Category Archives: Marketing

Blame it on the fame? The role of celebrity endorsement in gambling advertising

Have any of you reading this ever visited an online poker site because of a celebrity endorsement? Would the presence of Ben Affleck or James Woods make you more likely to play poker? Commercial gambling has only relatively recently got in on the celebrity endorsement bandwagon mainly because gambling advertising has always been very restricted. When a poker company uses a celebrity endorser, they are signing up an image that is itself a gamble. At the very least, gaming companies should get what they pay for but it can all go horribly wrong. When a purple-bearded Billy Connolly was used to promote the National Lottery in 2002/2003, sales decreased. The adverts had high recall by the public but were hated by a large proportion of the British public who found Connolly highly irritating.

This is all goes to show that any gaming company wanting to use celebrity endorsement as part of its marketing drive has to carefully evaluate a celebrity’s image and reputation. Steps need to be taken to make sure the celebrity’s image and reputation matches the needs of the company. Sales can take a tumble especially if the celebrity used does something that compromises the company’s image. For instance, Vic Reeves drink-driving conviction wasn’t very good for the car insurance company he was promoting! However, in most situations, the relationship between the company and the celebrity will be mutually beneficial. The company receives all of the perks associated with the celebrity such as publicity, positive connotation, recognition, respect and trust. The celebrity – at the very least – benefits financially.

The advertising industry claims that brand recognition, recall and awareness are the most important outcomes of successful marketing campaigns. This, they believe, will result in greater sales and increased revenue. However, as with the Billy Connolly example above, this isn’t always the case. Celebrity endorsement is perhaps even more important in online commercial activities like playing Internet poker where identity, trust and reliability equate to potential punters. As a consequence, many online commercial enterprises appear to opt for short-term, high impact celebrity endorsement and ‘buzz marketing’ rather than investing for the long term. These types of marketing tend to create an instant image and reputation but may not necessarily be good for the company’s longevity. To be market leaders amid the competition, online gaming operators will need to couple strategic marketing with solid brand management.

Interestingly, a survey carried out by Marketing UK asked marketers from a sample of the top 1000 British companies which techniques they thought were the most successful in increasing sales and at building long-term relationships with customers. It found that celebrity endorsements ranked last, beneath things like loyalty schemes, sales promotions, and general display advertising. However, it doesn’t make sense to isolate celebrity endorsements, because they are just one of many marketing elements that are used in a successful campaign. What’s more, if marketers didn’t believe celebrities help in generating long-term sales and profits, they wouldn’t keep paying the large fees they command.

While the jury is out on whether celebrity endorsement is a sales winner, one question that has yet to be answered through research is, what type of gambler does a celebrity endorsement impress and/or influence in their decision play? Is it the novices, long-standing players, or both? Maybe different types of celebrities appeal to different clientele. For me, the most interesting development of the celebrity endorsement culture is how the big poker tournament winners have now become celebrities in their own right. For instance, the star after-dinner speaker at an academic gambling conference I was at in Lake Tahoe was World Series of Poker veteran Howard Lederer. This type of celebrity endorsement may be more appealing to players. The fact that someone has become a celebrity through skill and talent in an activity that gamblers are already positively predisposed towards suggests they will want to have more of a psychological association with these celebrities than those the celebrities who just happen to play poker as a hobby. Judging by the front covers of magazines like Inside Poker, the editors clearly believe that it is the big poker winners that sell the magazine rather than Hollywood A-listers or scantily dressed women.

Celebrity endorsements also tap into the psychology of ‘intrinsic association’. This is the degree to which the gambling activity is positively associated with other interests, people and/or attractions. Intrinsic association also taps into the psychology of familiarity and help explain why so may UK slot machines feature themes relating to television shows, films, popular board games, video games or celebrities. It makes punters feel they know something about the product before they have even played it.

Gaming companies have to ask themselves how much they are willing to gamble on celebrity endorsement in trying to carve out a niche in the market. Companies have got to be clear that they are targeting the right product with the right celebrity with the right message. It can be a long hard slog to shape an image or reputation but it can take just a few seconds of celebrity madness to destroy it.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Binde, P. (2007). Selling dreams – causing nightmares? On gambling advertising and problem gambling. Journal of Gambling Issues, 20, 167-191.

Griffiths, M.D. (2005).  Does advertising of gambling increase gambling addiction? International Journal of Mental Health and Addiction, 3(2), 15-25.

Griffiths, M.D. (2007). Brand psychology: Social acceptability and familiarity that breeds trust and loyalty. Casino and Gaming International, 3(3), 69-72.

Griffiths, M.D. (2010). Celebrity endorsement and online gambling: Ten golden rules. i-Gaming Business Affiliate, June/July, p.64.

Griffiths, M.D. (2010). Media and advertising influences on adolescent risk behaviour. Education and Health, 28(1), 2-5.

Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? (pp. 277-292). New York: Prometheus Books.

Griffiths, M.D., Parke, J., Wood, R.T.A. & Rigbye, J. (2010). Online poker gambling in university students: Further findings from an online survey. International Journal of Mental Health and Addiction, 8, 82-89.

Wood, R.T.A., Griffiths, M.D. & Parke, J. (2007). The acquisition, development, and maintenance of online poker playing in a student sample. CyberPsychology and Behavior, 10, 354-361.

