highest, a greater proportion of
ber of machines per se.38 the population spent more time and money gambling than
did those in areas where the concentration was lower.108 This
Association with problem gambling. Only one study look-
study, though, did not look at the relationship between EGM
ing at EGM caps was found in our review. It took place in
density and problem gambling per se.
Victoria, Australia, where the number of EGMs was capped in
five vulnerable areas (as defined by social disadvantage, den- A third study was found in our review which looked at the
sity of EGMs per capita, and socioeconomic status). Results relationship between EGM accessibility and expenditure
showed that the capping of EGMs in these areas was not as- in Victoria, Australia, where the government has enacted a
sociated with a reduction in gaming revenue. Additionally, policy to impose caps on EGMs in disadvantaged communi-
there was no evidence that problem gambling behaviours (as ties. The study used Geographical Information Systems tools
measured by problem gambling counselling rates and other to map EGM expenditure. Results showed that there was no
forms of help seeking behaviour) were at all affected by the direct or uniform relationship between EGM density and ex-
EGM caps.107 penditure or measures of social disadvantage.109 The authors
concluded that using EGM density as a measure of accessi-
While no other studies have examined EGM caps, it should
bility is too simplistic because it does not take into consid-
be noted that policy analyst Michael O’Neil has concluded
eration other factors, such as type or combination of gam-
that the removal of 3,000 machines from South Australian
ing machines, proximity of venues to community facilities,
venues did not affect overall net EGM revenue. Additionally,
consumer preferences, venues’ marketing strategies, changes
he reported that the majority of regular and problem gam-
in urban and economic conditions, etc.108 Again, however,
blers did not believe that the reduction of EGM machines
27
Electronic Gaming Machines and Problem Gambling
this research did not examine the relationship between EGM of the total number of NCGMs. In addition, according to the
density and problem gambling per se. results obtained from the 2002/2003 New Zealand health sur-
vey,115 the overall problem gambling rates (not just the rates
EGMs in Low Income Areas for gaming machine-associated problem gambling) were 2.3
Definition. Gaming facilities are often situated close to socio- times greater in the areas with the most socio-economic de-
economically disadvantaged areas, ostensibly because they privation as compared to the most affluent areas (1.9% vs.
facilitate economic development and job creation.106, 110 0.8%, respectively). The authors suggested that greater local
accessibility to gaming venues with respect to problem gam-
Association with problem gambling. Research has found that bling risk should be further investigated.112
patrons of casinos are more likely to be locals rather than
travelers. 111,112 This means that if casinos are placed in disad- Finally, the effect of neighbourhood disadvantage, gambling
vantaged communities, the local community housing the ca- availability, and problem gambling was examined in the
sino may bear the biggest share of problem gambling; yet so- United States using a national telephone survey. Gambling
cio-economically disadvantaged communities are least likely availability was defined as the distance from the nearest gam-
to have the resources available to handle this problem.113 bling facility. Findings showed that relative socioeconomic
disadvantage was positively associated with frequency of
A number of studies were found in our review which con- gambling (defined as the frequency with which respondents
firms that EGMs do tend to be placed in low income areas gambled on 15 different types of gambling activities), while
(although not all studies focused on the link between EGMs close proximity of a gambling facility to a respondent’s home
placed in low income areas and problem gambling per se). (i.e., within 10 miles) was associated with problem gambling.
For example, one study combined spatial and statistical anal- Although these findings are not isolated to EGM-related
yses of data including youth surveys (N = 1,206) to assess 1) gambling alone, they do suggest that increased availability of
whether VLT numbers varied according to socio-economic gambling facilities may promote problem gambling in disad-
status, and 2) what impact this might have on adolescent vantaged communities.106
gambling behaviour. The results of this study demonstrated
that VLT machines were more often located in inner-city and
lower income neighbourhoods than in neighbourhoods that SUMMARY
were considered more suburban and affluent. It also found
Numerous studies have attempted to shed light on the factors
that the odds of VLT use were 40% greater for students at-
that either increase, or decrease, EGM-related problem gam-
tending schools in neighbourhoods with high VLT access.114
bling. While much has been learned from these studies, they
An Australian study examined the geographical distribution are not without limitations. As a result, the literature may
of EGMs with respect to socioeconomic status and found provide little guidance to policy makers who often have to
that there were greater concentrations of EGMs in socio-eco- use this research to make timely decisions about EGMs. One
nomically deprived areas. The authors of the study described potential way to circumvent this problem is to ask what those
this as an inequitable distribution, due to the fact that the who have extensive experience with EGM-related problem
people in these areas were least able to afford this expense.115 gambling think about the issue. That is, what do those work-
Similarly, an analysis of problem gambling geography in New ing in the field as well as EGM problem gamblers themselves
Zealand was performed with the aim of determining how believe most likely contributes to problems associated with
problem gambling services can be better provided to the pop- EGMs, and what do they believe would most likely reduce
ulation. In doing so, the spatial distribution of gaming ven- their risk. The next two chapters of this report endeavour to
ues was determined with respect to problem gambling risk do just that.
factors. Non-casino gaming machines (NCGM) were found
to be located in more socio-economically deprived areas.
For example, the two most deprived areas in New Zealand
housed approximately 35% of the total number of NCGMs,
while the two most affluent areas housed approximately 7%
28
Electronic Gaming Machines and Problem Gambling
viii Counsellors and Problem Gamblers were each given a $50 honorari-
vii Due to the fact that the findings from the Counsellor interviews did um for filling out the questionnaires and participating in the interviews
not add any unique information beyond the results of the questionnaire (Counsellors) and focus groups (Problem Gamblers). The honorarium was
and focus groups, they are not included in the main report. a gift certificate to a local grocery store.
29
Electronic Gaming Machines and Problem Gambling
administered to each Key Informant group was generally the SECTION A: CONTRIBUTORS TO PROBLEM
same, due to the highly technical nature of some items, the GAMBLING
Counsellors and Problem Gamblers received a modified ver-
sion that had some items omitted. For a complete copy of the Data Analysis Plan
questionnaire, please see Appendix 2. Only Researchers and Specialists were asked to complete
Section A of the questionnaire. For the most part, responses
Section A: Contributors to Problem Gambling
from the group of Researchers were analyzed separately from
In the first section of the questionnaire, respondents were the group of Specialists. Given that the size of the sample was
asked to indicate, on a 5-point scale ranging from Not at all to small, very few between-group statistical comparisons were
Extremely, their thoughts on the importance of certain EGM conducted.
features, venue features, and overall community accessibil-
ity features as possible contributors to problem gambling. Section A includes 47 items that are potential contributors
Following this, they were asked to rank what they believed to problem gambling as identified in the literature, rated on
to be the top three contributors for each area. They were then a 5-point scale (i.e., Not at all important, Slightly important,
asked to indicate any important contributor that had not Moderately important, Very important, Extremely important).
been previously mentioned. Given that all quantitative ques- All 47 items can be subsumed under one of the three areas
tions were subsequently ranked, the open-ended portion of that form the general framework of this review; namely,
the questionnaire requesting a top-three ranking was deemed EGM features, venue features, and community accessibility
redundant, and thus is not included in this report. For the features. For each of the three framework areas, all items were
open-ended responses to the question regarding additional examined using two approaches: 1) Calculation and rank-
features not mentioned, please see Appendix 3 ing of item mean importance scores for each Key Informant
group; and 2) Thematic analysis. Below is a more detailed de-
Section B: Modifications to Reduce Problem Gambling scription of the two analytical approaches, followed by the
In the second section of the questionnaire, respondents were results obtained from each of the three framework areas.
asked to indicate, on a 5-point scale ranging from Not at all to
1) Mean Importance Scores for Each Key Informant Group
Extremely, their opinion on how effective select modifications
to EGM features, venue features, and overall community ac- In order to determine which contributors in a given frame-
cessibility features would be in reducing the risk of problem work area (e.g., EGM features) were seen as most and least
gambling. They were also asked to indicate, on a 3-point scale important, we first calculated the average (mean) score for
ranging from Weak to Strong, their opinion on the strength each contributor as well as the standard error (SE)ix. We then
of the evidence supporting each modification. Similar to ranked each items mean score against all others in the specif-
Section A, a top-three ranking of the most effective modifica- ic framework area. Contributors were considered to be most
tions was requested, along with any additional modification important if they ranked in the top quartile of items, and
that had not been previously mentioned. Again, given that all least important if they ranked in the bottom quartile. For
quantitative questions were subsequently ranked, the open- this set of analyses, the results for Researchers and Specialists
ended portion of the questionnaire requesting a top-three are examined separately. Please see Appendix 4 for tables of
ranking was deemed redundant and therefore not included all rank-ordered means by Key Informant group.
in this report. For the open-ended responses regarding addi-
tional modifications not mentioned, please see Appendix 3.
30
Electronic Gaming Machines and Problem Gambling
2) Thematic Analysis
31
Electronic Gaming Machines and Problem Gambling
TABLE 2. Most and Least Important EGM Contributors to Problem Gambling (Researchers)
Mean Importance
EGM Feature Score Item Rank N
(SE)
Most Important Contributors
Fast speed of play (e.g., shorter time between initial bet and outcome) 4.54 (.18) 1 13
Direct electronic fund transfers at machine (e.g., direct debit) 4.38 (.27) 2 13
Appearance of almost winning (i.e., near-miss) 4.23 (.23) 3 13
Bill acceptors 4.15 (.36) 4 13
Machines that accept high bill/note denominations (e.g., 20 or 50 bill/note acceptors) 3.92 (.29) 6 13
Player controlled stop button 3.92 (.21) 6 13
Large mixture of small, medium, and large prize values, that increases the volatility of the
3.92 (.24) 6 13
game (i.e. game is less predictable)
Least Important Contributors
Higher house advantage or edge (i.e., average amount per bet taken by gaming
2.54 (.35) 26 13
operator)
Lower house advantage or edge (i.e., average amount per bet taken by gaming operator) 2.54 (.29) 26 13
Offering winning outcomes less frequently through a lower hit-rate (i.e., lower chances of
2.54 (.27) 26 13
a win occurring)
Payout in tokens instead of cash 2.69 (.33) 23.5 13
Multiple game possibilities on one machine (e.g., poker, video slots, keno) 2.69 (.26) 23.5 13
Payout in tickets instead of cash 2.85 (.36) 21.5 13
Type of games available on one machine (e.g., poker, video slots, keno) 2.85 (.25) 21.5 13
32
Electronic Gaming Machines and Problem Gambling
TABLE 3. Most and Least Important EGM Contributors to Problem Gambling (Specialists)
Mean Importance
EGM Feature Score Item Rank N
(SE)
Direct electronic fund transfers at machine (e.g., direct debit) 4.00 (.25) 1 12
Fast speed of play (e.g., shorter time between initial bet and outcome) 3.75 (.31) 3 12
Frequent presentation of big prize symbols shown during play (e.g., reel placement) 3.58 (.31) 4.5 12
Multiple game possibilities on one machine (e.g., poker, video slots, keno) 2.08 (.29) 27 12
Type of games available on one machine (e.g., poker, video slots, keno) 2.42 (.36) 24 12
Lower house advantage or edge (i.e., average amount per bet taken by gaming operator) 2.42 (.19) 24 12
Offering winning outcomes less frequently through a lower hit-rate (i.e., lower chances of
2.50 (.29) 22 12
a win occurring)
ranged from 4.00 to 2.08. The EGM features perceived to be nomination minimum betting amounts (M = 2.36), among
the most important and least important contributors to prob- the least important EGM contributors to problem gambling.
lem gambling for this group are presented in Table 3.
33
Electronic Gaming Machines and Problem Gambling
TABLE 4. EGM Feature Thematic Mean Importance Scores (Researchers and Specialists)
Thematic Mean
Cluster Item Importance Score
(95% CI)
- Fast speed of play (e.g., shorter time between initial bet and outcome) 3.92 (3.58-4.26)
Speed of Play
- Player controlled stop button N=25
- Bill acceptors
Payment - Machines that accept high bill/note denominations (e.g., 20 or 50 bill/note acceptors) 3.72 (3.31-4.13)
Methods - Direct electronic fund transfers at machine (e.g., direct debit) N=25
- Display machine activity in credits instead of cash
- Large mixture of small, medium, and large prize values, that increases the volatility of the
game (i.e. game is less predictable)
- Higher house advantage or edge (i.e., average amount per bet taken by gaming operator)
Programmed - Lower house advantage or edge (i.e., average amount per bet taken by gaming operator)
2.92 (2.67-3.17)
Gaming - Offering winning outcomes more frequently through a higher hit-rate (i.e., higher chances
N=25
Features of a win occurring)
- Offering winning outcomes less frequently through a lower hit-rate (i.e., lower chances of a
win occurring)
- Wide variation in possible game outcomes (i.e., high outcome volatility)
- Type of games available on one machine (e.g., poker, video slots, keno)
Game - Multiple game possibilities on one machine (e.g., poker, video slots, keno) 2.81 (2.49-3.13)
Availability - Bonus round game features that reward players with further play on related games with N=25
different features
34
Electronic Gaming Machines and Problem Gambling
As the table shows, two items shared the highest mean impor-
tance scores. These were ATM machines located on the gam-
ing floor or close to machines, and 24-hour access to EGMs
in venues (M = 4.08 for both). These items were followed by
EGMs located in non-dedicated gaming venues and targeted
player EGM marketing; each received identical mean scores
of 3.85. Venue contributors that Researchers perceived to be
least important for problem gambling were the absence of
venue clocks (M = 2.31) and windows (M = 2.54), low visibil-
ity of EGMs within the venue (M = 2.46), and EGMs located
in a dedicated gaming venue (M = 2.92).
