BACKGROUND: In many countries, the bulk of gambling takes place in convenience spaces in relatively confined, local markets. Nevertheless, research on gambling locations has so far concentrated on destination gambling in casinos. AIM: This article studies convenience gambling and distinguishes special (e.g., gambling arcades) from everyday convenience gambling spaces (e.g., electronic gambling machines in supermarkets). Rather than geographically or functionally analysing the harm potential of convenience gambling, we approach the issue through cultural theory. METHOD: We conducted reception analytical group interviews with Finnish and French gamblers. This method is based on focus-group discussions stimulated by six short film clips. Our data consisted of 14 Finnish and 14 French groups, altogether 110 participants. The interviews were analysed thematically on the basis of the types of discourses the participants evoked. RESULTS: The Finnish respondents discussed how their gambling culture was embedded in their everyday lives. They saw it as a harmless pastime if the sums used were small and otherwise unbudgeted. The French informants instead strongly connected gambling with the casino and were suspicious of the easy, cheap availability of convenience gambling. They also differentiated between exceptional and mundane spaces of convenience gambling, which the interviewed Finnish gamblers did not. CONCLUSIONS: Social or cultural availability is not only a matter of access; it also influences gamblers after they have entered the gambling venue. Structural characteristics interact with the gambler and the setting, but they are also mediated by the cultural context.
BACKGROUND: In many countries, the bulk of gambling takes place in convenience spaces in relatively confined, local markets. Nevertheless, research on gambling locations has so far concentrated on destination gambling in casinos. AIM: This article studies convenience gambling and distinguishes special (e.g., gambling arcades) from everyday convenience gambling spaces (e.g., electronic gambling machines in supermarkets). Rather than geographically or functionally analysing the harm potential of convenience gambling, we approach the issue through cultural theory. METHOD: We conducted reception analytical group interviews with Finnish and French gamblers. This method is based on focus-group discussions stimulated by six short film clips. Our data consisted of 14 Finnish and 14 French groups, altogether 110 participants. The interviews were analysed thematically on the basis of the types of discourses the participants evoked. RESULTS: The Finnish respondents discussed how their gambling culture was embedded in their everyday lives. They saw it as a harmless pastime if the sums used were small and otherwise unbudgeted. The French informants instead strongly connected gambling with the casino and were suspicious of the easy, cheap availability of convenience gambling. They also differentiated between exceptional and mundane spaces of convenience gambling, which the interviewed Finnish gamblers did not. CONCLUSIONS: Social or cultural availability is not only a matter of access; it also influences gamblers after they have entered the gambling venue. Structural characteristics interact with the gambler and the setting, but they are also mediated by the cultural context.
The availability of gambling options, particularly widely accessible electronic
gambling machines (EGMs), in convenience locations sparked debate in the Finnish
media in late 2017 (e.g., HS,
25.10, 2017; HS,
28.10, 2017; HS,
3.11, 2017). The discussion culminated in a suggested revision of the
Finnish gambling law, introducing mandatory identification of all players (HS, 19.12, 2017), as
well as in a proposition to ban EGMs in supermarkets and other easily accessible
convenience locations, and to move them to gambling arcades (HS, 29.11, 2017). Both suggestions as
possible means of reducing gambling-related harm find support in the available
research literature (e.g., Sulkunen et al., 2018), but the focus of this article is on the
latter. In many countries, the bulk of gambling takes place in convenience spaces
in relatively confined, local markets. In the same vein as the current public
discussion in Finland, some studies have suggested replacing convenience
opportunities with destination gambling as a possible harm-minimisation strategy
(Productivity
Commission, 2010; Young, Tyler, & Lee, 2007).We distinguish between two main types of convenience gambling spaces: special
convenience locations, which include clubs and arcades; and everyday convenience
locations such as petrol stations and supermarket foyers. The current Finnish
convenience gambling landscape is heavily characterised by the latter. The Finnish
gambling monopoly, Veikkaus, offers both EGM- and lottery-type games in a variety
of everyday locations, ranging from supermarkets and kiosks to transportation
hubs. Special convenience locations in Finland consist of so-called Pelaamo
(formerly called Täyspotti) and Feel Vegas gambling arcades, which offer mainly
EGMs, but also betting and lottery games. In addition, Feel Vegas arcades also
offer casino table games such as roulette and blackjack. In order to highlight the
specificities of the Finnish system, this study compares it to that of France.
