Category Archives: Advertising

The teen screen scene: How does media and advertising influence youth addiction?

When we are looking for factors that change behaviour we can look inside the individual for personal characteristics that make people vulnerable to addiction and we can look outside the individual for features of the environment that encourage addictive behaviours. Addiction is a multi-faceted behaviour that is strongly influenced by contextual factors that cannot be encompassed by any single theoretical perspective.

The media (television, radio, newspapers, etc.) are an important channel for portraying information and channelling communication. Knowledge about how the mass media work may influence both the promotion of potentially addictive behaviour (as in advertising), and for the promotion of health education (such as promoting abstinence or moderation). Much of the research done on advertising is done by the companies themselves and thus remains confidential. The media, especially television and film, often portray addictions (e.g., heroin addiction in the film Trainspotting, marijuana use in the TV show Weeds, gambling addiction in the TV show Sunshine, etc.). Because of this constant portrayal of various addictions, television and film dramas often create controversy because of claims that they glorify addictive behaviour. The popularity of media drama depicting various addictions requires an examination of their themes and the potential impact on the public.

A 2005 study in the Journal of the Royal Society of Medicine by Dr. H. Gunasekera and colleagues analysed the portrayal of sex and drug use in the most popular movies of the last 20 years using the Internet Movie Database list of the top 200 movies of all time. The researchers excluded a number of films including those released or set prior to the HIV era (pre-1983), animated films, films not about humans, and family films aimed at children. The top 200 films following the exclusions were reviewed by one of two teams of two observers using a data extraction sheet tested for inter-rater reliability. Sexual activity, sexually transmitted disease (STD) prevention, birth control measures, drug use and any consequences discussed or depicted were recorded.

The study reported that there were 53 sex episodes in 28 (32%) of the 87 movies reviewed. There was only one suggestion of condom use, which was the only reference to any form of birth control. There were no depictions of important consequences of unprotected sex such as unwanted pregnancies, HIV or other STDs. Movies with cannabis (8%) and other non-injected illicit drugs (7%) were less common than those with alcohol intoxication (32%) and tobacco use (68%) but tended to portray their use positively and without negative consequences. There were no episodes of injected drug use. The researchers concluded that sex depictions in popular movies of the last two decades lacked safe sex messages. Drug use, though infrequent, tended to be depicted positively. They also concluded that the social norm being presented in films was of great concern given the HIV and illicit drug pandemics.

Drug use in this context could be argued to illustrate a form of observational learning akin to advertisement through product placement. A similar 2002 study by Dr. D. Roberts and colleagues examined drug use within popular music videos. Whilst depictions of illicit drugs or drug use were relatively rare in pop videos, when they did appear they were depicted on a purely neutral level, as common elements of everyday activity.

The makers of such drama argue that presenting such material reflects the fact that addictions are everywhere and cut across political, ethnic, and religious lines. Addiction is certainly an issue that impacts all communities. However, it is important to consider possible impacts that it might have on society. Empirical research suggests that the mass media can potentially influence behaviours. For example, research indicates that the more adolescents are exposed to movies with smoking the more likely they are to start smoking. Furthermore, research has shown that the likeability of film actors and actresses who smoke (both on-screen and off-screen) relates to their adolescent fans’ decisions to smoke. Perhaps unsurprisingly, films tend to stigmatise drinking and smoking less than other forms of drug taking. However, the media transmit numerous positive messages about drug use and other potential addictions, and it is plausible that such favourable portrayals lead to more use by those that watch them. Anecdotally, some things may be changing. For instance, there appears to be more emphasis on the media’s portrayal of alcohol as socially desirable and positive as opposed to smoking that is increasingly being regarded as anti-social and dangerous.

Back in 1993, the British Psychological Society (1993) called for a ban on the advertising of all tobacco products. This call was backed up by the UK government’s own research which suggested a relationship between advertising and sales. Also, in four countries that had banned advertising (New Zealand, Canada, Finland and Norway) there was been a significant drop in tobacco consumption.

However, public policy is not always driven by research findings, and the powerful commercial lobby for tobacco has considerable influence. In her reply to the British Psychological Society, the Secretary of State for Health (at the time) rejected a ban saying that the evidence was unclear on this issue and efforts should be concentrated elsewhere. This debate highlights how issues of addictive behaviours cannot be discussed just within the context of health. There are also political, economic, social and moral contexts to consider as well. The British government and European Community made commitments to ban tobacco advertising though they found it difficult to bring it in as quickly as they hoped. It is now rare to see smoking advertised anywhere in the UK but there is a new trend in television drama and films to set the action in a time or location where smoking is part of the way of life (for example the US television programme Mad Men).

Just as the British Government have banned cigarette advertising and banned smoking in public places, they have also deregulated gambling through the introduction of the 2005 Gambling Act. This Act came into effect on September 1st 2007 and allowed all forms of gambling to be advertised in the mass media for the first time. This has led to a large number of nightly television adverts for betting shops, online poker, and online bingo. Whether this large increase in gambling advertising will impact on gambling participation and gambling addiction remains to be seen. There have been very few studies that have examined gambling advertising and those that have been done are usually small scale and lack representativeness.

In an article I wrote in 2010 looking at these issues, I reached a number of conclusions that I don’t think have changed in the past few years since I wrote that article. My conclusions were:

  • Glamorisation versus reality is complicated: The issue of glamorisation versus reality is of course complicated. Although the drama producers hope to accurately depict various addictions, they still need to keep ratings up. Clearly, positive portrayals are more likely to increase ratings and programmes might favour acceptance of drug use over depictions of potential harms.
  • Research on the role of media effects is inconclusive: More research on how the media influence drug use is needed in order to evaluate the impact of such drama. With media and addiction, it is important to walk with caution, as the line between reality and glamorisation is easy to cross. More research is needed that investigates direct, indirect, and interactive effects of media portrayals on addictive behaviour.
  • Relationship between advertising and addictive behaviour is mostly correlational: The literature examining the relationship between advertising on the uptake of addictive behaviour is not clear cut and mostly correlational in nature hence it is not possible to make causal connections.
  • There could be different media effects for different addictions: Although there appears to be some relationship between tobacco advertising and tobacco uptake, this does not necessarily hold for all addictive behaviours. For instance, some academics claim that econometric studies of alcohol advertising expenditures come to the conclusion that advertising has little or no effect on market wide alcohol demand.
  • Research done to date may not be suitable: Survey research studies have failed to measure the magnitude of the effect of advertising on youth intentions or behaviour in a manner that is suitable for policy analysis. As a consequence, policy makers may introduce and/or change policy that is ineffective or not needed on the basis of research that was unsuitable in answering a particular question.

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

Further reading

Cape, G. S. (2003). Addiction, stigma, and movies. Acta Psychiatrica Scandinavica, 107, 163-169.

Dalton, M.A., Sargent, J.D., Beach, M.L., Titus-Ernstoff, L., Gibson, J.J., Aherns, M.B., & Heatherton, T.F. (2003). Effect of viewing smoking in movies on adolescent smoking initiation: A cohort study. Lancet, 362, 281-285.

Distefan, J. M., E. A. Gilpin, et al. (1999). Do movie stars encourage adolescents to start smoking? Evidence from California. Preventive Medicine, 28, 1-11.

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

Gunasekera, H. Chapman, S. Campbell, S. (2005). Sex and drugs in popular movies: An analysis of the top 200 Films. Journal of the Royal Society of Medicine, 98, 464-470.

Nelson, J.P. (2001). Alcohol advertising and advertising bans: A survey of research methods, results, and policy implications. In M.R. Baye & J.P. Nelson (Eds.), Advances in Applied Microeconomics, Volume 10: Advertising and Differentiated Products (Chapter 11). Amsterdam: Elsevier Science.

Roberts, D.F., Christenson, P.G. Henriksen, L. & Bandy, E. (2002). Substance Use in Popular Music Videos. Office Of National Drug Control Policy. Located at: http://www.mediacampaign.org/pdf/mediascope.pdf

Wilde, G.J.S. (1993). Effects of mass media communications on health and safety habits: An overview of issues and evidence. Addiction, 88, 983-996.