35
Electronic Gaming Machines and Problem Gambling
Specialists’ Opinions. Specialists also assessed the importance TABLE 6. Most and Least Important Venue Contributors to
of 14 venue-related features in contributing to problem gam- Problem Gambling (Specialists)
bling. Mean importance scores for Specialists were found to
range from 3.73 to 1.91. Results are presented in Table 6. Mean
Importance Item
Venue Feature N
As shown, Specialists rated ATMs on the gaming floor or close Score Rank
to EGMs to be the most important contributor to problem (SE)
gambling (M = 3.73), followed by targeted player EGM mar- Most Important Contributors
keting (M = 3.40), and 24-hour access to EGMs within the ATMs located on gaming floor
3.73 (.33) 1 11
venue (M = 3.36). On the other hand, they rated the lack of or close to machines
clocks (M = 1.91) and windows in venues (M = 2.18), and Targeted player marketing
3.40 (.31) 2 10
for EGMs
low visibility of EGMs within venues (M = 2.27), to be the
24 hour access to EGMs in
least important contributors to problem gambling. A large 3.36 (.39) 3 11
venue
number of EGMs in the venue also received a relatively low
Least Important Contributors
score (M = 2.33).
No clocks in venue 1.91 (.21) 14 11
2) Thematic Analysis No windows in venue 2.18 (.33) 13 11
The 14 venue contributors were collapsed into 5 broader Low visibility of the EGMs
2.27 (.27) 12 11
within the venue
clusters: venue conveniences, EGM accessibility, advertising,
Large number of EGMs within
venue type, and venue design. Thematic mean importance venue
2.33 (.26) 11 12
scores, generated from the entire sample of Researchers and
Specialists, are presented in Table 7 on the opposite page.
As can be seen from the table, although items related to items, the mean importance scores and standard errors for
venue conveniences had the highest mean score (M = 3.53), every item in this framework area are presented in Table 8.
when considering the confidence intervals, this score was As the table shows, Researchers generally rated each of the
not significantly higher than the scores for EGM accessibil- community accessibility items as highly important (i.e., M ≥
ity, advertising, or venue type. Items related to venue design, 4.00). The highest mean score was given to the item, large
however, had significantly lower scores (M = 2.29) than did number of venues with EGMs (M = 4.46), while the low-
the other four thematic clusters. est mean score was given to the item, large total number of
When examining differences in thematic mean scores be- EGMs in community (M = 4.00).
tween the two Key Informant groups, we found that EGM Specialists’ Opinions. Specialists were also asked how impor-
accessibility was a more important cluster for Researchers tant the six items related to community accessibility were as
(M = 3.69) than it was for Specialists (M = 2.83) (t = 2.4, contributors to problem gambling. Specialists mean impor-
df = 23, p<. 05). A between-group difference was also ob- tance scores ranged from 3.82 to 3.20. All Specialists’ mean
served for venue type, with it being more important, again, to scores and standard errors (SE) for this framework area are
Researchers (M = 3.38) than Specialists (M = 2.71) (t = 2.4, presented in Table 9.
df = 23, p=.05).
As seen in the table, the most important contributor to prob-
Community Accessibility Features that Contribute to lem gambling for Specialists was wide dispersion of EGMs
Problem Gambling throughout community (M = 3.82). This item was followed
1) Mean Importance Scores for Each Key Informant Group by a large number of community venues with EGMs (M =
3.64), convenient location of EGM venues (M = 3.55), large
Researchers’ Opinions. Researchers were asked how impor-
number of EGMs per capita (M = 3.45), and large total num-
tant six items related to community accessibility were for
ber of EGMs in community (M = 3.36). The item seen as least
contributing to problem gambling. The mean importance
important was over concentration of EGMs in low income
scores ranged from 4.46 to 4.00. Since there were only six
neighbourhoods (M = 3.20).
36
Electronic Gaming Machines and Problem Gambling
TABLE 7. Venue Feature Thematic Mean Importance Scores (Researchers and Specialists)
Thematic Mean
Cluster Item Importance Score
(95% CI)
- EGMs located in non-dedicated gaming venue (e.g., bar, hotel) 3.14 (2.78-3.50)
Venue Type
- EGMs located in a dedicated gaming venue (e.g., casino, racetrack) N = 25
- No clocks in venue
2.29 (1.97-2.61)
Venue Design - No windows in venue
N = 24
- Low visibility of the EGMs within the venue (e.g., hidden from view)
TABLE 8. Community Accessibility Contributors to Problem TABLE 9. Community Accessibility Contributors to Problem
Gambling (Researchers) Gambling (Specialists)
Mean Mean
Community Accessibility Importance Item Community Accessibility Importance Item
N N
Feature Score Rank Feature Score Rank
(SE) (SE)
Large number of community Wide dispersion of EGMs
3.82 (.35) 1 11
venues (bars, lounges, casinos, 4.46 (.18) 1 13 throughout community
other) with EGMs
Large number of community
Wide dispersion of EGMs venues (bars, lounges, casinos, 3.64 (.28) 2 11
4.38 (.21) 3 13 other) with EGMs
throughout community
Convenient location of EGMs Convenient location of EGMs
sites (e.g., close proximity to 4.38 (.18) 3 13 sites (e.g., close proximity to 3.55 (.31) 3 11
high residential populations) high residential populations)
Over concentration of EGMs in Large number of EGMs per
4.38 (.21) 3 13 3.45 (.31) 4 11
low income neighbourhoods capita in community
Large number of EGMs per Large total number of EGMs in
4.23 (.28) 5 13 3.36 (.34) 5 11
capita in community community
Large total number of EGMs in Over concentration of EGMs in
4.00 (.30) 6 13 3.20 (.36) 6 10
community low income neighbourhoods
37
Electronic Gaming Machines and Problem Gambling
SECTION B: MODIFICATIONS TO REDUCE effective).xiv Mean effectiveness scores were then ranked
PROBLEM GAMBLING against other items within their specific framework area. The
most effective modifications were identified as those items
Data Analysis Plan which ranked in the top quartile among all items for the spe-
Section B of the questionnaire can be broken down into cific framework area, while the least important were identi-
two quantitative parts. The first asked respondents about fied as those that ranked in the bottom quartile.xv
the effectiveness of 76 potential modifications for reducing
In addition, after responding to each question about a
problem gambling risk using a 5-point scale (i.e., Not at all
modification’s effectiveness for reducing problem gambling,
to Extremely effective). The second asked respondents about
Researchers and Specialists were asked to assess the strength
the strength of the evidence supporting these 76 modifica-
of the evidence supporting the effectiveness of that modifica-
tions using a 3-point scale ranging from Weak to Strong.
tion for reducing problem gambling risk. For each of the two
Researchers, Specialists, Counsellors, and Problem Gamblers
Key Informant groups, the proportion who endorsed one of
were all asked to complete the first part of the questionnaire,
the three strength of evidence options (i.e., Weak, Moderate,
while only Researchers and Specialists were asked to com-
Strong) was calculated.
plete the second part (i.e., strength of evidence).
2) Comparisons Between Key Informant Groups
As with section A, after examining the results of the indi-
vidual item rankings, we organized like items into clusters To get a sense of the similarities and differences in opinion
based on functional similarities.xiii All 76 modification items between the Key Informant groups, we compared quartile
in section B (across both parts) were subsumed under one rankings (i.e., 1-4) of key items (i.e., top-rated items, bot-
of the three general framework areas; namely, EGM features, tom-rated items and other notable items, where appropriate)
venue features, and community accessibility features. The across the four groups. Please see Appendix 4 for complete
data were analyzed using the following approaches applied to tables of the rank-ordered mean effectiveness scores by Key
each framework area: 1) Mean effectiveness scores were cal- Informant group.
culated for each modification within a Key Informant group;
Because the Counsellors and Problem Gamblers were not
2) Researchers’ and Specialists’ opinions on the strength of
given some of the modification items, these items were omit-
the evidence were then tabulated for each modification; 3)
ted from this analysis. For this set of analyses, therefore, the
Quartile placement of top and bottom ranking items were
Researchers’ and Specialists’ mean effectiveness scores were
compared between Key Informant groups; and 4) A thematic
subsequently re-ranked based on the shorter list of modifi-
analysis was conducted. Below is a more detailed description
cations that were assessed by the Counsellors and Problem
of the analytical approaches, followed by the results from
Gamblers.
each of the three framework areas.
3) Thematic Analysis
1) Mean Effectiveness Scores and Opinion Regarding
Evidence Strength for Each Key Informant Group After examining the results of the individual item rankings
within a given framework area, we organized like items into
To determine which of the modifications in a given frame-
clusters based on functional similarities; some of which have
work area were seen as most and least effective for reducing
problem gambling risk, we employed the same approach re-
ported in Section A. That is, for each modification item, the
mean effectiveness score and standard error (SE) were calcu-
lated based on a 5-point scale (Not at all effective to Extremely
xiv The standard error is the standard deviation of a sampling distribu-
tion. More generally, it indicates the amount of variation of some statistic,
in this case the mean, in units given by the question.
xv A quartile divides the sorted data set into four equal parts so that each
xiii Placement of items into clusters is thematically, not statistically, part represents 1/4 of the sample. Thus, the top quartile cuts off the high-
determined. As such, it is possible to group items into other thematic est 25% of data, while the bottom, or 4th quartile, cuts off the lowest 25%.
arrangements.
38
Electronic Gaming Machines and Problem Gambling
been previously identified in the literature. xvi For example, in report their opinions regarding the strength of the evidence
the case of EGM features, we created a first gro uping of items for the most and least effective modifications.
that referred to speed of play, a second grouping of items that
Researchers’ Opinions. Researchers were asked to assess 46
referred to sensory effects, a third grouping of items that re-
EGM-related modifications. Table 10 on the next page shows
ferred to payment methods, and so on. Note that given the low
the modifications that they believed to be most effective,
number of items (i.e., 5) in the framework area pertaining
based on each item’s mean effectiveness score and standard
to community accessibility, we decided that an item-based
error (SE). The table also presents the Researchers’ percep-
analysis was sufficient and, therefore, thematic analysis was
tions of the strength of evidence for each modification’s
applied only to the first two framework areas (i.e., EGM and
effectiveness.
venue modifications).
As can be seen, researchers’ mean effectiveness scores ranged
Bi-variate correlations were conducted between individual
from 3.77 to 1.38. The most effective modifications were those
item means within a thematic cluster. This was done in order
related to restricting expenditures. The most effective item
to identify any clusters that contained negatively correlated
identified was eliminating electronic fund transfers at EGMs
items, as these items could suppress the cluster’s thematic
(M = 3.77), followed by removing bill acceptors completely
mean effectiveness score (i.e., two negatively correlated items
(M = 3.50), and removing only large bill acceptors (M = 3.46).
in a cluster could cancel each other out). Thus, all clusters
Moreover, providing mandatory (M = 3.38) and optional (M =
include items that had either a significant positive correlation
3.00) pre-determined spending limit capacities were also rated
or no significant correlation with each other.
very highly.
A thematic mean effectiveness score was then calculated
In addition, Researchers felt that restrictions based on time
by summing together all individual respondent item scores
would be effective, as mandatory setting of pre-determined
within a given cluster and dividing by the total number of re-
time limits (M = 3.15) and optional setting of pre-determined
spondents. A higher mean indicates greater perceived effec-
time limits (M = 3.00) were rated very highly. Generally, of the
tiveness for that modification theme. We then looked at 95%
most effective EGM modifications, mandatory, as opposed to
confidence intervals to determine if any of the total thematic
optional, features scored higher. This can be seen by the top
mean scores were significantly higher than the others, sug-
five items, including requiring mandatory registration and use
gesting greater perceived effectiveness for that thematic clus-
of smart cards for play. Moreover, the top five items were all
ter.xvii Lastly, we looked for any possible differences in the-
based on externally-enforced play and expenditure restric-
matic mean scores between the four Key Informant groups
tions. Other items that scored highly were related to decreas-
using one-way ANOVA and non-parametric testing (i.e.,
ing speed of play (i.e., increasing time between the outcome of
Kruskal-Wallis), where applicable.
one bet and the next bet, M = 3.31) and providing on-screen
running cash totals of amount spent (M = 3.15).
Results
EGM Modifications to Reduce Problem Gambling With respect to their opinions on the strength of evidence
supporting a modification’s effectiveness, there was no item
1) Mean Effectiveness Scores for Each Key Informant Group
that the majority of Researchers felt had strong evidential
What follows is a presentation of the most and least effective support. The item that Researchers believed had the stron-
modifications as identified by each of the four Key Informant gest supporting evidence was mandatory registration and use
groups. However, for the Researchers and Specialists, we also of smart cards (33%). They felt that most other modifications
had either weak or moderate supporting evidence; however,
when combining the moderate and strong response options,
xvi Placement of items into clusters is thematically, not statistically,
determined. As such, it is possible to group items into other thematic
arrangements.
Thus, when determining whether two means are different, one can look
xvii The mean is essentially an estimate of central tendency. Its 95% confi- to see if their confidence intervals overlap. If they do, it is probable that
dence interval indicates the range within which one can be 95% confident the means are no different, since they can assume the same values. If they
that the true mean falls. For example, a mean of 2.7 with a CI:1.8 – 3.6 do not overlap, one can conclude with some degree of certainty that they
would indicate that the true mean falls somewhere between 1.8 and 3.6. are indeed different.