Zangeneh, M., Griffiths, M.D. & Parke, J. (2008). The marketing of gambling. In Zangeneh, M., Blaszczynski, A., and Turner, N. (Eds.), In The Pursuit Of Winning.  pp. 135-153. New York: Springer.


Making scents of the situation: Where is sensory marketing going in gambling?

It is well known that most marketing plans tend to appeal to just two senses – sight and hearing. However, this is slowly starting to change with more companies trying to appeal to more of our senses in the hope that it will help increase brand awareness and strengthen the impression a brand leaves on its clientele. Welcome to the world of sensory marketing!

Sensory marketing is all about bombarding all of our senses (touch, taste and smell, in addition to sound and vision) and activating them as much as possible. It is also about making the financial transaction (in whatever commercial market) a more complete rounded experience that draws you in to go out and seek more of that product. Like memories, sensory perceptions are unique to each of us and have the capacity to emotionally stimulate.

The opportunity of brand building by leveraging the five senses is wide open. Few companies have integrated their brand-building strategies to appeal to all the senses. This is because not all media channels are able to connect with each of the five senses, and we really don’t know how to handle the phenomenon of total sensory appeal. Over 80% of information is received visually but other senses offer new opportunities to engage the customer. Sensory marketeers believe the theory of exploiting the senses can be applied to all brands – including gambling. It is claimed that sensory marketing provides a competitive advantage and has the capacity to make the unfamiliar seem familiar and appealing.

Let’s take smell. Psychological research has shown that smell is probably the most impressionable and responsive of the five senses. Smells invoke memories and appeal directly to feelings without first being filtered and analyzed by the brain. We all recognize and are emotionally stimulated by a wide variety of smells such as the scent of freshly cut grass or the smell of new leather car seats.

Some commercial operators have already got the hang of sensory appeal. For instance, supermarkets bake bread on the premises that carries the aroma of fresh bread to the shop entrance. The strategy works. Passers-by are struck with hunger and drawn inside the shop. A major British bank introduced freshly brewed coffee to its branches with the intention of making customers feel at home. The familiar smell is used to help relax the customers. Other examples include a leading chain of toiletry stores who pumped the smell of chocolate through its air conditioning system in the run up to Valentine’s Day, and a well-known clothes shop who filled its flagship stores with the smell of freshly laundered shirts.

The direct use of smell in gambling environments has rarely been investigated experimentally. In one infamous experiment in a 1995 issue of Psychology and Marketing by A.R. Hirsh, the effect of ambient aromas on gambling behaviour was investigated. In a Las Vegas casino, the amount of money spent by punters in slot machine areas were sprayed with pleasant but distinct aromas were compared with control areas that were left unsprayed. The amounts of money gambled in the areas were compared for the weekend of the scent spraying, and for the weekends before and after. The study found that the amount of money gambled on the sprayed slot machines during the weekend of the experiment was significantly greater than the amount gambled in the same area during the weekends before and after the experiment. The increase was greatest on Saturday night when the concentration of the smell was at its highest. In short, pleasant smelling slot machines increased the casinos’ takings.

And let’s not forget hearing. Like smell, sound also evokes memory and emotion. Meaningful sound is a cheap but very effective way of appealing to another of a customer’s senses and of powerfully enhancing a brand’s message or appeal. A pop song from your adolescence can help bring back the excitement felt in your teens. Sound effects and noise in the gambling environment are very important in getting people to gamble. Sound effects – particularly in activities like slot machine playing – are thought to be gambling-inducers. Constant noise and sound gives the impression of a noisy, fun and exciting environment. Walk into any casino in Las Vegas and you will experience this. It is also common for slot machines to play a musical tune or buzz loudly if you win with low denomination coins hitting a metal pay out tray making lots of noise. This is all deliberate. It gives the impression that winning is far more common than losing (as you cannot hear the sound of losing!). So next time you are in a room full of 1000 slot machines, remember that the sound of 20 of them paying out is more audibly noticeable than the 980 machines that are losing money for the gambler.

There are many directions in which casinos and other gambling environments may go along the sensory marketing route. They could introduce their own brand aroma, their own sound, and a different quality of light that could set a mood in accordance with each type of gambling (setting up sensory landscapes). There are now the materials and the technology to take punters into a different sort of experience of their chosen gambling environment.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Griffiths, M.D. (2007). Brand psychology: Social acceptability and familiarity that breeds trust and loyalty. Casino and Gaming International, 3(3), 69-72.

Griffiths, M.D. (2009). Casino design: Understanding gaming floor influences on player behaviour. Casino and Gaming International, 5(1), 21-26.

Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? (pp. 277-292). New York: Prometheus Books.

Hirsch, A.R. (1995). Effects of ambient odors on slot-machine usage in a Las Vegas casino. Psychology-and-Marketing, 12, 585-594.

Zangeneh, M., Griffiths, M.D. & Parke, J. (2008). The marketing of gambling. In Zangeneh, M., Blaszczynski, A., and Turner, N. (Eds.), In The Pursuit Of Winning.  pp. 135-153. New York: Springer.

Trust is a must: The role of trust, personalization and context in online gambling

Until recently there appeared to be a commonly held perception that consumers viewed the Internet as an information gathering tool rather than a place to spend money. The explosive growth in online gambling shows this is no longer true. Historically, the two things that have had the power to drive any new consumer technology were pornography and gambling. These activities have helped satellite and cable television, video, and then the Internet. For me, the interesting question is how online gaming companies use as many ways as possible to get punters to log onto their website and how they are going to target new punters in the future.