Will, K. E., B. E. Porter, et al. (2005). Is television a healthy and safety hazard? A cross-sectional analysis of at-risk behavior on primetime television. Journal of Applied Social Psychology, 35, 198-22

Sound ideas: A brief look at the effect of music on gambling behaviour

Throughout my academic career, I have always been interested in how the design of environments affects human behaviour. Given that my primary research area is the psychology of gambling and that my most passionate hobby is listening to music, it probably won’t come as a surprise that I have carried out research into the effect of music on gambling behaviour.

The effect of music has been studied extensively in commercial contexts (particularly advertising and retailing). Many research studies have shown that music has the capacity to affect consumers’ perceptions of a particular environment, their intended and actual purchase behaviour, and time spent in a particular environment. Advertisers and marketers use such knowledge to help target their consumer group. Psychologists Adrian North and David Hargreaves have noted in many of their papers that music may have the capacity to modify psychological arousal or induce relaxation. A number of studies have supported this claim through various investigations into the arousal of music.

Highly arousing music has been characterised as loud, unpredictable and with a quick tempo. Low arousing music in contrast is soft, predictable, and has a slower tempo. The more the music is able to produce arousal in individuals, the more pleasurable it is for them, and the more likely it will be their preference. Musical tempo is another area within the field of music that has generated empirical research. A variety of reports from participants and consumers have described fast tempo music with a variety of adjectives, indicating it as happier, pleasant, joyous, exhilarating. Studies manipulating the tempo of music have found that faster music leads to more positive judgements of advertisements, enhances effects on the performance of tasks, leads to faster movement, and higher arousal levels. Slow music has the opposite effects resulting in more relaxing, solemn adjectives being used when participants described it.

As both a structural and situational characteristic in gambling behaviour, the role of music has become more apparent in the last decade. Many slot machines now have musical interludes. This makes them generally more appealing, especially if they are familiar. Researchers (including myself) have consistently argued that sound effects can contribute to the encouragement of gambling.

Back in 2003, Dr. Jonathan Parke and myself published a book chapter examining the environmental psychology of gambling in the book Gambling: Who Wins? Who Loses? (edited by the sociologist Gerda Reith). A small part of that review speculatively examined the role of music in facilitating gambling behaviour. We noted that at the time we wrote the review, no research has been carried out on the topic (and that research was obviously needed). A couple of years later, we published a paper in the Journal of Gambling Issues and reported a number of observations based on our experiences of enaging in participant and non-participant observation in amusement arcades and other gambling venues.

We argued that auditory effects have the capacity to make a slot machine more ”aesthetically appealing” to individuals and this differentiation could be a deciding factor when choosing a machine. We also hypothesized that music has the potential to facilitate, stimulate, maintain and exacerbate gambling behaviour in some individuals. This could be due to the fact that familiar music may induce a feeling of enjoyment as it is recognisable to the individual and thus may entice them into playing (something that I had noted in an earlier paper that I wrote with David Dunbar in a 1997 issue of the Society for the Study of Gambling Newsletter). The music played when one wins is distinctive and memorable and could also lead to further plays. In short, music has the capability to increase confidence, modulate arousal and relaxation and help the player to disregard previous losses.

In 2007, I published a study in the journal International Gambling Studies that I carried out with Laura Dixon and Dr. Richard Trigg investigating the role of music in gambling behaviour. In our experiment, 60 participants played virtual roulette in one of three conditions.The three conditions were (i) no music, (ii) slow tempo music,and (iii) fast music (20 participants in each condition). Tengames of roulette were played with speed of betting, amountspent across high, medium and low-level risk bets and totalamount spent recorded. Their results showed that speed ofbetting was influenced by musical tempo with faster bettingoccurring while listening to higher tempo music.However, there was no relationship between musical tempo and either the size of the bet or the overall amountspent. Although not carried out in a casino, we believed our findingsprovided valuable insight into how background music can bemanipulated to increase the speed of gambling.

In 2010, along with Jenny Spenwyn and Dr. Doug Barrett, I published another study examining the effect of music on gambling in the International Journal of Mental Health and Addiction. This study (as far as we are aware) was the first ever empirical study to examine the combined effects of both music and light on gambling behaviour. While playing an online version of roulette, 56 participants took part in one of four experimental conditions (14 participants in each condition); (1) gambling with fast tempo music under normal (white) light, (2) gambling with fast tempo music under red light, (3) gambling with slow tempo music under normal (white) light, and (4) gambling with slow tempo music under red light. Risk (i.e., the amount of money spent) per spin and speed of bets were measured as indicators of gambling behaviour. We found significant effects for speed of bets in relation to musical tempo, but not light. We also found a significant interaction between light and music for speed of bets. In short, we found that fast tempo music under red light resulted in individuals gambling faster gambling.

Most recently, some of my research colleagues in Norway, led by Dr. Rune Mentzoni, published a paper in the Journal of Behavioral Addictions that also examined music’s effect of gambling behaviour. Like our studies, they carried out a laboratory experiment. Their study comprised101 undergraduate students who played a computerized gambling task inwhich either a high-tempo or a low-tempo musical soundtrack was present. It was reported that: low-tempo music was associated with increased gambling persistence in terms of overall number of bets placed, whereas high-tempo music was associated with intensified gambling in terms of faster reaction time per placed bet. Based on their results, they concluded that high-tempo music is associated with more risky gambling behaviour (by increasing gambling persistence and by reducing reaction time for bets placed).

From the empirical literature published so far, there does appear to be some evidence to suggest that the gambling environment may be manipulated by the use of sound of music (as well as other characteristics such as light and colour) and that such situational characteristics may affect gambling behaviour. However, the empirical base, is limited and further research is needed before reaching any definitive conclusions.

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

Further reading 

Caldwell, C. & Hibbert, S.A. (1999). “Play that one again: The effect of music tempo on consumer behaviour in a restaurant. European Advances in Consumer Research, 4, 58-62.

Dixon, L., Trigg, R. & Griffiths, M. (2007). An empirical investigation of music and gambling behaviour. International Gambling Studies, 7, (3), 315-326.

Dube, L., Chebat, J.C. & Morin, S. (1995). The effects of background music on consumers desire to affiliate in buyer- seller interactions”, Psychology and Marketing, 12, 305-319.

Griffiths, M.D. & Dunbar, D. (1997). The role of familiarity in fruit machine gambling. Society for the Study of Gambling Newsletter, 29, 15-20.

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. (2005). The psychology of music in gambling environments: an observational research note. Journal of Gambling Issues, 13. Available at: http://jgi.camh.net/doi/full/10.4309/jgi.2005.13.8

Hebert, S., Beland, R., Dionne-Fournelle, O., Crete, M. & Lupien, S.J. (2004). Psychological stress response to video game playing: the contribution of built in music. Life Sciences, 76, 2371-2380.

Kellaris, J.J. & Kent, R.J. (1993). An exploratory investigation of responses elicited by music varying in tempo, tonality, and texture. Journal of Consumer Psychology, 2, 381-402.

Mentzoni, R. A., Laberg, J. C., Brunborg, G. S., Molde, H., & Pallesen, S. (2014). Type of musical soundtrack affects behavior in gambling. Journal of Behavioral Addictions, DOI: 10.1556/JBA.3.2014.006.

Milliman, R.E. (1982). Using background music to affect the behaviour of supermarket shoppers. Journal of Marketing, 46, 86-91.

Milliman, R.E. (1986). “The influence of background music on the behaviour of restaurant patrons. Journal of Consumer Research, 13, 286-289.

North, A.C., & Hargreaves, D.J. (1997). Experimental aesthetics and everyday music listening. In D.J. Hargreaves & A.C. North (Eds.), The Social Psychology of Music. pp.84-103. Oxford: Oxford University Press.

Parke, J. & Griffiths, M.D. (2006). The psychology of the fruit machine: The role of structural characteristics re-visited. 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.

Spenwyn, J., Barrett, D.K.R. & Griffiths, M.D. (2010). The role of lights and music in gambling behavior: An empirical pilot study. International Journal of Mental Health and Addiction, 8, 107-118.