39
Electronic Gaming Machines and Problem Gambling
TABLE 10. Most Effective EGM Modifications and Perceived Evidence Strength (Researchers)
Removing bill acceptors from EGMs 3.50 (.36) 2 12 33.3 50.0 16.7 12
several modifications emerged as having a relatively reason- of printed payout tickets (M = 1.77). As well, while the fol-
able evidence base. Specifically, 65% of Researchers indicated lowing modifications did not receive the lowest mean effec-
that there was reasonable evidence to support completely tiveness scores, several modifications pertaining to providing
removing bill acceptors or removing large denomination bill problem/responsible gambling messaging on or through the
acceptors from EGMs, and 58.4% indicated that there was rea- machines placed within the bottom quartile. In particular,
sonable evidence to support providing EGMs with on-screen providing responsible gambling messages at the beginning of
running cash expenditure totals. Conversely, approximately play (M = 1.85), during play (M = 1.92) and through a player
60% of Researchers indicated that there was only weak evi- initiated button (M = 1.92) were perceived to have minimal
dence available to support eliminating electronic fund trans- effectiveness.
fers, requiring players to set pre-determined time limits, and
Consistent with their views on the least important contribu-
providing players with an option to set pre-determined time
tors to problem gambling, removing certain types of games (M
limits. For the Researchers’ opinions on the least effective
= 1.85) and decreasing game variety (M = 1.85) were seen as
EGM modifications, along with their perceived strength of
being relatively ineffective modifications. Lastly, payouts in
evidence, please see Table 11 (at right).
cash instead of tickets and payouts in cash instead of tokens also
As the table shows, the Researchers’ lowest mean effectiveness received low scores (M = 1.92 and M = 1.85, respectively).
scores were given to the following modifications: increasing
Not surprisingly, those EGM modifications that Researchers
house advantage (M = 1.38), decreasing house advantage (M =
considered to be least effective were also the same modifica-
1.77), increasing minimum bet size (M = 1.54), and providing
tions that Researchers believed had weaker evidential sup-
a problem gambling Helpline number and message on the back
port. In fact, there were only two modifications that were
40
Electronic Gaming Machines and Problem Gambling
TABLE 11. Least Effective EGM Modifications and Perceived Evidence Strength (Researchers)
Paying out in cash instead of tokens 1.85 (.37) 40.5 13 69.2 30.8 0.0 13
Decreasing game variety on a machine 1.85 (.22) 40.5 13 84.6 15.4 0.0 13
Paying out in cash instead of tickets 1.92 (.40) 36.5 13 69.2 30.8 0.0 13
rated low on effectiveness for which 25% of Researchers 3.89), and pre-determined spending limit requirements (M =
claimed strong support. These two modifications were pro- 3.63). In terms of the other types of spending restrictions,
viding general information about responsible gambling on the the removal of bill acceptors (M = 3.22), the removal of high
welcome screen, and displaying responsible gambling messages denomination bill acceptors (M = 3.11), and the mandatory
during play. (M = 3.13) and optional (M = 3.00) setting of pre-determined
time limits were also rated very highly by the Specialists. The
Specialists’ Opinions. Specialists were also asked to assess the
remaining items included in the top quartile were providing
46 EGM modifications. Results revealed that their mean ef-
on-screen running cash expenditure totals (M = 3.13) and re-
fectiveness scores ranged from 4.00 to 1.33. Table 12 on the
moving stop buttons (M = 3.00).
following page shows the modifications that the Specialists
believed to be the most effective, and their opinions about the In terms of the strength of evidence supporting the most ef-
strength of the evidence supporting these modifications. fective modifications, the highest proportion of Specialists
indicated that there was strong evidence for mandatory
As can be seen in the table, among the items perceived to
registration and use of smart cards (25%), eliminating elec-
be most effective, three modifications appear to stand out
tronic fund transfers at EGMs (22.2%), and removing large
among the rest: mandatory registration/use of smart card (M
bill denomination acceptors from EGMs (22.2%). Overall,
= 4.00), eliminating electronic fund transfers at EGMs (M =
the Specialists were considerably more optimistic than the
41
Electronic Gaming Machines and Problem Gambling
TABLE 12. Most Effective EGM Modifications and Perceived Evidence Strength (Specialists)
TABLE 13. Least Effective EGM Modifications and Perceived Evidence Strength (Specialists)
Increasing minimum bet size 1.33 (.24) 45.5 9 75.0 12.5 12.5 8
Paying out in cash instead of tokens 1.38 (.26) 44 8 75.0 25.0 0.0 8
Removing some types of games from EGMs
1.44 (.24) 42.5 9 88.9 11.1 0.0 9
altogether (e.g., poker, video slots, keno)
Decreasing game variety on a machine 1.44 (.18) 42.5 9 100.0 0.0 0.0 9
Increasing the chances of a win occurring
1.50 (.38) 41 8 62.5 37.5 0.0 8
(e.g., 8% to 30%)
Toning down lights and colours 1.56 (.24) 39.5 9 100.0 0.0 0.0 9
Decreasing house advantage (i.e., average
1.57 (.43) 39.5 7 85.7 14.3 0.0 7
amount taken per bet by gaming operator)
Adding countdown clock showing time limit
1.63 (.26) 37.5 8 75.0 25.0 0.0 8
remaining
Increasing house advantage (i.e., average
1.63 (.50) 37.5 8 75.0 25.0 0.0 8
amount taken per bet by gaming operator)
Displaying simultaneous (as opposed to
1.71 (.18) 36 7 71.4 28.6 0.0 7
sequential) presentation of reel outcomes
42
Electronic Gaming Machines and Problem Gambling
Researchers were about the strength of evidence supporting TABLE 14. Most Effective EGM Modifications (Counsellors)
the proposed EGM modifications, as a significant majority
indicated that there was at least a moderate amount of evi- Mean
dence to support the modifications believed to be most ef- Effectiveness Item
EGM Modification Score
N
fective. The Specialists were in unanimous (i.e., 100%) agree- Rank
(SE)
ment that there was moderate to strong evidence supporting
the removal of bill acceptors from EGMs. Requiring mandatory
registration and use of smart 4.20 (.58) 1 5
Just below table 12, Table 13 shows the modifications that card to begin play
the Specialists believed to be the least effective based on Requiring players to set pre-
3.60 (.87) 2.5 5
their mean effectiveness scores and their opinion about the determined spending limits
strength of evidence supporting these modifications. Providing an option to set
personal pre-determined 3.60 (.68) 2.5 5
As the table shows, modifications perceived to be least effec- spending limits
tive for reducing problem gambling risk included cash pay-
Enforcing play stoppage, break
outs instead of tickets (M = 1.33) or tokens (M = 1.38) and or interruption
3.40 (.81) 5 5
increasing the minimum bet size (M = 1.33). Specialists also
Providing running cash totals of
did not seem to think that removing some types of games from amount spent on screen
3.40 (.98) 5 5
EGMs (M = 1.44) or decreasing game variety (M = 1.44) would
Eliminating electronic fund
be effective in reducing problem gambling. Other items rated transfers at the EGMs (i.e., direct 3.40 (.81) 5 5
as being relatively ineffective included those related to in- debit)
creasing and decreasing house advantage (M = 1.63 and M =
Displaying total time of play on
1.57, respectively), and increasing the chances of a win occur- screen
3.20 (.92) 7.5 5
ring (M = 1.50). The rest of the items falling into the bottom
quartile included toning down lights and colours (M = 1.56), Displaying time of day on screen 3.20 (.92) 7.5 5
In terms of evidence strength, more than three quarters of Counsellors also indicated effective modifications to be play
the Specialists believed that the supporting evidence was stoppages, breaks or interruptions (M = 3.40), and providing
weak for 9 out of 11 least effective modifications, and 100% on EGM screens running cash expenditure totals (M = 3.40),
believed that there was weak evidence to support decreasing time of play totals (M = 3.20), and time of day (M = 3.20).
game variety and toning down lights and colours. While not scoring as highly as it did for Researchers and
Counsellors’ Opinions. Counsellors were asked to assess the Specialists, eliminating electronic fund transfers at EGMs was
effectiveness of 40 EGM modifications to reduce problem rated as a relatively effective modification by Counsellors (M
gambling risk. Their mean effectiveness scores ranged widely = 3.40). Table 15 on the following page shows findings from
from 4.20 to 1.20. Table 14 presents the modifications that the other end of the spectrum; that is, those modifications
Counsellors perceived to be most effective. which Counsellors thought to be least effective.
43
Electronic Gaming Machines and Problem Gambling
As Table 15 shows, Counsellors believed that increasing play- TABLE 15. Least Effective EGM Modifications (Counsellors)
ers’ chances of winning (M = 1.20), decreasing their chances
of winning (M = 1.80), and reducing house advantage (M = Mean
1.60) were among the least effective EGM modifications. EGM Modification
Effectiveness Item
N
Score Rank
Moreover, they did not feel that cash payouts instead of tokens (SE)
(M = 1.40) or tickets (M = 1.60) would be particularly effec-
Increasing the chances of a win
tive. Other items with low mean effectiveness scores included occurring (e.g., 8% to 30%)
1.20 (.20) 40 5
increasing the time elapsed between initial bet and outcome (M
Paying out in cash instead of
= 1.60), raising minimum bet size (M = 1.60), reducing sound tokens
1.40 (.25) 39 5
effect volume (M = 2.00), and decreasing game variety on ma- Increasing time elapsed
chines (M = 2.00). between initial bet and
1.60 (.25) 36.5 5
outcome (e.g., 2.5 to 5 sec. reel
Problem Gamblers’ Opinions. In keeping with the Counsellors, spin)
Problem Gamblers assessed 40 EGM modifications. Their Paying out in cash instead of
1.60 (.40) 36.5 5
tickets
mean effectiveness scores also varied widely, ranging be-
tween 4.00 and 1.25. Table 16 (opposite page) presents those Increasing minimum bet size 1.60 (.40) 36.5 5
modifications that Problem Gamblers perceived to be most
Decreasing house advantage
effective. (i.e., average amount taken per 1.60 (.40) 36.5 5
bet by gaming operator)
As indicated in the table, eliminating electronic fund transfers
(M = 4.00) and mandatory registration/use of smart cards (M Decreasing the chances of a win
1.80 (.37) 34 5
occurring (e.g., 25% to 5%)
= 3.73) had the highest mean effectiveness scores. Moreover,
Reducing volume of sound
for the Problem Gamblers, delaying immediate access to large effects (e.g., music and ringing)
2.00 (.45) 32.5 5
wins was perceived to be among the most effective modifica- Decreasing game variety on a
tions (M = 3.50), unlike for the other Key Informant groups. 2.00 (.55) 32.5 5
machine
However, Problem Gamblers were similar to the other Key
Informant groups in the sense that they also believed that
controls on money as opposed to time expenditures would
be more effective in reducing problem gambling. That is, = 1.73)--as well as decreasing (M = 1.83) or increasing (M =
while optional and mandatory capacities to set pre-deter- 1.92) house advantage, also received low effectiveness scores.
mined spending limits made the top quartile (M = 3.25 and Other items with low mean effectiveness scores included
M = 3.09, respectively), such time-based modifications did providing Helpline number and message on the back of payout
not. Problem Gamblers also felt that removing bill acceptors tickets (M = 1.55), adding a responsible gaming button to gam-
from EGMs (M = 3.08), as well as providing continuous on- bling information screens (M = 1.91), and removing certain
screen running cash totals (M = 3.17) and displaying machine types of games on EGMs (M = 2.00).
activity in cash value instead of credits (M = 3.08), were ef- 2) Comparisons Between Key Informant Groups
fective. Other items receiving high mean effectiveness scores
included enforcing play stoppages, breaks, or interruptions (M Based on the quartile rankings of the mean effectiveness
= 3.42) and eliminating bonus rounds (M = 3.08). The EGM scores for each Key Informant group, it appears that the Key
modifications that the Problem Gamblers thought were least Informants agreed on several modifications as being the most
effective for reducing problem gambling risk are shown in and least effective for reducing problem gambling risk.
Table 17.