Let’s look at it from an individual level. A gambler has logged on to the Internet and they are in the process of deciding which online gambling site to make a beeline for. What kinds of things influence their decision? A recommendation from one of their friends? Advice from a gambling magazine or player forum? An advert they saw online? From a psychological perspective, research on how and why people access particular commercial websites indicates that one of the most important factors is trust. If people know and trust the name, they are more likely to use that service. Reliability is also a related key factor. Research shows that some punters still have concerns about Internet security and may not be happy about putting their personal details online. But if there is a reliable offline branch like nearby (e.g., a Gala casino), it gives them an added sense of security and what I would call a “psychological safety net”. For some people, trust and security issues will continue to be important inhibitors of online gambling. Punters need assurance and compelling value propositions from trusted gaming operators to overcome these concerns.

One of the growth areas in e-commerce has been personalization and most online ventures now have a personalization strategy as part of its business plan. However, this practice is a double-edged sword that can prove to be a large logistical problem for some companies. Tracking every move for marketing purposes is one thing. Using these data for personalization purposes can prove troublesome. The amount of data is potentially enormous. Producing personalized pages for everyone is also logistically difficult and may even turn punters away. The key is knowing what to ask the punter. Online operators have to think intelligently and creatively about what to ask people who visit their sites in a way that the information gained can be used effectively. Attracting and providing customers with useful information relies on the gaming companies putting punters first.

Integration can also be a factor here. Online gambling companies are going to have to think of creative ways to make the gaming experience more personal and match it more closely to the real gaming experience something that has worked well for online poker sites. Companies may also need special pricing for online customers. Price is just one of the many considerations a gambler weighs up. It is more about a complete service than price alone (although in the gambling world, offering competitive odds and bonuses will obviously make websites attractive to gamblers).

One of the most important marketing strategies that online companies engage in is “imprinting” new customers. Online punters quickly adopt predictable Internet usage patterns and evidence suggests that they don’t switch online allegiances easily. Smart online gambling operators will work at becoming a starting point for the novice gambler and capitalize on this opportunity for capturing player loyalty. The emerging post-teenage market is a key consideration. There is a whole Internet generation coming through who have a positive outlook on online commercial activities. They may be happier to enter credit card details online and/or meet others online. This has the potential to lead to major changes in clientele as the profiles of these people will be radically different from previous punters. The problem is that the young don’t tend to have much disposable income and are less likely to own credit cards. Therefore, another market segment that those in the online gambling business will start to target are the over-50s who are starting to use the Internet for shopping and entertainment use. Early retirees have both time and money, which is why online companies will target the ‘grey’ pound, euro or dollar.

So what’s coming next? Contextual commerce may be one avenue that the online gaming affiliate industry uses more and more. In most retail outlets, shoppers notice what other people are buying and this may influence the purchaser’s choice. Companies are now working on software that allows customers to do this online including interacting with other shoppers. Seeing what everyone else is buying (or betting on) may again influence the decision process. There is also the potential to bring in techniques used on home television shopping channels. Presenters tell viewers how much of a product has been sold with viewers to instil a sense of urgency into the buying process, along with an element of peer review. This could be applied in some online gambling situations if people are gambling as part of a community such as online poker tournaments. I think it’s a case of ‘watch this space!’

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Griffiths, M.D. (2003). Internet gambling: Issues, concerns and recommendations. CyberPsychology and Behavior, 6, 557-568.

Griffiths, M.D. (2007). Brand psychology: Social acceptability and familiarity that breeds trust and loyalty. Casino and Gaming International, 3(3), 69-72.

Griffiths, M.D. (2008). Online trust and Internet gambling. World Online Gambling Law Report, 8(4), 14-16.

Wood, R.T.A.  & Griffiths. M.D. (2008). Why Swedish people play online poker and factors that can increase or decrease trust in poker websites: A qualitative investigation. Journal of Gambling Issues, 21, 80-97.

Zangeneh, M., Griffiths, M.D. & Parke, J. (2008). The marketing of gambling. In Zangeneh, M., Blaszczynski, A., and Turner, N. (Eds.), In The Pursuit Of Winning.  pp. 135-153. New York: Springer.

“I can’t believe it’s not a flutter”: Are television quizzes and television game shows a form of gambling?

Yesterday the front page of the Mail on Sunday led with the story that “Hit game shows like Deal or No Deal and Play Your Cards Right could be forced off the air after gambling watchdog claims that they break the law”. I was interviewed at length for this particular story but as usual my long interview was reduced to a few soundbites. I argued that a lot of television quiz game shows feature different forms of gambling. Even if the contestant starts of with no money, once they have won some money in the programme, the money becomes theirs and they are (to all intents and purposes) gambling with their own money. I also argued that the boundary between gambling and games is blurring all the time and that there is a growing trend of convergence between gambling and other media.

Over the past decade I have written a number of papers on various forms of television gambling. I have noted that various interactive television (i-TV) services are increasingly being linked to actual television programmes. Over the last few years in the UK, there has been a significant increase in the number of television shows raising revenue through the use of interactive programming. One of the most popular methods has viewers call into the television show using a premium-rate telephone service to either answer simple quiz questions. I have argued that this form of television programming is gambling in another guise.