Sporn again: A brief look at the evolution of ‘metrosexuality’

Back in 1994, the journalist Mark Simpson coined the term ‘metrosexual’ in an article in the British newspaper The Independent. The Wikipedia entry on metrosexuality notes:

“Metrosexual is a neologism, derived from metropolitan and heterosexual, coined in 1994 describing a man (especially one living in an urban, post-industrial, capitalist culture) who is especially meticulous about his grooming and appearance, typically spending a significant amount of time and money on shopping as part of this. The term is popularly thought to contrast heterosexuals who adopt fashions and lifestyles stereotypically associated with homosexuals, although, by definition given by [Mark Simpson], a metrosexual ‘might be officially gay, straight or bisexual’”

To be honest, I had never come across the term metrosexual until 2005 (although I was well aware of the male grooming, vain, image conscious, and product-consuming males typified by ex-footballer David Beckham). I was doing some consultancy with an online poker firm about different types of poker player and the press campaign that followed the publication of my report was headlined ‘betrosexuals’ (because it highlighted gender swapping by online poker players – an area that I then went on to research more academically – see ‘Further reading’ below). It was only at this point I was told that ‘betrosexual’ was a play on the word ‘metrosexual’.

The reason I mention all of this is because earlier today I did a BBC radio interview about the rise of the ‘spornosexual’ (yet another term I had never heard of until I was asked to appear on the programme). ‘Spornosexual’ is another term coined by Mark Simpson (as noted in the Wikipedia entry):

“A neologism combining sports, porn, and metrosexual, and used to describe an aesthetic adopted by many men who consume both sports and pornography. The spornosexual style emphasises heavy, lean musculature, and certain kinds of tattooing. The term entered the popular lexicon through a 2014 Daily Telegraph article by Mark Simpson…In 2006, Mark Simpson already wrote about ‘sporno’ for Out Magazine: ‘whole new generation of young bucks, from twinky soccer players like Manchester United’s Alan Smith and Cristiano Ronaldo to rougher prospects like Chelsea’s Joe Cole and AC Milan’s Kaká, keen to emulate their success, are actively pursuing sex-object status in a postmetrosexual, increasingly pornolized world”.

In short (and according to an article in the Washington Post), spornosexuals are simply the “hyper-sexualized, body-obsessed cultural offspring of the metrosexual”.To be honest, reading this definition makes me think that ‘spornosexuals’ have been around for a few decades now as these types of men were well described at length by Bret Easton Ellis in his 1991 novel American Psycho (minus the tattooing). Simpson claimed in his recent article in the Daily Telegraph that metrosexuality had evolved and that the “new wave” had put the ‘sexual’ into ‘metrosexuality’, had become “totally tarty”, and that such men should be called ‘spornosexuals’. More specifically, Simpson claimed:

“With their painstakingly pumped and chiselled bodies, muscle-enhancing tattoos, piercings, adorable beards and plunging necklines it’s eye-catchingly clear that second-generation metrosexuality is less about clothes than it was for the first. Eagerly self-objectifying, second generation metrosexuality is totally tarty. Their own bodies (more than clobber and product) have become the ultimate accessories, fashioning them at the gym into a hot commodity – one that they share and compare in an online marketplace. This new wave puts the ‘sexual’ into metrosexuality. In fact, a new term is needed to describe them, these pumped-up offspring of those Ronaldo and Beckham lunch-box ads, where sport got into bed with porn while Mr Armani took pictures. Let’s call them “spornosexuals”…Glossy magazines cultivated early metrosexuality. Celebrity culture then sent it into orbit. But for today’s generation, social media, selfies and porn are the major vectors of the male desire to be desired. They want to be wanted for their bodies, not their wardrobe. And certainly not their minds”

I tracked down Simpson’s 2006 article on ‘sporno’ published in Out magazine in which he claimed sport was the “new gay porn” because (for instance) footballers like David Beckham and Freddie Ljungberg had posed for gay magazines. He also made reference to metrosexual Gavin Henson (“rugby’s answer to David Beckham”) who loves shaving his legs and wears fake tan on the pitch. Simpson claimed:

“Sporno-sport that acknowledges and exploits the voyeuristic, usually homoerotic, thrill that fit male bodies throwing themselves against other fit male bodies can generate is already the acceptable, ruddy-cheeked outdoor-broadcasting face of porn. At least in soccer- and rugby-playing pagan Europe and Australia but it can be only a matter of time before it conquers the God-fearing, football-playing United States too…Being equal opportunity flirts, today’s sporno stars want to turn everyone on. Partly because sportsmen, like porn stars, are by definition show-offs, but more particularly because it means more money, more power, more endorsements, more kudos. It acknowledges the consumerist, showbiz direction that sport is moving in and engorges and inflates their career portfolio to gargantuan proportions”.

Simpson asserted that Beckham was a household name in America because he was a sporno star (rather than sports star) due to his high profile body adorning adverts and fetishizing himself. Beckham’s masculinity had become commodified, and in our highly consumerist culture “envy and desire are almost indistinguishable”. As a father of two sons and a daughter, I do worry how the perfect body images they see in the print and broadcast media may affect their own self-esteem. Although I had often thought about the pursuit of bodily perfection in terms of my daughter’s adolescent development, it’s not something I had thought about in relation to my sons. As a psychologist that specializes in addictive and obsessive behaviour, I am only too aware of the rise in male eating disorders, but the rise of the metrosexual is likely to be a contributory factor. In the Washington Post article on spornosexuality, the journalist Abby Phillip interviewed the branding expert (and author of the 2006 book The Future of Men) Marian Salzman. Salzman claimed that metrosexuality had indeed involved but not in the way that Simpson hoped:

“The word metrosexual has outgrown Simpson’s narcissistic depiction and now transcends narrow stereotypes to describe a whole range of traits. And the metrosexuals themselves are now men who don’t unquestioningly assume that there’s just one way of being a man”.

Based on what I have read so far, I don’t think that the term ‘spornosexuality’ will catch the public’s imagination in the same way as metrosexuality (in fact, I’m yet to be convinced that spornosexuality is significantly different from metrosexuality). That doesn’t mean the stereotypes attributed to such a term don’t exist. However, the jury is out on if there will be any long-lasting psychological consequences of identifying oneself as a spornosexual.

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

Further reading

Daily Mirror (2005). Betrosexuals. August 12. Located at: http://www.mirror.co.uk/news/uk-news/betrosexuals-553460

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.

Phillip. A. (2014). Step aside, metrosexuals, and make way for…the spornosexual man? Washington Post, June 10. Located at: http://www.washingtonpost.com/blogs/style-blog/wp/2014/06/10/step-aside-metrosexuals-and-make-way-for-the-spornosexual-man/

Salzman, M. (2006). The Future of Men: The Rise of the Übersexual and What He Means for Marketing Today. London: Palgrave.

Simpson, M. (2006). Sporno. Out, June 19. Located at: http://www.out.com/entertainment/2006/06/19/sporno?page=0,0

Simpson, M. (2014). The metrosexual is dead. Long live the ‘spornosexual’. Daily Telegraph, June 10. Located at: http://www.telegraph.co.uk/men/fashion-and-style/10881682/The-metrosexual-is-dead.-Long-live-the-spornosexual.html

Wikipedia (2014). Metrosexual. Located at: http://en.wikipedia.org/wiki/Metrosexual

Wikipedia (2014). Spornosexual. Located at: http://en.wikipedia.org/wiki/Spornosexual

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.

Bet, bet, bet: How to gamble responsibly during the football World Cup

With the football World Cup kicking off later today, I thought I would use my blog to give my readers some advice on gambling responsibly over the next month. As much as I want England to win, the humid conditions will be a major disadvantage. Yesterday I published an article on why I think Brazil will win (which you can read here). Given my academic background it may come as little surprise that when I gamble, I expect to lose in the long run. However, that is not to say that I don’t have my ‘Top 10 Golden Rules’ that I apply in gambling situations. Some might say my rules are about the psychology of winning but I would prefer to describe them as the psychology of minimizing losses! In some situations, there is a very fine line between psychology and common sense and this is one of those occasions. So here goes.

(1) Never gamble without some kind of pre-set plan and amount that you are prepared and/or can afford to lose. Winning gamblers set themselves win/loss goals before they enter a betting shop or use an online betting exchange. Planning and goals are the catalyst to life success and gambling on the World Cup should be no different. Don’t use any winnings as a reason to place even more bets and never – under no circumstances – chase your losses.

