Professional Documents
Culture Documents
Abstract
With
the
increased
expansion
of
legalised
gambling
comes
a
need
to
develop
responsible
gambling
tools,
initiatives
and
programs
to
minimise
the
potential
harms
associated
with
excessive
gambling.
Over
the
years,
the
Carleton
University
Gambling
Lab
(a
state
of
the
art
laboratory
casino,
which
contains
both
a
real-world
casino
environment
in
addition
to
a
highly
realistic
virtual
reality
casino)
has
developed
and
scientifically
tested
an
array
of
responsible
gambling
tools
that
have
been
shown
to
promote
responsible
play.
The
purpose
of
this
paper,
is
to
provide
a
concise
yet
comprehensive
overview
of
the
responsible
gambling
tools
and
interventions
that
have
been
developed
at
the
Carleton
University
Gambling
Lab.
To
this
end,
we
provide
summaries
of
previously
tested
tools
and
interventions,
including
(a)
educational
videos,
which
reduced
erroneous
cognitions,
(b)
pop-up
message
tools,
which
helped
players
set
and
adhere
to
pre-set
monetary
and
time
limits
and
(c)
innovative
ways
to
reduce
craving
and
persistence
in
gambling
via
everyday
activities
such
as
eating.
We,
like
others,
believe
that
for
responsible
gambling
tools
and
interventions
to
be
maximally
effective,
they
should
be
guided
in
scientific
research
and
empirically
tested
before
being
implemented
into
actual
gambling
environments.
Keywords
monetary
limits
.
pop-up
messages
.
slot
machine
gambling
Introduction
Over
the
last
three
decades
there
has
been
a
marked
growth
in
the
availability
of,
and
expenditures
on,
legalized
forms
of
gambling
(Blaszczynski,
2012;
Dickerson
&
Baron,
2000;
Smith,
in
press).
In
Canada
for
example,
wagering
has
steadily
increased
from
$2.7
billion
in
1992,
to
about
$11.2
billion
in
2002,
and
$13.9
billion
in
2010-2011
(Marshall,
2003;
Smith,
in
press).
A
key
area
for
this
16
growth,
especially
in
North
America,
has
been
electronic
gaming
machines
(EGMs;
Azmier,
2005;
Collier,
2008)
due,
in
part,
to
the
fact
that
these
games
are
quick,
take
little-to-no
skill
to
play,
work
on
a
highly
rewarding
variable
ratio
schedule
of
reinforcement
and
offer
continuous
play
with
little
to
no
breaks
(unlike
a
Texas
Holdem
tournament
where
players
wait
their
turns).
Moreover,
for
those
who
wish
to
escape
negative
life
events,
EGMs
can
create
a
dissociative
state
(a
trance
like
state
where
players
report
losing
track
of
time
and
money;
see
Breen,
2005;
Diskin
&
Hodgins,
1999;
Griffiths,
Wood,
Parke,
&
Parke,
2006;
Stewart
&
Wohl,
2013),
which
has
been
associated
with
increased
gambling
symptomology
(Diskin
&
Hodgins,
2001;
Grant
&
Kim,
2003).
Unfortunately,
the
same
features
that
make
EGMs
so
popular
also
make
them
a
particularly
problematic
form
of
gambling
(see
Dowling,
Smith,
&
Thomas,
2005).
For
example,
there
is
a
higher
prevalence
rate
of
problem
gambling
among
people
who
prefer
EGMs
compared
to
those
who
prefer
other
forms
of
gambling
(Cox,
Kwong,
Michaud,
&
Enns,
2000;
Doiron
&
Nicki,
2001;
Wiebe
&
Cox,
2001;
Wiebe,
Mun,
&
Kaufman,
2006).
In
addition,
vulnerable
players
who
prefer
EGMs
develop
gambling
problems
at
a
faster
rate
than
people
who
prefer
other
types
of
games
(Breen
&
Zimmerman,
2002;
Breen,
2005).
Indeed,
EGMs
are
disproportionately
represented
as
the
primary
form
of
gambling
reported
by
disordered
players
seeking
treatment
(Productivity
Commission,
2010).
Putting
a
dark
line
under
these
findings,
Williams
and
Wood
(2004)
reported
that
approximately
15%
of
EGM
players
experience
moderate
or
severe
gambling
problems
and
account
for
an
astonishing
60%
of
total
EGM
revenue.
Although
the
ultimate
decision
to
gamble
and
continue
doing
so
in
the
face
of
mounting
losses
remains
with
the
player,
gambling
vendors
(e.g.,
government
or
industry)
have
begun
designing
and
implementing
harm-reduction
strategies
aimed
at
minimising
excessive
EGM
gambling.