This innovative form of interactive viewing experience raises many questions about whether viewers are being exploited or whether such programming is just another enjoyment-enhancing dimension of the viewing experience. However, there is a fine line between customer enhancement and customer exploitation. Programmers will argue that when viewers ‘put their money where their mouth is’ the viewing experience is enhanced. This is very similar to the gambling industry’s maxim that ‘it matters more when there’s money on it’. However, callers are charged at a premium rate (usually between 75p and £1.50 per call) even if they fail to get through to register their answer. Typically, on failing to connect, callers get a recorded message saying, ‘Even though you haven’t got through this time, we still want you to be a winner’. There are two possible routes that i-TV gambling/gaming can take. Firstly, there is television quiz show participation, which may feature gambling and/or gambling-like experiences. Secondly, there is the option of using the television as a medium on which to gamble.

To grow fast in an evolving digital landscape, television companies are formulating strategies for targeting particular segments of the industry. Platform operators appear to be deploying consumer-driven applications such as gaming (including both i-TV participation quizzes and more traditional forms of gambling via the medium of television). An environment has been created where content originators and channel operators can innovate and profitably create interactive broadband content. I-TV is seen as a way of rapidly expanding gaming and gambling because of its naturalness and ease of use. I-TV gaming can span a wide range of activities. This includes non-gambling activities such as playing video games like Tetris on the television, playing along with game shows like Who Wants to Be a Millionaire? via television remote control, and directly gambling on sports events such as horse racing and football via television remote control.

I-TV quiz shows share many of the dimensions of i-TV gambling and also raise the same concerns when talking about vulnerable and susceptible populations. The combination of gambling’s impulsive nature, the general public’s appetite for quiz trivia, and the ubiquity of television may prove hard to resist for many viewers. There are two main reasons why i-TV quiz shows could be viewed as a form of gambling.

Firstly, at a very simple level it could be argued that in many i-TV quizzes, viewers are participating in a lottery. For instance, viewers are typically asked to call a premium-rate telephone line to answer a very simple question (e.g., ‘Rearrange the following letters to make the name of a top rock group—STOLLING RONES’). A winner is then chosen from all those viewers with the correct answer. This, to all intents and purposes, is a lottery. However, unlike lotteries, those participating do not know what their probability of winning is. Secondly, it could also be argued that viewers are staking money (through the cost of the premium-rate telephone call) on the outcome of a future event (i.e., whether they will get the correct answer). Such a scenario could be defined as a form of gambling.

Whether i-TV quiz participation is a bona fide form of gambling or not, there are a number of reasons why the social impact of i-TV quizzes should be monitored. For instance, i-TV quiz shows appear to be being introduced with little concern for the psychosocial implications that may affect a small percentage of the population. Bringing such activities to a television set in the home carries with it a special social responsibility. For instance, there are issues about consumer protection for vulnerable populations, e.g., adolescents, problem gamblers, and the intoxicated.

It could be argued that the viewers who participate in late-night and ‘through-the-night’ interactive quiz programming (like The Mint, Make Your Play, Quiz Call, The Great British Quiz) may be some of the most vulnerable and susceptible. These viewers are more likely to be those who do not work and therefore are on low incomes and can least afford to participate (e.g., the unemployed, the retired and elderly). Viewers may also be making decisions to play in an intoxicated state (as these programmes typically start just as people get in from an evening’s drinking) and/or in a state where they are not fully alert (i.e., at 3 in the morning). They may also be participating because they think their chances of winning are better in the belief that there are very few other people awake at 4 a.m. In fact, this latter point highlights the fact that no-one participating has any idea what the odds are of winning.

As there is little to stop innovative developments in i-TV gaming from moving forward, all interested stakeholders must start to think about the potential psychosocial impacts, and all companies (who, in effect, are gaming operators) must have social responsibility codes in place to ensure that viewers are not being exploited, that games are fair, and that there are protective measures in place for vulnerable individuals. I-TV gaming and gambling (including both i-TV quiz participation and more traditional i-TV gambling) are likely to bring about new and more immediate interactive opportunities. Viewers will eventually be able to make spontaneous bets during sporting events, everything from whether someone will score from a penalty in the World Cup final through to whether someone will sink a particular putt in the US Open Golf Championship.

A 2002 ‘white paper’ (Design guidelines for interactive television gambling) by Stephen Voller of TV Compass at least try to address some of the issues raised by the introduction of interactive gaming services. As Voller notes, when interactive gaming technology is brought into households, the operators have a duty to act responsibly. This applies equally to i-TV quiz participation. Voller has argued that systems that allow gaming access should have a particular requirement to provide controls that reduce the risk of gaming-related social problems. The six broad design criteria are access, reality checks, separate payments, messages, information, and self-exclusion periods.

In future, television viewers are more likely to participate in a much wider array of events than interactive quizzes and sporting events. This is likely to be via credit payment directly through their digital interactive service. This may include popular UK television events like betting on who will win the Eurovision Song Contest, who will be evicted from the Big Brother house, or who will pick up an Oscar. Such non-sport gambling may also bring in new clientele such as female television viewers. The take-up of i-TV quiz participation and/or i-TV gambling may also be very popular with those people who would not dream of going to a casino or betting shop. The use of i-TV quiz participation and/or i-TV gambling may help change people’s attitude about gambling by destigmatizing and demasculinizing it. These new types of gambling and gaming experiences could lead to a more social experience shared by clientele across the demographic spectrum.