(2) Don’t let the excitement – or the lack of it – of a football match detract from the pre-set plan you started with. If you are watching a World Cup game and your only wager is on who will win or lose, then don’t get carried away with the excitement of the game. When the game itself is dull, don’t get side tracked by gambling on spontaneous ‘in-play’ side bets during the game to increase the excitement. If you do like a little in-play action, give yourself the option of (say) five in-play bets (or whatever you can afford to lose) and stick to it no matter what.

(3) Remember that the excitement of gambling itself can lead to irrational thought processes. Psychological research has consistently shown that when gamblers are in the thick of their gambling ‘action’, they tend to be more irrational in how they think and make decisions. Irrationality leads to poor decision-making and pre-set plans and budgets often go out of the window. Just like alcohol, gambling can make the betting punter do things that they would never have done in the cold light of day.

(4) Do your research when using promotions. As a general rule, betting promotions are the highest money earners for the gambling establishment’s marketing department. They are designed to get you to gamble or to get you gambling in the first place or on something new. Avoid gambling with offers that seem too good to be true (because they usually are). Stick with your pre-set plan and budget and you’ll be fine. If through your research you find a good promotion that suits your betting needs, then by all means use it. Just don’t use promotions impulsively or use the first promotion that you see.

(5) Learn to think for yourself. General advice (like that contained in this article) is one thing. Winners learn to sort things out for themselves and not rely on others. They are comfortable with how they approach their betting. You should also disregard rumours. Gambling can often invoke certain urban myths, such as “your first bet after opening an Internet gambling account is always a winning one’.” Banking on such speculation while betting is a recipe for disaster.

(6) Do your own ‘research’. As with any other product that involves the exchange of money, making bets on World Cup football requires that you do the research to establish the best deals around. This is especially useful on Internet gambling sites and betting exchanges via mobile phones and tablets but can be applied to offline gambling too. Only factual information should inform your decision-making when betting.

(7) Gamble with your head and not with your heart. When it comes to gambling on the football team I support (in my case, England) I try to employ strategies that leave me feeling good whatever the outcome. That is why (from a psychological perspective) I tend to bet against England. I ask myself how much I would you be prepared to pay to see England progress in the tournament? If England get to the World Cup Final I would be more than happy to pay £100 to see them do it therefore I would happily put £100 on England’s opponents to win. My logic has always been that I win either way. If England win the game, I will be on an ecstatic high. I wouldn’t care about losing £100. If England lose the game, as at least I would have the winnings to soften the blow!

I can’t promise that these tips will help anyone win lots of money, but they will certainly help you minimize any losses!

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

Further reading

Auer, M. & Griffiths, M.D. (2013). Limit setting and player choice in most intense online gamblers: An empirical study of online gambling behaviour. Journal of Gambling Studies, 29, 647-660.

Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.

Auer, M. & Griffiths, M.D. (2014). Personalised feedback in the promotion of responsible gambling: A brief overviewResponsible Gambling Review, 1, 27-36.

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. (2006). The psychology of gambling: The best laid plans. Inside Edge: The Gambling Magazine, January (Issue 22), p. 72.

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). Online ads and the promotion of responsible gambling. World Online Gambling Law Report, 9(6), 14.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

Griffiths, M.D. (2012).Self-exclusion services for online gamblers: Are they about responsible gambling or problem gambling?World Online Gambling Law Report, 11(6), 9-10.

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.

Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.

Griffiths, M.D., Wood, R.T.A. & Parke, J. (2009). Social responsibility tools in online gambling: A survey of attitudes and behaviour among Internet gamblers. CyberPsychology and Behavior, 12, 413-421.

Griffiths, M.D., Wood, R.T.A., Parke, J. & Parke, A. (2007). Gaming research and best practice: Gaming industry, social responsibility and academia. Casino and Gaming International, 3(3), 97-103.

Smeaton, M. & Griffiths, M.D. (2004). Internet gambling and social responsibility: An exploratory study, CyberPsychology and Behavior, 7, 49-57.

Wood, R.T.A., Shorter, G.W. & Griffiths, M.D. (2014). Rating the suitability of responsible gambling features for specific game types: A resource for optimizing responsible gambling strategy. International Journal of Mental Health and Addiction, 12, 94–112.

The prize and lows: What is the effect of winning large jackpots on human behaviour?

Over the last two decades I have written a lot of research papers about the structural characteristics of gambling and their effect on subsequent human behaviour. One of the most basic structural characteristics that may determine whether someone gambles on a particular type of game in the first place is the size of the jackpot that a game has to offer. Most of the research in this area has been carried out on lottery gambling as this form of gambling tends to have the largest jackpots. However, there is no reason to assume that these general findings should not be any different in other types of gambling such as winning a million dollars on a slot machine.

As I have noted in some of my previous blogs, structural characteristics in gambling are typically those features of a game that are responsible for reinforcement, may satisfy gamblers’ needs and may (for some ‘vulnerable’ players) facilitate excessive gambling. Such features include the event frequency of the game, jackpot size, stake size, the probability of winning, and the use of ‘near misses’ and other ‘illusion of control’ elements. By identifying particular structural characteristics it is possible for researchers (and the gaming industry) to see how needs are identified, to see how information about gambling is perceived, and to see how thoughts about gambling are influenced.

Showing the existence of such relationships has great practical importance as potentially ‘risky’ forms of gambling can be identified. Furthermore, by identifying particular structural characteristics it may be possible to understand more about gambling motivations and behaviour, which can have useful clinical, academic and commercial implications. It has been widely accepted that structural characteristics have a role in the acquisition, development, and maintenance of gambling behaviour. However, it would appear that the role of structural characteristics has become even more significant within the past decade and has led to increased empirical research on structural gaming features.

One of the main reasons that people gamble is that it provides the chance of winning money. But does winning large amounts of money actually make people happy? People often dream about winning large life changing amounts of money on games like a national lottery. The winners hopefully look forward to a long life of everlasting happiness although studies have found that lottery winners are euphoric very briefly before they settle back to their normal level of happiness or unhappiness. This is because happiness is relative. There is a popular belief by some psychologists that in the long run, winning large amounts of money on gambling activities will not make someone happy. Researchers who study happiness say that everyone has a certain level of happiness that stays relatively constant but can be changed by particular events that make the person happy or sad.

Thankfully, this change only lasts for a short period of time. For instance, if someone is a generally happy person and a close relative dies, research shows that after a few months or so, the person will go back to the same happiness level that they were previously. However, this works the other way too. If a person is not very happy in their day-to-day life, they could win a large amount of money gambling and they would probably be happy for a couple months but then they would ‘level out’ and go back to life at their normal unhappiness level.

Back in 1978, research by Dr. Phillip Brickman and his colleagues in the Journal of Personality and Social Psychology compared a sample of 22 major lottery winners with 22 controls and also with a group of 29 paralysed accident victims. They found that major lottery winners were no happier than control groups. Another 1994 study by Dr. G. Eckblad and Dr. A. von der Lippe (in the Journal of Gambling Studies) investigated 261 Norwegian lottery winners who had won more than one million Norwegian Krone (approximately £100,000). There were few typical emotional reactions to winning apart from moderate happiness and relief. Their gambling was modest both before and after winning the lottery and their experiences with winning were almost all positive. The researchers reported that their quality of life was stable or had improved. They concluded that their results support earlier research by Dr. Roy Kaplan (also published in the Journal of Gambling Studies) who found that that lottery winners are not gamblers, but self-controlled realists.

One of the infamous questions in social science is whether money makes people happy. In 2001, Dr. Jonathan Gardner and Dr. Andrew Oswald carried out a longitudinal study on the psychologicalhealth and reported happiness of approximately 9,000 randomly chosen people. Their research reported that those whoreceived financial windfalls (i.e., by large gambling wins or receiving an inheritance) hadhigher mental wellbeing in the following year. In another longitudinal data study on a random sample of Britons who received medium-sized lottery wins of between £1000 and £120,000, the same authors compared lottery winners with two control groups (one with no gambling wins and the other with small gambling wins). They reported that big lottery winners went on to exhibit significantly better psychological health. Two years after a lottery win there was an improvement in mental wellbeing using the General Health Questionnaire. Other data (published in 2009) have also been analysed by Dr. Benedict Apouey and Dr. Andrew Clark who also found increased health benefits among lottery winners when compared to non-lottery winners. However, they also showed that lottery winners also drank and smoked more socially than non-lottery winners. Similar findings that lottery winners have better health indicators have also been reported by other researchers (such as Dr. Mikael Lindahl in a 2005 issue of the Journal of Human Resources).