The
aim
of
such
strategies
is
to
prevent
the
negative
consequences
associated
with
EGM
play,
without
overtly
disturbing
those
who
gamble
in
a
non-disordered
manner
(see
Productivity
Commission,
2010;
Wohl,
Sztainert
&
Young,
2013).
Such
initiatives
are
designed
to
reduce
pathological
gambling
by
helping
players
exert
control
over
themselves
and
the
gambling
situation
(Smith
&
Wynne,
2004,
p.43).
As
a
result,
gambling
vendors
have
been
keen
to
help
fund
the
development,
or
incorporate
independently
developed
and
empirically
tested
responsible
gambling
(RG)
tools.
With
regards
to
EGMs
specifically,
RG
tools
are
modifications
made
to
machines
that
help
players
limit
their
monetary
expenditure
to
affordable
means,
as
determined
by
the
player
(Blaszczynski,
Ladouceur,
&
Shaffer,
2004).
In
the
current
paper,
we
review
RG
tools
developed
in
Dr.
Michael
Wohls
Carleton
University
Gambling
Lab
with
the
assistance
of
his
students
(two
of
which
co-authored
this
paper).
It
should
be
noted,
however,
that
the
Carleton
University
Gambling
Lab
is
not
alone
in
developing
responsible
gambling
tools.
For
example,
Svenska
Spel
(the
state-owned
company
that
operates
and
regulates
gambling
in
Sweden)
created
Playscan
a
behaviour
tracking
tool
that
analyses
players
gambling
over
weeks
of
play
and
informs
them
whether
their
play
is
low,
moderate,
or
high
risk.
Similar
to
Svenska
Spels
Playscan,
Necctons
Mentor
software
tracks
players
gambling
behaviour
and
provides
personalised
messages
(e.g.,
Are
you
sure
youre
not
playing
for
longer
than
you
17
originally
intended
to?)
and
tools
to
help
the
player
gamble
responsibly.
There
is
a
growing
interest
in
the
data
that
these
behavioural
tracking
tools
yield
in
order
to
verify
their
responsible
gambling
utility
(see
Wood
&
Wohl,
2013
for
an
empirical
assessment
of
behavioural
tracking
data
from
Playscan).
We
believe
that
all
tools
aimed
at
facilitating
responsible
gambling
have
merit
as
long
as
there
is
accompanying
empirical
assessment
of
their
ability
to
minimize
the
risks
associated
with
gambling.
However,
the
experimental
approach
used
in
the
studies
reported
herein
is
not
the
only
way
to
examine
the
utility
of
responsible
gambling
tools.
Other
methods
include;
player
interviews,
focus
groups,
observation
studies,
questionnaires
and
player
data
analysis.
Teach
them
well
and
education
will
lead
the
way
(to
responsible
play)
The
natural
first
step
in
promoting
responsible
play
among
players
is
to
educate
and
fully
inform
the
player
about
how
EGMs
work,
the
probability
of
winning,
and
how
to
gamble
responsibly.
This
is
important
because
the
player
can
easily
succumb
to
irrational
beliefs
about
their
probability
of
success
due
to
the
structural
characteristics
(i.e.
design
features)
of
EGMs
(see
Wohl
&
Enzle,
2002,
2003;
Wohl,
Young,
&
Hart,
2005).
Indeed,
Skinner
(1953)
noted
that
three
reel
EGMs
often
stop
on
two
of
the
same
symbols
and
one
other
similar
looking
symbol
(referred
to
as
a
near
wins),
which
is
strongly
reinforcing
and
encourages
continued
gambling.
Extending
this
observation,
Wohl
and
Enzle
(2003)
showed
that
near
losses
(almost
hitting
a
bankrupt
section
on
a
slot
machine)
that
end
in
a
moderate
win
facilitates
the
notion
of
the
self
as
personally
lucky
a
self-perception
that
is
frequently
associated
with
problematic
gambling
(Wohl,
Stewart,
&
Young,
2011;
Wohl,
Young,
&
Hart,
2007).
Perhaps
more
problematic,
is
that
EGMs
typically
work
on
a
variable
ratio
reinforcement
schedule.
Players
will
eventually
be
rewarded
with
a
win,
however,
when
the
win
will
appear
is
unknown
a
schedule
highly
conducive
to
continued
gambling
despite
heavy
losses
(Rachlin,
1990).
Specifically,
players
will
chase
their
losses
due
to
the
misperception
that
a
win
is
around
the
corner.