The issue of i-TV quiz participation can also be framed more widely in a contemporary society that is increasingly governed by virtual processes. The kind of manipulation that is involved in getting people to respond to an event, even if they have to pay to respond, is achieved by offering a prize that the individual is very unlikely to win. In getting people to respond through this kind of process, the entrepreneurial operators are assured that they will have increased financial revenue through the money they raise by facilitating people to voluntarily behave in these ways. This opens up a discourse examining the ways that people are intentionally manipulated to behave in ways that cost while promising an improbable outcome. This may help us construct useful models which could help us understand and provide insight into gambling behaviours. It also invites discussion of what policies should inform the ways that media such as television and the Internet engage and prime people who have become ‘enchanted’ by a theatrical experience to behave in ways that, if not inevitable, are statistically predictable. There may even be factors of vulnerability that correlate with the likelihood that people will act that way.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Griffiths, M.D. (2004). Interactive television gambling: Should we be concerned? World Online Gambling Law Report, 3 (3), 11–12.

Griffiths, M.D. (2006). Interactive television and gaming. World Online Gambling Law Report, 5 (2), 12–13.

Griffiths, M.D. (2007). Interactive television quizzes as gambling: A cause for concern? Journal of Gambling Issues, 20, 269-276.

Griffiths, M.D. (2007). Interactive television quizzes as remote gambling. World Online Gambling Law Report, 6(4), 14-15.

Griffiths, M.D. (2008). Convergence of gambling and computer game playing: Implications. E-Commerce, Law and Policy, 10(2), 12-13.

Griffiths, M.D. (2008). Digital impact, crossover technologies and gambling practices. Casino and Gaming International, 4(3), 37-42.

Griffiths, M.D. & Parke, J. (2010). Adolescent gambling on the Internet: A review. International Journal of Adolescent Medicine and Health, 22, 59-75.

Griffiths, M.D. & Wood, R.T.A. (2000). Risk factors in adolescence: The case of gambling, video-game playing and the internet. Journal of Gambling Studies, 16, 199-225.

King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.

Griffiths, M.D. (2011). Gaming convergence: Further legal issues and psychosocial impact. Gaming Law Review and Economics, 14, 461-464.

Shop until you drop! Can shopping really be addictive?

So far in my articles in this blog, I have tried to argue that behaviours such as gambling, sex, and video game playing can all be viewed as potentially addictive. Empirical research also suggests that the form of addictive behaviour someone develops may depend upon their gender. For instance, men are more likely to be addicted to drugs, gambling and sex whereas women are more likely to suffer from the so-called “mall disorders” such as eating and shopping. For instance, the vast majority of compulsive shoppers (up to 80%) are female.

Compulsive buying has been reported as a way to alter a verity of negative feelings, by achieving short-term gratification through shopping. As with other addictive behaviours, this reward gives shopping its addictive potential, reinforcing the behaviour through pleasure, attention and praise, thereby driving the repetitive and compulsive processes. Compulsive buyers do not buy so much to acquire or gain use from their purchases. Instead they do so to achieve this reward, through the buying process itself. Such repetitive behaviour can – in extreme cases – be problematic. However, those affected may not initially see the behaviour as a problem. In fact, at an early stage it may be seen as providing a quick, perhaps impulsive, relief from anxiety or emotional distress. Consequently, individuals may be unaware of the negative consequences to follow

Compulsive buying disorder was first described clinically in 1915 by the German psychiatrist Emil Kraepelin in terms of what he called “buying maniacs”. More recently compulsive buying has been described as an example of ‘reactive impulse’. For most people, buying behaviour is a normal routine part of everyday life. However, for compulsive buyers, it is an inability to control an overpowering impulse to buy. This impulse can take over lives, resulting in negative consequences – similar to pathological gambling – such as debt, despite repeated attempts to stop. This can create further economic and emotional problems, such as stress and anxiety, for themselves and their families, which can drive the behaviour to continue by using shopping as a form of relief.

Compulsive buyers have been found to frequently have reactions of anxiety to both external and internal stimuli. Empirical research has highlighted that shopping binges are used as a reaction to such feelings. These binges have been found to be a quick relief from anxiety and stress. However, a compulsive buyer may eventually come to view their behaviour as a “loss of control,” creating additional anxiety and frustration. This can increase the ‘need’ to shop as to relive such feelings.

Prevalence rates of shopping have been highly variable and few studies have been carried out on nationally representative samples. A number of reports place it between 12% to 22% among younger people (including college and university students) though most estimates place it as ranging from 1% to 6% among adults with higher figures being reported in places such as the United States. Perhaps somewhat predictably, low levels of self-esteem have also been reported in compulsive buying populations. It is suggested that compulsive behaviours, particularly compulsive buying, are an attempt to temporarily relieve these feelings of low self-esteem by using the reward gained from buying as validation. Alternatively, low self-esteem may be a negative outcome of engaging in these behaviours, which creates the need for validation.

The direction of the relationship is still debated, causing increasing interest in research. Many compulsive buyers display a clear desire to please through their spending habits, portraying a sense of social desirability. This is often done through buying gifts for others, often with the belief that such gifts will make their recipients happy. Pleasing others is seen as a way of getting positive attention or being liked, possibly to boost low self-esteem and receive further rewarding properties. Therefore, the product being bought has no direct effect on the individual. It is the process of buying that creates reward, resulting in a boosting of self-esteem and relief from anxiety that may have increased if the impulse to buy had not been met.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Black, D. W. (2007) A review of compulsive buying disorder. World Psychiatry, 6, 14-18.

