| Literature DB >> 31898826 |
Philip W S Newall1,2, Lukasz Walasek3, Elliot A Ludvig3.
Abstract
BACKGROUND AND AIMS: The same information may be perceived differently, depending on how it is described. The risk information given on many gambling warning labels tends to accentuate what a gambler might expect to win, e.g. 'This game has an average percentage payout of 90%' (return-to-player), rather than what a gambler might expect to lose, e.g. 'This game keeps 10% of all money bet on average' (house-edge). We compared gamblers' perceived chances of winning and levels of warning label understanding under factually equivalent return-to-player and house-edge formats.Entities:
Keywords: Behavioural science; electronic gambling machines; framing effect; house-edge; return-to-player; risk communication
Mesh:
Year: 2020 PMID: 31898826 PMCID: PMC7496499 DOI: 10.1111/add.14954
Source DB: PubMed Journal: Addiction ISSN: 0965-2140 Impact factor: 6.526
Figure 1Example of the (a) main stimulus screen and (b) measure of return‐to‐player understanding. The main stimulus screen (a) looked identical to participants in both conditions, except in the house‐edge condition the main label was altered to, e.g. ‘This game keeps 10% of all money bet on average’. Participants in both conditions answered the measure of warning label understanding as shown in (b)
Figure 2Mean perceived chance of winning in experiment 1. Perceived chances of winning: 7 = very high chance of coming out ahead, 4 = neither high nor low chance of coming out ahead, 1 = very low chance of coming out ahead. Error bars represent 95% confidence intervals
Mixed‐model analysis of variance (ANOVA) table.
| Model 1 | Model 2 | |||
|---|---|---|---|---|
| Variable |
|
|
|
|
| Condition | 19.03 | (< 0.001) | 21.15 | 0 |
| Magnitude | 244.85 | (< 0.001) | 245.72 | (< 0.001) |
| Magnitude × condition | 4.74 | (0.009) | 4.92 | (0.008) |
| Problem gambling severity | < 0.01 | (0.994) | ||
| Gambling frequency | 5.94 | (0.015) | ||
| Problem gambling severity × condition | 5.34 | (0.021) | ||
| Gambling frequency × condition | 0.04 | (0.843) | ||
| Problem gambling severity × magnitude | 2.25 | (0.106) | ||
| Gambling frequency × magnitude | 1.18 | (0.307) | ||
| Problem gambling severity × Gambling frequency | 0.42 | (0.517) | ||
F‐values and P‐values in parentheses, for a model that compares experimentally manipulated variables (model 1) and a model that adds individual difference variables and two‐way interactions (model 2), showing main effects and interactions, with interactions denoted by *.
Responses to the measure of warning label understanding.
| Response | Experiment 1 | Experiment 2 (return‐to‐player condition) | Experiment 2 (house‐edge condition) |
|---|---|---|---|
| ‘90% of people who play this game will win something’ | 23.8% | 18.1% | 16.3% |
| ‘This game will give out a prize 9 times in 10’ | 23.8% | 32.8% | 10.3% |
| ‘If you bet £1 on this game you are guaranteed to win 90p’ | 5.0% | 3.4% | 6.9% |
| Correct response: ‘For every £100 bet on this game about £90 is paid out in prizes’ | 47.4% | 45.6% | 66.5% |