In
response,
policy
makers
are
being
counseled
to
turn
their
attention
toward
educational
initiatives
that
move
EGM
players
from
uninformed
to
informed
consumers
by
providing
accurate
information
about
the
true
costs
of
gambling
and
the
likelihood
of
losing
(see
Eggert,
2004;
Blaszczynski,
Collins,
Fong
et
al.,
2011).
To
this
end,
Wohl,
Christie,
Matheson,
and
Anisman
(2010)
developed
a
nine-
minute
educational
animation
that,
among
other
things,
outlined
the
need
for
players
to
set
and
adhere
to
a
pre-set
limit
on
the
amount
of
money
they
spend
in
a
given
session
and
dispelled
the
erroneous
beliefs
that
persistence
will
lead
the
player
to
profit
at
the
end
of
their
session.
To
test
the
efficacy
of
the
animation
(entitled
Slot
Machines:
What
Every
Player
Needs
To
Know)
Wohl
and
colleagues
(2010)
showed
the
animation
video
or
a
control
video
to
EGM
players
at
a
local
gambling
establishment
prior
to
their
gambling
session.
They
found
that
watching
the
animation
reduced
players
erroneous
beliefs
about
gambling.
Importantly,
players
who
watched
the
educational
animation
prior
to
gambling
set
and
adhered
18
to
a
pre-set
monetary
limit
on
their
play
more
so
than
those
who
watched
the
control
video.
Since
its
creation,
the
educational
animation
has
been
adoption
in
over
160
jurisdictions
around
the
world
(E.
Veri,
personal
communication,
November
18,
2013).
In
fact,
the
animation
has
been
so
successful
that
in
2012
the
industry
commissioned
a
shortened
three-minute
version
that
could
be
used
as
part
of
an
online
responsible
gambling
suite
of
tools.
Wohl,
Santesso,
and
Kerrigan
(2013)
demonstrated
that
the
three-minute
version
was
just
as
effective
as
the
nine-minute
version
in
terms
of
facilitating
monetary
limit
setting
and
adherence
among
EGM
players.
Having
established
their
responsible
gambling
equivalency,
a
separate
sample
was
shown
both
animations.
It
was
found
that
players
with
greater
disordered
gambling
symptomatology
preferred
the
nine
minute
over
the
three
minute
animation,
which
suggests
disordered
players
wanted
greater
understanding
of
slot
machine
misconceptions
and
useful
strategies
to
decrease
problematic
play.
As
such,
the
nine-minute
animations
can
be
best
used
in
a
clinical
setting
or
at
a
responsible
gambling
information
centre.
Conversely,
the
shorter
animation
may
be
more
suited
for
viewing
on
YouTube.com
or
on
Internet
based
casinos
within
a
suite
of
responsible
gambling
tools.
The
utility
of
embedded
responsible
gambling
tools:
Pop-up
messages
as
a
route
to
responsible
play
Although
the
educational
animation
was
effective
in
helping
players
set
and
adhere
to
a
pre-set
limit
on
play
in
the
session
following
viewing,
the
effect
of
the
animation
waned
over
time.
This
led
Wohl
and
the
members
of
his
laboratory
to
consider
further
avenues
to
facilitate
responsible
gambling
within
each
session.
We
focused
our
attention
on
Bailey,
Konstan,
and
Carlis
(2001)
finding
that
competing
information
that
suddenly
appears
to
users,
thus
interrupting
a
task
and
capturing
attentional
focus,
has
a
lasting
effect
on
thoughts
and
behaviours.
Commonly
referred
to
as
pop-up
messages,
we
like
others
(see
Monaghan,
2008),
began
to
assess
their
RG
utility.
At
the
Carleton
University
Gambling
Lab,
we
built
a
highly
realistic
virtual
reality
(VR)
casino
that
contains
pop-up
message
capable
EGMs.
We
then
designed
experimental
protocols
to
assess
whether
a
pop-up
message
that
explicitly
asks
the
player
to
input
a
monetary
limit
prior
to
play
and
then
reminds
the
player
when
that
limit
is
reached
minimises
excessive
play.
In
our
first
assessment,
Stewart
and
Wohl
(2013)
invited
young
adult
EGM
players
to
play
an
EGM
in
the
Carleton
University
Gambling
Lab
VR
casino.
All
participants
were
give
$20
(or
80
credits)
in
seed
money
and
told
that
they
would
be
allowed
to
trade
in
any
remaining
credits
at
the
end
of
the
session
for
money
they
would
be
allowed
to
keep.
They
were
then
escorted
to
the
VR
casino
and
instructed
to
(a)
put
on
the
VR
headgear,
(b)
enter
the
casino
in
the
virtual
world,
and
(c)
go
to
any
available
EGM
in
the
casino.
