Category Archives: Social responsibility
Risky business: A brief look at simulated gambling in video gaming
Posted by drmarkgriffiths
Recent empirical research studies suggest that children and adolescents access online gambling activities using digital devices such as personal computers, laptops, smartphones, and other portable devices. Three national adolescent gambling surveys carried out for the National Lottery Commission in Great Britain have all shown a small minority of children and adolescents can and do gamble online. A 2011 study by Ipsos MORI reported that 2% of 11-16 year olds had played online lottery games and 2% had gambled on other online games (i.e., online casinos, online poker, online bingo and/or online sports betting). These data suggest that the first gambling experiences by some children and adolescents might occur via the Internet, mobile phones, and/or interactive television rather than in a traditional offline gaming venue such as a casino, amusement arcade or bookmakers.
As gambling on the internet has expanded, a wide range of ‘gambling-like’ activities has emerged on smartphones, social networking sites, and within video games. There are also opportunities to gamble without spending money on both commercial gambling websites and social networking sites. These ‘free play’ simulations of gambling activities provide opportunities for youth to practice or become more familiar with gambling activities without spending real money. Despite the proliferation of non-monetary gambling simulations, there has been little research or policy attention on them. Simulated gambling activities and gambling themes also feature in many modern video games. In a paper published in a 2012 issue of International Gambling Studies, I and my research colleagues (Dr. Paul Delfabbro and Dr. Daniel King of the University of Adelaide [Australia], and Dr. Jeff Derevensky of McGill University [Montreal, Canada]) noted that video games that feature gambling may be categorised according to the following three categories:
- Standard gambling simulation: A digitally simulated interactive gambling activity that is structurally identical to the standard format of an established gambling activity, such as blackjack or roulette. For instance, Texas Hold ’em (TikGames) is a standard gambling simulation of the poker variant of the same name. Poker is played using virtual credits against a computer opponent or in competition with other online players. Playing poker represents the entirety of the gaming experience in this video game. In contrast, the video game Red Dead Redemption (Rockstar) features a casino situated within the virtual game world that allows players to gamble using in-game credit with or against other players in social competitions. However, the gambling content within this type of video game represents only a small part of the overall gaming experience.
- Non-standard gambling simulation: An interactive gambling activity that involves the intentional wagering of in-game credits or other items on an uncertain outcome, in an activity that may be partially modelled on a standard gambling activity but which contains distinct player rules or other structural components that differ from established gambling games. For instance, the video game Fable II Pub Games contains three unique casino-style games, partly modelled on craps (dice), roulette, and slot machines. Players can wager ‘gold coins’ on chance-determined outcomes (i.e., patterns in cards, dice throws, spinning wheels, etc.) in order to win greater amounts of gold, as well as other items and prizes.
- Gambling references: The appearance of non-interactive gambling material or gambling-related paraphernalia/materials within the context of the video game.
Online video games may also feature opportunities to gamble. For example, online games such as EVE Online and World of Warcraft include player-operated gambling activities using the in-game currency. These activities are usually supported through websites adjunctive to the video game (i.e., wagers are placed outside the game), but the gambling activity (i.e., winning and losing) takes place in the game world. Gambling activities include sports betting (e.g., placing bets on the outcome of player duels and battles) and lotteries (e.g., selling raffle tickets for a chance at winning a prize). The relative scarcity of in-game assets, including currency and items, makes them valuable to the game’s community of players. Some players will exchange real money for in-game currency as way of advancing more quickly in the game. The option to exchange in-game currency and other content (virtual goods) to other players for real world money thus gives these activities a limited, albeit indirect, financial element.
Modern video games provide realistic and sophisticated simulated gambling opportunities to youth. According to a paper we published in a 2010 issue of the Journal of Gambling Studies, the potential risks of young people engaging in simulated gambling include:
- Greater familiarity with gambling and acceptance of gambling as a ‘normal’ entertainment activity;
- The development of gambling strategies and the ability to practice these strategies without need of money;
- The development of positive gambling beliefs and thoughts of ‘winning big’ associated with gambling;
- Exposure to the excitement of gambling wins, including bonuses and jackpots;
- False expectations about how gambling operates and an inflated sense of its long-term profitability.
Simulated gambling has the potential to offer positive experiences associated with gambling without the typical barriers to entry associated with gambling (e.g., money, age restriction). Although no actual money is involved in simulated gambling, it is recognised that people (including youth) are not only motivated to gamble for financial reasons. Gambling can provides excitement, relief from boredom, a way of coping with problems, and a means of social interaction (i.e., playing with friends). Very simply, gambling is engaged in not only for financial rewards, but for physiological, psychological, and/or social rewards. Simulated gambling activities may also enable youth to feel more comfortable with gambling per se, which may assist the transition from simulated gambling to gambling with real money.
A risk associated with video games that feature simulated gambling is that activities may often combine the skill and fast-paced action of a video game with the chance-based nature of gambling. This combination of skill and chance may set up false expectations about the governing rules and player control involved in gambling activities. For example, younger players may believe that, with sufficient practice, they can overcome and master the challenges of the game.
Youth gambling represents a serious social problem. Therefore, it is important for researchers, health professionals, and parents to be informed about emerging media risk factors for problem gambling. Commercial video gaming technologies provide young people with unrestricted access to realistic gambling and gambling-like experiences. This blog has highlighted that some commercial video games feature casino-style gambling activities that enable players to gamble using in-game credit with or against other players in social competition.
Simulated gambling in video games is often associated with incentives and rewards, such as virtual currency, rare in-game items, and other content of large contextual value in the game. While some video games with simulated gambling may be intended for use by adults only, many video games (e.g., Pokémon) feature content that appeals mainly to a younger audience. This material could therefore be considered a form of gambling advertising targeted at youth. Furthermore, simulated gambling in video games may enhance young players’ familiarity of casino and card games. Given the brief overview presented here, we would recommend that policymakers should critically consider the growing presence of gambling in online gaming and social media technologies, and associated issues of social responsibility as these activities become more monetised and/or promote or otherwise endorse involvement in monetary gambling activities.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Additional input: Dr. Daniel King and Dr. Paul Delfabbro
Further reading
Griffiths, M.D. (2010). Gaming in social networking sites: A growing concern? World Online Gambling Law Report, 9(5), 12-13.