Top Quartile: While there were no EGM modifications that
The table shows that Problem Gamblers felt that increasing received the exact same ranking by all Key Informant groups,
minimum bet size (M = 1.25) was the least effective modifi- there was some consensus in terms of their general quartile
cation. They also thought that paying out in cash instead of placement. That is, five items were ranked in the top quartile
tickets or tokens would be relatively ineffective, as each item of mean effectiveness scores for each group, suggesting some
received a mean score of 1.67. Manipulations to the chances agreement between the groups regarding the modifications
of winning--either wins overall (M = 1.67) or small wins (M
44
Electronic Gaming Machines and Problem Gambling
TABLE 16. Most Effective EGM Modifications (Problem TABLE 17. Least Effective EGM Modifications (Problem
Gamblers) Gamblers)
Mean Mean
Effectiveness Item Effectiveness Item
EGM Modification Score
N EGM Modification N
Rank Score Rank
(SE) (SE)
Eliminating electronic fund
transfers at the EGMs e.g., direct 4.00 (.41) 1 11 Increasing minimum bet size 1.25 (.13) 40 12
debit
Providing Helpline number and
Requiring mandatory message on the back of printed 1.55 (.21) 39 12
registration/use of smart card to 3.73 (.41) 2 11 payout ticket
begin play
Paying out in cash instead of
Delaying immediate access to 1.67 (.26) 37 11
tokens
large wins (i.e., paying out large 3.50 (.42) 3 12
wins in the form of cheques) Paying out in cash instead of
1.67 (.26) 37 12
tickets
Enforcing play stoppage, break
3.42 (.36) 4 12 Increasing the chances of a win
or interruption 1.67 (.28) 37 11
occurring (e.g., 8% to 30%)
Providing an option to set Decreasing the chances of small
personal pre-determined 3.25 (.37) 5 12 1.73 (.27) 35 12
wins occurring
spending limits
Decreasing house advantage
Providing running cash totals of (i.e., average amount taken per 1.83 (.30) 34 12
3.17 (.44) 6 12
amount spent on screen bet by gaming operator)
Requiring players to set pre- Adding responsible gaming
3.09 (.37) 7 11
determined spending limits button leading to gambling 1.91 (.39) 33 12
Displaying machine activity in information screens
3.08 (.29) 9 12
cash value instead of credits
Increasing house advantage (i.e.,
Removing bill acceptors from average amount taken per bet 1.92 (.26) 32 11
3.08 (.38) 9 12
EGMs by gaming operator)
45
Electronic Gaming Machines and Problem Gambling
TABLE 18. Quartile Ranking (1-4) of Select EGM Modifications by Key Informant Group
46
Electronic Gaming Machines and Problem Gambling
TABLE 19. EGM Modification Thematic Mean Effectiveness Scores (Total Sample)
Thematic Mean
Cluster Item Effectiveness Score
(95% CI)
- Increasing time elapsed between initial bet and outcome (e.g., 2.5 to 5 sec. reel spin) 2.58 (2.25-2.90)
Speed of Play - Remove player controlled stop button. N = 39
EGM-based - Hiding spinning reels from player’s view 2.53 (2.19-3.01)
Inducements - Eliminating advertising of big prizes on machines N = 39
- Removing some types of games from EGMs altogether (e.g., poker, keno)
Game 2.19 (1.91-2.46)
- Decreasing game variety on a machine
Availability - Eliminating bonus rounds (e.g., further play on a different game with different features) N = 39
Problem
- Providing on-screen Helpline number and message 2.11 (1.83-2.39)
Gambling Help - Providing Helpline number and message on the back of printed payout ticket N = 37
Messaging
- Delaying immediate access to large wins (i.e., paying out large wins in the form of
cheques) 2.06 (1.75-2.37)
Payout Methods - Paying out in cash instead of tokens N = 39
- Paying out in cash instead of tickets
- Decreasing house advantage (i.e., average amount taken per bet by gaming operator)
- Increasing house advantage (i.e., average amount taken per bet by gaming operator)
Programmed 1.99 (1.76-2.21)
- Decreasing the chances of a win occurring (e.g., 25% to 5%)
Gaming Features - Increasing the chances of a win occurring (e.g., 8% to 30%) N = 39
- Decreasing the chances of small wins occurring
47
Electronic Gaming Machines and Problem Gambling
TABLE 20. Most Effective Venue Modifications and Perceived Evidence Strength (Researchers)
Prohibiting the cashing of cheques at venue 3.85 (.36) 2.5 13 61.5 23.1 15.4 13
Removing ATMs from the casino 3.62 (.37) 4 13 33.3 41.7 25.0 12
Prohibiting access to free alcohol 3.46 (.33) 5.5 13 46.2 38.5 15.4 13
Prohibiting the service of alcohol at the EGM 3.46 (.33) 5.5 13 46.2 30.8 23.1 13
No statistically significant differences were found using an help reduce the risk of problem gambling. The mean effective-
ANOVA to compare the four Key Informant groups’ indi- ness scores for each of the 25 items ranged from 4.00 to 1.77.
vidual thematic means. This finding suggests that there was The items deemed to be most effective by the Researchers, as
a general consensus in views across all four Key Informant well as their opinions regarding the strength of the evidence
groups regarding the effectiveness of modifications to EGMs for these modifications, are presented in Table 20.
for mitigating problem gambling.
As can be seen from the table, the most effective modifica-
Taken together, it appears that rather than manipulating the tions, as judged by the Researchers, included prohibiting ac-
experiential qualities of the game, the Key Informants in this cess to funds from credit cards at ATMs (M = 4.00), removing
study believed that putting limits on, or empowering players ATMs from the casino gaming floor (M = 3.85) or the casino
to limit their own behaviour in the face of game attractive- completely (M = 3.62), and prohibiting the cashing of cheques
ness and excitement would be the most effective approaches at venues (M = 3.85). Moreover, restrictions on alcohol also
to reducing problem gambling. Thus, while speed of play was made the top quartile.
seen as one of the more important contributors to problem
In terms of the evidence to support venue modifications, ap-
gambling, modifications to reduce speed were considered less
proximately 67% of the Researchers reported that removing
effective than modifications allowing a player to control the
ATMs from the casino gaming floor or the casino altogether had
potential effects of a faster game.
moderate to strong evidential support. Other modifications
Venue Modifications to Reduce Problem Gambling for which a significant proportion of Researchers believed
1) MeanEffectiveness Scores for Each Key Informant Group that there was strong supporting evidence included prohib-
iting access to funds from credit cards at ATMs (23.1%) and
What follows is a presentation of the most and least effective prohibiting the service of alcohol at EGMs (23.1%). The item
venue modifications identified by the four Key Informant with the weakest evidence was prohibiting cheque-cashing at
groups. For the Researchers and Specialists only, we also re- venues, with 61.5% of the Researchers indicating that they
port on the opinions regarding the strength of the evidence believed the supporting evidence for this item was weak. The
for the most and least effective modifications. modifications deemed to be least effective by the Researchers
Researchers’ Opinions. Researchers were asked to assess the and their opinions regarding the strength of the evidence for
effectiveness of 25 possible venue modifications that might these modifications are presented in Table 21.
48
Electronic Gaming Machines and Problem Gambling
TABLE 21. Least Effective Venue Modifications and Perceived Evidence Strength (Researchers)
Displaying time of day in gaming room 1.77 (.17) 25 13 66.7 25.0 8.3 12
Providing windows in the gaming room 2.08 (.27) 23 13 58.3 33.3 8.3 12
49
Electronic Gaming Machines and Problem Gambling
TABLE 22. Most Effective Venue Modifications and Perceived Evidence Strength (Specialists)
Prohibiting the cashing of cheques at venue 3.50 (.50) 2.5 8 37.5 37.5 25.0 8
Removing ATMs from the casino 3.38 (.32) 4.5 8 12.5 50.0 37.5 8
Specialists’ Opinions. Specialists were asked to assess the ef- the number of EGMs in a facility (M = 1.63) and capping the
fectiveness of 25 possible venue modifications that might help number of EGMs in a facility (M = 1.63), followed by prohibit-
reduce the risk of problem gambling. The mean effectiveness ing prize advertising at gaming venues (M = 1.75). Specialists
scores for each of the 25 items ranged from 3.75 to 1.63. The also believed that displaying time of day, providing windows in
modifications that the Specialists believed to be most effec- gaming rooms, and eliminating or reducing general gambling
tive and their opinions regarding the strength of the evidence marketing would not be very effective, as all of these items
for these modifications are presented in Table 22. had mean effectiveness scores of 1.88.
As shown in the table, prohibiting access to funds from credit In terms of evidential support, all of the least effective venue
cards at ATMs received the highest score by the Specialists (M modifications had 50% or more of the Specialists believing
= 3.75), followed by removing ATMs from the casino gaming that there was a concomitant weak evidential support base.
floor, and prohibiting the cashing of cheques at venues--both of Interestingly, at least one person (12.5%) believed that there
which had mean effectiveness scores of 3.50. Removing ATMs was strong evidence for reducing or capping the number of
from the casino and providing a self-exclusion program also EGMs in a facility, even though these two modifications were
made the top quartile. seen to be the least effective among the group as a whole.
50
Electronic Gaming Machines and Problem Gambling
TABLE 23. Least Effective Venue Modifications and Perceived Evidence Strength (Specialists)
Reducing the number of EGMs in a facility 1.63 (.26) 24.5 8 62.5 25.0 12.5 8
Capping the number of EGMs in a facility 1.63 (.26) 24.5 8 50.0 37.5 12.5 8
Displaying time of day in gaming room 1.88 (.30) 20.5 8 50.0 50.0 0.0 8
Providing windows in the gaming room 1.88 (.40) 20.5 8 50.0 50.0 0.0 8
Eliminating general gambling marketing 1.88 (.23) 20.5 8 75.0 25.0 0.0 8
Reducing general gambling marketing 1.88 (.23) 20.5 8 75.0 25.0 0.0 8
51
Electronic Gaming Machines and Problem Gambling
TABLE 24. Most Effective Venue Modifications (Counsellors) TABLE 25. Least Effective Venue Modifications (Counsellors)
Mean Mean
Effectiveness Item Effectiveness Item
Venue Modification N Venue Modification Score
N
Score Rank Rank
(SE) (SE)
Counsellors’ Opinions. Counsellors were asked to assess Gamblers, too, appeared to be somewhat more optimistic
the effectiveness of 20 venue modifications. Their mean ef- about the effectiveness of venue modifications than were
fectiveness scores ranged from 4.50 to 1.80. The items that the Researchers and Specialists. That is, Problem Gamblers’
the Counsellors believed to be most effective are presented mean effectiveness scores were considerably higher than
in Table 24. those of the Researchers and Specialists, ranging from 4.42
to 1.91. They also focused more on ATM access. The items
As can be seen in the table, the most effective venue modifi-
that the Problem Gamblers believed to be most effective are
cation according to the Counsellors was providing self-exclu-
presented in Table 26 on the next page.
sion programs (M = 4.50). They also believed that restricting
EGMs to dedicated gaming venues (M = 4.20), limiting access As shown in the table, like the Counsellors, the most effective
to ATMs through daily withdrawal restrictions (M = 4.20), de- modifications for the Problem Gamblers had means greater
nying funds from credit cards at ATMs (M = 4.20), and allow- than 4.0. These included prohibiting cheque-cashing at venues
ing only one ATM withdrawal per venue visit (M = 4.00) would (M = 4.42), restricting daily ATM withdrawal amounts (M =
also be effective. Notably, these items appeared to have been 4.25), allowing only one ATM withdrawal per venue visit (M =
rated much higher by the Counsellors than they were by the 4.25), removing ATMs from the casino altogether (M = 4.18),
Researchers and Specialists. The items that the Counsellors and prohibiting access to funds from credit cards at ATMs (M
believed to be least effective are presented in Table 25. = 4.09). The items that the Problem Gamblers believed to be
the least effective are presented in Table 27.
As indicated in the table, one venue modification was seen
to be particularly ineffective by Counsellors: providing non- As evidenced in the table, Problem Gamblers found placing
gaming entertainment on site (M = 1.80). The next lowest EGMs in a highly visible location in the facility (M = 1.91) to
items all had identical scores of 2.60. The items were: reduc- be the least effective venue modification. They also saw pro-
ing the number of EGMs in a facility, capping the number of viding other non-gaming entertainment attractions on site (M
EGMs in a facility, displaying time of day, providing windows = 2.45) and restricting EGMs to dedicated gaming venues (M
in gaming rooms, and prohibiting prize advertising at gaming = 2.45) as being less effective than the other modifications.
venues. Lastly, providing self-exclusion programs (M = 2.67) and win-
dows in gaming rooms (M = 2.73) were also rated among the
Problem Gamblers’ Opinions. Like the Counsellors, the
least effective venue modifications.
Problem Gamblers were asked to assess the effectiveness of
20 venue modifications. In this framework area, the Problem
52
Electronic Gaming Machines and Problem Gambling
TABLE 26. Most Effective Venue Modifications (Problem TABLE 27. Least Effective Venue Modifications (Problem
Gamblers) Gamblers)
Mean Mean
Venue Modification Effectiveness Item Effectiveness Item
Score
N Venue Modification Score
N
Rank Rank
(SE) (SE)
53
Electronic Gaming Machines and Problem Gambling
TABLE 28. Quartile Ranking (1-4) of Most Effective Venue Modifications by Key Informant Group
TABLE 29. Quartile Ranking (1-4) of Least Effective Venue Modifications by Key Informant Group
2) Comparisons between Key Informant Groups As shown in the table, there was somewhat more consistency
in the rankings observed, as four items placed either in, or on,
Table 28 shows the Key Informant groups’ quartile rankings
the cusp of the fourth quartile across all four Key Informant
on EGM venue modifications that they deemed to be most
groups. The modifications that were perceived to be least ef-
effective for reducing problem gambling risk.
fective for reducing problem gambling risk were providing
As can be seen in the table, there was no consistency in rank- windows or displaying time of day in gaming rooms, provid-
ings across all Key Informant groups regarding the most effec- ing non-gaming entertainment on site, and placing EGMs in
tive venue modifications, the one exception being prohibiting a highly visible location in the facility. Table 30 on the next
access to funds from credit cards at ATMs, which was ranked in page shows some notable similarities and differences be-
the first quartile by all. Two other modifications placed in the tween Key Informant group rankings that also emerged. For
top quartile for three of the four groups: Prohibiting cheque- Counsellors and Problem Gamblers, restricting daily ATM
cashing at venues and removing ATMs from the casino were withdrawal amounts and allowing only one ATM withdrawal
ranked in the top quartile for the Researchers, Specialists, per venue visit ranked in the first quartile, whereas for the
and Problem Gamblers, but fell slightly to the second quartile Researchers and Specialists, these items ranked in the second
in the Counsellors’ rankings. Table 29 shows the EGM venue and third quartiles.
modifications that were perceived to be the least effective in
There was also interesting divided opinion on two other
reducing problem gambling risk by Key Informant group.
modifications. First, the Specialists and Counsellors rated
54
Electronic Gaming Machines and Problem Gambling
TABLE 30. Quartile Ranking (1-4) of Select Venue Modifications by Key Informant Group
55
Electronic Gaming Machines and Problem Gambling
TABLE 31. Venue Modification Thematic Mean Effectiveness Scores (Total Sample)
Thematic Mean
Cluster Item Importance Score
(95% CI)
2.54 (2.07-3.01)
Advertising* Prohibit prize advertising in gaming venue.
N = 38
* The advertising thematic cluster includes only one item because not all of the other advertisement-related questions were answered by all participants..
self-exclusion programs very highly (i.e., in the 1st quartile), Counsellors, and Problem Gamblers), are presented in Table
while the Researchers and Problem Gamblers rated it in the 31.
