Electronic Gaming Machines
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Recent papers in Electronic Gaming Machines
An emerging body of research has documented an association between problem gambling and domestic violence in a range of study populations and locations. Yet little research has analysed this relationship at ecological scales. This study... more
An emerging body of research has documented an association between problem gambling and domestic violence in a range of study populations and locations. Yet little research has analysed this relationship at ecological scales. This study investigates the proposition that gambling accessibility and domestic violence rates in postcodes might be linked.
This study describes the association between police-recorded domestic violence and electronic gaming machine accessibility at the postcode level. Police recorded family incidents per 10,000 and domestic-violence related physical assault offenses per 10,000 were used as outcome variables. Electronic gaming machine accessibility was measured as electronic gaming machines per 10,000 and gambling venues per 100,000. Bayesian spatio-temporal mixed-effects models were used to estimate the associations between gambling accessibility and domestic violence, using annual postcode-level data in Victoria, Australia between 2005 and 2014, adjusting for a range of covariates.
Significant associations of policy-relevant magnitudes were found between all domestic violence and EGM accessibility variables. Postcodes with no electronic gaming machines were associated with 20% (95% credibility interval [C.I.]: 15%, 24%) fewer family incidents per 10,000 and 30% (95% C.I.: 24%, 35%) fewer domestic-violence assaults per 10,000, when compared with postcodes with 75 electronic gaming machine per 10,000. The causal relations underlying these associations are unclear. Quasi-experimental research is required to determine if reducing gambling accessibility is likely to reduce the incidence of domestic violence.
This study describes the association between police-recorded domestic violence and electronic gaming machine accessibility at the postcode level. Police recorded family incidents per 10,000 and domestic-violence related physical assault offenses per 10,000 were used as outcome variables. Electronic gaming machine accessibility was measured as electronic gaming machines per 10,000 and gambling venues per 100,000. Bayesian spatio-temporal mixed-effects models were used to estimate the associations between gambling accessibility and domestic violence, using annual postcode-level data in Victoria, Australia between 2005 and 2014, adjusting for a range of covariates.
Significant associations of policy-relevant magnitudes were found between all domestic violence and EGM accessibility variables. Postcodes with no electronic gaming machines were associated with 20% (95% credibility interval [C.I.]: 15%, 24%) fewer family incidents per 10,000 and 30% (95% C.I.: 24%, 35%) fewer domestic-violence assaults per 10,000, when compared with postcodes with 75 electronic gaming machine per 10,000. The causal relations underlying these associations are unclear. Quasi-experimental research is required to determine if reducing gambling accessibility is likely to reduce the incidence of domestic violence.
Background and Aims Flaws in previous studies mean that findings of J-shaped risk curves for gambling should be disregarded. The current study aims to estimate the shape of risk curves for gambling losses and risk of gambling-related harm... more
Background and Aims Flaws in previous studies mean that findings of J-shaped risk curves for gambling should be disregarded. The current study aims to estimate the shape of risk curves for gambling losses and risk of gambling-related harm (a) for total gambling losses and (b) disaggregated by gambling activity. Design Four cross-sectional surveys. Setting Nationally representative surveys of adults in Australia (1999), Canada (2000), Finland (2011) and Norway (2002). Participants A total of 10 632 Australian adults, 3120 Canadian adults, 4484 people aged 15–74 years in Finland and 5235 people aged 15–74 years in Norway. Measurements Problem gambling risk was measured using the modified South Oaks Gambling Screen, the NORC DSM Screen for Gambling Problems and the Problem Gambling Severity Index. Findings Risk curves for total gambling losses were estimated to be r-shaped in Australia {β losses = 4.7 [95% confidence interval (CI) = 3.8, 6.5], β losses2 = –7.6 (95% CI = –17.5, –4.5)}, Canada [β losses = 2.0 (95% CI = 1.3, 3.9), β losses2 = –3.9 (95% CI = –15.4, –2.2)] and Finland [β losses = 3.6 (95% CI = 2.5, 7.5), β losses2 = –4.4 (95% CI = –34.9, –2.4)] and linear in Norway [β losses = 1.6 (95% CI = 0.6, 3.1), β losses2 = –2.6 (95% CI = –12.6, 1.4)]. Risk curves for different gambling activities showed either linear, r-shaped or non-significant relationships. Conclusions Player loss–risk curves for total gambling losses and for different gambling activities are likely to be linear or r-shaped. For total losses and electronic gaming machines, there is no evidence of a threshold below which increasing losses does not increase the risk of harm.