Davenport, K., Houston, J. & Griffiths, M.D. (2012). Excessive eating and compulsive buying behaviours in women: An empirical pilot study examining reward sensitivity, anxiety, impulsivity, self-esteem and social desirability. International Journal of Mental Health and Addiction, DOI 10.1007/s11469-011-9332-7.

Dittmar, H. (2005). Compulsive buying-a growing concern? An examination of gender, age, and endorsement of materialistic values as predictors. British Journal of Psychology, 96, 467-491.

Hodgson R.J., Budd R. & Griffiths M. (2001). Compulsive behaviours (Chapter 15). In H. Helmchen, F.A. Henn, H. Lauter & N. Sartorious (Eds) Contemporary Psychiatry. Vol. 3 (Specific Psychiatric Disorders). pp.240-250. London: Springer.

Koran, L.M., Faber, R.J., Aboujaoude, E., Large, M.D., & Serpe, R.T. (2006). Estimated prevalence of compulsive buying behavior in the United States. American Journal of Psychiatry, 163, 1806-1812.

Kukar-Kinney, M., Ridgway. N.M & Monroe, K.B (2009) The relationship between consumers’ tendencies to buy compulsively and their motivations to shop and buy on the internet, Journal of Retailing, 85, 298–307.

MacLaren, V.V., & Best, L.A. (2010). Multiple addictive behaviors in young adults: Student norms for the Shorter PROMIS Questionnaire. Addictive Behaviors, 35, 252-255.

Sussman, S., Lisha, N. & Griffiths, M.D. (2011). Prevalence of the addictions: A problem of the majority or the minority? Evaluation and the Health Professions, 34, 3-56.

Design of the times: How does venue design influence gambling behaviour?

Research into how individuals react to the characteristics of a space has been a growth area over the last twenty years. In commercial environments, research has shown that desire to stay in a shopping environment is positively associated with layout and décor. Other features of the shopping environment have been studied including textures, floor layout, music and employee uniforms. However, much less is known about gaming environments.

A number of studies have been carried out examining the subject of casino atmospherics from the perspective of slot machine players. Leisure services (like gaming) usually want the player to spend longer amounts of time in the venue because the longer that they are in there, the more money they will spend. In 2003, Karl Mayer and Lesley Johnson (University of Nevada) asserted that casino operators have a number of aims. These are to get customers into the casino, maximise the overall gaming experience and keep players in the venue, and to get repeat patronage. The first aim can be achieved through such things as advertising, loyalty schemes and ‘word of mouth’ referrals. The second and third aims depend on may factors including the type of accommodation, the types of game offered, the opportunities to win, restaurant quality, customer-staff interactions, and casino ‘atmosphere’. From the player’s perspective, Mayer and Johnson argue that ‘atmosphere’ may be the most difficult to understand.

Bill Friedman has arguably conducted the most research on casino environments and his findings show that after location, interior design is the most important variable in increasing or decreasing the effect of the location. Friedman argues that casino design influences the decision of whether or not customers who are staying at competing properties will choose to play at another casino. His view on casinos is that design encompasses many features including the interior architectural dimensions, décor, game arrangement, traffic-flow pattern, focal points, lighting and signage. From a financial perspective, Friedman found that short line of sight, a maze-type lay out, and tightly packed congested gaming areas created higher player counts than those casinos with more spacious layouts. Mayer and Johnson’s findings suggest that casino atmosphere may be a much narrower construct than previous conceptualisations with floor layout and theme appearing to be the most important to players. Other studies have also reported that casino floor layout is an important factor in how players perceive casino atmosphere.

A study by Karl Mayer and colleagues (University of Nevada) reported that a casino’s atmosphere (which was a composite of casino theme, décor, lighting, noise levels, and smoke effects) had the most influence on player satisfaction. A follow up study by the same team examined casino atmospheric from a player perspective. The man-made physical surroundings of service settings have been referred to as ‘servicescapes’. Servicescapes comprise three important aspects, (i) ambient conditions (e.g., décor, theme, lighting, colour, noise, temperature, architecture, etc.), (ii) spatial layout and functionality (e.g., the way that seats, entrances, exits, etc. are arranged, i.e., the ‘built’ environment), and (iii) signs, symbols, and artefacts. Satisfaction with servicescape may also influence repeat patronage although satisfaction with servicescape appears to have a stronger effect on players’ desire to stay than on repeat patronage.

Anthony Lucas of the University of Nevada has done a lot of research in this area and has found that certain aspects of casino atmosphere are significantly related to player satisfaction including interior décor, navigation (i.e., floor layout), cleanliness, and seating comfort. Similar results have also been reported by Long Lam and colleagues at the University of Macau. They surveyed over 500 casino players in Macau. Overall, after controlling for betting outcomes, they found that gamblers were more satisfied when they gambled in an attractive environment. Satisfaction with the gambling environment was related to the person’s intention to revisit the casino. The study was also the first to examine both cognitive satisfaction and affective satisfaction. At its simplest, cognitive satisfaction relates to whether the casino met the gambler’s expectations, and affective satisfaction relates to the gambler’s personal feelings of positive emotion. Their research showed that cognitive satisfaction was most predicted by navigation, ambience, and cleanliness. Affective satisfaction was most predicted by navigation, seating comfort, and interior décor.