3rd and 4th quartiles, respectively. Second, although patron
As can be seen from the table, all clusters had similar the-
information and education initiatives in the venues received
matic mean effectiveness scores, based on confidence inter-
a relatively high 2nd quartile ranking by the Specialists,
val overlap. However, further examination within the venue
Counsellors, and Problem Gamblers, the Researchers ap-
conveniences cluster (i.e., ATM, cheque-cashing, and alcohol)
peared to be significantly less enthused about its effective-
indicates that this cluster would have resulted in a higher rat-
ness, as they ranked it in the bottom quartile.
ing than the other clusters had alcohol amenities not been
3) Thematic Analysis included. That is, using a cluster consisting of only restric-
tions on ATM and cheque-cashing conveniences would have a
For this analysis, the 20 venue modification items were
significantly higher thematic mean score (M = 3.77; CI: 3.40-
grouped into six clusters. Total thematic mean effectiveness
4.13) as compared to the rest of the clusters.
scores, based on the total sample (Researchers, Specialists,
56
Electronic Gaming Machines and Problem Gambling
TABLE 32. Community Accessibility Modification Effectiveness and Perceived Evidence Strength (Researchers)
Centralizing EGMs to one or a few locations 3.54 (.27) 38.5 46.2 15.4 13
Reducing the number of EGM facilities in a community 3.46 (.29) 53.8 15.4 30.8 13
Capping the number of EGM facilities in a community 3.08 (.31) 41.7 25.0 33.3 12
Using ANOVA to compare the four Key Informant groups’ As shown, Researchers thought that the most effective com-
thematic mean effectiveness scores, no statistically signifi- munity accessibility modification was limiting concentration
cant differences emerged, which suggests that there was a of EGMs in low income neighbourhoods (M = 3.69) and re-
general consensus in views across all four groups regarding stricting EGMs to destination style gaming facilities away from
the general effectiveness of venue modifications for mitigat- residential populations (M = 3.62). These were followed by
ing problem gambling. centralizing EGMs to one or a few locations (M = 3.54), and
reducing (M = 3.46) and capping (M = 3.08) the number of
In conclusion, similar to their opinions on EGM features,
EGM facilities in a community.
Key Informants believed that modifications to venue features
that affect expenditure and access to funds would be the most In terms of evidence strength, at least 30% of the Researchers
effective measures to reduce problem gambling risk out of thought that there was strong support for three community
the possible venue modifications examined. accessibility modifications: limiting concentration of EGMs in
low income neighbourhoods, reducing the number of EGM fa-
Community Accessibility Modifications to Reduce Problem cilities in a community, and capping the number of EGM facili-
Gambling
ties in a community. In terms of weak support, the majority of
1) Mean Effectiveness Scores for Each Key Informant Group Researchers thought that there was insufficient evidence for
The last section of the questionnaire asked respondents to reducing the number of EGM facilities in a community (53.8%)
rate the effectiveness of five initiatives related to restricting and restricting EGMs to destination style gaming facilities
community accessibility to EGMs. What follows is a presen- away from residential populations (46.2%). The weak support
tation of the most and least effective modifications as iden- for this latter modification is notable given that Researchers
tified by each of the four Key Informant groups. Again, for considered it to be one of the more effective modifications.
the Researchers and Specialists, we also report their opinions
regarding the strength of the evidence for the most and least
effective modifications.
57
Electronic Gaming Machines and Problem Gambling
TABLE 33. Community Accessibility Modification Effectiveness and Perceived Evidence Strength (Specialists)
Reducing the number of EGM facilities in a community 2.63 (.32) 37.5 50.0 12.5 8
Centralizing EGMs to one or a few locations 2.63 (.46) 25.0 50.0 25.0 8
Capping the number of EGM facilities in a community 2.38 (.38) 25.0 75.0 0.0 8
Specialists’ Opinions. Specialists also rated the effectiveness of Counsellors’ Opinions. The Counsellors’ mean effectiveness
the five modifications to community accessibility. The mean scores for the five community accessibility modifications
effectiveness scores for this Key Informant group ranged from had the widest range (3.80 to 2.00) of all the Key Informant
3.00 to 2.38. These scores were generally lower than those of groups. Results showing their mean effectiveness scores and
the Researchers. Results are presented in Table 33. standard errors are reported in Table 34 on the next page.
As seen in the table, the item considered to be most effective As the table shows, the most effective modification accord-
by Specialists was restricting EGMs to destination style gam- ing to the Counsellors was centralizing EGMs to one or a
ing facilities away from residential populations (M = 3.00). few locations (M = 3.80). The next most effective modifica-
Reducing the number of EGM facilities and centralizing EGMs tions were reducing and capping the number of EGM facilities
to one or a few locations had the next highest mean effective- in a community, which both had a mean score of 3.00. The
ness scores (M = 2.63 each, respectively). The Specialists Counsellors felt that limiting concentration of EGMs in low
thought that the least effective modifications were limiting income neighbourhoods (M = 2.20) and restricting EGMs to
concentration of EGMs in low income neighbourhoods (M = destination style gaming facilities away from residential popu-
2.43) and capping EGM facilities in a community (M = 2.38). lations (M = 2.00) would be the least effective modifications.
In terms of the strength of evidence for these modifications, Problem Gamblers’ Opinions. Problem Gamblers were asked
Specialists appeared to be more pessimistic than Researchers. to assess the effectiveness of the five modifications to EGM
In fact, none of the Specialists thought that there was strong community accessibility. Their mean effectiveness scores had
evidence for three modifications—restricting EGMs to desti- a tight range, from 3.75 to 3.33. The results are presented in
nation style gaming facilities, away from residential popula- Table 35.
tions; limiting concentration of EGMs in low income neigh-
As can be seen, the most effective modifications according to
bourhoods; and capping the number of EGM facilities in a
Problem Gamblers were capping the number of EGM facilities
community—even though the first of these modifications was
in a community (M = 3.75) and reducing the number of EGM
considered by Specialists to be most effective. Nonetheless,
facilities in a community (M = 3.73). The least effective modi-
with the exception of restricting EGMs to destination gaming
fication was centralizing EGMs to one or a few locations (M =
facilities, at least half of the Specialists believed that there was
3.33). However, because the scores were so close, it is likely
a moderate degree of evidence supporting the effectiveness of
that the Problem Gamblers considered these modifications
the modifications.
to be similarly effective in reducing problem gambling risk.
58
Electronic Gaming Machines and Problem Gambling
TABLE 34. Community Accessibility Modification TABLE 35. Community Accessibility Modification
Effectiveness (Counsellors) Effectiveness (Problem Gamblers)
Mean Mean
Community Accessibility Effectiveness Community Accessibility Effectiveness
Score
N Score
N
Modification Modification
(SE) (SE)
TABLE 36. Item Ranking of Community Accessibility Modifications by Key Informant Group
2) Comparisons Between Key Informant Groups both the Researchers and Specialists (5). Conversely, the
Researchers and Specialists tended to believe that restricting
The item rankings of community accessibility modifications
EGMs to destination style gaming facilities away from residen-
for each Key Informant group are reported in Table 36.
tial populations was one of the more effective items (ranking
As indicated in the table, no one community accessibility of 2 and 1, respectively), while the Counsellors and Problem
modification emerged as the consensus choice for most ef- Gamblers ranked it in the bottom half of the items (5 and 4,
fective modification. In fact, all four Key Informant groups respectively).
had a different number one ranked modification. Capping
Despite these contrasts, it should be remembered that the
the number of EGM facilities in a community was gener-
modifications for Researchers and Problem Gamblers had
ally rated among the most effective modifications by the
very close mean effectiveness scores, which suggests that
Counsellors (2.5) and Problem gamblers (1), but last for
the items were perceived rather similarly in terms of effec-
59
Electronic Gaming Machines and Problem Gambling
60
Electronic Gaming Machines and Problem Gambling
3 FOCUS GROUPS WITH with both slot machines and VLTs. Only a few participants
were currently gambling; most stopped because of financial
consequences or feelings of guilt, shame, or remorse.
PROBLEM GAMBLERS
EGM Features that Contribute to Problem Gambling
All participants felt that there were specific features associated
with EGMs that contributed to problems. Commonly men-
tioned were features that increase losses, such as fast speed of
play and number of betting lines. Others talked about features
that increase the sense of control over a game’s outcome, such
as bonus rounds. Some mentioned that intermittent wins in-
crease the belief that wins are inevitable; similarly, some said
that new machines make them believe that an EGM is more
METHODOLOGY
likely to pay out soon. Several said that the hope of winning
Two focus groups with EGM Problem Gamblers were con- a large jackpot contributed to problems. Others said that the
ducted for this study, both by Dr. Jamie Wiebe of Factz sounds and graphics of the machines produce an adrenaline
Research. One focus group was held in Regina, Saskatchewan rush.
(N = 4); the other in Ajax, Ontario (N = 8). Participants were
All participants felt that EGMs create more problems than
recruited via a flyer that was shown to them by the counsellor
other forms of gambling. In this regard, as stated above,
who ran their group therapy sessions. Of the 12 participants,
many mentioned speed of play as an important factor, in that
7 were female, 5 were male. Most were between 40 and 50
money is lost very quickly. Others said that EGM jackpots are
years of age (Mean = 52; Range = 37-75).
relatively large, compared, for instance, to games like black-
During the focus groups, participants were first asked about jack. Some talked about how the colors and movements on
their history of gambling and problem gambling. They were the screen of EGMs create excitement. Others said that bonus
then asked to give their opinions on the three EGM frame- rounds create instant gratification that you do not get from
work areas (i.e., EGM features, venue features, community other forms of gambling. A few mentioned the random nature
accessibility features), and the modifications in these areas of EGM games and feeling that a win is around the corner. As
they thought would reduce EGM-related problem gambling one participant noted, “You keep thinking that you are going
risk. (For more detail on what was asked in the focus groups, to win. If credit goes down, you just feed the machine.” One
please see Appendix 5.). Each focus group lasted approxi- participant felt that EGMs were different because there is no
mately 1.5 hours. In exchange for their time, participants personal element. “If there was personal interaction, I would
were given $50 worth of gift certificates to a local grocery take it more personally that you are taking my money and
store. The results of the focus groups are presented below. would walk away, but it’s a machine and there is no emotional
Note that for the sake of brevity, only the findings relevant to attachment.”
the present report are provided.
Venue Features that Contribute to Problem Gambling
Participants were asked whether there were features specific
RESULTS to the EGM gaming venue that they felt contributed to prob-
lems. A few talked about the excitement and exhilaration cre-
History of Gambling and Problem Gambling
ated from the venue’s sounds and lights. The most common
In general, participants were first introduced to EGMs by feature identified was accessibility to cash, through ATMs and
chance, through friends or family, out of curiosity, or because lines of credit.
the EGM venue was accessible. Participants reported gam-
bling on EGMs for approximately one to seven years before Many participants noted the features of EGM venues that
they felt that they had developed a problem. Most reported they believed did not affect problem gambling. One of these
difficulties with slot machines only; two reported difficulties was access to alcohol. As one participant stated, “People that
61
Electronic Gaming Machines and Problem Gambling
get drunk at casinos are not gamblers, they are there for fun.” 3 reels.” Another participant suggested limiting the number
Another venue feature that some participants believed did of lines: “People feel that if they max bet, you will win more
not contribute to problems was the number of machines at money, especially if you are down. Limiting max bets might
a venue—that people with gambling problems will line up not stop a problem gambler, but will take him a lot longer to
for machines regardless, particularly if the machines have not lose his house.” Many participants recommended having pre-
paid out recently. Other participants, however, felt that fewer determined spending limits. Some felt that money should be
machines might prevent problems from developing in the displayed on an EGM in dollars and cents, rather than cred-
first place, with one participant stating, “You don’t become a its. Two participants felt that pop-up messages showing the
problem gambler if you can’t get on a machine.” amount of time and money spent would help: “If I knew I
was feeding the machine for X hours and putting X dollars
When asked what initially drew them to the EGM venue, a
in, I would be walking away.” A few, however, felt that this
few participants talked about the venue’s social aspect and
information would not be useful, as one participant stated, “I
novelty; that it was a new place to experience with friends
knew how long I had been there and how much money I had
and family. Many described the excitement created from all
spent. I didn’t care.” One participant felt that having infor-
of the sounds, sights and smells: “The casino was new, a new
mation on the odds of winning and signs of a problem would
experience. It was exciting, the big talk of the town. I felt like
be beneficial. Most, however, felt that warnings wouldn’t help
a high roller—here we are, just like Vegas. I wanted to be part
“until you know what it is like to be addicted.”
of the excitement, in the now, in the know, not wanting to
miss anything.” A couple of participants said that they ex-
Venue Modifications to Reduce Problem Gambling
perienced large wins the first few times they played slot ma-
chines at a venue; one participant described the wins as “The When asked what modifications they would make to EGM
moment of reckoning: I felt invincible…heck of a lot easier venues to reduce problem gambling, many participants
sitting in front of a slot machine than working.” Others men- suggested eliminating access to money (e.g., through ATMs,
tioned the anonymity as a drawing factor: “Nobody knew me. cheque-cashing, lines of credit, etc.). Some felt that having
I was allowed to be someone different…as opposed to who I to leave the venue to obtain additional cash would give them
was at home, under pressure, fulfilling the roles.” One partici- time to think about what they were doing. One participant,
pant talked about loneliness and hating to come home to an however, felt that while removing ATMs from gaming venues
empty house; the venue was a safe place to go to and, having would be a slight inconvenience, they would still leave the
saved all her life, she felt that she deserved to spend money venue to access more money if they wanted it. Another com-
on herself. mon suggestion noted by participants was mandatory smart
cards that had maximum limits on the amount of money
that could be spent; participants said that the cards should
Community Accessibility Features that Contribute to
Problem Gambling apply to all EGM venues. One participant recommended a
“no re-entry rule,” whereby if a gambler leaves the venue, he
All participants felt strongly that increased community accessi-
or she cannot not re-enter it for a specified period of time.