On a more practical day-to-day level, most of the research on big winners has shown that their lives are much better as a result of their life changing wins but there are always a few winners who find other problems occur as a result of their instant wealth. They may give up their jobs and move to a more luxurious house in another area. This can lead to a loss of close friends from both the local neighbourhood and from their workplace. There can also be family tensions and arguments over the money and there is always the chance that winners will be bombarded with requests for money from every kind of cause or charity. There are also case reports in the literature of people become depressed after winning life-changing amounts of money (such as a 2002 study by Dr. S. Nissle and Dr. T. Bschor in the International Journal of Psychiatry in Clinical Practice), although these are presumably the exception as no researcher(s) would get case reports published showing people were happier after winning a large amount of money! However, despite potential problems, most of the psychological research (perhaps unsurprisingly) indicates that winners are glad they won.

Interestingly, one large study by Dr. Richard Arvey and his colleagues (published in a 2004 issue of the Journal of Psychology) of 1,163 lottery winners in the USA showed that the vast majority of lottery winners (63%) carried on working in the same job after their big win, with a further 11% carrying on working part-time in the same job after their big win. The mean average amount won by those who carried on working was 2.59 million US dollars. This appears to show that winning the lottery does not necessarily lead to a changing of lifestyle for the vast majority of winners although smaller scale studies have tended to show that the majority of lottery winners give up work following a big win of over $1 million US dollars.

There are also those groups of people who will view the acquisition of instant wealth as ‘undeserved’. Basically, when people win large amounts of money through gambling, other people around treat them differently even if the winners do not move neighbourhood or carry on in their job. This can lead to envy and resentment not just from people who know the winners but also from those in the locality of where the winners may move to. However, most gaming operators have an experienced team of people to help winners adjust to their new life and to minimize potential problems.

Research into the effects of high jackpots on human behaviour has been relatively sparse. The research that has been carried out suggests that huge jackpot winners do not suffer negatively as a result of winning. There is little research that indicates that high jackpot cause people to develop problems unless the large jackpot is combined with other structural features such as high event frequencies.

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

Further reading

Apouey, B. & Clark, A.E. (2009). Winning Big but Feeling no Better? TheEffect of Lottery Prizes on Physical andMental Health. Fondazione Eni Enrico Mattei Working Papers (Paper 357). Berkeley Electronic Press.

Arvey, R.D., Harpaz, I. & Liao, H. (2004). Work centrality and post-award work behavior of lottery winners. Journal of Psychology, 138, 404-420.

Brickman, P., Coates, D. & Janoff-Bulman, R. (1978). Lottery winners and accident victims: Is happiness relative? Journal of Personality and Social Psychology, 36, 917-927.

Eckblad, G.F. & von der Lippe, A.L. (1994). Norwegian lottery winners: Cautious realists. Journal of Gambling Studies, 10, 305-322.

Gardner, J. & Oswald, A.J. (2001). Does money buy happiness? A longitudinal study using data on windfalls. Warwick University Mimeograph.

Gardner, J. & Oswald, A.J. (2007). Money and mental well-being: A longitudinal study of medium-sized lottery wins. Journal of Health Economics, 26, 49-60.

Griffiths, M.D. (2009). The lottery of life after a jackpot win. Western Mail, November 11, p.16.

Griffiths, M.D. (2010). The effect of winning large jackpots on human behaviour. Casino and Gaming International, 6(4), 77-80.

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

Imbens, G. W., Rubin, D. B., & Sacerdote, B. I. (2001). Estimating the effect of unearnedincome on labor earnings, savings, and consumption: Evidence from a survey of lotteryplayers. American Economic Review, 91,778-794.

Kaplan, H. R. (1985). Lottery winners and work commitment: A behavioral test of theAmerican work ethic. Journal of the Institute for Socioeconomic Studies, 10,82-94

Kaplan, H.R. (1987). Lottery winners: The myth and reality. Journal of Gambling Studies, 3, 168-178.

Lindahl, M. (2005). Estimating the effect of income on health and mortality using lottery prizes as an exogenous source of variation in income. Journal of Human Resources, 40, 144-168.

Nissle, S. & Bschor, T. (2002). Winning the jackpot and depression: Money cannot buy happiness. International Journal of Psychiatry in Clinical Practice, 6, 181-186.

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.

The ‘real feel’ deal and the psychology of online gambling experiences

Online gambling regulation is a hot topic and many online gaming operators are wondering what the effect of increased (and arguably stricter) legislative measures will have on the online gaming market. Based on the online gambling studies that our research unit has carried out, I would guess that overall it is good news for the industry as I believe this will lead to an increased uptake by those people who are somewhat sceptical or agnostic about online gambling. So why do I think this?

Despite the increase in online gambling research over the last ten years, there has been very little empirical research examining why people gamble online or – just as importantly – why they don’t gamble online. Because there is so little research in this area, Dr Abby McCormack and I published a study in the International Journal of Mental Health and Addiction with adult online and offline gamblers examining the motivating and inhibiting factors in online gambling.

Our findings on the inhibiting factors of online gambling identified one major overarching theme as to what people don’t like about gambling online. In a nutshell, gamblers said that the authenticity of gambling was reduced when gambling online. However, many online gaming operators have now introduced more ‘realistic’ live gaming experiences (e.g., via webcams) so this may diminish over time. However, we also identified other online gaming inhibitors (i.e., the asocial nature and characteristics of the internet, the reduced psychological value of gambling with virtual money, and concerns about the safety of online gambling websites and their trustworthiness). These factors all contributed to the reduced authenticity of the online gambling experience.

Issues around website security, safety and trust, were all major inhibitors that decreased the likelihood of punters gambling online. Predictably, we found that online gamblers were much more likely than the offline gamblers and non-gamblers to believe that the gambling websites were secure. However, there was a perception that some websites were considered more trustworthy than others, and consequently the gamblers generally played on well known sites (e.g., companies that were well established offline).

So what are the implications of these findings for stricter online gaming regulation? From a psychological perspective, research on how and why people access 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 of the service provider is also a related key factor. Stricter regulation is likely to increase consumer confidence if they feel more protected when they perceive the service to be unfair and/or goes wrong. It is likely to change sceptical gamblers’ perceptions about the reliability and trustworthiness of online gaming operators for the better (no pun intended!).

Even with increased protective legislation, research shows that some punters will always have concerns about Internet security and may never be happy about putting their personal details online. But this mistrust will diminish over the long-term as the ‘screenagers’ of today (the so-called ‘digital natives’) are the potential gamblers of tomorrow. Digital natives generally have more positive attitudes towards online commercial operations. Today’s children and younger adolescents have never known a world without the Internet, mobile phones and interactive television, and are therefore tech-savvy, have no techno-phobia, and are very trusting of these new technologies. For many ‘screenagers’, their first gambling experiences may come not in a traditional offline environment but via the Internet, mobile phone or interactive television. Stricter regulation may not even be an issue for tomorrow’s gamblers as they are already accessing a myriad of online services and are highly trusting of such services.

Despite the lack of trust by some players, the online gaming industry shouldn’t be too worried about stricter regulation. The prevalence of online gambling is steadily increasing and there are lots of reasons why some punters prefer online to offline gambling. Our research findings indicate that those who prefer online (to offline) gambling like the increased convenience, the greater value for money, the greater variety of games, and the anonymity.

Furthermore, online gambling has many advantages for punters as it saves time because they don’t have to travel anywhere, they are not restricted by opening hours, and they can gamble from the comfort of their own home. The removal of unnecessary time consumption (e.g., travelling to a gambling venue) through online gambling is another barrier to gambling participation that had been removed. Increased regulation is highly unlikely to change any of these important motivating factors for gambling online.

Finally, compared to offline gamblers, our research also indicates that online gamblers are more likely to be male, young adults, single, have good qualifications, and in professional and managerial employment. Given this particular demographic profile, this group appears to be highly educated, and are likely to make well informed decisions to gamble online based on due consideration of the facts at hand. Again, stricter regulation is something that is likely to strengthen the decision to gamble rather than inhibit it.

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

Further reading

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.

McCormack. A. & Griffiths, M.D. (2012). Motivating and inhibiting factors in online gambling behaviour: A grounded theory study. International Journal of Mental Health and Addiction, 10, 39-53.