Upon
accessing
an
EGM,
all
players
were
asked
to
indicate
how
many
credits
they
were
willing
to
lose
playing
the
EGM
via
a
pop-up
message
and
associated
text
box.
In
the
pop-up
reminder
condition,
a
pop-up
message
appeared
to
inform
players
when
they
had
reached
their
pre-set
limit.
The
19
message
asked
if
they
would
like
to
continue
gambling.
Players
then
completed
a
scale
that
assessed
their
level
of
symptoms
for
disordered
gambling
and
the
extent
to
which
dissociation
(i.e.,
losing
track
of
time
and
space)
occurred
during
play.
Results
revealed
that
participants
who
received
a
monetary
limit
pop-up
reminder
were
significantly
more
likely
to
adhere
to
monetary
limits
than
participants
who
did
not.
Additionally,
dissociation
mediated
the
relationship
between
gambling
symptomatology
and
adherence
to
monetary
limits,
but
only
among
those
who
did
not
receive
a
monetary
limit
pop-up
reminder.
To
the
point,
the
pop-up
message
reminder
facilitated
limit
adherence
by
breaking
the
attentional
focus
or
dissociation
that
the
players
were
experiencing
during
EGM
play.
The
result
of
the
Stewart
and
Wohl
(2013)
study
begged
the
question:
Does
a
pop-up
message
that
helps
players
adhere
to
a
monetary
limit
have
more
RG
utility
than
educational
videos?
To
examine
whether
one
type
of
RG
tool
is
better
than
another
(or
if
there
is
a
cumulative
effect
of
exposure
to
multiple
RG
tools),
Wohl,
Gainsbury,
Stewart,
and
Sztainert,
(2013)
recruited
EGM
players
and
exposed
them
to
the
nine-minute
educational
animation
or
a
control
video.
Thereafter,
the
players
engaged
with
an
EGM
in
the
Carleton
University
Gambling
Lab
VR
casino.
All
participants
were
asked
to
set
a
monetary
limit
prior
to
play,
but
only
half
of
the
participants
were
reminded
when
their
monetary
limit
was
reached.
Results
revealed
that
the
animation
did
not
have
added
value
over
the
monetary
limit
tool.
However,
in
the
absence
of
a
monetary
limit
tool,
watching
the
animation
did
facilitate
responsible
gambling.
The
results
suggest
that
a
pop-up
message
tool
may
be
more
effective
in
promoting
responsible
play,
however,
it
is
never
a
bad
idea
to
educate
players.
Indeed,
many
gambling
games
are
not
conducive
to
pop-up
message
tools,
especially
in
land-based
casinos
(e.g.,
table
gambles);
where
a
pop-up
message
is
not
possible,
educational
animations
serve
as
a
good
alternative.
Recently,
Kim,
Wohl,
Stewart,
Sztainert,
and
Gainsbury
(2013)
showed
that
the
principle
underlying
the
effectiveness
of
limit
setting
via
pop-up
messages
extends
to
the
adherence
of
a
pre-set
time
limit.
Once
again,
EGM
players
were
invited
to
play
an
EGM
in
the
Carleton
University
Gambling
Lab
VR
casino.
This
time,
upon
entering
the
casino
some
players
received
a
pop-up
message
that
suggested
they
enter
a
time
limit
for
their
gambling
session
(a
text
box
was
provided).
Akin
to
the
monetary
limit
finding,
Kim
et
al.
(2013)
found
that
players
who
set
an
explicit
time
limit
prior
to
gambling
played
for
a
significantly
less
amount
of
time
than
players
who
did
not
set
an
explicit
time
limit
prior
to
play.
Although
most
players
tend
not
to
set
time
limits
(Auer
&
Griffiths,
2013)
the
results
from
this
study
extolls
the
benefit
of
setting
an
explicit
limit
on
gambling
before
a
gambling
session
is
initiated.
Indeed,
recent
preliminary
evidence
suggests
that
setting
time
limits
may
be
the
most
effective
tool
in
modifying
excessive
play
(Polatschek,
Wadden,
&
Gwynn,
2013).
Not
all
pop-up
message
tools,
however,
are
created
equal.
Indeed,
many
pop-
up
message
tools
that
are
implemented
in
jurisdictions
around
the
world
violate
basic
Human
Computer
Interactions
(HCI)
principles
a
discipline
concerned
with
design
and
implementation
of
effective
and
user-friendly
computer
based
technology.
Specifically,
many
of
the
pop-up
messages
that
are
currently
in
use
contain
jargon
that
is
hard
for
the
player
to
understand,
lack
aesthetic
appeal,
and
20
fail
to
grab
the
players
attention.