Gambling using electronic gaming machines has emerged as a significant public health issue. While social impact assessments are required prior to the granting of new gaming licenses in Australia, there are few established techniques for... more
Gambling using electronic gaming machines has emerged as a significant public health issue. While social impact assessments are required prior to the granting of new gaming licenses in Australia, there are few established techniques for estimating the spatial distribution of a venue’s clientele. To this end, we calibrated a Huff model of gambling venue catchments based on a geocoded postal survey (n = 7,040). We investigated the impact of different venue attractiveness measures, distance measures, distance decay functions, levels of spatial aggregation, and venue types on model fit and results. We then compared model estimates for different behavioural subgroups. Our calibrated spatial model is a significant improvement on previously published models, increasing R2 from 0.23 to 0.64. Venue catchments differ radically in size and intensity. As different population subgroups are attracted to different venues, there is no single best index of venue attractiveness applicable to all subpopulations. The calibrated Huff model represents a useful regulatory tool for predicting the extent and composition of gambling venue catchments. It may assist in decision making with regard to new license applications and evaluating the impact of health interventions such as mandated reductions in EGM numbers. Our calibrated parameters may be used to improve model accuracy in other jurisdictions.
- by Francis Markham and +1
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- Gambling Studies, Problem gambling, Gambling, Gravity Model
Global commercial gambling has grown to be an industry of remarkable size and power. Over the past decade, global gambling losses have risen from approximately $250 billion USD in 2003 to $450 billion in 2013. No longer is gambling... more
Global commercial gambling has grown to be an industry of remarkable size and power. Over the past decade, global gambling losses have risen from approximately $250 billion USD in 2003 to $450 billion in 2013. No longer is gambling low-key and small-scale, the differentiated expression of local cultures. It is a global economic project, one central to the liberalisation of markets associated with the emergence of the international consumer society. We argue that that the emergence of ‘Big Gambling,’ the industry-state gambling complex, is both exemplary and symptomatic of the concentration of capital and political power among an economic elite in the Western World since the 1980s. Rather than reflecting changing patterns in consumer demand, Big Gambling is driven by political processes and economic imperatives. It has inserted dangerous commodities en masse into vulnerable communities in ways that parallels the actions of both Big Alcohol and Big Tobacco, with similarly damaging consequences. To make this case, we outline of the growth and consequences of the gambling industry in Australia. We choose Australia as our case study, not only because it has formed the context for our own research efforts, but also because of its unprecedented rate and degree of gambling liberalisation, particularly through electronic gambling machines (EGMs), the Australian-variant of the slot machine.
Although electronic gaming machine (EGM) jackpots are widespread, little research has yet considered the impact of this feature on gamblers’ behaviour. We present the results of an in-venue shadowing study, which provided measures of... more
Although electronic gaming machine (EGM) jackpots are widespread, little research has yet considered the impact of this feature on gamblers’ behaviour. We present the results of an in-venue shadowing study, which provided measures of player investment and persistence (e.g. number of spins, time-on-machine) from participants undertaking one or more EGM sessions on their choice of machines. 234 participants (162 female) were recruited in-venue, with half (stratified by age and gender) primed by answering questions encouraging ’big-win’ oriented ideation. Primed participants were more likely to select jackpot-oriented EGMs, and primed at-risk [Problem Gambling Severity Index (PGSI)[4] gamblers tended to select machines with a higher median jackpot prize amount than others (W 1⁄4 18,423; p 1⁄4 0:003). Neither PGSI nor priming was associated with the rate at which participants switched machines. EGM jackpots were associated with great spend overall, and PGSI score was associated with a greater spend per play. Positive interactions were found between jackpots and PGSI, and PGSI and priming in terms of predicting greater persistence. Finally a structural model of session level variables is presented, that incorporates positive feedback between money won and number of plays in an EGM session.