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, 10, 243-257.

McCormack, A. & Griffiths, M.D. (2013). A scoping study of the structural and situational characteristics of internet gambling. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 29-49.

McCormack, A., Shorter, G. & Griffiths, M.D. (2013). An examination of participation in online gambling activities and the relationship with problem gambling. Journal of Behavioral Addictions, 2(1), 31-41.

McCormack, A., Shorter, G. & Griffiths, M.D. (2013). Characteristics and predictors of problem gambling on the internet. International Journal of Mental Health and Addiction, 11, 634-657.

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.

Parke, A. & Griffiths, M.D. (2011). Effects on gambling behaviour of developments in information technology: A grounded theoretical framework. International Journal of Cyber Behaviour, Psychology and Learning, 1(4), 36-48.

Parke, A. & Griffiths, M.D. (2012). Beyond illusion of control: An interpretative phenomenological analysis of gambling in the context of information technology. Addiction Research and Theory, 20, 250-260.

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.

Too free (or not too free)? A brief look at casino ‘comping’

I’m a great believer in the cliché that there is no such thing as a free lunch. Except of course of you are in Las Vegas and take advantage of the vast array of bonuses and complimentary offers (more commonly known as ‘comps’) that are on offer. It doesn’t take a psychologist to tell you that the psychology behind ‘comping’ is to get the gambler to spend more money. Comping is a legitimate psychological marketing strategy used as an incentive to either get punters to gamble in the first place, or an incentive used to prolong gambling. Here in the UK, we are obviously not on the same level as Atlantic City or Las Vegas, but most gambling establishments offer an array of temptations to get you to gamble. These include cash prize draws, gift raffles, tokens or credit boosts (for instance, winning additional credit on selected slot machines instead of cash), and scratchcards (which can be redeemed inside the arcade or casino). These types of marketing ploy have two main effects. Firstly, they get people exposed to the gambling environment. Secondly, they get people exposed to gambling itself.

As I noted in a previous blog, the frequency of bonuses varies depending the gambling establishment but can occur hourly, daily, weekly, or seasonally. These are often used to entice the consumer in several retail environments, but what makes them especially psychologically appealing in a gambling environment are the obvious similarities to the characteristics of gambling events in general (such as risk, uncertainty, intermittent reinforcement, and non-monetary psychological rewards). Furthermore, the appeal is strengthened since gamblers feel they are getting something for nothing.

“Comps” can come in many guises. These include travel amenities such as free room, food, drink, shows, golf, limos, with which the casinos reward their “good players” – those that spend (i.e., lose!) a lot of money – and entice other potential gamblers onto their premises. The easiest comps to get are free parking and fun books (which often contain coupons for free drinks, snacks, and souvenirs). For these comps, you don’t even have to gamble. Punters simply have to walk into the casino to get them. The lowest level comp for gamblers is the ubiquitous free drink. It doesn’t matter if you’re putting a quarter in a slot machine or laying down a couple of grand at the poker table, casinos will serve complimentary drinks. However, just remember that drinking alcohol over prolonged periods will impair judgement and rationality. The outcome is usually more money spent by the gambler, which is what the casino wanted in the first place!

It should be no surprise that the value of comps increases with the value of bets. The standard equation used by casinos to determine comps is: size of average bet times number of hours played times the house advantage times the comp equivalency. In other words, say you play blackjack, making £10 bets for two hours. The casino multiplies 120 hands (60 an hour) by £10 and comes up with £1,200 worth of action. It then multiplies £1,200 by the 2% house advantage and comes up with £24. This is what the casino believes it will win from you on average in two hours of $10 blackjack. It then multiplies £24 by 40% (i.e., what it is willing to return in comps). This means the gambler is entitled to £9.60 in freebie amenities.

Comps returned to the big gamblers include high-roller suites, lavish gourmet dinners, unlimited room service, en-suite Jacuzzi, private lap pool, ringside seats at live shows or sporting events, private parties, limos, and Lear jets. Does this sound good to you? It’s yours. All you need to do is bet $25,000 a hand in Las Vegas eight hours a day over a long weekend, or have a $5 million credit line. More within your reach are the comps for $25-a-bet gamblers. This might include half-price hotel room, limited food and beverage, and line passes to the show. The $100-a-bet gamblers will usually get full room, food, and beverage, meaning their whole stay is free. Simple psychological economics – but it works.

To enter the comp game, you must “get rated” by the casino. The casino then records your time in, time out, average bet size, and other details. The data are entered into the computer and casino marketing determines what comps you’re entitled to. If you are a slots player, the casino will use smart cards to monitor and assess your gambling. By playing table games the gambler can exploit the system. In short, it’s possible to trick the casino into thinking that you’re a bigger gambler than you really are by utilizing what is known as “comp wizardry.” Casinos are especially vulnerable to comp system exploitation, because a player’s gambling must be observed by pit bosses. Simple tricks by the gambler include looking like a loser, slowing down the speed of play (such as playing one hand every minute and a half instead of every minute), and betting more when the pit bosses are watching and less when they aren’t. It’s the simplest psychology that can minimize your risk and maximize your reward in the comp game.

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

Further reading

Griffiths, M.D. (2005). The psychology of gambling: Complimentary nuts. Inside Edge: The Gambling Magazine, November (Issue 20), p. 66.

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). Online ads and the promotion of responsible gambling. World Online Gambling Law Report, 9(6), 14.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

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

Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.

Wood, R.T.A., Shorter, G.W. & Griffiths, M.D. (2014). Rating the suitability of responsible gambling features for specific game types: A resource for optimizing responsible gambling strategy. International Journal of Mental Health and Addiction, 12, 94–112.

Safety in numbers: Responsible gambling and the UK betting sector

Over the last few days I appeared in a lot of news reports (including one by the BBC) in relation to the Association of British Bookmakers’ (ABB) new responsible gambling Code of Conduct (that you can download for free here). I was approached by the ABB back in July 2013 to help develop the new code and I view the publication of it as a great step forward in social responsibility and responsible gambling.

Whilst governments and regulatory bodies around the world are increasingly recognizing the importance of responsible gaming policies, such bodies tend not to specify the details of how such policies should be developed and implemented by gambling operators. Hopefully, this is where British gaming operators can take a proactive stance. Any gaming company that puts socially responsible practices at the heart of its business should be required to engage in a number of practices as a bare minimum. More specifically, gaming companies should (i) minimize the likelihood of a ‘vulnerable player’ developing a gambling problem whilst playing games, (ii) encourage well informed and rational gambling behaviour among its clientele, (iii) provide support for clientele who develop problems and/or who show distress as a result of gambling, (iv) protect vulnerable groups from either gambling in the first place (e.g., minors, problem gamblers, the intoxicated), and (v) develop an amicable relationship with local communities and other stakeholders (e.g., treatment providers, educational programs, research community, faith groups, etc.).

The most socially responsible gaming companies around the world have already introduced many player protection initiatives for both online and offline players. These include (i) stringent age verification checks, (ii) the use of behavioural tracking tools and/or player cards (to monitor potentially problematic playing patterns), (iii) socially responsible marketing and advertising, (iv) mandatory limit setting options (where players can pre-commit to how much time and money they want to spend over a given time period), (v) in-play notifications (e.g., pop-up messages to help players decide whether they should carry on gambling or not), and (vi) complete transparency in the games offered (such as the probability of winning and prize structures). So how does the new ABB code match up? Here are some of the initiatives that are in the ABBs’ new code. The new ‘Harm Minimisation Strategy’ focuses on four levels:

  • Issuing clearer and more accessible information on how to gamble responsibly and highlighting the sources of help available
  • Providing customers with new tools such as mandatory time and money based reminders, the ability to set spend and time limits on gaming machines and to request machine session data.
  • Training staff to detect the signs of potential problem gambling more quickly and how to interact more effectively with those identified
  • Undertaking more consistent central analysis of data to identify abnormal activity both in specific shops and, where possible, that relating to individual customers.