French convenience gambling differs in the kind of spaces and games that are on
offer. In France, convenience gambling mainly occurs in special locations,
represented by a tight network of so-called PMU (Pari mutuel urbain) bars (over
12,000 bars in mainland France). Although these bars do not offer EGM gambling,
they have other immersive games such as the Amigo instant lottery and horse race
betting. Lottery games are provided in PMU bars, but these are also available in
more ordinary outlets, mainly tobacco and press shops (25,000 tobacco shops in
mainland France). This article asks whether differences between everyday and
special convenience locations encourage different types of cultural positions in
terms of gambling.Previous studies have shown that problem gambling is conceptualised differently
across cultural contexts (Neal, Delfabbro, & O’Neil, 2005; Pöysti & Majamäki, 2013) and that
different cultural settings may encourage different types of gambling harm (e.g.,
Sobrun-Maharaj, Rossen,
& Shiu-Kai-Wong, 2012; Williams, Volberg, & Stevens, 2012;
see also Lorains, Cowlishaw,
& Thomas, 2011), but until now, research has not focused on the
harm potential of the different spaces of convenience gambling from the
perspective of these positions. Therefore, rather than analysing these
opportunities and spaces geographically or functionally, we approach them in terms
of cultural theory. Alcohol studies have a long tradition of taking a cultural
perspective and comparing drinking cultures (see Room & Mäkelä, 2000). Following
these insights, we can differentiate between the positions of societies in regard
to alcohol, based on how present alcoholic beverages are in everyday life and how
drunkenness is governed. Informed by these findings, this study develops a similar
framework for gambling, with the help of an analysis of focus-group
interviews.We first introduce the previous literature on the spaces and types of convenience
gambling. Then we discuss these different forms from a cultural perspective, using
social theory in terms of societal views on such consumption. Finally, we focus on
the different forms of convenience gambling in Finland and France and how gamblers
experience them, based on group interview data collected from among recreational
gamblers in the two countries. We conclude by discussing the cultural framework
for gambling studies as well as the policy implications of this study.
Spaces and types of convenience gambling
Opportunities for gambling are provided in a variety of different spaces and
forms. Griffiths (e.g., Griffiths, 1993; Griffiths & Parke, 2003)
distinguished between situational characteristics such as availability,
which bring potential gamblers into the gambling environment, and the
structural characteristics inherent in gambling, which induce gamblers to
continue playing. Differentiating between the different types of spaces and
types of gambling also helps shift the focus from the player to the product,
or even more importantly, their interaction. This interaction is formed in
an interplay between the individual proclivity to gamble, available gambling
opportunities, and the enablement of gambling venues (Productivity Commission, 2010;
Quinn,
2001).Different game and venue characteristics may encourage or discourage excessive
play. The previous literature has distinguished types of games according to
their problem potential (Griffiths & Wood, 2001; Sulkunen et al., 2018; Valleur, 2008).
Griffiths and Wood
(2001) have distinguished between soft and hard forms of
gambling. Soft forms include weekly lotteries and football pools, while hard
forms include casino games, EGMs, horse and greyhound race betting, as well
as instant scratch cards and online equivalents of these games. Research
evidence supports this distinction, particularly regarding EGMs. According
to population studies, although only 36% of all Finnish respondents played
EGMs, the share was 87% among those who were classified as problem gamblers
(South Oaks Gambling Screen (SOGS) 3+) (Turja, Halme, Mervola,
Järvinen-Tassopoulos, & Ronkainen, 2012). These figures are
similar to those in other Western countries, in which EGM gambling has been
associated with the highest rates of gambling problems (see Dowling, Smith, &
Trang, 2005; Sulkunen et al., 2018; Vasiliadis, Jackson,
Christensen, & Francis, 2013). Studies have also shown that
EGM gamblers progress to problem gambling faster than players of other games
(Breen &
Zimmerman, 2002), and that each additional EGM is associated
with approximately 0.8 additional problem gamblers in a community (Storer, Abbott, &
Stubbs, 2009).Different gambling spaces have been distinguished, particularly regarding
varying casino designs and environments (e.g., Eadington, 1998; Finlay, Marmurek,
Kanetkar, & Londerville, 2007, 2010; Thompson, 2010), but convenience
gambling has been defined by separating it from destination gambling.
Whereas casino destination venues are characterised by tourism and higher
economic returns, convenience gambling is defined by higher accessibility,
spatial dispersion and marketing aimed at local players (e.g., Chabbra, 2008;
Eadington,
1998; Goodman, 1995).Less attention has been paid to differences between convenience gambling
spaces, and evidence regarding their impact on gambling behaviour is slim.
