Category Archives: Online gambling

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.


The ‘In’ Crowd: Is there a relationship between ‘in-play’ betting and problem gambling?

For those of us who watch football on the television in the UK, it is almost impossible to watch a game without seeing the many gambling adverts alerting us to the fact we can now bet on over 60 ‘in-play’ markets while watching the game. Should I wish to, I can bet on everything from who is going to score the first goal, what the score will be after 30 minutes of play, how many yellow cards will be given during them game and/or in what minute of the second half the first free kick will be awarded.

‘In-play’ betting is arguably the fastest growing form of gambling in the UK and the UK’s leading ‘in-play’ bookmaker Bet 365 made over £500 million last year. One of the issues I have been asked by the press is to what extent ‘in-play’ betting can be problematic. One of the interviews I did recently was with the Mail on Sunday who published some of my comments yesterday in an article entitled Risky business: With the advent of online gambling, are we creating an epidemic of addiction? ’I was quoted as saying:

‘What the in-play markets have done is take what was traditionally a discontinuous form of gambling – where you make one bet every Saturday on the result of the game – to one where you can gamble again and again and again. You cannot become addicted to something unless you are constantly being rewarded. If the reward only happens once or twice a week, it’s impossible to become addicted. In-play has changed that”

This indeed was a good summary of the interview I did. In-play betting is something that many of us in the problem gambling field are keeping an eye on because it’s taken something that has traditionally been a non-problem form of gambling to something that is more akin to betting on horse racing. At a typical Gamblers Anonymous group, you will get horse racing addicts, slot machine addicts, casino addicts, but it was rare that you got anyone ever having problems with things like football betting, mainly because football betting opportunities were once a week on the pools or betting before the match on a Saturday afternoon.

As I noted in my published quote above, if the reward for gambling only happens once or twice a week, it is completely impossible to become addicted. In-play has changed that because we now have football matches on almost every day of the week making a daily 2-hour plus period of betting seven days a week. As a psychologist who has researched problem gambling for over 25 years, I would assess the structural characteristics of this type of activity and associate it with the type that causes problem gambling for those that are vulnerable and susceptible. So why do I think this?

When considering speed and frequency of gambling in relation to problem gambling, concepts such as event duration, event frequency and payout interval can often be misunderstood and applied in the wrong context. Often, these are mistaken for having the same meaning. Furthermore, concepts such bet frequency and event duration are often ignored despite their importance of their role in the speed and frequency of betting. All of these terms refer to slightly different aspects of gambling although they are all implicated factors that affect speed and frequency.

Event duration essentially refers to how fast the “event” is (i.e., the speed of a gambling activity such as a reel spin on a slot machine that typically lasts for a few seconds). Professor Alex Blaszczynski and his colleagues at the University of Sydney (Australia) noted that gamblers prefer faster speeds and find fast speeds while playing more enjoyable. Therefore, they argued that gamblers’ motivation to play could encourage more persistent gambling activity. Another study by Professor Ladouceur and Dr. Serge Sevigny at the University of Laval (Quebec, Canada) investigated the effects of slot machine game speed on concentration, motivation to play, loss of control, and number of games played on people randomly assigned to either a high-speed (5 seconds) or a low-speed (15 seconds) gambling condition. Their results showed that high-speed gamblers played more games and underestimated the number of games played more than low-speed gamblers. However, speed didn’t influence concentration, motivation, or loss of control over time or money. Despite many methodological limitations they concluded that speed had limited impact on occasional slot machine gamblers.

A paper by Dr Kevin Harrigan and Dr. Mike Dixon (University of Waterloo, Canada) estimated the speed of slot machine play on slot machines. On a machine with a reel spin of every six seconds, players can play 10 times per minute, (i.e., 600 spins per hour) whereas those on a machine with a reel spin of every three seconds, players can play 20 times a minute (i.e., 1200 spins per hour). I also found similar results in research I carried out on British slot machines in the late 1980s and early 1990s.

It is important to acknowledge that duration of the betting event is different from event frequency. However, they may be inextricably linked in so much as the length of a betting event will obviously limit the frequency with they can take place. For example, a betting event lasting two hours (e.g., wagering only on the final outcome of a football game) could not have an event frequency greater than one in any 2-hour period, but a roulette spin (lasting approximately 5-6 seconds) may have an event frequency of several hundred in the same two-hour period. Furthermore, as a result of the introduction of in-running or situational betting (i.e., ‘in-play betting’) this relationship is even less clear.

Event frequency refers to the number of events that are available for betting in any given time period. For example, a lottery draw may occur twice a week but an electronic keno lottery draw may occur 100 times per hour. In this example, a keno lottery draw has a higher event frequency. Bet frequency, on the other hand, refers to the number of bets or wagers placed in any given time period. Using the lottery again as an example, multiple tickets (e.g., 10 tickets) can usually be purchased as frequently as desired before any single lottery draw. So here bet frequency would be equal to 10 but event frequency would be equal to 1. Therefore, bet frequency can often be higher than event frequency and hence, it is possible to spend more than one can afford even with a low event frequency.