The new code is just the beginning. The document points out that: “The Code of Conduct will be evolutionary. ABB is fully committed to both monitoring compliance to the code and to updating and strengthening the code as new technological solutions are developed, new empirical evidence is produced or new concerns emerge over the coming months/years”. Some of the specific new measures in the ABB code include:

  • Enhanced staff training: All shop staff will be trained, in consultation with providers of responsible gambling expertise, to recognise a wider range of problem gambling indicators and will aim to identify those customers at risk of developing a gambling problem.
  • Enhanced customer engagement: All shop staff will be actively encouraged to ‘walk the shop floor’ as part and parcel of an enhanced customer engagement role, including initiating customer interaction in response to specific customer behaviour which needs to be addressed.
  • Dedicated responsible gambling co-ordinator:  All ABB members will nominate a member of staff who will be responsible for responsible gambling on a local basis and will receive additional training to deal with more complex responsible gambling interactions.
  • Compliance objectives linked to managers’ performance: Compliance objectives will be added to the performance agreements of all relevant middle and senior managers working for ABB members and compliance will be a standing item agenda at Licensed Betting Office level performance reviews. The ABB will develop a minimum industry standard for staff training which is hoped will evolve into an accredited system.

The ABB also announced that in relation to customers playing on Fixed Odds Betting Terminals in their shops that such slot machines will have (i) voluntary money limits, (ii) voluntary time limits, (iii) mandatory money-based pop-up reminders, and (iv) mandatory time-based reminders. The new code also banned the use of ATMs inside betting offices, and agreed to provide as much information as possible so that players can make an informed choice about gambling, along with help and guidance as to how to get help if a gambler thinks they are developing a problem. Finally, this new industry standard was fully implemented this month and will be reviewed annually. The standard will include:

  • Provision of appropriate information on the effects of problem gambling
  • Recognition and identification of the indicators of problem gambling
  • Conflict management
  • Customer interaction in response to specific customer behaviour referral, and follow‐up processes
  • Effective self-exclusion processes at a local level
  • The application of a Think 21 policy, especially with regard to machine players
  • The identification of vulnerable groups
  • Regular refresher training
  • Auditing and testing of staff at least every two years

If all the British gaming operators can collectively initiate and continue such practices, they will then be able to claim that they are becoming world leaders in responsible gambling, player protection, and harm minimization.

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

Further reading

Auer, M. & Griffiths, M.D. (2013). Limit setting and player choice in most intense online gamblers: An empirical study of online gambling behaviour. Journal of Gambling Studies, 29, 647-660.

Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.

Auer, M. & Griffiths, M.D. (2014). Personalised feedback in the promotion of responsible gambling: A brief overviewResponsible Gambling Review, 1, 27-36.

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). Online ads and the promotion of responsible gambling. World Online Gambling Law Report, 9(6), 14.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

Griffiths, M.D. (2012). Self-exclusion services for online gamblers: Are they about responsible gambling or problem gambling? World Online Gambling Law Report, 11(6), 9-10.

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.

Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.

Griffiths, M.D., Wood, R.T.A. & Parke, J. (2009). Social responsibility tools in online gambling: A survey of attitudes and behaviour among Internet gamblers. CyberPsychology and Behavior, 12, 413-421.

Griffiths, M.D., Wood, R.T.A., Parke, J. & Parke, A. (2007). Gaming research and best practice: Gaming industry, social responsibility and academia. Casino and Gaming International, 3(3), 97-103.

Smeaton, M. & Griffiths, M.D. (2004). Internet gambling and social responsibility: An exploratory study, CyberPsychology and Behavior, 7, 49-57.

Wood, R.T.A., Shorter, G.W. & Griffiths, M.D. (2014). Rating the suitability of responsible gambling features for specific game types: A resource for optimizing responsible gambling strategy. International Journal of Mental Health and Addiction, 12, 94–112.

Bonus bawl: Are online gambling promotions socially responsible?

Many online gaming sites use a wide variety of promotions as a way of attracting new clientele and/or as a way of generating repeat patronage. Such promotions include welcome bonuses, initial deposit bonuses, retention bonuses, re-activation of account bonuses, and VIP bonuses. Here are a few I have come across online:

  • Players receive a 10% cash bonus on an initial deposit of $20 or more (however, the bonus and deposit combined must have a 15 times rollover. A ‘rollover’ refers to the amount of times an online gambler must wager a certain amount during a promotion)
  • Players receive a 100% match-up bonus on deposits (up to $225) (however, the bonus and deposit combined must have a 12 times rollover)
  • Players receive $100 free on initial deposit (however, the bonus and deposit combined must have a 20 times rollover)
  • Players receive 100% deposit bonus of up to $200 (however, the bonus and deposit combined must have a 40 times rollover)
  • Players receive 100% first deposit bonus up to £50 in free chips and players must deposit a minimum of £10 (however, bonus must have a 15 times rollover)

The issue here is to what extent the use of promotional ‘hooks’ to generate new custom or maintain repeat patronage can be regarded as a socially responsible strategy. Previous writings about advertising and marketing from a social responsibility perspective have noted that it is entirely appropriate for the gaming industry to advertise and market their products as long as it conforms to the relevant codes of compliance, is fact-based, does not oversell winning, and is not aimed at (or feature) minors.

Dr. Jonathan Parke and I have noted that in gambling there is a fine line between customer enhancement and customer exploitation particularly when it comes to facilitating new clientele and repeat patronage. Given the political sensitivities around the liberalization of gambling, the perception of what others think about a particular practice are sometimes given more weight than what it actually means in practice. However, irrespective of whether something is introduced in a socially responsible way and/or introduced into an environment with an embedded socially responsible infrastructure, there is always the possibility of a ‘PR own goal’ that may do more financial damage in the long run to the online gaming operator.

Given there is little empirical research on the effect of bonuses on vulnerable and susceptible gamblers, the implications relating to social responsibility are, at best, speculative. There are some academic writings on the use of bonus promotions in offline gambling environments but these are based on observational anecdotes rather than empirical research. For instance, Dr. Parke and I noted that the frequency of bonuses in offline gambling environments varies (depending the establishment) but can occur hourly, daily, weekly, or seasonally. We reported that such bonuses are often used to entice the consumer in several retail environments. What make them especially appealing in a gambling environment are the obvious similarities of the structural characteristics of such bonuses and gambling events in general (e.g., risk, uncertainty, interval-ratio reinforcement etc.). Furthermore, the appeal is strengthened since gamblers feel they are “getting something for nothing”.

We also distinguished between two fundamentally different forms of bonus – the ‘general bonus’ and the ‘proportional bonus’. These different types of bonus may have different implications in terms of social responsibility. General bonuses are those offers that are provided irrespective of the type of player (e.g., an occasional gambler is as equally entitled to the bonus as a ‘heavy’ gambler). Proportional bonuses are those offers that depend on how long and/or frequently the player gambles with a particular gaming establishment. This means that ‘heavy’ gamblers would receive disproportionately more bonuses than an irregular player. Given that a significant proportion of the ‘heaviest’ gamblers (sometimes referred to as ‘VIP gamblers’) may be problem gamblers, it raises questions whether rewarding people the more they spend is the most socially responsible strategy.

In relation to the use of promotional bonuses, there are two basic issues that arise. The first one is whether bonuses should be offered by online gaming companies if they are perceived by some to be ideologically incompatible with being socially responsible. The second is whether some types of bonus are less socially responsible than others. In the absence of empirical evidence, it could be argued that general bonuses that target potential adult online gamblers irrespective of play frequency and/or type, are acceptable within online gaming environments that have a good social responsibility infrastructure. However, bonuses that reward the biggest spenders could be argued to be much less socially responsible. Although this model is well accepted in most commercial environments (i.e., loyalty reward schemes), gambling is a commercial activity that can result in problems for the heaviest gamblers.

Applying these views to promotional bonuses in online gaming environments would mean that some bonuses appear generally acceptable from a social responsibility perspective (e.g., a $10 tokens, 100% welcome bonuses, and possibly re-activation offers) whereas others may be considered less socially responsible and potentially exploitative (e.g., retention offers, VIP offers). It may be the case that other socially responsible measures implemented by an online gaming company (such as the use of a behavioural tracking tool like mentor and PlayScan) may help mitigate the potential exploitation of problem gamblers, however, empirical research is needed to confirm such speculation.

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

Further reading

Griffiths, M.D. (2001). Good practice in the gaming industry: Some thoughts and recommendations. Panorama (European State Lotteries and Toto Association), 7, 10-11.