Background and Aims The Total Consumption Theory of gambling suggests that gambling expenditure is positively associated with gambling-related harm. We test the hypothesis that electronic gaming machine (EGM) expenditure predicts... more
Background and Aims The Total Consumption Theory of gambling suggests that gambling expenditure is positively associated with gambling-related harm. We test the hypothesis that electronic gaming machine (EGM) expenditure predicts gambling-related harm at the level of the EGM venue. Design Cross-sectional analysis of survey and administrative data. Setting General urban adult population of the Northern Territory of Australia. Participants Sample consisted of 7049 respondents to a mail-survey about venue visitation and gambling behaviour across 62 EGM venues. Measurements Gambling-related harm was defined as the endorsement of two or more items on the Problem Gambling Severity Index. We obtained venue-level EGM expenditure data from the local licensing authority for all venues in the study area. We compared the prevalence of gambling-related harm among patrons aggregated at the venue level with the estimated mean EGM expenditure for each adult resident in the venue’s service area using a Huff model, correlation analysis and multivariate binomial regression. Findings Aggregated to the venue level (n = 62), per capita EGM expenditure was significantly correlated with rates of gambling-related harm [r = 0.27, n = 62, p = 0.03]. After adjusting for venue type and number of EGMs, an increase in mean per capita monthly EGM expenditure from AUD10 to AUD150 was associated with a doubling in the prevalence of gambling-related harm from 9% (95% CI 6% - 12%) to 18% (95% CI 13% - 23%). Conclusions As suggested by the Total Consumption Theory of gambling, aggregate patron electronic gaming machine expenditure predicts the prevalence of gambling-related harm at the venue level.
The Italian gambling market has been growing since the 1990s, becoming one of the world’s largest markets. However, since 2004, a number of municipalities have taken measures to limit the negative outcomes of gambling by introducing local... more
The Italian gambling market has been growing since the 1990s, becoming one of the world’s largest markets. However, since 2004, a number of municipalities have taken measures to limit the negative outcomes of gambling by introducing local regulations, especially ‘timing’ and ‘zoning’ measures aimed at reducing the number of Electronic Gambling Machines. This attempt to limit gambling has sparked strong reactions from the State and the industry. Drawing on data from three focus groups conducted in two Italian Regions involving 30 participants belonging to a broad variety of stakeholders, the present study aims to provide a picture of the current debate on gambling regulation. The study applies qualitative content analysis to examine the stakeholders’ different arguments and shows how the rhetorical strategies of the industry – namely confining the risks to specific vulnerable targets, negative impact on the labor market, increase in illegal gambling, ineffectiveness of local regulation in reducing problem gambling – play a major role in the social construction of the problem. Other stakeholders’ and social actors’ arguments are weak by comparison. To counteract the industry’s rhetoric, more studies of gambling policies and regulation are needed, while scientific evidence should be more effectively disseminated.
A mobile gaming device may be a player's own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary... more
A mobile gaming device may be a player's own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary gaming terminal communicating with the mobile device, such as by using WiFi. The mobile device operates as a user interface. If the communications link is temporarily broken during a game, the mobile device will create the appearance that the game is continuous, such as by continuing to spin reels, until communications are re-established. The reels will stop once the mobile device receives the final outcome from the gaming terminal. The player may pause the game to temporarily suspend the minimum game frequency rules. The mobile device may switch between gaming terminals. For 3D video, the original format may be adjusted for the mobile device. The gaming terminal may be a gaming machine.
Public Policy network Conference 2017