Griffiths, M.D. (2011). Technological trends and the psychosocial impact on gambling. Casino and Gaming International, 7(1), 77-80.
Griffiths, M. D., King, D. L., & Delfabbro, P. H. (2009). Adolescent gambling-like experiences: Are they a cause for concern? Education and Health, 27, 27-30.
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. (2007). Adolescent Internet gambling: Preliminary results of a national survey. Education and Health, 25, 23-27.
Ipsos MORI. (2009). British Survey of Children, the National Lottery and Gambling 2008–09: Report of a quantitative survey. London: National Lottery Commission.
Ipsos MORI. (2011). Underage Gambling in England and Wales: A research study among 11-16 year olds on behalf of the National Lottery Commission. London: National Lottery Commission.
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.
Volberg, R., Gupta, R., Griffiths, M.D., Olason, D. & Delfabbro, P.H. (2010). An international perspective on youth gambling prevalence studies. International Journal of Adolescent Medicine and Health, 22, 3-38.
Posted in Addiction, Adolescence, Compulsion, Computer games, Cyberpsychology, Gambling, Gambling addiction, Games, I.T., Internet addiction, Internet gambling, Obsession, Online gambling, Online gaming, Popular Culture, Problem gamblng, Psychology, Social responsibility, Technological addiction, Technology, Video game addiction, Video games
Tags: Adolescent gambling, Free play gambling, Gambling, Gambling simulations, Technologcal addiction, Teenage gambling, Video game gambling, Video games, Virtual assets, Youth gambling
Air raising experiences: Gambling as in-flight entertainment
Posted by drmarkgriffiths
Today’s blog is based on an article I was commissioned to write for The Independent and which was published on November 30, 2012. I originally entitled my piece as ‘Is it right for high flyers to become high rollers?” but The Independent changed it to ‘Casinos on a plane? Fine as long as it’s responsible”.
At the end of November 2012, Simon Calder wrote a report for The Independent about plans for in-flight casinos to be made available on long-haul flights for first and business class passengers. Gambling while airborne is nothing new – in fact I have flown back from Europe a number of times on budget airlines where I was offered scratchcards to play. Given that gambling already takes place on aeroplanes means that there is no moral or regulatory reason for other forms of gambling not to be introduced.
Gambling has always been considered as a revenue generator for many different types of commercial enterprise. Whether it’s playing slot machine in the pub or buying lottery tickets from the supermarket, most commercial businesses are happy to earn extra money by offering gambling products. We can now gamble online, gamble via the red button on our television sets via services like Skybet, and over the summer, the most popular social networking site Facebook launched its first gambling for money game in the shape of Bingo Friendzy. In short, gambling has always been considered as a revenue generator for among many different and diverse commercial operators, and the airline industry is no different.
What’s more, passengers on long-haul flights provide a captive audience. They will want entertainment to stave off the potential boredom. But is this something we should be concerned about? Although I have spent over 25 years studying problem gamblers, I am not anti-gambling in the slightest. I believe that adults should be free to make their own choices about how they spend their disposable income. However, I am also pro-responsible gambling. This means that gaming operators must put in place measures and protocols that protect players from spending too much and protect vulnerable and susceptible individuals (such as children and adolescents). Any service provider that offers gambling should have staff members that are trained in social responsibility.
Gambling is an activity that has the potential to change people’s mood states instantaneously. Just like drinking alcohol or having sex, gambling is a wonderful ‘mood modifier’. It can make us feel high, buzzed up and excited – or it can make us feel low, downbeat and downright depressed. A win (or even a near win) can get the body’s pleasure centre aroused in the form of increased adrenaline and increased endorphins (the body’s own morphine-like substances). Conversely, big losses can lead to irritability and intense frustration. In extreme cases, gambling losses can lead to anger, verbal abuse, and even physical aggression. In this sense, they are no different from someone who may be drunk from drinking too much alcohol. And what about those who drink while they are gambling in the confines of an air flight? Intoxication and large gambling losses are a heady mix that is best avoided as this could cause problems for both passengers and the airline crew.
The current plan appears to be to offer such gambling services to first and business class passengers only. I presume this is because the airline thinks this group of people will have the most disposable income. On the plus side, it may be the case that this group of individuals can afford to lose and are the least likely to be negatively affected (at least financially). On the negative side it could be viewed as targeted exploitation. And not everyone in business class is rich. I often travel business class but my air fares are paid for by the companies that I work for and not me personally. I certainly can’t afford to drop a hundred pounds here and there.
Overall, I am not anti-gambling on aeroplanes particularly if it is another service that passengers want. However, like drinking alcohol, gambling is a consumptive activity that is problematic to a small minority of individuals and that it should be done in moderation. If airlines want to get into the business of being gambling operators as a sideline, they need to have a socially responsible infrastructure in place that maximizes fun for those that want to gamble, and minimizes harm for those who may be vulnerable and susceptible.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Calder, S. (2012). Wheels up, chips down: French design consortium develops plans for in-flight casino. The Independent, November 30. Located at: http://www.independent.co.uk/travel/news-and-advice/wheels-up-chips-down-french-design-consortium-develops-plans-for-inflight-casino-8372246.html
Griffiths, M.D. (2004). Betting your life on it: Problem gambling has clear health related consequences. British Medical Journal, 329, 1055-1056.
Griffiths, M.D. (2006). An overview of pathological gambling. In T. Plante (Ed.), Mental Disorders of the New Millennium. Vol. I: Behavioral Issues. pp. 73-98. New York: Greenwood.
Griffiths, M.D. (2008). Addiction and exposure. In W. Donsbach (Ed.), The International Encyclopaedia of Communication (Volume 1). pp. 34-36. Oxford: Wiley-Blackwell.