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. (2008). ‘Foot in the door’: Player enhancement or player exploitation? World Online Gambling Law Report, 7 (7), 15-16.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

Griffiths, M.D. & Parke, J. (2002). The social impact of internet gambling. Social Science Computer Review, 20, 312-320.

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., Wood, R.T.A. & Parke, J. (2009). Social responsibility tools in online gambling: A survey of attitudes and behaviour among Internet gamblers. CyberPsychology and Behavior, 12, 413-421.

Sell division: The use of technology in commercial marketing

Today’s blog is only loosely connected to the types of behaviour that I usually cover but relates to the issue of excessive technological use. However, rather than focusing on the individual, my article today focuses on corporate technological excess, and more specifically the seemingly excessive use of technological marketing. Technology continues to invade almost every area of our lives. Although the advantages of these technologies significantly outweigh the disadvantages, technology is increasingly being used in commercial settings that some citizen’s rights groups claim are exploitative, unethical, and border on the criminal.

Shopping loyalty cards are now an every day part of consumer behaviour. Most people probably don’t stop to think about the reasons behind their introduction but they have the potential to be exploitative. In short, loyalty cards track every purchase a consumer makes over a long period (often years) including the store shopped at, the date and time, and the price paid. The long tracking period allows for monitoring of trends in purchasing. Stores may also record the method of payment, whether the card was swiped or keyed into the till, and the checkout that was used. The supermarkets use these data to categorize customers. In addition to the data provided when the loyalty card was issued, commercial operators can draw conclusions from the address using sophisticated categorization systems. Many companies now use customer relationship marketing software to help make sense and synthesize the information gathered. Ever since they were introduced, underhand uses of loyalty cards have been mooted. As long ago as 1999, the UK Ministry of Agriculture suggested cross checking purchases of genetically modified food with health records, effectively making the cards part of a huge medical experiment. However, the supermarkets declined to take part.

It’s probably a fair assumption to make that the online population views the Internet as much a tool for information gathering and communication as for commercial transactions. The most powerful impacts are social rather than commercial. Just like the companies that run loyalty card schemes, Internet service providers can record when you logged on and off, how many seconds the connection lasted, and the Internet protocol address allocated during the session. They can also compile a detailed e-mail history. This can contain the header information from every e-mail received by the account in the period, the return address provided by the sender, the ISP from which the e-mail originated, the date and the time of the sending, an ID code, and the title of the e-mail. Most people have no idea how much potential there is for invasion of privacy.

There are some areas that are potentially more worrying than others. Take the case of online gambling (that I have covered in previous blogs relating to behavioural tracking). When it comes to gambling, there is a very fine line between providing what the customer wants and exploitation. The gaming industry now sells gambling in much the same way that any other business sells things. On joining Internet gambling sites, players supply lots of information including name, address, telephone number, date of birth, and gender. Internet gambling operators will know the player’s favourite game and the amounts they have wagered. Basically they can track the playing patterns of any gambler. They will know more about the gambler’s playing behaviour than the gamblers themselves. They will be able to send the gambler offers and redemption vouchers, complimentary accounts, etc. All of these things are introduced to supposedly enhance customer experience. Benefits and rewards to the customer include cash, food and beverages, entertainment and general retail. However, more unscrupulous operators are able to entice high spending gamblers (some of which will be problem gamblers) back onto their sites with tailored freebies (such as the inducement of ‘free’ bets and bonuses).

The Internet also appears to be a rapidly growing medium for child-oriented marketing with sites ranging from Pokemon and Barbie to Lego. These sites provide what appears to be a safe environment for children to play in online (and something my own children used to do). Today’s children are computer literate and the Internet empowers them to influence what they want for Christmas or their birthday. However, how ethical is it for businesses to use advertising to pitch to children – individuals who in most other spheres (e.g., voting, sex, legal documents) are treated as incapable of making decisions. Many claim the adverts carry a similar message (i.e., “If you haven’t got this product, you are abnormal”). The aim of most marketing is to sell goods, but adverts aimed at children are designed to get them to pressurize their peers and parents.

A number of years ago, the US Center for Media Education (CME) claimed that advertisers and marketeers exploit children by advertising products on the Internet in ways that manipulate children and violate their privacy. They urged the US Federal Trade Commission to develop safeguards for children and claimed that these advertisements would infringe American regulations that put safeguards on broadcast media like the television. They recommend that there should be no children’s content directly linked to advertising and that direct interaction between children, and that product spokescharacters (such as Kellogs ‘Tony the Tiger’) should not be allowed.

The CME claimed advertisers used a variety of online methods (such as ‘infomercials’) to collect detailed data and compile individual child profiles. This information they claimed, was used to establish direct and intimate relationships with children online. The CME claimed children’s privacy is routinely threatened to encourage children to disclose personal information about themselves and their families with some sites offering gifts and prizes. This technology makes it possible to monitor every interaction between the child and the advertisement allowing firms to create personalized marketing for a child. Again, questions need to be asked about how far advertisers can go and what protection vulnerable groups should have.

Other new technologies are also making an impact – often without the person’s knowledge. For instance, television set top boxes can monitor viewer activities. Those who operate set top boxes say they are doing it in order to develop personalized advertising. However, many claim that Internet video providers should not be able to track and sell information about what you viewers are watching in the privacy of your own home. Companies who use these systems claim they only keep anonymous viewing information. They also stress that their viewers can opt out of the data collection but the reality is that very few do. Perhaps the best way forward is to see the introduction of ‘opt-in’ rather than opt-out clauses.

Given the increasingly sophisticated technology on offer, companies have to do a lot of planning to get most out of their databases. There are two main sorts of database. The first type is a ‘flat file’ databases with information on them, set one after the other. The second type is a ‘relational database’ that can build relationships between different fields of information. For instance, if a company wanted to find a number of customers who had bought a particular product from them in the last month or sort their customers by their address, a flat file database could do those tasks individually whereas relational databases would do it simultaneously. The really creative part (and some might say potentially exploitative and unethical part) in database use starts when companies begin to look seriously at what the information can do for them. This is the stage when companies start to ask intelligent questions about the actual purpose of the information they have gathered.

Over the two decades, customer relationship management (CRM) has become integrated with database management. Companies offer insight into CRM processes that become available when information is managed electronically. Analytical CRM is geared towards understanding a series of interactions with customers over time in activity-based terms, with a view to understanding whether a given customer is profitable to the company and satisfied with the quality of that relationship. For this to work, the company needs in-depth detail on finance, human resources, distribution, and manufacturing so that they know exactly what a customer is costing them. Companies then know whether the customer is worth hanging on to. While the majority of companies may be using CRM for genuine customer enhancement, there are always those who are less scrupulous and may use such information to exploit.

Even a brief examination of how technology is being used in commercial situations demonstrates that the potential for exploitation of the customer is ever present and that such technologies should be monitored closely. Whether any of these practices will be seen as in some way criminal in the future remains to be seen.

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

Further reading

Delfabbro, P.H., King, D.L & Griffiths, M.D. (2012). Behavioural profiling of problem gamblers: A critical review. International Gambling Studies, 12, 349-366.

Griffiths, M.D. (2003). Exploitation and fraud on the Internet: Some common practices, The Criminal Lawyer, 132, 5-7.

Griffiths, M.D. (2003). Dot cons: Exploitation and Fraud on the Internet (Part 2). The Criminal Lawyer, 134, 3-5.

Griffiths, M.D. (2005).  Exploitative, unethical, criminal? The use of technology in commercial marketing. Justice of the Peace, 169, 916-917.

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

Griffiths, M.D. (2009). Social responsibility in gambling: The implications of real-time behavioural tracking. Casino and Gaming International, 5(3), 99-104.

Griffiths, M.D. (2010). Social responsibility in marketing for online gaming affiliates. i-Gaming Business Affiliate, June/July, p.32.

Griffiths, M.D. (2011). Online behavioural tracking: Identifying problem gambling. World Online Gambling Law Report, 10(5), 10-11.

Griffiths, M.D. (2013). Responsible marketing and advertising of gambling. i-Gaming Business Affiliate, August/September, 50.

Griffiths, M.D. & Whitty, M.W. (2010). Online behavioural tracking in Internet gambling research: Ethical and methodological issues. International Journal of Internet Research Ethics, 3, 104-117.

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.