The relationship between bet frequency and event frequency needs further empirical investigation. As researchers and clinicians, we often make the assumption the two have a strong relationship; the higher number of betting events – the higher the frequency of betting. Until more research is forthcoming a definitive answer is currently not available. Although, players can place many bets on just one gambling event, the outcome of this event can influence future betting activity. By outcomes, we are essentially referring to winning or losing. Losing can often create financial and emotional motivation to continue betting (i.e. chasing). It could be speculated that the satisfaction from winning may reduce motivation for further betting in the short-term, or it may increase betting as a result of increased bankroll, illusions of control and/or cognitive biases. Therefore, a higher event frequency not only offers more opportunity and choice for betting, but also affects motivation for betting through revealing consequential wins and losses at the end of each event. However, it should also be noted that betting frequency is also impacted by other factors (e.g., peer pressure, time constraints to gamble, etc.).

So does the speed of a game influence the prevalence of problem and pathological gambling? Based on the relationship between event duration, event frequency, bet frequency, and payout interval, empirical research has consistently shown that games that offer a fast, arousing span of play, frequent wins, and the opportunity for rapid replay are those most frequently cited as being associated with problem gambling. The actual prevalence rate of problem and pathological gambling will of course depend on many other factors than speed of the game alone, but games with high and rapid event frequencies such as slot machines are most likely to impact on increased rates of problem and pathological gambling. In-play betting appears to be an activity that is starting to blur the lines between continuous and discontinuous forms of gambling.

Frequency of opportunities to gamble (i.e., event frequency) also appears to be a major contributory factor in the development of gambling problems. The general rule is that the higher the event frequency, the more likely it is that the activity will result in gambling problems. Addictive behaviours have been shown to be associated with the rewards and the speed of rewards and payout rates. Therefore, the more potential rewards there are, and the higher the amount of the rewards, the more problematic the activity is likely to be. Given the time, money and resources, a vast majority of gambling activities are “continuous” in that people have the potential to gamble again and again. Therefore, in relation to problem gambling, in-play betting is an activity that we really need to keep an eye on.

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

Additional input by Dr. Jonathan Parke (Salford University, UK)

Further reading

Blaszczynski, A, Sharpe, L., & Walker, M. (2001). The Assessment of the Impact of the Reconfiguration on Electronic Gaming Machines as Harm Minimization Strategies for Problem Gambling. Report for the Gaming Industry Operators Group, University of Sydney Gambling Research Group, Sydney

Griffiths, M.D. (1993). Fruit machine gambling: The importance of structural characteristics. Journal of Gambling Studies, 9, 101-120.

Griffiths, M.D. (1994). The role of cognitive bias and skill in fruit machine gambling. British Journal of Psychology, 85, 351-369.

Griffiths, M.D. (1999a). Gambling technologies: Prospects for problem gambling. Journal of Gambling Studies, 15, 265-283.

Griffiths, M.D. (2008). Impact of high stake, high prize gaming machines on problem gaming. Birmingham: Gambling Commission.

Harrigan, K. & Dixon, M. (2009). PAR Sheets, probabilities, and slot machine play: Implications for problem and non-problem gambling. Journal of Gambling Issues, 23, 81-110.

Ladouceur. R., & Sévigny, S. (2005a). The impact of video lottery game speed on gamblers. Journal of Gambling Issues, 17.

Loba, P., Stewart, S. H., Klein, R. M. & Blackburn, J. R. (2002). Manipulations of the features of standard Video Lottery Terminal (VLT) games: Effects in pathological and non-pathological gamblers. Journal of Gambling Studies, 17, 297-320.

Parke, J. & Griffiths, M.D. (2006). The psychology of the fruit machine: The role of structural characteristics (revisited). International Journal of Mental Health and Addiction, 4, 151-179.

Parke, J. & Griffiths, M.D. (2007). The role of structural characteristics in gambling.  In G. Smith, D. Hodgins & R. Williams (Eds.), Research and Measurement Issues in Gambling Studies (pp.211-243). New York: Elsevier.

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.

Luck’s familiar: What is the role of luck in gambling?

Gambling and luck have long been inextricably intertwined yet there has been surprisingly little empirical research. Luck has a mysterious quality and the degree to which people believe in it has profound personal, political, and financial outcomes. Historically, luck was considered a gift of the gods, to be given or withheld at their whim. Despite the relative lack of research, there are countless everyday examples of the association between gambling and luck including the use of lucky charms to the saying lucky phrases. In fact, it could perhaps be argued that there are not many gamblers who don’t subscribe to some sort of belief in fortune. Nowadays, despite statistical laws governing coin tossing, dice throwing, or the spin of the roulette wheel, many gamblers still believe the odds can be overcome by having “Lady Luck” on their side.

In our everyday experience it can seem that some people “have all the luck” and others appear to be jinxed. We can all think of lucky people who seem to be in the right place at the right time, meet the right people, win all the money at the gaming tables, and go from one success to another. I read a news story on the Internet highlighting that luck is indeed about being in the right place at the right time. The story concerned a waitress at a Las Vegas casino who won $35 million during her lunch break. After playing for 15 minutes, she won the largest slot jackpot payout ever. However, only three months later, her car was hit by a drunk driver who had 17 previous arrests for drunk driving. She was seriously injured and her older sister was killed. This time she was in the wrong place at the wrong time.