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. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.
Posted in Addiction, Advertising, Alcohol, Gambling, Gambling addiction, Marketing, Popular Culture, Problem gamblng, Psychology, Social Networking, Social responsibility, Technology
Tags: Airline casino, Airline gambling, Alcohol use, Boredom and gambling, Gambling, Gambling addiction, Problem gambling, Social Responsibility
Stats entertainment: A review of my 2012 blogs
Posted by drmarkgriffiths
My last blog of 2012 was not written by me but was prepared by the WordPress.com stats helper. I thought a few of you might be interested in the kind of person that reads my blogs. I also wanted to wish all my readers a happy new year and thank you for taking the time to read my posts.
Here’s an excerpt:
About 55,000 tourists visit Liechtenstein every year. This blog was viewed about 180,000 times in 2012. If it were Liechtenstein, it would take about 3 years for that many people to see it. Your blog had more visits than a small country in Europe!
Posted in Addiction, Adolescence, Advertising, Case Studies, Cigarette smoking, Competitions, Compulsion, Computer games, Crime, Culture Bound Syndromes, Cyberpsychology, Drug use, Eating addiction, Eating disorders, Exercise addiction, Fame, Gambling, Gambling addiction, Games, Gender differences, I.T., Internet addiction, Internet gambling, Lottery, Mania, Marketing, Obsession, Obsessive-Compulsive Disorder, Online addictions, Online gambling, Online gaming, Paraphilia, Pica, Poker, Popular Culture, Problem gamblng, Psychiatry, Psychological disorders, Psychology, Research in Higher Education, Sex, Sex addiction, Social Networking, Social responsibility, Tanorexia, Technological addiction, Technology, Uncategorized, Video game addiction, Video games, Work, Workaholism
Tags: Addictive Behaviours, Compulsive Behaviours, Extreme Behaviours, Mark Griffiths' Blog, Obsessive Behaviours, Sexual Fetishes, Sexual Paraphilias
Trading flaw: Is excessive stock market speculation another form of addictive gambling?
Posted by drmarkgriffiths
Earlier today, the news was dominated by the story that British city trader Kweku Adoboli had been jailed for seven years after he defrauded £1.4bn while day trading at the Swiss bank UBS. (the largest trading loss in British banking history). The phrases that kept recurring on most of the television reports that I saw was that Adoboli was “a gamble or two away from destroying Switzerland’s largest bank” after losing money in “unprotected, unhedged, incautious and reckless” day trading, and that he claimed he “lost control over his trades” during a period of market turbulence in the latter half of 2011. The question I am always asked by the media is whether day trading is just gambling by another name – and in a nutshell, my answer is a resounding ‘yes’. The prosecution seemed to concur with my own opinion as they claimed Adoboli was a gambler who believed he had a “magic touch”. Detective Chief Inspector Perry Stokes gave evidence and said that Adoboli was “running completely out of control”. More specifically he said:
“He did so, by breaking the rules, covering up and lying. In any business context, his actions amounted to fraud, pure and simple.The amount of money involved was staggering, impacting hugely on the bank but also on their employees, shareholders and investors. This was not a victimless crime. To all those around him, Kweku Adoboli appeared to be a man on the make whose career prospects and future earnings were taking off. He worked hard, looked the part and seemingly had an answer for everything. But behind this facade lay a trader who was running completely out of control and exposing UBS to huge financial risks on a daily basis. When Adoboli’s pyramid of fictitious trades, exceeded trading limits and non-existent hedging came crashing down, the repercussions were felt in financial centres around the world”.
The words ‘trader’ and ‘trading’ could easily be swapped for ‘gambler’ and ‘gambling’ as all the consequences are the same. Here is someone who lost all control of his behaviour, thought he had the ‘magic touch, and lied and deceived to cover his tracks. As someone that as spent over 26 years studying problem gambling, the media accounts sound all too familiar. (I ought to add that the prosecution alleged that outside of his job, Adoboli was taking extra bets with his own money and was accused of being “addicted to gambling”). The press coverage also made much reference to the fact that Adoboli engaged in the classic ‘double or quits’ strategies used by many hardcore gamblers (where, after a big loss, gamblers will double their bet in an attempt to recoup their lost money as quickly as possible). Again, this is further evidence that trading is just gambling under another name.
And of course, Adoboli was not the first trader to do this. Nick Leeson – you may remember, the so-called ‘Rogue Trader’ – was the man who in 1995 single-handedly brought down the UK’s oldest investment bank (Barings). Leeson was a derivatives broker whose fraudulent gambling caused the spectacular collapse of one of the UK’s most established financial institutions. From the early 1990s, Leeson made countless speculative (and unauthorized) gambles on the stock market that at first made large profits for his employers. However, as with most gamblers, his ‘beginner’s luck’ soon ran out and he started to lose huge amounts of money. To cover up his losses, he began to hide his large losses in an ‘error account’ (i.e., accounts that are used by financial companies to correct their mistakes made in trading). It was on 16 January 1995 that one national disaster (the Kobe earthquake) led to a disastrous financial one (the collapse of Barings Bank).
Things went tragically wrong when Leeson – using his employer’s money in an effort to recoup some of the money he had lost – placed a bet that the Japanese stock market would not move significantly overnight. However, on the morning of January 17, the Kobe earthquake occurred and it sent the Asian financial markets into turmoil. To try and retrieve the lost money, Leeson made a series of increasingly risky gambles by betting that the Nikkei Stock Market would recover quickly – but it didn’t. Leeson’s losses eventually reached £827 million (which was more than twice the bank’s available trading capital). After a failed bailout attempt, Barings Bank was declared insolvent just over five weeks later (February 26 1995). Leeson fled but was eventually caught in November 1995 and was charged with fraud. He received a jail sentence of six-and-a-half years. Interestingly, Leeson (and others) went on to blame Baring’s own poor auditing and risk management practices (just as Adoboli claimed in his trial too).