Another study by Lesley Johnson and colleagues examined ten elements of casino atmosphere (theme, décor, noise level, colour, ceiling height, lighting, temperature, floor layout, employee uniforms, and smell). Using factor analysis, five factors emerged (theme/décor, noise level, ceiling height, floor layout and employee uniform). Only three of these were significantly related to player satisfaction (theme/décor, employee uniform, and noise level in that order, i.e., theme/décor being the most important variable). Overall, in was concluded there was a direct linkage between atmospheric elements of casinos and player satisfaction – at least in slot machine players.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Friedman, B. (2000). Designing Casinos to Dominate the Competition. Reno, NV: Institute for the Study of Gambling and Commercial Gaming, University of Nevada.

Griffiths, M.D. (2009). Casino design: Understanding gaming floor influences on player behaviour. Casino and Gaming International, 5(1), 21-26.

Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? pp. 277-292. New York: Prometheus Books.

Johnson, L., Mayer, K. Champaner, E. (2004). A customer-based assessment of casino atmospherics. Gaming Research and Review Journal, 8(2), 1-10.

Lam, L.W., Chan, K.W., Fong, D. & Lo, F. (2011). Does the look matter? The impact of casino servicescape on gaming customer satisfaction, intention to revisit, and desire to stay. International Journal of Hospitality Management, 30, 558-567.

Lucas, A.F. (2003). The determinants and effects of slot servicescape satisfaction in a Las Vegas hotel casino. Gaming Research and Review Journal, 7(10), 1-19.

Mayer, K. & Johnson, L. (2003). A customer-based assessment of casino atmospherics. Gaming Research and Review Journal, 7(1), 21-31.

Mayer, K. & Johnson, L., Hu, C. & Chen, S. (1998). Gaming customer satisfaction: An exploratory study. Journal of Travel Research, 37, 178-183.

Oakes, S. (2000). The influence of the musicscape within service environments. Journal of Services Marketing, 51, 34-43.

 

 

 

“Well, while I’m here I might as well have a flutter”: Gambling venues and the use of intrinsic association

Back in 1978, Derek Cornish published a book that included the first review of situational characteristics in gambling. One of the characteristics – although not given an explicit name – was later termed by Dr Jonathan Parke (Salford University) and myself as “intrinsic association”. Intrinsic association basically refers to the degree to which the gambling activity is associated with other interests and attractions. For example, betting at a sporting event at which the gambler would normally attend anyway. In casino terms, this could refer to gambling on a slot machine as an ancillary activity to being in the casino for other reasons (e.g., being in there to see a live music show or boxing match, dining out with friends). Another variation of this is “proximity play”. This could be described as participating in an activity as a consequence of it being located next to something else that the person was doing (e.g., being in the casino primarily to play blackjack but going on to play a slot machine instead).

The association between gambling and sport also has implications, primarily the ability to class gambling as a subtype of sport that in turn leads to the attribution of social respectability. In his review, Cornish also argued that sporting interests may often act as a pathway to gambling. Individuals can be introduced to gambling in attempt to make the sporting experience more entertaining and enjoyable. Gradually, the enjoyment from betting at sporting events can transfer to into more familiar environments and to other types of betting.  Sport is another way that gambling can expose itself, and provide the potential gambler with another opportunity to gamble if one did not previously exist or appeal. Therefore, in addition to be potentially being a pathway to gambling, association with sport is also a mechanism through which gambling can be made socially acceptable.

These other amenities (e.g., the provision of food) have the potential to prolong gambling activity. Jonathan Parke and I assert this is of particular importance to problem gamblers since they:

  • Often gambling for long periods of time.
  • Are often reluctant to leave a slot machine or the roulette table to get a drink or food, or go to the toilet as they are often chasing losses do not want to lose their lucky seat or favorite machine.

For instance, in a New Zealand study reported by Ralph Gerdelan, thirty bars that housed slot machines were compared with another thirty that did not. In the bars without slot machines, almost all of the clientele drank pints of beer. However, in the bars with slot machines, only 8% of the clientele drank pint measures. The main reason for this was that slot machine players did not want to leave the machines to go to the toilet in case someone ‘stole’ their machine. The gambling treatment specialist, Joanna Franklin has also reported that a proportion of her female clients had developed bladder problems as a result of their prolonged slot machine gambling, Again, these gamblers are holding off going to the toilet because they do not want to lose “their” machine, and allegedly damaging their bladder in the process.

There is currently no empirical evidence to show that offering refreshments prolongs gambling behaviour, and it could be argued that offering refreshments forces gamblers to take a break as they will eventually need to use the bathroom. Furthermore, if refreshments are offered in the form of a sit down meal rather than a take away option, then making use of such facilities would ensure a break from gambling behavior. Although a refreshed gambler may stay at a gambling venue for longer periods, engaging in a meal would offer a period of contemplation (i.e., a reflective time out) that could be useful for a vulnerable player. However, problem gamblers may be unlikely to spend money on a meal and may favour spending their money on gambling instead.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Cornish, D.B. (1978). Gambling: A review of the literature and its implications for policy and research. London: Her Majesty’s Stationery Office.

Gerdelan, R. (2001, April). Problem gambling in New Zealand. Paper presented at the Innovation 2001 Conference, Canadian Foundation on Compulsive Gambling, Toronto, Canada.