When people experience long winning or losing streaks while gambling they then evoke what they believe to be a second causal factor – luck. While luck tends to even itself out over the long run, people naturally focus on the short run and on their fluctuations. Because gambling involves randomness, people will often blame or chalk up their luck to some random event that coincided with how they fared at a certain gambling session. A lucky person is someone who wins many times in succession. The same will happen when it is a gambler’s lucky day with their lucky number, lucky colour, lucky table and/or lucky dealer. Most of these ‘lucky’ events are little more than ‘illusory correlations’ such as noticing that the last three winning visits to the casino were all when the gambler wore a particular item of clothing or it was on a particular day of the week. In short, “good luck” brings longer sequences of winning and “bad luck’ brings longer sequences of losing. People tend to assume that these winning or losing streaks are operating independent of chance. Taken from this perspective, luck and chance are two different but occasionally interfering causal factors that influence events.

Given people’s widespread beliefs about luck, there has been relatively little psychological research. Over 20 years ago, the Dutch psychologist Willem Wagenaar noted that the notion of causelessness is so alien to us that in the absence of a known cause we tend to attribute events to imaginary causes like luck and chance. Being lucky and winning while gambling are often perceived as very similar things. Furthermore, in the minds of many people, luck and chance often seem to act as real causes. Such notions are defined in terms of absence of knowledge on which the prediction of future events could be based. The throw of a dice, the spin of a slot machine or roulette wheel, are considered to be chance events because there is insufficient knowledge to predict the outcome – not because they have no physical causes.

Professor Richard Wiseman at the University of Hertfordshire has spent many years studying luck and believes he’s discovered four principles of luck and knows how to help people improve their good fortune. The results of this work reveal that people are not born lucky. Instead, lucky people are unconsciously using four basic principles to create good fortune in their lives. These could also be applied to gambling situations. Wiseman’s research has involved him being with those who define themselves as either lucky or unlucky, and examining the reasons why. Wiseman started by asking randomly chosen UK shoppers whether they had been lucky or unlucky in several different areas of their lives including their careers, relationships, home life, health, and financial matters. Of those he surveyed, 50% considered themselves lucky and 16 percent unlucky. Those lucky or unlucky in one area were more likely to report the same in other areas. Most experienced either consistent good or bad fortune. Professor Wiseman therefore that concluded luck could not simply be the outcome of chance events.

So what do lucky people do that is different from unlucky people? Firstly, lucky people maximise chance opportunities. They are skilled at creating, noticing and acting upon chance opportunities. They do this in various ways, including networking, adopting a relaxed attitude to life and by being open to new experiences. Secondly, lucky people listen to lucky hunches. They make effective decisions by listening to their intuition and gut feelings. For example, they take steps to actively boost their intuitive abilities by meditating and clearing their mind of other thoughts. Thirdly, lucky people expect good fortune. They are certain that the future is going to be full of good fortune. These expectations become self-fulfilling prophecies by helping lucky people persist in the face of failure, and shape their interactions with others in a positive way. Finally, lucky people turn bad luck into good. They employ various psychological techniques to cope with, and often even thrive upon, the ill fortune that comes their way. For example, they spontaneously imagine how things could have been worse, do not dwell on the ill fortune, and take control of the situation.

So can “lucky” people win at gambling without trying? Professor Wiseman tested this proposition by getting 700 people to gamble on the National Lottery. The “lucky” participants were twice as confident of winning as the “unlucky” ones. However, results showed that only 36 participants actually won any money, and these were split evenly between the two groups. The study showed that being lucky doesn’t change the laws of probability!

Research has also shown that lucky people use body language and facial expressions that other people find attractive. For instance, they smile twice as much as the unlucky, and engage in more eye contact. In addition, they are more likely have a broad network of friends and take advantage of favourable opportunities. Lucky people view misfortune as short-lived and overcome it quickly. In short, self-fulfilling prophecies appear to affect lives. Those who expect to fail may not even try. Lucky people try to achieve their goals even when the odds are against them. Luck is not a magical ability or a gift from the gods. It is a mind-set, a way of perceiving and dealing with life. This is something that gamblers should know and try to apply to their day-to-day gambling activity.

Gamblers are great believers in luck. Dr Wagenaar found that gamblers are so wedded to their belief in luck that in some circumstances they refuse to improve their odds. For instance, in the game of blackjack, there is a well-known optimal strategy for not losing. But in order to win over the long run, a gambler must count the cards that have been played and calculate whether there are more high or low cards left in the deck. More high cards favour the player, so gamblers should increase their bets. More low cards favour the house, so gamblers should decrease their bets. However, Wagenaar’s research demonstrated that the vast majority of players do not do this.

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

Further reading

Griffiths, M.D. (1994). The role of cognitive bias and skill in fruit machine gambling. British Journal of Psychology, 85, 351-369.