bility to EGMs contributed to gambling problems. A few said
Responding to this suggestion, another participant felt that
that they had stopped gambling and moved to an area that
a no-entry rule would indeed have helped him, as he would
did not have machines, but then they started gambling again
normally leave his bank cards in the car, enter the venue with
when machines were brought into their neighbourhood.
his cash limit, but then go back to his car for more money to
try to win back the money he had lost. Some felt that infor-
EGM Modifications to Reduce Problem Gambling
mation in the venue regarding signs of a problem and where
Participants were asked what modifications to EGMs they to find help would be helpful. Others disagreed, saying that
thought would help reduce problems. This produced a va- they would only call a helpline once they hit rock bottom,
riety of responses. Many said that reducing the speed of play, and that “a gambler in action is focused on the machine, not
betting lines, and maximum bets would help. One participant messages.”
suggested having just three reels on a machine: “It is too over-
stimulating with all of the lines. It would be boring with just
62
Electronic Gaming Machines and Problem Gambling
63
Electronic Gaming Machines and Problem Gambling
64
Electronic Gaming Machines and Problem Gambling
and satisfaction 22, 24-25 and was not an important harm mini- port among Key Informants for introducing other forms of
mization strategy.26 ATM restrictions. These included tighter controls over with-
drawal limits which, again, was supported by research in the
Items related to machine-based game outcomes (e.g., hit
literature. 39
rates), sensory stimulation (e.g., sound effects), and type of
games offered (e.g., poker) were ranked by Key Informants Consistent with their views on the least important venue
among the bottom half of the areas examined. Here again, contributors to problem gambling, Key Informants were in
the Key Informants appeared to be more interested in mea- high agreement that the least effective venue modifications
sures that protect players from the potential risks of EGMs, were placing EGMs in highly visible locations in the gaming
rather than in measures that might dampen their emotional facility and providing windows and clocks in gaming rooms.
experience of playing on the machines and make them less Providing non-gaming entertainment on site was also ranked
exciting. very low, suggesting that such a diversion would be ineffec-
tive for displacing problem gambling behaviour.
While the Key Informants generally seemed to be interested
in features that control or limit player spending, it should
Community Accessibility Features
be noted that there were some exceptions. They gave rela-
tively low ratings to restrictions on betting options, but high- Contributors
er ratings to reducing speed of play and the appearance of Overall, the community accessibility features that Key
near-misses. Informants believed would be relatively more important
contributors to problem gambling were those related to EGM
Venue Features distribution; that is, wide dispersion of EGMs throughout
the community, large number of community venues housing
Contributors
EGMs, and convenient locations of EGM venues (e.g., close
According to the Researchers and Specialists in this study,
proximity to high residential populations). Researchers gen-
the most important EGM venue contributors to problem
erally rated all of the community accessibility features higher
gambling were ATMs located on the gaming floor or close
than did the Specialists.
to machines, 24-hour EGM access, and marketing targeted
directly to the EGM player. Overall, easy access to money, Modifications
via ATM machines specifically, was seen as a very important In terms of relative rankings, there was considerable varia-
contributor to problem gambling. Conversely, some of the tion among the four Key Informant groups. There was no one
venue features normally associated with isolation and dis- item that all groups agreed was the most effective community
sociation, such as the absence of clocks and windows, were accessibility modification. However, it appears that the Key
judged to be relatively unimportant. Offering EGMs in a Informants as a group would agree that reducing the number
dedicated gaming venue such as a racetrack or casino was of EGM facilities and centralizing EGMs to one or a few lo-
also reported to be among the least significant contributors cations would be the most effective community accessibility
to problem gambling. modification. Consistent with their views on the most signif-
icant contributors to problem gambling, the Researchers and
Modifications
Specialists supported the centralization of EGMs in fewer fa-
Although there was relatively less consensus among the four
cilities, away from residential areas, as the best way to reduce
Key Informant groups about the most effective venue modi-
problem gambling risk.
fications to reduce problem gambling risk, prohibiting access
to funds from debit and credit cards, disallowing cheque-
cashing at venues, and removing ATMs from the casino al-
LIMITATIONS
together were generally seen to be among the more effective
measures. This fits somewhat with the findings in the litera- There are several possible limitations to the present study that
ture that support placing bans on credit card cash advances should be acknowledged. First, the questionnaire and focus
and removing ATMs from the gaming floor.45, 39 It is clear that groups gathered the opinions of Key Informants regarding
in addition to removing ATMs, there was considerable sup- the importance of various contributors to problem gambling,
65
Electronic Gaming Machines and Problem Gambling
and the potential effectiveness of a number of modifications Third, although every effort was made in the present study
to reduce problem gambling risk; it did not empirically test to conduct an exhaustive review of the literature and gather
these contributors or modifications directly. the opinions of a cross-section of Key Informants, the study
does not purport to be either definitive or representative. For
Second, although the questionnaire used in the study was de-
example, given the relatively small size and specialized nature
veloped based on a thorough review of the literature and was
of the sector, the pool of Key Informants from which we had
subsequently reviewed and revised by experts in the field, it
to select our participants was relatively small, limiting the
did not undergo any psychometric testing. As a result, the
number of individuals we could ask to participate. Of those
reliability and validity of the questionnaire is unknown.
who were asked to participate, the overall response rate was
Moreover, while many questionnaire items were very clearly
60.9%.
defined (e.g., hit rates) others were less so (e.g., smart cards),
limiting the definitiveness of the conclusions that could be Finally, although two focus groups with EGM problem gam-
drawn. Further, although the range of topics covered in the blers were conducted for this study, it is generally ideal to
questionnaire was quite extensive, it asked respondents to conduct at least four to six in order to increase the likeli-
provide their opinions on items in isolation, or independent hood that saturation will be reached (i.e., that all novel ideas
from each other. In practical application, however, these and opinions will be generated by participants).113 Given the
items interact in a potentially infinite number of ways. By fo- consistency in findings obtained from the focus groups and
cusing on items in isolation, the questionnaire may limit the questionnaires filled out by all Key Informants in this study,
generalizability of its findings. however, we have increased confidence in the integrity of our
data.
66
Electronic Gaming Machines and Problem Gambling
67
Electronic Gaming Machines and Problem Gambling
be used right at the EGM or gaming table. Although there is community accessibility modification, restricting the number
currently little research available on ATM access as it relates of EGM venues within a given community and concentrating
to problem gambling, there was a clear consensus among the machines in centralized locations seems to be the preferred
Key Informants that removing ATMs from the gaming floor options for reducing the risk of problem gambling. The Key
or from the premises completely would help reduce the risk Informants rated the effectiveness of all the community ac-
cessibility modifications relatively high, though, making it
of players developing gambling problems.
difficult to clearly identify a single modification as being no-
While removing bill acceptors altogether or removing large tably more effective than the others.
denomination bill acceptors from EGMs were rated highly
as effective modifications by the Researchers and Specialists, Other Notable Observations
these items did not receive as much endorsement from the Strength of Evidence
Counsellors or Problem Gamblers. These modifications may Both the Researchers and the Specialists were asked to assess
be of decreasing concern as TITO (Ticket-in Ticket-out) sys- the strength of evidence for each modification item within
tems become a larger part of the EGM landscape. the three framework areas. While the Specialists were more
optimistic than the Researchers were regarding such evi-
Pre-commitment dence, overall, there appeared to be low levels of confidence
in the strength of the current evidence base. Moreover, there
The concept of pre-commitment was pioneered by Mark
was little connection between Key Informant perception of
Dickerson in Australia and has been adopted in a variety
evidence strength and the actual strength of evidence uncov-
of ways in recent years. The core of pre-commitment is the ered in the literature review.
creation of pre-set spending or time limits prior to the ac-
tual gambling session. There was considerable Key Informant EGM-based Inducements
support in the present study for the general creation of pre- There are many features that can be programmed into EGMs
commitment initiatives for gamblers. However, while there to promote further play, such as prize advertisements and free
was support for all initiatives, the Key Informants tended games. While these features were mentioned many times in
to see money limits as more effective than time limits. They the focus groups and questionnaire as contributors to prob-
also tended to prefer mandatory requirements over optional lem gambling, they did not get enough attention as modifica-
tions to be considered top priorities. However, the frequency
ones.
of their mention suggests that many Key Informants believed
that this area warrants further consideration and study.
The Use of Smart Card Technology
The use of smart cards was one of the most highly endorsed Responsible Gambling Messages
modifications to reduce problem gambling risk found in this Rankings related to responsible gambling messages on ma-
study. As discussed earlier, however, the questionnaire did chines or in venues appeared in the mid-range of the themat-
not provide a definition of smart card technology, nor did it ic rankings. This would suggest that there is reasonable sup-
provide an extensive opportunity for Key Informants to elab- port for such messages, but little confidence that they would
have a large influence on problem gambling.
orate on the type of smart card system that they had in mind.
Nevertheless, at a very minimum, the Key Informants seemed
Conclusion
to understand that it involved a universal registration system
and a requirement to have a card for machine access. Given Taken together, the literature and opinions from this study’s
Key Informants suggest a strong relationship between EGMs
that smart card systems can vary significantly on a number
and problem gambling; however, the nature of this relation-
of characteristics (e.g., time and money spending limits, op-
ship is unclear. Many modifications to EGM features, venue
tional/mandatory features, type and level of enforcement), features, and community accessibility features were readily
Key Informants would, undoubtedly, have varying views on endorsed by Key Informants. There is now a need for fur-
the breadth and comprehensiveness of such systems. ther research to assess the impact and effectiveness of these
modifications in practical application that takes into account
Restricting Community Access jurisdictional social, political, economic, and geographical
While there was no consensus amongst the study’s Key dynamics.
Informants as to what might constitute the most effective
68
Electronic Gaming Machines and Problem Gambling
69
Electronic Gaming Machines and Problem Gambling
22. Loba, P., Stewart, S. H., Klein, R. M., & Blackburn, J. 30. Griffiths, M., & Parke, J. (2005). The psychology of
R. (2001). Manipulations of the features of stan- music in gambling environments: An observa-
dard video lottery terminal (VLT) games: Effects tional research note. Journal of Gambling Issues,
in pathological and non-pathological gamblers. 13. Retrieved August 31, 2006, from http://www.
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73
Electronic Gaming Machines and Problem Gambling
74
Electronic Gaming Machines and Problem Gambling
APPENDIX 1: Calgary.
David Hodgins, Professor, Department of Psychology,
KEY INFORMANTS University of Calgary.
David Korn, Professor, Department of Public Health
Sciences, University of Toronto.
Robert Ladouceur, Professor, Department of
Psychology, Université Laval.
Tracy Schrans, Owner and Vice President, Focal
Research Consultants Ltd.
A total of 69 Key Informants from across Canada and
Garry Smith, Gambling Research Specialist, Alberta
abroad were asked to participate in this study. They in-
Gaming Research Institute, Faculty of Extension,
cluded: 1) problem gambling Researchers, identified University of Alberta.
through the published literature and/or personal referral;
2) gaming and problem gambling Specialists (i.e., health Sherry Stewart, Professor, Department of Psychology,
and problem gambling professionals, regulators, opera- Community Health and Epidemiology, Dalhousie
University.
tors,) identified through gambling governing bodies and/or
personal referral; 3) problem gambling Counsellors, iden- Tony Toneatto, Research Scientist, Centre for Addiction
tified through addiction agencies in Saskatchewan and and Mental Health.
Ontario and/or personal referral; and 4) EGM Problem Nigel Turner, Research Scientist, Centre for Addiction
Gamblers themselves, recruited through problem gambling and Mental Health.
services in Saskatchewan and Ontario. The names of the
Key Informants asked to participate in the study are listed Jamie Wiebe, President, Factz Research.
below.xix Robert Williams, Professor, School of Health Sciences,
University of Lethbridge.
PROBLEM GAMBLING RESEARCHERS
Harold Wynne, President, Wynne Resources.
Canadian
American
Pamela Collins, Project Co-coordinator, Dalhousie
Bo Bernhard, Assistant Professor of Sociology,
Gambling Lab, Department of Psychology,
University of Nevada, Las Vegas.
Dalhousie University.
Robert Breen, Associate Director, Rhode Island
Brian Cox, Professor, Departments of Psychiatry and
Gambling Treatment Centre.
Psychology, University of Manitoba.
Mark Dixon, Associate Professor, Behavior Analysis and
Shawn Currie, Researcher, Alberta Gaming Research
Therapy program,
Institute.
Rehabilitation Institute of Southern Illinois University.
Jeffrey Derevensky, Department of Educational and
Lia Nower, Assistant Professor of Social Welfare,
Counselling Psychology, McGill University.
University of Missouri.
Harley Dickinson, Professor, Department of Sociology,
Rachel Volberg, President, Gemini Research Ltd.
University of Saskatchewan.
Jeffrey Weatherly, Department Chair, Department of
Katharine Diskin, PhD Candidate, University of
Psychology, University of North Dakota.
Mark Zimmerman, Associate Professor, Department of
xix In order to preserve anonymity and confidentiality, the names of the Psychiatry and Human Behavior, Brown University.
Problem Gamblers who participated in this study are not reported here.
75
Electronic Gaming Machines and Problem Gambling
Michael Walker, Senior Lecturer, School of Psychology, Kent Verlik, Director, Social Responsibility, Ministry of
University of Sydney. Gaming (Alberta).