The few typologies that have been created focus on different types of EGM
venues (Posey,
1998; Young, Markham, & Doran, 2012). Posey (1998) classified VLT
(Video Lottery Terminal, a type of EGM) venues in South Carolina on the
basis of whether they were dedicated to gambling, for example, arcades;
entertainment establishments that also offered gambling, such as cinemas or
bowling alleys; or non-entertainment establishments that also offered
gambling, such as supermarkets. This distinction coincides with that made in
the current article between special and everyday spaces of convenience
gambling. In Australia, Young et al. (2012) distinguished between different types of
gambling clubs and pubs on the basis of size and location. Their study found
that central and larger venues were connected to more harm than peripheral
and smaller venues.The high accessibility and density of convenience gambling opportunities has
been connected to elevated rates of problem gambling and other
gambling-related harm as well as increased expenditure on gambling (Sulkunen et al.,
2018; Vasiliadis et al., 2013; Young et al., 2012). Policy
experiences from jurisdictions such as Norway, many Eastern European
countries, Nova Scotia, and Australia have further shown that restricting
the availability of convenience EGMs can have an impact on gambling
participation rates and result in reduced gambling problems, but the caps
need to be significant or the accessibility of these opportunities must
change substantially (see Vasiliadis et al., 2013 and Sulkunen et al.,
2018 for reviews). Hence, if gambling opportunities remain
widely available despite being confined to special convenience locations,
they can nevertheless cause significant problems (e.g., Productivity Commission,
2010; Young, 2010). This review of the previous literature suggests
that moving Finnish EGMs from everyday locations to special convenience
spaces would have to be accompanied by significant reductions in machine
numbers to have an impact on gambling harm. Furthermore, we suggest that any
change needs to be accompanied by a shift in cultural positions.
A cultural perspective on gambling
Cultural images of gambling can be defined as collective dispositions (Gronow, 2011) or
a “blueprint” of how to gamble and what kind of gambling is considered
proper and right. Learning takes place in a certain time, environment and
context (e.g., Matilainen & Raento, 2014; Reith & Dobbie, 2011) and
involves rules and game mechanisms, but also knowledge regarding how to
interact with other gamblers or personnel, and how to perform when winning
or losing (e.g., Oldman,
1974; Reichertz, Niederbacher, Möll, Gothe, & Hitzler, 2010).
Learning how to experience this “intoxication” and how to handle the risks
of the behaviour corresponds to what Becker (1953) and Zinberg (1984)
identified years ago as important skills in drug use. Gambling images are
also infused with cultural “deep structures” (Sulkunen, 2013), such as
individualism and collectivism (Majamäki & Pöysti, 2012),
trust (Pöysti,
2014), values and beliefs (Raylu & Oei, 2004), myths
(Falk &
Mäenpää, 1999), gender roles (Casey, 2008) or masculinity (Egerer & Rantala,
2015). Furthermore, game preference seems to be culture
specific (e.g., Schüll,
2013), although more evidence is available from alcohol studies
in which cultures have been grouped according to the prominent beverage type
(e.g., Sulkunen,
1976).Alcohol studies have a more established tradition of cultural approaches than
the gambling field, and while these theories are not directly transposable
in gambling studies, they can offer important insights. Several dimensions
have been identified to distinguish between different drinking cultures,
including drinking frequency, the type of drinker, the drinking occasion,
the social controls of drinking and drunkenness, (acceptable) behaviour when
drunk, and the extent of intoxication (Room & Mäkelä, 2000).Intoxication, as it refers to a “toxin” that physically impacts the body (Rantala & Sulkunen,
2012), seems to be a misleading concept in gambling studies.
Gambling scholars have instead discussed a similar altered state of
consciousness as “being in the zone” (e.g., Schüll, 2012; Woolley &
Livingstone, 2010) or a flow experience (Palomäki & Laakasuo, 2016).
However, the negative connotation of “the zone” and the inapplicability of
the flow experience to games of pure chance render both concepts limited.
Furthermore, although altered states of consciousness may have been the
topic in the psy-sciences for some time, this naturally downplays the
factors beyond the individual’s consciousness (see, e.g., Ludwig, 1966). In
anthropology, exceptions from everyday life are often connected to a
liminality in the social texture (e.g., Thomasson, 2009; van Gennep,
1960). Näre and
Lähtenmaa (2017) suggested that gambling mirrors the increased,
persistent liminality in postmodern capitalist societies. Nowadays, national
gambling legislations assign different spaces to different types of games.