Griffiths, M.D. (2011). Gambling, luck and superstition: A brief psychological overview. Casino and Gaming International, 7(2), 75-80.

Langer, E. (1975). The illusion of control. Journal of Personality and Social Behavior, 32, 311-328.

Langer, E.J. (1983).  The Psychology of Control. London: Sage.

Wagenaar, W.A. (1988). Paradoxes of Gambling Behavior. London: Erlbaum.

Wagenaar, W.A. & Keren, G. (1988). Chance and luck are not the same. Journal of Behavioral Decision Making, 1, 65-75.

Wiseman, R. (2003). The Luck Factor. New York: Hyperion.

Wohl, M.J.A. & Enzle, M.E. (2003). The effects of near wins and near losses on self-perceived personal luck and subsequent gambling behavior. Journal of Experimental Social Psychology, 39, 184–191

Identity cards: The psychology of online personas in poker

In my role as research consultant for an online poker company, I was involved in a survey of 2000 people on poker names. The results revealed that around 45% of men and women are using (or would use) alternative names when playing online poker to give them some kind of advantage. I found these results somewhat predictable as (a) many people use alternative names in online activities, and (b) most people will adopt strategies if they feel it has a material advantage for them. As online poker grows, more people will use bluff tactics (such as changing their gender online) that they couldn’t do in an offline gambling environment.

There are many parallels between playing online poker and other online gaming activities such as online computer gaming. However, online role-playing computer gamers by definition, take on different online social personas. In online activities, online social personas are created purely by what is typed on screen. These are known as ‘text-based virtual realities’ and the name that a person chooses to play under is just one strategy that people can adopt when playing against opponents if they believe it offers them an advantage.

The survey found that 11% males and 25% females would use a name that suggested they were members of the opposite sex in order to give themselves an advantage. In most online arenas, females are more likely to change their gender or use masculine versions of their real name (e.g., ‘Chris’ instead of ‘Christine’ or names like ‘Charlie’). There are good reasons for this. In male-dominated chat rooms, it is not uncommon for females to receive lots of unwanted male attention the moment they log on. Many females adopt male personas as a way of avoiding the unwanted attention. In online game playing arenas, females often adopt male personas as they usually feel less psychological intimidation and/or alienation by doing so. Our own research has also shown that females have more positive attitudes toward online gambling because the Internet is a gender-neutral environment unlike the more male-dominated offline environments like betting shops and casinos.

Online poker permits players to create a false identity. For others it allows players to retain anonymity. As a player you can pretend to be a young attractive novice female player when in fact you are actually a very experienced recognised professional. On a psychological level, the key to a ‘hustle’ or manipulating other players in poker is by projecting a character and hiding your identity. Essentially it is about representing a façade, whether it is for one hand or the whole of the game. While playing poker online, a player can adopt any ‘character’ they wish to suit any game in which they engage in. For instance, if you are playing with novices it may be profitable to portray an experienced professional in order to intimidate players into submission.

Using the Internet relay chat (IRC) band provided, it is easier for online poker players to develop their persona(s). The tone and pitch of what a player “says” is not revealed in the text on the screen. At a fundamental level all players are acting with their most unemotional ‘poker face’. In these situations, players can exude confidence as they go all in on a psychological bluff, when in reality they may have shaking hands and be sweating like a pig. The key to winning on a psychological level is by inducing emotional reactions from other players, so with knowledge of the opponent, it is possible to ‘tailor’ interactions to induce the desired response.

Image has become all-important in the commercial arena and for some online poker players it is no different. One of the most important things about poker names is that they may help players define their self-image and who they are – at least on some psychological level. For some people, this ‘personal branding’ may be more important than their social identities within a playing community. What you gamble on and what name players choose can be an extension of this. At the very least, names are important in initial impression formation. However, whether they have any longer lasting effect remains speculative and questionable.

Some people do clearly think about the name that they use and the image it projects. For instance, one well-known player who has worked with our research unit used to go under the online name ‘Dostoyevsky’. Dostoyevsky, of course, was the famous Russian novelist who wrote the semi-autobiographical book ‘The Gambler’ based on his own experiences. The use of the online name suggests an air of intellectuality and knowingness. Whether it actually makes a difference to the playing behaviour of Dostoyevsky’s opponents is highly questionable.

Having said that, our own research at Nottingham Trent University suggests the names that people choose has a minimal effect online. It appears to be given more credence by amateur players. Experienced players say that because of the micro-limits and mass of novice players, the bluff of name change and/or image makes negligible difference to their playing behaviour.

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

Further reading

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.

Hussain, Z. & Griffiths, M.D. (2008). Gender swapping and socialising in cyberspace: An exploratory study. CyberPsychology and Behavior, 11, 47-53.

McCormack. A. & Griffiths, M.D. (2012). What differentiates professional poker players from recreational poker players? A qualitative interview study. International Journal of Mental Health and Addiction, in press.

Parke, A. & Griffiths, M.D. (2011). Poker gambling virtual communities: The use of Computer-Mediated Communication to develop cognitive poker gambling skills. International Journal of Cyber Behavior, Psychology and Learning, 1(2), 31-44.