International
SPECIALISTS
Linda Woo, Executive Director, Licensing and Gaming
Services, Queensland Office of Gaming Regulation.
Health and Problem Gambling Professionals
Operators
Canadian
76
Electronic Gaming Machines and Problem Gambling
Saskatchewan
Ontario
77
Electronic Gaming Machines and Problem Gambling
APPENDIX 2:
KEY INFORMANT
QUESTIONNAIRE
The Responsible Gambling Council (RGC) would like to learn more about the relationship between EGMs and problem gam-
bling from experts such as you. To assist us in this endeavor, we have developed the following questionnaire, which we hope
you will complete. We expect it should take no longer than one hour and would be most appreciative if you could return it to
us no later than July 7, 2006.
Unless you indicate otherwise, your responses to this questionnaire will be kept confidential. That is, your answers will be saved
on a secure server, only members of the RGC research team and the Saskatchewan Liquor and Gaming Authority (SLGA) will
have access to them, and your name will not be associated with your responses in any published reports. However, if you are
open to us citing your ideas directly in our final report, please check the appropriate box at the end of the questionnaire. This
will ensure that if we do include any of your quotes, they will be properly credited to you. Please note that while your answers
will not be associated with your name unless you check this box, we will include in the final report the names of experts we
consulted with for the purpose of this study.
We may want to follow up with you at a later date to explore further some of your opinions and ideas expressed in the survey.
If you are open to potentially being re-contacted, please check the appropriate box at the end of the questionnaire.
If you would like to see and print the questionnaire in its entirety before you begin, please click here.
78
Electronic Gaming Machines and Problem Gambling
The following is a compilation of some of the key features of electronic gaming machines (EGMs i.e., slots and video lottery
terminals), venues, and accessibility factors said to contribute to problem gambling. In your opinion, using the 5-point scale
provided, please indicate the importance of each feature as a contributor to problem gambling.
Moderately
Important
Important
Important
Important
Important
Extremely
Not at all
Slightly
In your opinion, how important are the following factors as contributors to EGM-
Very
related problem gambling?
EGM Features
Fast speed of play (e.g., shorter time between initial bet and outcome) 1 2 3 4 5
Bill acceptors 1 2 3 4 5
Large range between minimum and maximum betting amounts (e.g., 1¢ to $5) 1 2 3 4 5
Frequent presentation of big prize symbols shown during play (e.g., reel placement) 1 2 3 4 5
Type of games available on one machine (e.g., poker, video slots, keno) 1 2 3 4 5
Multiple game possibilities on one machine (e.g., poker, video slots, keno) 1 2 3 4 5
Bonus round game features that reward players with further play on related game with different
1 2 3 4 5
features
Large mixture of small, medium, and large prize values, that increases the volatility of the game (i.e.
1 2 3 4 5
game is less predictable)
79
Electronic Gaming Machines and Problem Gambling
Moderately
Important
Important
Important
Important
Important
Extremely
Not at all
Slightly
In your opinion, how important are the following factors as contributors to EGM-
Very
related problem gambling?
EGM Features
Higher house advantage or edge (i.e., average amount per bet taken by gaming operator) 1 2 3 4 5
Lower house advantage or edge (i.e., average amount per bet taken by gaming operator) 1 2 3 4 5
Offering winning outcomes more frequently through a higher “hit-rate” (i.e., higher chances of a win
1 2 3 4 5
occurring)
Offering winning outcomes less frequently through a lower “hit-rate” (i.e., lower chances of a win
1 2 3 4 5
occurring)
Offering small-win outcomes more frequently through a lower “hit-rate” (i.e., higher chances of a
1 2 3 4 5
small win occurring)
No clocks in venue 1 2 3 4 5
No windows in venue 1 2 3 4 5
80
Electronic Gaming Machines and Problem Gambling
Very Important
Moderately
Important
important
important
important
Extremely
Not at all
Slightly
In your opinion, how important are the following factors as contributors to EGM-
related problem gambling?
Convenient location of EGMs sites (e.g., close proximity to high residential populations) 1 2 3 4 5
81
Electronic Gaming Machines and Problem Gambling
Referring to Section A, please list the top three most important EGM features, EGM Venue features, and Community Accessi-
bility features that you think most likely contribute to problem gambling. For instance, if you think that sound effects are the
EGM feature that most likely contributes to problem gambling, indicate this as your first choice, and then please explain your
reasoning for your selection.
First
Second
Third
Please indicate any other EGM feature, not listed in Section A, that you think is an important contributor to problem gam-
bling. Please also explain your reasoning for specifying this additional feature.
First
Second
Third
Please indicate any other EGM Venue feature, not listed in Section A, that you think is an important contributor to problem
gambling. Please also explain your reasoning for specifying this additional feature.
First
Second
Third
Please indicate any other Community Accessibility feature, not listed in Section A, that you think is an important contributor
to problem gambling. Please also explain your reasoning for specifying this additional feature.
82
Electronic Gaming Machines and Problem Gambling
It has been suggested that a number of modifications to EGMs, the venues that house them, and their overall accessibility in
the community may help reduce the risk of problem gambling. Using the 5-point scale provided, please indicate how effective
you think each modification would be in reducing this risk. Also, using the 3-point scale, please indicate your opinion of how
strong the evidence is to support the effectiveness of each modification in reducing this risk.
MODIFICATIONS
Extremely effective
Not at all effective
Slightly effective
Very effective
Moderately
Moderate
effective
Strong
Weak
EGM
Increasing time elapsed between
initial bet and outcome (e.g., 2.5 to 1 2 3 4 5 1 2 3
5 sec. reel spin)
83
Electronic Gaming Machines and Problem Gambling
MODIFICATIONS
Extremely effective
Not at all effective
Slightly effective
Very effective
Moderately
Moderate
effective
Strong
Weak
EGM
84
Electronic Gaming Machines and Problem Gambling
MODIFICATIONS
Extremely effective
Not at all effective
Slightly effective
Very effective
Moderately
Moderate
effective
Strong
Weak
EGM
Decreasing house advantage (i.e.,
average amount taken per bet by 1 2 3 4 5 1 2 3
gaming operator)
85
Electronic Gaming Machines and Problem Gambling
MODIFICATIONS
Extremely effective
Not at all effective
Slightly effective
Very effective
Moderately
Moderate
effective
Strong
Weak
EGM
86
Electronic Gaming Machines and Problem Gambling
MODIFICATIONS
Moderately effective
Extremely effective
Not at all effective
Slightly effective
Very effective
Moderate
Strong
Weak
EGM VENUE
Reducing the number of EGMs in
1 2 3 4 5 1 2 3
a facility
Capping the number of EGMs in
1 2 3 4 5 1 2 3
a facility
Providing non-gaming
1 2 3 4 5 1 2 3
entertainment on site
Restricting EGMs to dedicated
gaming venues (EGM site, 1 2 3 4 5 1 2 3
racetrack)
Placing EGMs in a highly visible
1 2 3 4 5 1 2 3
location in the facility
Displaying time of day in gaming
1 2 3 4 5 1 2 3
room
Providing windows in the gaming
1 2 3 4 5 1 2 3
room
87
Electronic Gaming Machines and Problem Gambling
MODIFICATIONS
Moderately effective
Extremely effective
Not at all effective
Slightly effective
Very effective
Moderate
Strong
Weak
EGM VENUE
Eliminating general gambling
1 2 3 4 5 1 2 3
marketing
Reducing general gambling
1 2 3 4 5 1 2 3
marketing
COMMUNITY ACCESSIBILITY
Reducing the number of EGM
1 2 3 4 5 1 2 3
facilities in a community
Capping the number of EGM
1 2 3 4 5 1 2 3
facilities in a community
Centralizing EGMs to one or a few
1 2 3 4 5 1 2 3
locations
Restricting EGMs to destination
style gaming facilities, away from 1 2 3 4 5 1 2 3
residential populations
Limiting concentration of EGMs in
1 2 3 4 5 1 2 3
low income neighbourhoods
88
Electronic Gaming Machines and Problem Gambling
Please list the top three modifications to EGMs, Venues, and Community Accessibility that you think would most likely
reduce problem gambling risk. For example, if you think that reducing speed of play is the most important EGM feature to
change, please indicate this as your first choice and then please explain your reasoning.
First
Second
Third
Please indicate any other EGM feature modification, not listed in Section B, that you think would most likely reduce EGM-
related problem gambling risk. Please also explain your reasoning for specifying this additional feature modification.
First
Second
Third
Please indicate any other EGM venue modification, not listed in Section B, that you think would most likely reduce EGM-re-
lated problem gambling risk. Please also explain your reasoning for specifying this additional venue modification.
First
Second
Third
Please indicate any other EGM accessibility modification, not listed in Section B, that you think would most likely reduce
EGM-related problem gambling risk. Please also explain your reasoning for specifying this additional modification.
89
Electronic Gaming Machines and Problem Gambling
In the space provided below, please describe your thoughts regarding any improvements you might make to the self-exclusion
program, patron information and education initiatives, and staff training programs. For example, you may want to describe
why you do not think that the advertising of the self-exclusion program is effective and what you would suggest to make
changes.
135) Please indicate any other harm minimization strategy that you think would most likely reduce EGM-related problem
gambling risk. Please also explain your reasoning for specifying this strategy.
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Electronic Gaming Machines and Problem Gambling
Key Informants who participated in this study (i.e., Re- Additional Venue Features That Contribute to Problem
searchers, Specialists, Counsellors, and EGM Problem Gam- Gambling
blers) were asked to complete a comprehensive question-
naire regarding EGM-related problem gambling (Appendix - Gambling areas that can be accessed directly from car
2). As part of the questionnaire, some Key Informants (i.e., parks and the street, as players can then access gambling
Researchers and Specialists) were asked to answer supple- in secretS
mental, open-ended questions about the factors that could
- EGMs secluded in quiet corners of gaming establish-
either contribute to, or minimize, problem gambling. Topics
ments limit interaction with others including staffS
explored in these open-ended questions relevant to the pres-
ent report include: - Venues with EGMs as a major facility, i.e., venues that
generate a high proportion of income from EGMs versus
• Additional features that might contribute to other entertainment facilities and recreational optionsR
problem gambling not already mentioned in - Promotions that require the patron to wait a long time
the questionnaire (i.e., EGM features, venue in the venue before winners are announced encourages
features, community accessibility features), longer gambling sessionsR
and
Additional Community Accessibility Features That
• Additional modifications to the above fea- Contribute to Problem Gambling
tures that might reduce problem gambling
risk not already mentioned in the question- - Over-concentration of EGM in low income neighbour-
naire. hoods may be undesirable as this needs to be balanced
against the fact that low income earners may have limit-
The responses given by the Researchers (N = 13) and Spe- ed opportunities for social interaction and having enter-
cialists (N = 12) to the open-ended portion of the question- tainment facilities located in their neighbourhood may
naire are presented below. be positive for that communityS
- Traditionally government would be responsible for
Additional EGM Features That Contribute to regulation, enforcement and consumer protection.
Problem Gambling However, in most jurisdictions that have allowed EGMs,
the governments have either become the operator, pro-
- Sound/visual effects tested on-site in venues, rather than moter, and a major beneficiary of gaming operations.
in laboratoriesRxx This appears to have compromised their previous roles.
- Continuous playR The government promotion and sanctioning of gaming
- Linked jackpots can encourage a ‘feeding frenzy’ when has led to an increase in gaming activities that perhaps
thought close to a payout levelR would not have been there had the government taken
a more enforcement role and a more public safety ap-
proach.S
xx R = Researchers; S = Specialists
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Electronic Gaming Machines and Problem Gambling
- ‘Fit’ between communities and accessibility to EGMs. We I-care system, which is a responsible gaming tracking
have evidence that some communities are more resilient system based on player wagering behaviour. This system
than others, with greater capacity to minimise gambling which is transferable to all EGM systems and venues, if
harm. Conventional socio-demographic-economic in- combined with a smart card system, would appear to be
dicators are not predictors.R a highly effective system in reducing risksS
- Free buses to gambling venues which increase accessR - Reducing ATM access might have unpredictable re-
- There is not terribly strong evidence that problem gam- sults. It might cause people to access more money ahead
bling is more so an issue for low income individuals. of time because they know they can’t access it at the
Stats I am familiar with note moderate to higher income casinoR
persons with problem gambling behaviour.S - Eliminating targeted advertisements is a bit of a problem
because it would be possible to avoid marketing to prob-
Additional EGM Modifications to Reduce Problem lem playersS
Gambling
Additional Community Accessibility Modifications to
- Control over loss limits by calibrating the central system Reduce Problem Gambling
so that players could lose no more than $50 in a 48 hour
periodR - The issue of accessibility will differ from community to
- Modifications to make the game unappealing, e.g., an community and it is necessary to understand the dy-
inter-trial interval of greater than 15 seconds (average namics of individual communities to be truly effective.S
reel spin speed 3.5 - 5.0 seconds; players play at a rate of - If the emphasis is on prevention I think you need to
one spin per 10 seconds)R provide information and messaging outside of gaming
- Some of the feature modifications identified in this sur- venues. By the time people have decided to play they
vey have interactions, e.g., increasing speed of play by are not interested in RG or PG messages. Don’t confuse
itself may have minimal effect if number of lines and responsible gambling messages with problem gambling
bet levels are kept at existing levels. However, if they are messages. Give people some guidelines by which to as-
raised at the same time, the combination could lead to sess their play. Work done by David Hodgins is very in-
problematic behavioursS teresting in this regard. Work on early education with
youth about dangers of over gambling.S
- Remove or restrict linked jackpotsR
- Prohibition may be worth thinking about - particularly
- Elimination of free spin featuresR
if there are numerous other less risky gambling options
- Photo-recognition imbedded in machines to enforce available. EGMs are clearly the most dangerous gam-
voluntary self-exclusionS bling mode!R
- reducing the number of EGMs in a communityS
Additional Venue Modifications to Reduce Problem
Gambling
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Electronic Gaming Machines and Problem Gambling
APPENDIX 4: COMPLETE
RANKINGS OF CONTRIBUTORS
AND MODIFICATIONS
TABLE A1. Rank Order of Mean Importance Scores: EGM Contributors (Researchers and Specialists)
Frequent presentation of big prize symbols shown during play (e.g., reel placement) 9.5 4.5
Bonus round game features that reward players with further play on related game with different features 9.5 11
Large number of lines to bet on in slots (e.g., 5 lines compared to 3 lines) 13.5 11
Type of games available on one machine (e.g., poker, video slots, keno) 21.5 24
Multiple game possibilities on one machine (e.g., poker, video slots, keno) 23.5 27
Higher house advantage or edge (i.e., average amount per bet taken by gaming operator) 26 20
Offering winning outcomes less frequently through a lower “hit-rate” (i.e., lower chances of a win occurring) 26 22
Lower house advantage or edge (i.e., average amount per bet taken by gaming operator) 26 24
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Electronic Gaming Machines and Problem Gambling
TABLE A2. Rank Order of Mean Importance Scores: Venue Contributors (Researchers and Specialists)
No windows in venue 12 13
No clocks in venue 14 14
TABLE A3. Rank Order of Mean Importance Scores: Community Accessibility Contributors
(Researchers and Specialists)
Convenient location of EGMs sites (e.g., close proximity to high residential populations) 3 3
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Electronic Gaming Machines and Problem Gambling
TABLE A4. Rank Order of Mean Effectiveness Scores: EGM Modifications by Key Informant Group
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Electronic Gaming Machines and Problem Gambling
Add countdown clock showing time limit remaining 30.5 12 14.5 25.5
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Electronic Gaming Machines and Problem Gambling
TABLE A5. Rank Order of Mean Effectiveness Scores Venue Modifications by Key Informant Group
Allowing only one ATM withdrawal per venue visit 9 10.5 5 2.5
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Electronic Gaming Machines and Problem Gambling
APPENDIX 5:
MAIN QUESTIONS
FOCUS GROUP SCRIPT
2. Can you tell me a bit about your experience with VLTs
and slot machines?