Most companies probably do not have policies in place to prevent one individual employee gambling away all of the company profits. However, Leeson’s and Adoboli’s (albeit somewhat extreme) antics demonstrate that organizations need to acknowledge that gambling with company money can be disastrous for the company if things go horribly wrong. While no company expects an employee gambling to bring about their collapse, the cases of Leeson and Adoboli do at least highlight gambling as an issue that companies ought to think about in terms of risk assessment.
Earlier today, BBC News published an article by Laurence Knight on ‘the psychology of the rogue trader’. Knight worked for six years for an investment bank. Although Knight wasn’t a trader, he interacted daily with traders. Knight said:
“For many traders, their sense of self-worth is defined almost uniquely by their ‘P&L’ – the profit and loss they make for the bank – and, by implication, the size of their bonus. Making a profitable trade shows that they are right. And the bigger the profit, the more right they are. As for the enormous bonuses…their importance is not so much in the material wealth they bring, so much as the recognition of the trader’s status and success…Adoboli specifically denied being motivated by personal gain in the form of a bonus, and the jury appear to have believed him. But he does nonetheless seem to have suffered from a fixation on profit above all else, which he claimed was because he felt under pressure to produce results”.
Knight’s former trainer at the investment bank where he worked – Bruno Curnier – claimed many traders suffer from ‘Gekko syndrome’ (named after the fictitious “greed is good” film character Gordon Gekko in Oliver Stone’s Wall Street). Curnier claimed:
“[Some traders] lack self-awareness – the ability to understand their own emotions and how they affect others. The aggressive, risk-taking, boundary-pushing, ‘high-roller’ image of the trader tends to attract exactly that kind of applicant. This self-selection effect can then be reinforced by a recruitment process in which the successful candidates are ultimately picked by the traders they will work for. I don’t think some traders have any clue how to manage people. They recruit people they like – if they see the same drive”.
Knight claims the traders he knew fell into one of three types (‘flow traders’, ‘quant traders’ and ‘elephant hunters’). These three types are not based on any scientific research, just on Knight’s sex-year experience of working with such people. More specifically he claimed:
“The most stereotypically aggressive are the “flow” traders – people who work in the simplest, most competitive and fast-moving markets, such as currencies or shares…The traders had rigged their computers to blare out noises or tunes every time they bought or sold. Then there were the ‘quant’ traders – those dealing with financial options or complicated transactions know as synthetic CDOs. They were brainy types, who needed to have an intuitive grip on the complex maths involved, and occasionally blew up when they got their maths wrong. Finally, there were the ‘elephant hunters’. These characters might spend months on one big transaction earning millions of dollars in profit. They too were deep thinkers, but their thoughts were turned to negotiating tactics, complex legal documents and accounting issues. They also seemed to be mostly likeable family men. Nearly all of the traders that I have heard of losing millions or billions (including two minor cases that never became public) fit somewhere between the first two types”.
Knight also made reference to a fascinating study that I tracked down quite easily. The study examined the biology of traders by measuring their levels of testosterone and cortisol among 17 traders while working. The study was carried out by Dr. John Coates and Dr. J. Herbert and published in a 2008 issue of the Proceedings of the Natlonal Academy of Sciences. The authors reported:
“Little is known about the role of the endocrine system in financial risk taking. Here, we report the findings of a study in which we sampled, under real working conditions, endogenous steroids from a group of male traders in the City of London. We found that a trader’s morning testosterone level predicts his day’s profitability. We also found that a trader’s cortisol rises with both the variance of his trading results and the volatility of the market. Our results suggest that higher testosterone may contribute to economic return, whereas cortisol is increased by risk. Our results point to a further possibility: testosterone and cortisol are known to have cognitive and behavioral effects, so if the acutely elevated steroids we observed were to persist or increase as volatility rises, they may shift risk preferences and even affect a trader’s ability to engage in rational choice”
Knight interviewed Coates who reportedly said:
“What I firmly believe is that financial risk-taking is a profoundly physical act. It’s a bit like an army gearing up for a cavalry charge. If we are doing well, the body tells us: ‘Go for it, there’s fruit everywhere’.The downside is that it makes the winner stupidly reckless – when traders blow up, it typically comes at the end of a long winning streak.And this is what seems to have happened with Adoboli”
Gambling is a popular leisure activity and recent national surveys into gambling participation show that around two-thirds of adults gamble annually and that problem gambling affects around 1% of the British population (as measured by our most recent national gambling prevalence survey. There are a number of socio-demographic factors associated with problem gambling. These included being male, having a parent who was or who has been a problem gambler, being single, and having a low income. Other research shows that those who experience unemployment, poor health, housing, and low educational qualifications have significantly higher rates of problem gambling than the general population.
It is clear that the social and health costs of problem gambling can be large on both an individual and societal level. Personal costs can include irritability, extreme moodiness, problems with personal relationships (including divorce), absenteeism from work, family neglect, and bankruptcy. There can also be adverse health consequences for both the gambler and their partner including depression, insomnia, intestinal disorders, migraines, and other stress-related disorders. “Addicted’ traders are likely to experience similar (if not exactly the same) effects.
Problem gambling can clearly be a hidden activity and the growing availability of internet gambling is making it easier to gamble from the workplace. Thankfully, it would appear that for most people, gambling is not a serious problem. For those whose gambling starts to become more of a problem, it can affect both the organisation and other work colleagues (and in extreme cases, such as Leeson and Adoboli, cause major problems for the company as a whole). Managers clearly need to have their awareness of this issue raised, and once this has happened, they need to raise awareness of the issue among the work force. Gambling is a social issue, a health issue and an occupational issue. Although not high on the list for most employers, the issues highlighted here suggest that it should at least be on the list somewhere.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
BBC News (2012). Kweku Adoboli jailed for fraud over £1.4bn. November 20. Located at: http://www.bbc.co.uk/news/uk-20338042
Coates, J. & Herbert, J. (2008). Endogenous steroids and financial risk taking on a London trading floor. Proceedings of the Natlonal Academy of Sciences, 105, 6167-6172.