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.

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.

Internet addiction: How big a problem is it?

Yesterday, a study was reported in the British media that Chinese scientists had observed differences in the brains of people who obsessively use the internet similar to those found in people who have substance addiction. This led to the question of whether this was “proof that internet addiction exists”. I was asked for my comments by both the Guardian and the Daily Telegraph and I thought I would use my blog to put forward my own view on the topic.

There is currently a debate among psychologists and psychiatrists as to whether ‘Internet addiction’ constitutes a true addiction and should therefore be recognized as a psychiatric disorder in the American Psychiatric Association’s fifth edition of the forthcoming Diagnostic and Statistical Manual. The past 15 years have produced many empirical studies demonstrating that a significant number of individuals appear to report psychological problems associated with excessive Internet use. The extent and severity of these problems may be somewhat overestimated because of the relatively low methodological quality of many studies in this area. Most studies have utilized inconsistent criteria to identify Internet addicts and/or have applied recruitment methods that may have caused serious sampling bias. More specifically in relation to Internet addiction criteria used in most studies, I have asserted in a number of my publications that the main problems with the measures used is that they tend to (i) have no measure of severity, (ii) have no temporal dimension, (iii) overestimate the prevalence of problems, and (iv) take no account of the context of Internet use.

In a number of published literature reviews, I have also argued that those working in the Internet addiction field need to distinguish between addictions on the Internet, and addictions to the Internet. My view is that most ‘Internet addicts’ are not addicted to the Internet itself, but use it as a medium to fuel other addictions. I have also used case study evidence to argue that some very excessive Internet users may not have any negative detrimental effects as a consequence of their behavior and therefore cannot even be classed as addicted. In short, a gambling addict who uses the Internet to gamble is a gambling addict not an Internet addict. The Internet is just the place where they conduct their chosen (addictive) behavior. However, I am the first to concede that I have also observed that some behaviors engaged on the Internet (e.g., cybersex, cyberstalking etc.) may be behaviors that the person would only carry out on the Internet because the medium is anonymous, non face-to-face, and disinhibiting.

For these reasons, it is often argued that problematic Internet behaviors may be more appropriately conceptualised within existing known psychopathologies such as depression or anxiety. Nevertheless, a number of researchers (including myself) have argued that Internet addictions do exist and can arise from unhealthy involvement in a range of online activities. These activities may include browsing websites, online information gathering, downloading or trading files online, online social networking, online video gaming, online shopping, online gambling, and various online sexual activities such as viewing pornography or engaging in simulated sexual acts.

While there is no consensus regarding the clinical status of Internet addiction, there appears to be significant demand for treatment for Internet-related problems, particularly in China, Taiwan and South Korea, where the estimated prevalence of Internet addiction problems among adolescents ranges from 1.6% to 11.3%. The South Korean government has reportedly established a network of over 140 counselling centres for treatment of Internet addiction, and have introduced treatment programs at almost 100 hospitals. In addition, numerous ‘boot camp’-style programs for Internet-addicted adolescents have emerged in both China and Korea. In Western countries, clinics specializing in the psychological treatment of computer-based addictions have also emerged, including: the Center for Online and Internet Addiction located in Bradford, Pennsylvania, United States; the Computer Addiction Study Center, McLean Hospital, Belmont, Massachusetts, United States; the Broadway Lodge residential rehabilitation unit located in Somerset, England; and the Smith & Jones 12-step (Minnesota Model) clinic located in Amsterdam, Holland. Additionally, there are some online providers of treatment services for Internet addiction (e.g., www.netaddiction.com; www.netaddictionrecovery.com; www.onlineaddiction.com.au), many of which are modelled on 12-step self-help treatment philosophies including specific types of groups such as Online Gamers Anonymous.

Available evidence suggests that, internationally, a large number of individuals with Internet-related problems have received some form of treatment from a mental health or medical service provider. However, very few studies have examined the effectiveness of any such treatments, including counselling, psychotherapy, or pharmacological interventions. The number of studies in this area is not as large as the number of studies examining the general features and correlates of Internet addiction, or as the number of studies of psychological treatment for other behavioral addictions, such as pathological gambling.

Very recently, I – along with colleagues from the University of Adelaide (Dr Daniel King and Professor Paul Delfabbro) – published a systematic review of the Internet addiction treatment literature. Our review investigated the reporting quality of treatment studies according to the 2010 Consolidating Standards of Reporting Trials (CONSORT) statement. Our evaluation of the studies we reviewed highlighted several key limitations, including (a) inconsistencies in the definition and diagnosis of Internet addiction, (b) a lack of randomization and blinding techniques, (c) a lack of adequate controls or other comparison groups, and (d) insufficient information concerning recruitment dates, sample characteristics, and treatment effect sizes.