a. Why are you drawn to these machines over other
forms of gambling? What is it about the machines
that appeals to you?
b. What is it about VLTs and slot machines that make
them so problematic? Why do you think this? For
Two focus groups with EGM problem gamblers were con- example, some people think that their speed of
ducted for this study: One in Regina, Saskatchewan (N = 4), play is problematic. <<Can PROMPT with other
the other in Ajax, Ontario (N = 8). A description of the focus examples (see questionnaire)>>
groups’ methodology and results are presented in Chapter 3. c. If you could change anything about VLTs or slot
Below is the script that was used by the moderator to guide machines to make them less problematic, what
the focus group discussions. would you change?
d. Do you think that VLTs and slot machines are
more problematic than other forms of gambling?
INTRODUCTION If so, how would you describe the difference?
Thank you very much for agreeing to participate in this study. 3. Can you tell me about the gaming venues you’ve at-
Your input will be of great value to the research. The purpose tended?
of the focus group is to get your opinion on problem gam-
a. Why are you drawn to them? What is it about the
bling and electronic gaming machines. By electronic gaming
venues that make gambling more appealing to
machines, I mean slot machines and VLTs. During the focus you?
group, you will be asked to give your opinion on different
b. Is there anything about the gaming venue that
issues related to EGMs, the venues that offer them, and the makes gambling more of a problem for you? If so,
machines’ accessibility in the community overall. You’ll also what is it? For example, some people think that
be asked to give your opinion on what you think it is about having a large number of EGMs at a site plays a
these things that increase the risk of problem gambling, and large role. <<Can PROMPT with more examples
what you think might help reduce this risk. The focus group (see questionnaire)>>
should take no more than one and a half hours. When pro- c. If you could change anything about the gaming
viding your answers during the focus group, please try to be site to make gambling less of a problem for you,
as open, frank, and detailed as you can. what would you change and how would you do
this?
WARM UP QUESTIONS 4. Can you tell me a bit about the availability of VLTs
and slot machines in the community?
1. Can you tell me a bit about your gambling history?
a. How do you think the availability of the machines
a. How long have you been gambling? affects your gambling? Why do you think this? For
example, some people believe that having VLTs
b. Why did you start gambling?
and slot machines located close to residential areas
c. How long were you playing EGMs before you felt can be a problem.
that you had developed a problem?
<<Can PROMPT with more examples (see
d.. When you first started gambling, what form of questionnaire)>>
gambling did you do?
e. Are you currently gambling?
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Electronic Gaming Machines and Problem Gambling
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Electronic Gaming Machines and Problem Gambling
APPENDIX 6: RESULTS
Eight problem gambling counsellors from addiction agen- EGM Features That Contribute to Problem Gambling
cies participated in interviews for this study: five from
Saskatchewan, three from Ontario. Interviews were con- Many counsellors said that the fast and continuous speed of
ducted in-person or over the telephone by Dr. Jamie Wiebe play of EGMs, coupled with their sights and sounds (which
and lasted approximately one hour. Some of the topics cov- create a “numbing or intoxicating effect”) contribute to EGM-
ered during the interviews of relevance to the present report related problems. Some mentioned the machines’ varied
include: schedule of reinforcement, which makes people more likely
to chase losses because they believe a win is more likely to oc-
• Counselling experience and clientele, cur. Also mentioned was increased betting lines, which give
the perception that there is a greater chance of winning (with
• Perceived EGM features, EGM venue features, “people getting betting tolerance”). The machines’ graphics,
and community accessibility features that interactive touch screen, and bonus rounds were also men-
contribute to problem gambling,
tioned as contributors. Finally, some counsellors said that
their clients were attracted to the machines’ ease of play, and
• Perceived modifications to the above features
that might reduce EGM-related problem the lack of social interaction required.
gambling risk, and
Venue Features That Contribute to Problem Gambling
• Prevention strategies.
Most counsellors felt that access to cash through automated
The script that was used by the interviewer to guide the in- teller machines (ATMs) in the gaming venue made it too
terviews is presented in Appendix 7. The names of the coun- easy for people to exceed limits and spend additional money.
sellors who participated in the interviews are presented in Some talked about the customer-service focus, in that play-
Appendix 1. ers are called by name and made to feel important. Others
described the comfort and safety element, that there are no
set rules with EGM play—players can choose to interact or
be autonomous. One counsellor felt that the spacing of ma-
chines was a factor, noting that clients tend to have a prefer-
ence for where they want to play. Another felt that venue staff
increase beliefs that machines are due for a win by making
comments on which machines have, and have not, paid out
recently.
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Electronic Gaming Machines and Problem Gambling
Community Accessibility Features That Contribute to this change. One counsellor described the issue as follows:
Problem Gambling “If we consider this an impulse control disorder, then the
more time that you can put between the impulses, the bet-
All counsellors felt strongly that increased accessibility to
ter…the more time to have a sober second thought.” Some
EGMs in the community increased problems, stating that
felt that more could be done to intervene with the gambler at
most of their clients would not have problems if the ma-
the gaming venue by encouraging players to take a break or
chines were not in their community. In describing her clients,
by approaching those who are visibly upset. One counsellor
one counsellor noted, “many clients talk about developing
felt that an intervention would be helpful if the person was
problems by happenchance. They went to have a drink and
contemplative, but that it would annoy those who were pre-
the machines were there.” Others talked about the problem
contemplative. A few felt that players should not be allowed
of having access to EGMs in small communities, where there
to save machines, that some get attached to particular ones
are few socializing and entertainment options.
and will save them if they need to go away for some reason
(e.g., to obtain more money). Some counsellors felt that a
EGM Modifications to Reduce Problem Gambling “no save” rule would reduce the amount of time spent gam-
A frequent suggestion to reduce EGM problem gambling bling. A number of participants recommended that venues
related to the machines themselves was to have smart cards provide information on the odds of winning, how the games
which include maximum spending limits or allow players work, cost of playing, return rates, and the likelihood of win-
to set their own limit. One counsellor noted, “Clients often ning large prizes. As one participant explained, “People don’t
say that they start with a limit but that they don’t stick to it. understand how the machines work. They believe that their
A preset limit would work for some.” The counsellors from odds of winning are higher. They don’t realize that the ma-
Saskatchewan specifically noted the need for a card that ap- jority of prizes are small. They don’t understand the slippery
plied to both casinos and VLT sites. Another common sug- slope of not winning over time. They believe that some skill
gestion was to display machine activity in dollars or cents, is involved.” One counsellor suggested that this information
rather than in credits, that it is easier to devalue the amount be made available to all players when signing up for a player’s
being spent and to lose track of expenditures with the latter. card.
To help reduce the amount of money spent, a few counsellors There were several venue modifications that counsellors be-
recommended reducing maximum bets, number of betting lieved would not affect problem gambling risk. Most, for in-
lines, and near misses (which increase the belief that a win stance, felt that changing the hours of operation of a gaming
is imminent). venue would not have an impact. As one participant stated,
Many counsellors noted that there were minimal changes that “They tend to set a time when they gamble. It’s not about time
could be done to EGMs to assist their clients. As one counsel- but about loss of control.” Reducing the number of machines
lor noted, “People with problems will play the machines no at a venue was also seen by some as ineffective, as it “would
matter how much they can bet.” Some counsellors felt that have to be so pronounced and only make a difference if ma-
pop-up messages that inform players of the amount of time chines are fully utilized all the time and this is not the case.”
and money they have spent are a nuisance; two counsellors Others noted that those with problems will wait in line for
described players with problems as being in the “zone,” such a machine. Serving alcohol wasn’t seen as making much of
that it is easy for them to disconnect from pop-up messages. a difference, “for most clients, it is not about the alcohol.”
Slowing down machines was not viewed as an effective mea- Banning prize ads was not viewed as having an impact be-
sure, with one participant stating “you would have to slow it cause clients know all about the prizes. Finally, although pro-
down so much that it is not an option.” viding information about the signs of a gambling problem
was not seen as impacting those with problems, many noted
Venue Modifications to Reduce Problem Gambling that it may be important for preventing problems.
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Electronic Gaming Machines and Problem Gambling
Prevention Strategies
All of the counsellors felt that it is very difficult to reach those
who already have gambling-related problems, but that things
could be done to prevent problems from developing in the
first place. Suggestions of how best to prevent problems were
quite varied and included the following:
- Decrease access to EGMs: Remove VLTs from bars
and restaurants; remove EGMs from residential
areas.
- Decrease access to money: Remove ATMs from gam-
ing venues.
- Increase control over money spent: Provide smart
cards that specify maximum amounts that can be
spent; decrease maximum bets.
- Increase honesty and transparency: Inform consum-
ers of the risks, expected losses per hour, and odds
of winning; display machine activity in dollars or
cents rather than credits.
- Reduce gambling advertising: Many called for a re-
duction in gambling advertising, with one par-
ticipant stating that the “product is marketed to a
point where we think that gambling circumvents
problems.”
- Raise public awareness of the problems associated
with gambling: One participant noted that it is still
“not okay to talk about problem gambling publicly.
People suffer alone. Society needs more normaliz-
ing that problems do occur.” Another felt that it is
important to let people know that gambling can be
controlled, that you don’t have to quit in order to
get help.
- Intervene early: Provide on-site professionals who
can approach players displaying distress or who
have been gambling for extended periods of time.
- Target youth: Participants noted the importance of
early education and informing youth of the risks as-
sociated with gambling before they reach legal age.
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Electronic Gaming Machines and Problem Gambling
MAIN QUESTIONS
Thank you very much for agreeing to participate in this study. a. What is it about the machines that make them
Your input will be of great value to the research. The purpose problematic? Why do you think this? For exam-
ple, some people think that their speed of play is a
of the interview is to get your opinion, as a counsellor work-
problem. << Can prompt with other examples (see
ing in the field, on the relationship between electronic gaming
questionnaire)>>
machines and problem gambling. As you know, by electronic
b. If you could change anything about EGMs to make
gaming machines, I mean slot machines and VLTs. During the
them less problematic for your clients, what would
interview, you will be asked to give your opinion on different you change and how would you do this?
issues related to EGMs, the venues that offer them, and the
c. Do you think that EGMs are more problematic
machines’ accessibility in the community overall. You’ll also
than other forms of gambling, such as casino table
be asked what you think it is about these things that increase games? If so, what makes you think this?
the risk of problem gambling, and what you think might help
d. Do you think your clients would share these views
reduce this risk. with you?
When providing your answers during the interview, please try 4. Can you tell me a bit about the gambling venue (i.e.,
to be as open, frank, and detailed as you can. I anticipate that casino, bars with EGMs)?
the interview will last about one hour. Before we begin, I just
want to inform you that by participating in the interview, you a. Is there anything about the venue that makes gam-
bling more of a problem for your clients? If so, what?
are consenting to be involved in the research. Is that alright?
For example, some people think that having a large
Great, let’s begin.
number of EGMs at a site plays a large role. << Can
prompt with other examples (see questionnaire)>>
WARM UP QUESTIONS
b. If you could change anything about the gaming site
to make gambling less of a problem for your cli-
1. Can you tell me a bit about your background as an ad- ents, what would you change and how would you
dictions counsellor? do this?
c. Do you think your clients would share these views
a. How long have you been an addictions counsellor?
with you?
b. How long have you specialized in problem
gambling?
c. Is your counselling practice exclusively for problem
gambling?
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Electronic Gaming Machines and Problem Gambling
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Electronic Gaming Machines and Problem Gambling
105