Griffiths, M.D. (2000). Day trading: Another possible gambling addiction? GamCare News, 8, 13-14.
Griffiths, M.D. (2002). Internet gambling in the workplace. In M. Anandarajan & C. Simmers (Eds.). Managing Web Usage in the Workplace: A Social, Ethical and Legal Perspective. pp. 148-167. Hershey, Pennsylvania: Idea Publishing.
Griffiths, M.D. (2004). Betting your life on it: Problem gambling has clear health related consequences. British Medical Journal, 329, 1055-1056.
Griffiths, M. D. (2006). Pathological gambling. In T. Plante (Ed.), Abnormal Psychology in the 21st Century. pp. 73-98. New York: Greenwood.
Griffiths, M.D. (2009). Internet gambling in the workplace. Journal of Workplace Learning, 21, 658-670.
Griffiths, M.D. (2010). The hidden addiction: Gambling in the workplace. Counselling at Work, 70, 20-23.
Knight, L. (2012). The psychology of the rogue trader. BBC News, November 20. Located at: http://www.bbc.co.uk/news/business-19849147
Wardle, H., Moody. A., Spence, S., Orford, J., Volberg, R., Jotangia, D., Griffiths, M.D., Hussey, D. & Dobbie, F. (2011). British Gambling Prevalence Survey 2010. London: The Stationery Office.
Posted in Addiction, Case Studies, Compulsion, Crime, Cyberpsychology, Gambling, Gambling addiction, Mania, Obsession, Online gambling, Popular Culture, Problem gamblng, Psychiatry, Psychological disorders, Psychology, Social responsibility, Technological addiction, Technology
Tags: Day trading, Gambling, Gambling addiction, Hedging, Speculating, Stock market gambling, Stock market speculation, Trading floor, Wall Street
Making scents of the situation: Where is sensory marketing going in gambling?
Posted by drmarkgriffiths
It is well known that most marketing plans tend to appeal to just two senses – sight and hearing. However, this is slowly starting to change with more companies trying to appeal to more of our senses in the hope that it will help increase brand awareness and strengthen the impression a brand leaves on its clientele. Welcome to the world of sensory marketing!
Sensory marketing is all about bombarding all of our senses (touch, taste and smell, in addition to sound and vision) and activating them as much as possible. It is also about making the financial transaction (in whatever commercial market) a more complete rounded experience that draws you in to go out and seek more of that product. Like memories, sensory perceptions are unique to each of us and have the capacity to emotionally stimulate.
The opportunity of brand building by leveraging the five senses is wide open. Few companies have integrated their brand-building strategies to appeal to all the senses. This is because not all media channels are able to connect with each of the five senses, and we really don’t know how to handle the phenomenon of total sensory appeal. Over 80% of information is received visually but other senses offer new opportunities to engage the customer. Sensory marketeers believe the theory of exploiting the senses can be applied to all brands – including gambling. It is claimed that sensory marketing provides a competitive advantage and has the capacity to make the unfamiliar seem familiar and appealing.
Let’s take smell. Psychological research has shown that smell is probably the most impressionable and responsive of the five senses. Smells invoke memories and appeal directly to feelings without first being filtered and analyzed by the brain. We all recognize and are emotionally stimulated by a wide variety of smells such as the scent of freshly cut grass or the smell of new leather car seats.
Some commercial operators have already got the hang of sensory appeal. For instance, supermarkets bake bread on the premises that carries the aroma of fresh bread to the shop entrance. The strategy works. Passers-by are struck with hunger and drawn inside the shop. A major British bank introduced freshly brewed coffee to its branches with the intention of making customers feel at home. The familiar smell is used to help relax the customers. Other examples include a leading chain of toiletry stores who pumped the smell of chocolate through its air conditioning system in the run up to Valentine’s Day, and a well-known clothes shop who filled its flagship stores with the smell of freshly laundered shirts.
The direct use of smell in gambling environments has rarely been investigated experimentally. In one infamous experiment in a 1995 issue of Psychology and Marketing by A.R. Hirsh, the effect of ambient aromas on gambling behaviour was investigated. In a Las Vegas casino, the amount of money spent by punters in slot machine areas were sprayed with pleasant but distinct aromas were compared with control areas that were left unsprayed. The amounts of money gambled in the areas were compared for the weekend of the scent spraying, and for the weekends before and after. The study found that the amount of money gambled on the sprayed slot machines during the weekend of the experiment was significantly greater than the amount gambled in the same area during the weekends before and after the experiment. The increase was greatest on Saturday night when the concentration of the smell was at its highest. In short, pleasant smelling slot machines increased the casinos’ takings.
And let’s not forget hearing. Like smell, sound also evokes memory and emotion. Meaningful sound is a cheap but very effective way of appealing to another of a customer’s senses and of powerfully enhancing a brand’s message or appeal. A pop song from your adolescence can help bring back the excitement felt in your teens. Sound effects and noise in the gambling environment are very important in getting people to gamble. Sound effects – particularly in activities like slot machine playing – are thought to be gambling-inducers. Constant noise and sound gives the impression of a noisy, fun and exciting environment. Walk into any casino in Las Vegas and you will experience this. It is also common for slot machines to play a musical tune or buzz loudly if you win with low denomination coins hitting a metal pay out tray making lots of noise. This is all deliberate. It gives the impression that winning is far more common than losing (as you cannot hear the sound of losing!). So next time you are in a room full of 1000 slot machines, remember that the sound of 20 of them paying out is more audibly noticeable than the 980 machines that are losing money for the gambler.
There are many directions in which casinos and other gambling environments may go along the sensory marketing route. They could introduce their own brand aroma, their own sound, and a different quality of light that could set a mood in accordance with each type of gambling (setting up sensory landscapes). There are now the materials and the technology to take punters into a different sort of experience of their chosen gambling environment.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (2007). Brand psychology: Social acceptability and familiarity that breeds trust and loyalty. Casino and Gaming International, 3(3), 69-72.
Griffiths, M.D. (2009). Casino design: Understanding gaming floor influences on player behaviour. Casino and Gaming International, 5(1), 21-26.
Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? (pp. 277-292). New York: Prometheus Books.
Hirsch, A.R. (1995). Effects of ambient odors on slot-machine usage in a Las Vegas casino. Psychology-and-Marketing, 12, 585-594.
Zangeneh, M., Griffiths, M.D. & Parke, J. (2008). The marketing of gambling. In Zangeneh, M., Blaszczynski, A., and Turner, N. (Eds.), In The Pursuit Of Winning. pp. 135-153. New York: Springer.
Blog eat blog: Can blogging be addictive?
Posted by drmarkgriffiths
Unless you are one of my followers on Twitter, you probably have no idea that yesterday’s blog was the hundredth one I had published since I began my blog at the end of November 2011. I try to post a blog on every week day and the only time that I have not done this is when I don’t have internet access while on my travels or when I am on holiday. I’ve had a few emails asking how I manage to blog so frequently and/or whether I am “addicted to blogging”!! In honour of my century of blogs, I thought I would use today’s blog as an excuse to take a (not so-serious) look at blogging addiction.
As a psychologist there seems to be a predictable set of questions that I am asked by people when they first meet me. Things like “Oh God, you’re not analyzing me are you?”, “It’s all common sense isn’t it?” and “What’s my body language saying then?” spring to mind. However, for those that know me, my passion for publication, and my love of appearing in the media, I now seem to receive a set of predictable questions that other psychologists tend to ask me at conferences. These consist of variations on a theme: “Would you describe yourself as a ’writaholic’?”, “Are you a publicity junkie?”, “Have you written more papers than you’ve read?” and “Are you addicted to writing/appearing in the media?”. I’m sure you get the general picture.
I ought to say that I really don’t think I am addicted to writing and/or appearing in the media but can I really be sure? If you are a regular reader of my blog you will only be too aware that my specialist research interest is behavioural addiction. I talk about addiction all the time (to my students, to my colleagues, to my friends, to the media, and on this blog). I like to write or appear in the media as much as I can. I keep a detailed diary and I seem to be at my word processor or on the telephone to journalists a disproportionate amount of time. I write about writing. I write articles on productive writing. The fact that I’m writing this blog on this topic tells you something. Therefore what follows is a little bit of light-hearted self-analysis.
To begin with, I have asked myself the following questions. When did I first get into print? When did I first appear in the media? What is it about these activities that could be addictive? What are the rewards? Why don’t other people seem to get sucked in the way that I do? Well there’s no doubt that seeing your name in print can give you a little buzz. The first time I can remember seeing my name in print was when I was nine years old and I had a poem published in a poetry magazine called Cornucopia (a very alliterative poem entitled “Kung-Fu Karate Kim”. I kid you not!). I also remember seeing my name and photograph in the local newspaper which (at the young age of eight years old) also gave me a big buzz (although I don’t think I had ever heard of the word “buzz” at that tender age). My first proper radio appearance was at the age of 10 years old on a BBC Radio Leicester programme called Conkers (I was there to talk about a county Road Safety competition I had won). As early adolescence kicked in, I didn’t care about smoking, drinking, playing slot machines or the opposite sex. I wanted to do things that would get me into print.
So there you have the roots of my possible addictive tendencies towards seeing my name in print. I suppose it also partially explains why I like doing so much media work whether it be TV, radio or the press. I love writing. I write a diary. I write poetry. I write songs. I write academic papers. I write fiction. I write letters. I write, write, write. There is no doubt that I now require something special to give me a big buzz like getting a book published or seeing an article I’ve written in a top quality journal or a wide circulation publication. I find it quite amazing that someone like Sigmund Freud never had a thing published until he was 39 years old. There’s hope for me yet.
It may come as a surprise but some people (including a small percentage of academics) may be addicted to writing. Those who have an “ink problem” undertake ritualistic behaviour engaging in the activity and experience intense “highs” on the acceptance of an article or seeing the article finally in print. Tolerance occurs quickly with writers having to write longer and longer articles or books to get intense “highs” (a stage at which the writing is well and truly “booked”). Irritability and withdrawal effects are experienced when they (a) get an article rejected, (b) go more than a few weeks without getting anything published, (c) run out of ideas to write about (many writers fear developing a “think problem” and some may even resort to “clue sniffing” for inspiration) or (d) are on holiday without access to a word processor. This last problem can sometimes be avoided by carrying a writing implement. Anecdotal evidence suggests such addicts show cross-tolerance to pencils and biros but not to crayons.
So here I am writing the ending to another a blog that I know will be published. Admittedly not the best blog I’ve ever written but one that will help me feel as though I’ve been at least a little bit productive today. Some might say it’s been therapeutic. I’m certainly not the only blogger to consider the issue of ‘blogging addiction’. Check out the links below if you don’t believe me!
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Flodner (2012). Guest blogging addiction. February 27. Located at: http://flodner.com/guest-blogging-addiction/
Mitchell, J. (2008). Blogging: Addiction or conviction? Blogcritics Culture, October 2. Located ar: http://blogcritics.org/culture/article/blogging-addiction-or-conviction/
Online quiz: How addicted to blogging are you? Located at: http://www.oneplusyou.com/bb/blog_addiction
Salkin, L. (2011). Why blogging is addictive. Blazing Minds, February 28. Located at: http://blazingminds.co.uk/blogging-addictive/
Vahni (2010). Are you addicted to blogging? Independent Fashion Bloggers, November 19. Located at: http://heartifb.com/2010/11/19/are-you-addicted-to-blogging/
What is the gaming industry’s role in the prevention and treatment of problem gambling?
Posted by drmarkgriffiths
Over the last decade, social responsibility in gambling has become one of the major issues for professional gaming operators. Although the gaming industry understandably keeps an eye on their bottom line profits, there is an increasing adherence to social responsibility standards. Evidence for this is demonstrated by the fact that the gaming industry now has formal relationships with numerous organizations that address training, compliance, accreditation, and governance. There is also increasing integration between the gaming industry and a diverse set of stakeholders including government, practitioners, and researchers.