Griffiths, M.D. (1994). The observational analysis of marketing methods in UK amusement arcades. Society for the Study of Gambling Newsletter, 24, 17-24.

Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? pp. 277-292. New York: Prometheus Books.

 

 

It could be you – but it probably won’t be! What is acceptable in gambling advertising?

Over the last few years there has been a great deal of speculation over the role of advertising as a possible stimulus to increased gambling, and as a contributor to problem gambling (including underage gambling). It is not uncommon for casino advertising to use glamorous images and beautiful people to sell gambling, while other advertisements for lottery tickets and slot machines depict ordinary people winning loads of money or millions from a single coin in the slot. Content analyses of gambling adverts have reported that gambling is portrayed as a normal, enjoyable form of entertainment involving fun and excitement. Furthermore, they are often centred on friends and social events.

The likelihood of large financial gain is often central theme (“It could be you”) with gambling also viewed as a way to escape day-to-day pressures. A number of authors claim that gambling advertising plays an important role in “normalizing” gambling, increasing participation and contributing to problem development. Some researchers (such as Peter Adams in New Zealand) also claim that gambling advertising targets high-risk populations (e.g., ethnic minorities).

So does advertising create unrealistic hopes of winning that may later trigger a gambling addiction? Very few people are naive enough to think that removing advertising will stop people gambling. Anyone who wants to find an avenue for gambling will do so – just as smokers continue to buy cigarettes. However, the argument has been put forward that by removing seductive gaming advertising, the vulnerable may be protected. Research has found that there is a large public awareness of gambling advertising, and that problem gamblers often mention advertising as a trigger to gambling.

I published a literature review a few years ago and noted that almost all of the published studies on gambling advertising concerned attitudes in some way. Furthermore, very little of these data provided any insight into the relationship between advertising and problem gambling. Although there is a lack of research in this area, there are precedents that advertisements for the promotion of gambling should perhaps be placed in the same category as alcohol and tobacco promotions because of the potentially addictive nature of gambling and the potential for being a major health problem. Many lobby groups claim it is time to ban gambling advertising with the same vigour as tobacco advertising although there is no evidence that this would work (particularly if the research on alcohol advertising is examined).

An example of good practice is that of Loto-Quebec. They did a thorough review of its advertising code. A brief overview of their measures undertaken are listed below:

  • Their current policy disallows any advertising that is overly aggressive, rejects concepts liable to incite the interest of children, and prohibits the use of spokespeople who are popular among youth, as well as the placement of advertisements within media programs viewed mainly by minors.
  • The odds of winning are highlighted. This is being done in response to the suggestions expressed so frequently by various groups interested in knowing their chances of winning.
  • Television commercials for new products will devote 20% of their airtime to promoting the gambling help line and to presenting warnings about problem gambling.
  • There will no longer be the targeting of any particular group or community for the purposes of promoting its products. For example, an instant lottery used a specific Chinese custom to stimulate interest. However, the Chinese community did not agree with making references to its customs in order to promote the game. Out of respect for this community, the game was immediately suspended.

It perhaps goes without saying but there has to be a strong commitment to socially responsible behavior that applies across all product sectors, including sensitive areas like gambling. As various Advertising Associations have advocated, socially responsible advertising should form one of the elements of protection afforded to ordinary customers and be reflected in the codes of practice. Children and problem gamblers deserve additional shielding from exposure to gambling products and premises, and their advertising. The codes that regulate it should include special provisions on the protection of such groups. I would also advocate the following guidelines:

  • Avoid promoting gambling in non-gambling areas – Players should not be encouraged to gamble whilst they are enjoying other non-gambling services such as restaurants or bars. Non-gambling areas should provide the opportunity for an emotional cool down whereby customers have the opportunity to reflect upon their gambling behavior, and consider whether or not to continue playing.
  • Focus on entertainment rather than gaming – A focus on buying entertainment rather than winning money is recommended. When individuals primarily gamble to win money, and that is their only objective, that is when problems can start. That is when a proportion of vulnerable people can get into difficulty.
  • Advertising and promotion – Quite clearly it is appropriate that gaming industry needs to advertise and promote its facilities. In addition to conforming to each country’s own advertising codes of practice, the most important recommendation would be that advertisements and promotions should not appeal to vulnerable individuals (such as minors, those with severe learning difficulties, problem gamblers, etc.) or be ‘aggressive’ and/or use popular celebrities. Furthermore, broadcast media advertising should be aimed at a adult audience and appear after the 9pm ‘watershed’. Adverts should feature the odds of winning. Ideally, there should also be some ‘counterbalanced’ adverts talking about problem gambling and its prevention.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Adams, P. (2004). Minimising the impact of gambling in the subtle degradation of democratic systems, Journal of Gambling Issues, 11. Available at: http://www.camh.net/egambling/issue11/jgi_11_adams.html.

Binde, P. (2007). Selling dreams – causing nightmares? On gambling advertising and problem gambling. Journal of Gambling Issues, 20, 167-191.

Griffiths, M.D. (2005).  Does advertising of gambling increase gambling addiction? International Journal of Mental Health and Addiction, 3(2), 15-25.

Korn, D, Hurson, T. & Reynolds, J. (2004). Commercial Gambling Advertising: Possible Impact on Youth Knowledge, Attitudes, Beliefs and Behavioural Intentions. Report submitted to the Ontario Gambling Research Centre.

 

 

 

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