There were also wider issues as to whether the people being treated in the studies evaluated were actually bona fide ‘Internet addicts’ as some of the people treated may have been addicted to a specific application or activity on the Internet (e.g., gaming, gambling, social networking) rather than being addicted to the Internet itself. We also stressed that research is also needed into whether addicts who use a particular medium to engage in their activity require different types of intervention and/or treatment. For instance, do Internet gambling addicts need or require different treatment interventions than gambling addicts who do not use the Internet to gamble?

Finally, there appears to be a significant need for consensus concerning the clinical definition of Internet addiction and possible sub-forms relating to particular Internet applications and/or activities. This theoretical obstacle, which has existed for over 15 years, has hindered progress in all areas of this field, including the development and validation of a recognised diagnostic tool. Our evaluation of the literature using the CONSORT criteria identified many areas of study design and reporting in need of improvement. In particular, there is a need for more randomized, controlled trials, in both the pharmacological and non-pharmacological intervention literature.

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

I would also like to thank Dr Daniel King and Professor Paul Delfabbro (University of Adelaide) for their additional input

Further reading

Griffiths, M.D. (1995). Technological addictions. Clinical Psychology Forum, 76, 14-19.

Griffiths, M.D. (1998). Internet addiction: Does it really exist? In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications. pp. 61-75. New York: Academic Press.

Griffiths, M.D. (2000). Internet addiction – Time to be taken seriously? Addiction Research, 8, 413-418.

Griffiths, M.D. (2010). Internet abuse and internet addiction in the workplace. Journal of Worplace Learning, 7, 463-472.

King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2011). Assessing clinical trials of Internet addiction treatment: A systematic review and CONSORT evaluation. Clinical Psychology Review, 31, 1110-1116.

Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: A critical review. International Journal of Mental Health and Addiction, 4, 31-51.

Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: Does it really exist? (Revisited). In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications (2nd Edition), pp.141-163. New York: Academic Press.

Widyanto, L. & Griffiths, M.D. (2009). Unravelling the Web: Adolescents and Internet Addiction. In R. Zheng, J. Burrow-Sanchez & C. Drew (Eds.), Adolescent Online Social Communication and Behavior: Relationship Formation on the Internet. pp. 29-49. Hershey, Pennsylvania: Idea Publishing.

Widyanto, L., Griffiths, M.D. & Brunsden, V. (2011). A psychometric comparison of the Internet Addiction Test, the Internet Related Problem Scale, and Self-Diagnosis. Cyberpsychology, Behavior, and Social Networking, 14, 141-149.

Online gambling, testimonials, and the psychology of persuasion

One of the most interesting psychological ploys used by some online gambling operators is the use of ‘bogus’ players and their testimonials. This appears to be a common practice used by some of the industry to generate hype about their sites. People are ‘disguised’ as unbiased players who then rave about particular online gambling sites in online player forums.

There has been a lot of psychological research under what circumstances information like this is taken on board or disregarded. There is a long established theory that has highlighted the most effective way of getting a message across. Most importantly, the information source needs to be credible (the important features of credibility being expertise and trustworthiness).

Identifying yourself as an “online gambler” means that you are more likely to treat someone else that is part of your ‘in group’ as trustworthy. Psychologists have highlighted that source credibility in this situation can be effective for two reasons. The first is that it leads to the processing of information in a half-mindless state – either because the person is not motivated to think, don’t have the time to consider, or lack the abilities to understand the issues. Secondly, source credibility can stop questioning (“if other punters think it’s a good site, then it must be alright”).

Psychological research has also shown that successful persuasive messages should be short, clear, direct and one-sided for receptive audiences. (Two-sided arguments should be used if the audience is likely to be unsympathetic to the message). The message must be explicit rather than letting the audience draw their own conclusions (although for informed audiences it can be equally, if not more effective, to draw their own conclusions).

Finally, the message should be colourful and vivid rather than full of technical terms and statistics. In short, the use of psychological research on communication to underpin marketing strategies, the online gaming industry generates mass emails and instant messages with typical claims like “I just found the greatest online casino on the Net. You should check it out “. Obviously if it sounds too good to be true, then it probably is.

Obviously online gambling companies are operating in a highly competitive market and almost every marketing tactic is employed to increase market share. However, the strategies used should be socially responsible and be fair to players. In the long run, online gamblers will give repeat business to those that they trust, and those companies are likely to be the ones who are the most socially responsible.

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

Further reading

Cialdini, R. B. (2001). Influence: Science and practice (4th ed.). Boston: Allyn & Bacon

Cialdini, R. B. (2001). The science of persuasion. Scientific American, 284, 76-81.

Griffiths, M.D. (2002). The marketing of Internet lottery gambling, Panorama (European State Lotteries and Toto Association), 10, 6-9.

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

Griffiths, M.D. (2010). Social responsibility and trust in online gambling: Six steps to success. i-Gaming Business, 61, 36-37.

Griffiths, M.D. & Wood, R.T.A. (2001). The psychology of lottery gambling. International Gambling Studies, 1, 27-44.

Griffiths, M.D. & Wood, R.T.A. (2008). Responsible gaming and best practice: How can academics help? Casino and Gaming International, 4(1), 107-112.