There have been some recent soundings about land-based casinos (e.g., Harrahs) directly helping problem gamblers through the use of on site treatment specialists (i.e., problem gamblers having access to treatment in the gambling environment itself). Although this sounds like a very socially responsible move on the part of the operators, it is my view is that it is not the gaming industry’s responsibility to treat gamblers but it is their responsibility to provide referral for problem gamblers to specialist third party helping agencies (e.g., problem gambling helplines, counselling services, etc.). It is thought that the number of problem gamblers who actively seek treatment is only a small percentage of the overall number of problem gamblers. This is because problem gamblers may feel embarrassed and/or stigmatized via face-to-face treatment interventions. This suggests that one of the ways forward may be for the industry to refer their problem clients towards online (rather than offline) help.
Dr Richard Wood (GamRes Ltd.) and I reported one of the first ever studies that evaluated the effectiveness of an online help and guidance service for problem gamblers (i.e., GamAid). The evaluation utilized a mixed methods design in order to examine both primary and secondary data relating to the client experience. GamAid is an online advisory and guidance service whereby the problem gambler can either browse the available links and information provided, or talks to an online advisor (during the available hours of service), or request information to be sent via email, mobile phone (SMS/texting), or post. If the problem gambler connects to an online advisor then a real-time image of the advisor appears on the client’s screen in a small web-cam box. Next to the image box, is a dialogue box where the client can type messages to the advisor and in which the advisor can type a reply. Although the client can see the advisor, the advisor cannot see the client. The advisor also has the option to provide links to other relevant online services, and these appear on the left hand side of the client’s screen and remain there after the client logs off from the advisor. The links that are given are in response to statements or requests made by the client for specific (and where possible) local services (e.g., a local debt advice service, or a local Gamblers Anonymous meeting).
A total of 80 problem gamblers completed an in-depth online evaluation questionnaire, and secondary data were gathered from a further 413 clients who contacted a GamAid advisor. It was reported that the majority of the problem gamblers who completed the feedback survey were satisfied with the guidance and “counselling” service that GamAid offered. Most problem gamblers (i) agreed that GamAid provided information for local services where they could get help, (ii) agreed that they had or would follow the links given, (iii) felt the advisor was supportive and understood their needs, (iv) would consider using the service again, and (v) would recommend the service to others. Being able to see the advisor enabled the client to feel reassured, whilst at the same time, this one-way feature maintained anonymity, as the advisor cannot see the client.
An interesting observation was the extent to which GamAid was meeting a need not met by other UK gambling help services. This was examined by looking at the profiles of those clients using GamAid in comparison with the most similar service currently on offer, that being the UK GamCare telephone help line. The data recorded by GamAid advisors during the evaluation period found that 413 distinct clients contacted an advisor. Unsurprisingly (given the medium of the study), online gambling was the single most popular location for clients to gamble with 31% of males and 19% of females reporting that they gambled this way. By comparison, the GamCare helpline found that only 12% of their male and 7% of their female callers gambled online. Therefore, it could be argued that the GamAid service is the preferred modality for seeking support for online gamblers. This is perhaps not surprising given that online gamblers are likely to have a greater degree of overall competence in using, familiarity with, and access to Internet facilities. Problem gamblers may therefore be more likely to seek help using the media that they are most comfortable in.
GamAid advisors identified gender for 304 clients of which 71% were male and 29% were female. By comparison, the GamCare helpline identified that 89% of their callers were male and 11% were female. Therefore, it would appear that the online service might be appealing more to women than other comparable services. There are several speculative reasons why this may be the case. For instance, online gambling is gender-neutral and may therefore be more appealing to women than more traditional forms of gambling, which (on the whole) are traditionally male-oriented (with the exception of bingo) (Wardle et al, 2007). Women may feel more stigmatised as problem gamblers than males and/or less likely to approach other help services where males dominate (e.g., GA). If this is the case, then the high degree of anonymity offered by GamAid may be one of the reasons it is preferred. Most of those who had used another service reported that they preferred GamAid because they specifically wanted online help. Those who had used another service reported that the particular benefits of GamAid were that they were more comfortable talking online than on the phone or face-to–face. They also reported that (in their view) GamAid was easier to access, and the advisors were more caring.
In their review of preventing problem gambling, Professor Robert Williams and colleagues at the University of Lethbridge (Canada) make several important points that need to be taken on board by the gaming industry (and other interested parties) in relation to problem gambling prevention. These observations are also important for gaming operators when considering best practice in terms of social responsibility.
- There exists a very large array of prevention initiatives.
- Much is still unknown about the effectiveness of many individual initiatives.
- The most commonly implemented measures tend to be among the less effective measures (e.g., casino self-exclusion, awareness/information campaigns).
- There is almost nothing that is not helpful to some extent and that there is almost nothing that, by itself, has high potential to prevent harm.
- Primary prevention initiatives are almost always more effective than tertiary prevention measures.
- External controls (i.e., policy) tend to be just as useful as internal knowledge (e.g., education).
- Effective prevention in most fields actually requires co-ordinated, extensive, and enduring efforts between effective educational initiatives and effective policy initiatives.
- Prevention efforts have to be sustained and enduring, because behavioural change takes a long time.
It would therefore appear that there are many factors that could be incorporated within a gaming company’s framework of social responsibility and that while the industry should be proactive in the prevention of problem gambling, the treatment of problem gambling should be done by those outside of the gaming industry and that one of the ways forward may be online rather than offline help.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Gainsbury, S.M. & Blaszczynski, A. (2011). ‘A systematic review of Internet-based therapy for the treatment of addictions’, Clinical Psychology Review, 31, 490-498.
Griffiths, M.D. (2005). Online therapy for addictive behaviors. CyberPsychology and Behavior, 8, 555-561.
Griffiths, M.D. & Cooper, G. (2003). Online therapy: Implications for problem gamblers and clinicians, British Journal of Guidance and Counselling, 13, 113-135.