Furthermore,
many
of
the
pop-up
message
tools
are
designed
from
a
top-down
approach
(i.e.,
experts
and
researchers
notion
of
what
pop-up
message
tools
should
look
and
feel
like)
instead
of
asking
the
target
end
user
(e.g.,
EGM
players)
what
features
may
better
help
facilitate
adherence
to
pre-set
limits.
These
factors
can
limit
the
RG
utility
of
a
pop-up
message.
To
address
the
issues
with
pop-up
messages
that
are
currently
in
use,
Parush,
Wohl,
Mitchell,
and
Kim
(2013)
conducted
focus
groups
to
determine
the
end-users
(i.e.,
EGM
players)
primary
needs.
They
found
that
players
did
not
want
too
many
pop-ups
because
they
would
kill
the
fun
specifically
pop-ups
should
only
occur
at
the
start
of
play,
in
advance
of
a
limit
being
reached,
and
when
a
limit
is
reached.
Moreover,
players
said
that
after
a
limit
has
been
reached
the
EGM
should
be
disabled
for
a
few
minutes
to
help
the
player
cool
down.
Based
on
this
player
feedback
as
well
as
HCI-principles,
a
new
HCI-inspired
pop-up
tool
was
created.
Importantly,
at
the
behest
of
players,
a
traffic
light
metaphor
(i.e.,
green,
yellow
or
red
light)
conveyed
through
the
graphical
icon
with
no
text
was
included
in
the
bottom
right
corner
of
the
VR
casino.
Doing
so
meant
very
little
cognitive
load
was
required
for
the
player
to
determine
how
many
credits
remained
in
relation
to
their
pre-set
limit.
This
use
of
the
traffic
light
metaphor
is
also
unobtrusive
and
easily
interpretable
both
when
the
icon
is
attended
to
(conscious
awareness)
and
when
the
icon
is
not
attended
to
(subconscious
awareness),
which
is
essential
from
an
HCI
perspective.
To
assess
the
new
HCI-inspired
pop-up
tools
RG
utility,
Parush
and
colleagues
(2013)
recruited
EGM
players
and
exposed
them
to
either
the
new
tool
or
a
standard
pop-up
message
tool
using
the
Carleton
University
Gambling
Lab
VR
casino.
Akin
to
Stewart
and
Wohl
(2013),
players
in
both
pop-up
message
conditions
were
first
asked
to
set
a
monetary
limit
on
play
and
then
reminded
when
that
limit
was
reached.
As
hypothesised,
players
who
interacted
with
the
HCI-inspired
pop-up
message
tool
were
significantly
more
likely
to
stop
gambling
when
their
pre-set
limit
was
reached
than
players
who
interacted
with
the
standard
pop-up
message
tool.
The
results
of
the
study
highlight
the
importance
of
designing
and
implementing
RG
tools
grounded
using
HCI
principles,
especially
if
they
are
to
be
maximally
effective
in
promoting
RG
behaviours
(a
principles
and
guidelines
document
for
pop-up
message
design
can
be
obtained
by
contacting
the
first
author).
A
new
path
to
responsible
gambling:
Eating
reduces
the
risk
of
excessive
gambling
Aside
from
RG
tools,
the
Carleton
University
Gambling
Lab
put
intellectual
muscle
behind
developing
innovative
ways
to
promote
responsible
play.
One
such
avenue
is
via
mundane
human
behaviour
like
eating.
Investigation
into
the
association
between
eating
and
responsible
gambling
started
from
the
basic
(known)
association
between
risk-taking
and
hunger.
Specifically,
risk-taking
increases
alongside
hunger
to
facilitate
feeding.
This
makes
sense
from
an
evolutionary
prospective
as
food
becomes
scarce
there
is
an
increasing
need
to
21
actual
gambling
venues.
For
example,
the
educational
animation
Slot
Machines:
What
Every
Player
Needs
to
Know
has
been
incorporated
into
the
responsible
gambling
strategies
of
gambling
jurisdictions
around
the
world.
The
success
of
this
animation,
as
well
as
the
other
RG
tools
and
strategies
developed
and
tested
in
the
Carleton
University
Gambling
Laboratory
underscores
the
importance
of
basic,
laboratory-based
research
in
the
development
of
responsible
gambling
policies
and
programs.
This
research
reported
was
made
possible
by
research
grants
from
the
Ontario
Problem
Gambling
Research
Centre
and
an
infrastructure
grant
from
the
Canadian
Foundation
for
Innovation
Fellowship
to
the
first
author.
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25
26