 

 

Gambling online, social responsibility and ‘foot-in the-door’ practices

Bill Gates arrives at the port to heaven and hell. Petrus says “You see Bill, we don’t know what to do with you. You may choose heaven or hell”. Bill peeks in heaven and sees a couple of old boring men sitting around at a table. Bill takes a look in hell and sees really beautiful women, sex, drugs, rock and roll, and most of all, gambling. Bill says “I am a gambling man, I want to go to hell!” Once in hell, Bill is immediately thrown into the fire. Bill says “Hey, what the hell is this, I saw all the gambling, women, and sex?” The devil says ‘That was just a demo version.”

Hopefully this opening joke highlights that online gamblers need to be aware that commercial operators often use subtle psychological ploys to get them to part with their money. For the online gambling industry, it also raises issues around social responsibility and the extent to which operators should be using such tactics.

One of the most common ways that gamblers can be facilitated to gamble online is when they try out games in the ‘demo’, ‘practice’ or ‘free play’ mode. At one level, most would argue that playing for points rather than money is little more than innocuous fun and ‘good value’ to the player. Furthermore, playing games for free online is akin to ‘skill schools’ that exist offline, such as learning poker or blackjack in a casino. Offline, there are many constraints to ‘learning to play’ as the free opportunities may only be available on certain days and at certain times. On internet gambling sites there is a lot of scope for players to practice games for free before they play with real money. However, gaming operators need to realise that in terms of their social responsibility, games – even the ‘demo’ versions – need to be fair to players. Despite the undoubted positives, there are other not so positive aspects that have been identified in the scientific literature.

The use of ‘greater than chance’ win probabilities during ‘demo’ games is one example of the many tried and tested psychological ‘foot-in-the-door’ techniques used widely in the commercial sector. Some research carried out by psychologists at the University of Laval in Canada showed it was significantly more commonplace to win while ‘gambling’ on the first few goes on a ‘demo’ or ‘free play’ game. They also reported that it was commonplace for gamblers to have extended winning streaks during prolonged periods while playing the ‘demo’ version. Obviously, once gamblers to play for real, the odds of winning may be considerably reduced. Related to this are the urban myths that develop around online gambling. For instance, a very common myth is that a gambler’s first bet after opening an online account is very often a winning one.

There is now a growing number of studies highlighting that playing for free online is popular among teenagers. ‘Money free’ gambling appears to play an important role for adolescents in conceptualising and experiencing Internet gambling. In the 2009 British study of gambling among nearly 9000 adolescents aged 11-to 15-years, Ipsos MORI reported that just over a quarter of them had played in ‘money-free mode’ on internet sites in the week preceding the survey. Further analysis of these data by researchers at Salford University showed that gambling in the money-free mode was the single most important predictor of whether the child had gambled for money, and one of the most important predictors of children’s problem gambling. However, the possibility and extent to which money-free gambling is responsible for real gambling participation and gambling-related risk and harm needs further research.

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

Further reading

Forrest, D. K, McHale, I  & Parke, J. (2009). Appendix 5: Full report of statistical regression analysis. In Ipsos MORI (2009)British Survey of Children, the National Lottery and  Gambling 2008-09: Report of a quantitative survey. London: National Lottery Commission.

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

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.

Sevigny, S., Cloutier, M., Pelletier, M. & Ladouceur, R. (2005). Internet gambling: Misleading payout rates during the “demo” period. Computers In Human Behavior, 21, 153-158.

 

Is online gambling more ‘dangerous’ than offline gambling?

A question that is often asked by policymakers is whether online gambling is more ‘dangerous’ or ‘harmful’ than offline gambling. The answer to this question depends on what the definitions are of ‘harmful’ or ‘dangerous’ or (more importantly) whether online gambling is more harmful or dangerous to particular kinds of people (e.g., problem gamblers). There has been much debate in both the media and academic research outlets related to this question. This is an issue that Michael Auer and I recently examined in more detail in an article in Casino and Gambling International (CGI).

In our CGI article, we noted that there have also been a number of different approaches to collecting information about online gamblers. We argued that most published studies concerning online gambling have used one of two approaches – behavioural tracking studies (e.g., studies that collect data based on real online gamblers’ data typically supplied by online gaming operators to academic researchers) and self-report studies (e.g., studies that collect data via surveys, focus groups and/or interviews). Studies using self-report methods have tended to argue that problem gambling is more prevalent among online gamblers compared to offline gamblers. Studies using behavioural tracking data have tended to argue that online gambling is no more dangerous than offline gambling. At face value, this suggests that findings (relating to ‘dangerousness’ of the gambling medium) appear to depend upon the methodology used.