Williams, R.J., Simpson, R.I. & West, B.L. (2007). Prevention of problem gambling. In G. Smith, D. Hodgins & R. Williams (Eds.), Research and Measurement Issues in Gambling Studies. pp.399-435. New York: Elsevier.
Wood, R.T.A. & Griffiths, M.D. (2007). Online guidance, advice, and support for problem gamblers and concerned relatives and friends: An evaluation of the GamAid pilot service. British Journal of Guidance and Counselling, 35, 373-389.
Online gambling, testimonials, and the psychology of persuasion
Posted by drmarkgriffiths
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.
Posted in Advertising, Gambling, Online gambling, Psychology, Social responsibility
Tags: Advertising, Gambling, Marketing, Persuasion, Social Responsibility
Gambling online, social responsibility and ‘foot-in the-door’ practices
Posted by drmarkgriffiths
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.
It could be you – but it probably won’t be! What is acceptable in gambling advertising?
Posted by drmarkgriffiths
Over the last few years there has been a great deal of speculation over the role of advertising as a possible stimulus to increased gambling, and as a contributor to problem gambling (including underage gambling). It is not uncommon for casino advertising to use glamorous images and beautiful people to sell gambling, while other advertisements for lottery tickets and slot machines depict ordinary people winning loads of money or millions from a single coin in the slot. Content analyses of gambling adverts have reported that gambling is portrayed as a normal, enjoyable form of entertainment involving fun and excitement. Furthermore, they are often centred on friends and social events.
The likelihood of large financial gain is often central theme (“It could be you”) with gambling also viewed as a way to escape day-to-day pressures. A number of authors claim that gambling advertising plays an important role in “normalizing” gambling, increasing participation and contributing to problem development. Some researchers (such as Peter Adams in New Zealand) also claim that gambling advertising targets high-risk populations (e.g., ethnic minorities).
So does advertising create unrealistic hopes of winning that may later trigger a gambling addiction? Very few people are naive enough to think that removing advertising will stop people gambling. Anyone who wants to find an avenue for gambling will do so – just as smokers continue to buy cigarettes. However, the argument has been put forward that by removing seductive gaming advertising, the vulnerable may be protected. Research has found that there is a large public awareness of gambling advertising, and that problem gamblers often mention advertising as a trigger to gambling.
I published a literature review a few years ago and noted that almost all of the published studies on gambling advertising concerned attitudes in some way. Furthermore, very little of these data provided any insight into the relationship between advertising and problem gambling. Although there is a lack of research in this area, there are precedents that advertisements for the promotion of gambling should perhaps be placed in the same category as alcohol and tobacco promotions because of the potentially addictive nature of gambling and the potential for being a major health problem. Many lobby groups claim it is time to ban gambling advertising with the same vigour as tobacco advertising although there is no evidence that this would work (particularly if the research on alcohol advertising is examined).
An example of good practice is that of Loto-Quebec. They did a thorough review of its advertising code. A brief overview of their measures undertaken are listed below:
- Their current policy disallows any advertising that is overly aggressive, rejects concepts liable to incite the interest of children, and prohibits the use of spokespeople who are popular among youth, as well as the placement of advertisements within media programs viewed mainly by minors.
- The odds of winning are highlighted. This is being done in response to the suggestions expressed so frequently by various groups interested in knowing their chances of winning.
- Television commercials for new products will devote 20% of their airtime to promoting the gambling help line and to presenting warnings about problem gambling.
- There will no longer be the targeting of any particular group or community for the purposes of promoting its products. For example, an instant lottery used a specific Chinese custom to stimulate interest. However, the Chinese community did not agree with making references to its customs in order to promote the game. Out of respect for this community, the game was immediately suspended.
It perhaps goes without saying but there has to be a strong commitment to socially responsible behavior that applies across all product sectors, including sensitive areas like gambling. As various Advertising Associations have advocated, socially responsible advertising should form one of the elements of protection afforded to ordinary customers and be reflected in the codes of practice. Children and problem gamblers deserve additional shielding from exposure to gambling products and premises, and their advertising. The codes that regulate it should include special provisions on the protection of such groups. I would also advocate the following guidelines:
- Avoid promoting gambling in non-gambling areas – Players should not be encouraged to gamble whilst they are enjoying other non-gambling services such as restaurants or bars. Non-gambling areas should provide the opportunity for an emotional cool down whereby customers have the opportunity to reflect upon their gambling behavior, and consider whether or not to continue playing.
- Focus on entertainment rather than gaming – A focus on buying entertainment rather than winning money is recommended. When individuals primarily gamble to win money, and that is their only objective, that is when problems can start. That is when a proportion of vulnerable people can get into difficulty.
- Advertising and promotion – Quite clearly it is appropriate that gaming industry needs to advertise and promote its facilities. In addition to conforming to each country’s own advertising codes of practice, the most important recommendation would be that advertisements and promotions should not appeal to vulnerable individuals (such as minors, those with severe learning difficulties, problem gamblers, etc.) or be ‘aggressive’ and/or use popular celebrities. Furthermore, broadcast media advertising should be aimed at a adult audience and appear after the 9pm ‘watershed’. Adverts should feature the odds of winning. Ideally, there should also be some ‘counterbalanced’ adverts talking about problem gambling and its prevention.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Adams, P. (2004). Minimising the impact of gambling in the subtle degradation of democratic systems, Journal of Gambling Issues, 11. Available at: http://www.camh.net/egambling/issue11/jgi_11_adams.html.
Binde, P. (2007). Selling dreams – causing nightmares? On gambling advertising and problem gambling. Journal of Gambling Issues, 20, 167-191.
Griffiths, M.D. (2005). Does advertising of gambling increase gambling addiction? International Journal of Mental Health and Addiction, 3(2), 15-25.
Korn, D, Hurson, T. & Reynolds, J. (2004). Commercial Gambling Advertising: Possible Impact on Youth Knowledge, Attitudes, Beliefs and Behavioural Intentions. Report submitted to the Ontario Gambling Research Centre.