In the 21st century, gambling has become a profane activity (Reith, 1999) and
the opportunity to gamble in convenience places indeed points in this
direction. Therefore, in this article we suggest a concept that enables us
to understand the exceptional state of being in a social sense rather than
as a question of individual consciousness, but still includes profane spaces
and everyday encounters: the German expression “Rausch”
describes a deep immersion in gambling. A gambling rausch involves
individuals’ altered states of consciousness, but also how this condition is
managed in the social dimension. Establishing such a concept does not only
allow us to focus on the social setting of gambling; it also has the
advantage of including non-substance- (“non-toxin”) induced experiences as
well as group experiences, which would be hard to grasp using existing
concepts such as “the zone”. The gambling rausch does not pre-conclude the
nature of possible consequences, nor does it value the experience as
positive or negative (e.g., Korte, 2007).
Methods and data
In order to study the different cultural positions in regard to convenience
gambling, we conducted reception analytical group interviews (RAGI) with
Finnish and French gamblers during 2009 and 2010. We chose to conduct group
interviews, as social interaction highlights consensus-making while
discouraging individual bias. This also optimises data for the study of the
collective understandings of a specific social or cultural group (see, e.g.,
Egerer, 2014
or Rolando,
2015). The RAGI method was originally designed to encourage precisely
such social interpretations of reality by using stimuli to inspire
interaction between participants and their cultural environment. In
comparison to other group interview designs, which may or may not be
structured, the RAGI always uses a structured protocol of tested and
carefully chosen stimuli (Sulkunen & Egerer, 2009;
Törrönen,
2002). These stimuli (usually film clips), serve a similar
function to that of questions in a questionnaire (Egerer, 2014), but they leave more
room for interpretation – this is a strength as well as a limitation of this
method (Karekallas &
Raento, 2014).In our interviews, we used six film clips to help interviewees share their
interpretations of similar situations in their own social reality (Marionneau,
2015). These clips (see the filmography list at the end of the
article) were chosen to depict various gambling situations and types of
gambling, and ensure that the discussions would touch on a variety of
topics. Six orienting questions[1] dealing with the immediate description of the film clips were
distributed to help get the discussions started, but we emphasized that we
did not require the participants to answer these questions, but to discuss
the clips and share their own experiences of gambling more broadly. We also
provided subtitles and a brief synopsis of the scenes to ensure
comprehensibility. The film clips were shown in three series of two clips.
After each series, the participants discussed them for approximately 15 to
20 minutes, making the total duration of the discussions 60 to 80 minutes.
This protocol was applied in the same manner to the groups in Finland and
France.The participants were recruited from different gambling venues to ensure that
the samples contained players of a variety of different games. In Finland,
the recruitment took place at gambling arcades, websites specialised in
gambling, and supermarket notice boards near EGMs. The French participants
were recruited from gambling arcades and through the researcher’s contacts.
In both countries, we also used snowballing to recruit more participants.
Non-gamblers and self-identified problem gamblers were excluded from
participating, though we did not conduct a screening for gambling problems.
Thus all participants must be considered as self-identified recreational
gamblers.The final data consisted of 14 Finnish and 14 French groups, with 110
participants altogether (see Table 1). The participants were
recruited from the Paris and Helsinki urban areas. They gave verbal informed
consent. Although the data are already a few years old, the interviews are
still illustrative of the current situation in convenience gambling. Little
has changed in either country regarding the availability of offline
convenience gambling. As online gambling was not yet widely popular during
the time of the interviews, the discussions revolved more strongly around
accessible offline opportunities.
Table 1.
Participants in Finland and France.
Total
Finland
France
Participants
110
48
62
Male participants
56
33
23
Female participants
54
15
39
Average age (total)
36.6 years
35.7 years
37.4 years
Average age (male)
34.6 years
33.7 years
35.8 years
Average age (female)
38.8 years
40.0 years
38.3 years
Participants in Finland and France.The interviews were transcribed and coded in the original language using
qualitative data analysis software Atlas.ti. As with any qualitative and
cultural study, researcher input and interpretation were significant in the
data analysis process. This subjectivity was trialled by two different
researchers independently coding the transcripts.We analysed the data thematically on the basis of the dimensions of the
cultural position towards gambling. We departed from the dimensions
suggested by Room and
Mäkelä (2000) in alcohol studies, using them as what Strauss (1987)
called “sociologically constructed” codes. After the first round of coding
we expanded beyond these categories and during an iterative process, we
found the dimensions that best described convenience gambling. Finally, we
focused our analysis on three main topics of convenience gambling in Finland
and France: embeddedness in everyday life, types of convenience locations,
and the acceptability of the gambling rausch.
