| Literature DB >> 27965611 |
Michael M Auer1, Mark D Griffiths1.
Abstract
Responsible gambling tools (e.g., limit-setting tools, pop-up messages, and personalized feedback) have become increasingly popular as a way of facilitating players to gamble in a more responsible manner. However, relatively few studies have evaluated whether such tools actually work. The present study examined whether the use of three types of information (i.e., personalized feedback, normative feedback, and/or a recommendation) could enable players to gamble more responsibly as assessed using three measures of gambling behavior, i.e., theoretical loss (TL), amount of money wagered, and gross gaming revenue (GGR) (i.e., net win/loss). By manipulating the three forms of information, data from six different groups of players were analyzed. The participant sample drawn from the population were those that had played at least one game for money on the Norsk Tipping online platform (Instaspill) during April 2015. A total of 17,452 players were randomly selected from 69,631 players that fulfilled the selection criteria. Of these, 5,528 players participated in the experiment. Gambling activity among the control group (who received no personalized feedback, normative feedback or no recommendation) was also compared with the other five groups that received information of some kind (personalized feedback, normative feedback and/or a recommendation). Compared to the control group, all groups that received some kind of messaging significantly reduced their gambling behavior as assessed by TL, amount of money wagered, and GGR. The results support the hypothesis that personalized behavioral feedback can enable behavioral change in gambling but that normative feedback does not appear change behavior significantly more than personalized feedback.Entities:
Keywords: behavioral feedback; human–computer interaction; online gambling; persuasive communication; problem gambling; responsible gambling
Year: 2016 PMID: 27965611 PMCID: PMC5124696 DOI: 10.3389/fpsyg.2016.01875
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Experimental groups by type of feedback provided to gamblers.
| Personalized information | Recommendation | Normative feedback | |
|---|---|---|---|
| Group 1 | YES | NO | NO |
| Group 2 | YES | YES | NO |
| Group 3 | YES | YES | YES |
| Group 4 | YES | NO | YES |
| Group 5 | NO | YES | NO |
| Group 6 | NO | NO | NO |
Parametric (e.g., mean) and non-parametric (e.g., 1st quantile, median) statistics of the cleansed theoretical loss over a 7-day period.
| Minimum | -1.00 |
| 1st Quantile | -0.87 |
| Median | -0.42 |
| Mean | 0.06 |
| 3rd Quantile | 0.15 |
| Maximum | 16.00 |
Parametric (e.g., mean) and non-parametric (e.g., median, 1st quantile) statistics of the theoretical loss change variable by group mapping over a 7-day period).
| Target group | Control group | |
|---|---|---|
| Minimum | -1 | -1 |
| 1st Quantile | -0.87 | -0.87 |
| Median | -0.42 | -0.36 |
| Mean | 0.06 | 0.58 |
| 3rd Quantile | 0.15 | 0.37 |
| Maximum | 16.0 | 46.4 |
Differences between the experimental groups (EGs) and control group (CG) 7 days after gamblers had received personalized messages about their gambling behavior
| CG | EGs | d.f. | |||
|---|---|---|---|---|---|
| Theoretical loss | -36% | -42% | 32.208 | 5 | 0.0001∗ |
| Amount wagered | -34% | -43% | 26.66 | 5 | 0.0001∗ |
| Gross gaming | -48% | -58% | 28.66 | 5 | 0.0001∗ |
Profile of five groups that reacted differently toward messaging interventions.
| Player group | Profile 1 | Profile 2 | Profile 3 | Profile 4 | Profile 5 | Average |
|---|---|---|---|---|---|---|
| Number of participants | 348 | 1,940 | 1,208 | 1,010 | 404 | 4,910 |
| GGR | 430 | 293 | 673 | 738 | 370 | 494 |
| Total amount wagered (NOK) | 732 | 634 | 1,552 | 16,839 | 3,926 | 4,471 |
| Number of playing days | 8 | 7 | 13 | 15 | 15 | 11 |
| Other games | 2% | 3% | 14% | 1% | 2% | 5% |
| Lottery | 21% | 67% | 50% | 7% | 13% | 43% |
| Online casino | 75% | 23% | 23% | 75% | 11% | 36% |
| Sports betting | 1% | 4% | 7% | 5% | 56% | 9% |
| Sport | 0% | 1% | 3% | 1% | 15% | 3% |
| Slots (land-based) | 0% | 2% | 3% | 12% | 2% | 4% |
| Casino (land-based) | 2% | 7% | 6% | 67% | 5% | 19% |
| Scratchcards | 73% | 16% | 16% | 2% | 5% | 16% |
| Bingo | 0% | 0% | 1% | 6% | 1% | 2% |
| Mean age (years) | 39 | 37 | 48 | 46 | 41 | 42 |
| Tenure | 94 | 93 | 113 | 106 | 100 | 101 |
| Gender (female) | 47% | 33% | 30% | 24% | 5% | 29% |
| Self-exclusion | 8% | 7% | 16% | 62% | 23% | 22% |
| 49% | 13% | 75% | 79% | 64% | 49% |
The effect of the different messaging interventions in each of the five experimental groups with respect to the change in theoretical loss.
| Profile 1 | Profile 2 | Profile 3 | Profile 4 | Profile 5 | |
|---|---|---|---|---|---|
| Intervention 1 | -68% | -56% | -31% | -16% | -41% |
| Intervention 2 | -87% | -53% | -35% | -27% | -21% |
| Intervention 3 | -57% | -67% | -29% | -19% | 18% |
| Intervention 4 | 0% | -57% | -35% | -22% | -17% |
| Intervention 5 | -68% | -48% | -20% | -35% | -27% |