Both of these approaches have advantages and disadvantages. In our CGI article, we noted the following key differences between these two methods:

  • Behavioural tracking data provides a totally objective record of an individual’s gambling behaviour on a particular online gambling website (whereas individuals in self-report studies may be prone to social desirability factors, unreliable memory, etc.).
  • Behavioural tracking data provide a record of events and can be revisited after the event itself has finished (whereas self-report studies cannot).
  • Behavioural tracking data usually comprise very large sample sizes whereas self-report studies are based on much smaller sample sizes.
  • Behavioural tracking data collects data from only one gambling site and tells us nothing about the person’s Internet gambling in general (as Internet gamblers typically gamble on more than one site)
  • Behavioural tracking data always comes from unrepresentative samples (i.e., the players that use one particular internet gambling site) whereas the very best self-report studies (e.g., the British Gambling Prevalence Surveys in Great Britain) use random and nationally representative samples
  • Behavioural tracking data does not account for the fact that more than one person can use a particular account
  • Behavioural tracking data tell us nothing about why people gamble (whereas self-report data can provide greater insight into motivation to gamble)
  • Behavioural tracking data cannot be used for comparing online and offline gambling or for making comparisons about whether online gambling is safer or more dangerous than offline gambling as data are only collected on one group of people (i.e., online gamblers).
  • Self-report methods can be used to compare two (or more) groups of gamblers and is the only method we currently have to infer to what extent one medium of gambling may or may not be more or less safe.
  • Some self-report studies have the potential to use nationally representative samples of gamblers whereas behavioural tracking studies rely on self-selected samples of gamblers who use the online gambling website in question.
  • Behavioural tracking data tell us nothing about the relationships between gambling and other behaviours (e.g. the relationship between gambling and alcohol or the relationship between gambling and tobacco use).
  • Behavioural tracking data cannot examine problem gambling using current diagnostic criteria (whereas self-report studies can). In fact, behavioural tracking data studies cannot tell us anything about problem gambling as this is not a variable that has been examined in any of the published studies to date.

To date, one team of researchers affiliated to Harvard University have been given access to a large behavioural tracking data set of over 47,000 online gamblers by the Austrian gaming company bwin. This has led to many papers examining the actual behaviour of online gamblers based on behavioural tracking data. These data have been used to make claims along the lines that online gambling is no more problematic than offline gambling.

However, comparative statements relating to whether one medium of gambling is more problematic than another can only be made if actual gambling behavior is studied across different forms of gambling (e.g., direct comparison of internet gambling with [say] land-based casino gambling). None of the various publications by the Harvard-affiliated research team have empirically compared different forms of gambling. Nor have they examined ‘problem gambling’ as no problem gambling screens were given to any online gambler included in their studies. Therefore, conclusions about the harmfulness of online gambling in comparison to other forms of gambling cannot be drawn from these particular studies. Furthermore, none of the publications focusing on online gambling examine overall gambling behavior. All the publications have tended to examine a single type of game (e.g., sports betting, casino games, poker).

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

Further reading

Griffiths, M.D.  (2011). Empirical internet gambling research (1996-2008): Some further comments. Addiction Research and Theory, 19, 85-86.

Griffiths, M.D. & Auer, M. (2011). Approaches to understanding online versus offline gaming impacts. Casino and Gaming International, 7(3), 45-48.

Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2009). Socio-demographic correlates of internet gambling: findings from the 2007 British Gambling Prevalence Survey. CyberPsychology and Behavior, 12, 199-202.

Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2011). Internet gambling, health. Smoking and alcohol use: Findings from the 2007 British Gambling Prevalence Survey. International Journal of Mental Health and Addiction, 9, 1-11.

LaBrie, R.A., Kaplan, S., LaPlante, D.A., Nelson, S.E., & Shaffer, H.J. (2008). Inside the virtual casino: A prospective longitudinal study of Internet casino gambling. European Journal of Public Health, 18(4), 410-416

LaBrie, R.A., LaPlante, D.A., Nelson, S.E., Schumann, A. & Shaffer, H.J. (2007). Assessing the playing field: A prospective longitudinal study of internet sports gambling behavior. Journal of Gambling Studies, 23, 347-363.

LaPlante, D.A., Kleschinsky, J.H., LaBrie, R.A., Nelson, S.E. & Shaffer, H.J. (2009). Sitting at the virtual poker table: A prospective epidemiological study of actual Internet poker gambling behavior. Computers in Human Behavior 25, 711-717.

LaPlante, D. A., Schumann, A., LaBrie, R. A., & Shaffer, H. J. (2008). Population trends in Internet sports gambling. Computers in Human Behavior, 24(5), 2399–2414.

Shaffer, H.J., Peller, A.J., LaPlante, D.A., Nelson, S.E., & LaBrie, R.A. (2010). Toward a paradigm shift in Internet gambling research: From opinion and self-report to actual behavior. Addiction Research and Theory, 18, 270–283.

Wardle, H. & Griffiths, M.D. (2011). Defining the ‘online gambler’: The British perspective. World Online Gambling Law Report, 10(2), 12-13.

Wardle, H., Moody, A., Griffiths, M.D., Orford, J. & and Volberg, R. (2011). Defining the online gambler and patterns of behaviour integration: Evidence from the British Gambling Prevalence Survey 2010. International Gambling Studies, 11, 339-356.

Xuan, Z.M. & Shaffer, H.J. (2009). How do gamblers end gambling: Longitudinal analysis of internet gambling behaviors prior to account closure due to gambling related problems. Journal of Gambling Studies, 25, 239-252.

 

 

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