Results
Interview quotations illustrate these themes. We translated the quotations used
throughout the results section ourselves.
Embeddedness in everyday life
The two cultural contexts differed in terms of how embedded gambling was
in everyday life, resulting in a differing interpretation of
convenience gambling. The French interviewees defined convenience
gambling as being in opposition to casino gambling. The casino was
considered the norm as a gambling space and was seen as absorbing,
even crooked, which possibly increased the attractiveness of
convenience gambling as a better choice. Convenience gambling choices
such as scratch cards were, therefore, described as safer in
comparison, as they did not break the link to everyday experiences.However, the French participants were critical of the
relatively relaxed regulations of convenience locations in comparison
to casinos, where you can at least obtain self-exclusion. The Finnish
interviewees, on the other hand, displayed strong trust in the
regulation of convenience gambling locations and casinos alike.The Finnish participants expressed little criticism
towards the organisation of the gambling monopoly itself. Availability
was raised as a potentially problematic issue, but in contrast to the
French interviewees, they also discussed this as a protective factor.
Compared to the kind of gambling shown in the film-clip stimuli
originating from the US, gambling in Finland was considered an
ordinary activity, which also made it appear safer.Interviewee (female): I think you have to make a big
distinction between casino games and scratch games where
you are in your everyday life. [In casinos] people are
away from their everyday life, you put them in a place
where they leave the ordinary, and then there are
addictions. (Group 13F)Interviewee (male): Concerning this, how would the situation
change if we were somewhere without a state monopoly;
anyone could open up a gambling place. (Group 5FIN)The embeddedness of gambling in everyday life in Finland was further
accentuated in how convenience gambling was defined in Finnish
discourses. Unlike in France, convenience gambling did not contrast
with casino gambling, but the normative form of gambling EGMs in
Finnish convenience locations played a role in daily routines and in
mediating social interactions between people. These contacts could
have either a positive or a negative impact.In Finnish convenience gambling situations, EGMs play a
role in the interaction between gamblers’ groceries and leftover coins
(see also Kinnunen, Alha, & Paavilainen, 2016). The importance
of this interaction is probably also why some of the Finnish
respondents were concerned about being able to play EGMs using credit
or bank cards. In contrast, the low price of scratch cards in French
convenience gambling locations was not seen as a factor that might
reduce gambling participation. It was associated less with monetary
loss and more with temporal loss.Inerviewee 1 (female): Soc…social interaction, of course.
[nods]Interviewee 2 (female): -interaction, yes.Interviewee 3 (male): Well, in my experience, at least with
the gambling machines, yes, precisely, there is social
interaction; but […] there the really antisocial side of
humans comes to light; because, people compete, using
their elbows to get to the machine…and everything, it’s
really extreme [laughs]. (Group 9FIN)Interviewee (male): But as you don’t have to be that rich to
play, because nowadays the system in France is that
gambling is available to all budgets, from one Euro to
1000 Euros. You can play for even two hours with one Euro.
(Group 12F)
Types of convenience locations
Just as they did not distinguish convenience locations from casinos, the
Finnish participants did not distinguish between different convenience
locations such as gambling arcades, gas stations or supermarkets.The French informants, on the other hand, distinguished
between different convenience gambling locations, such as tobacco
shops and PMU bars. The high proportion of smokers in France
(According to the recent Eurobarometer, 36% of the French population
are smokers, the European average being 24%, see European Commission, 2017)
means that tobacco shops are widely frequented. However, as these
shops also sell other products such as postal and fiscal stamps, they
also attract other types of customers. The French interviewees also
pointed out that tobacco shops are not very alluring places. As such,
tobacco shops as convenience gambling locations in France hold a
similar position to Finnish supermarkets and gas-stations.[2] In contrast, French PMU bars are not as numerous as smaller
tobacco shops or other FDJ (La Française des jeux) outlets, but they
offer more absorbing games and provide a more engaging environment.The physical outline of the PMU bars serves as an
intermediary between gamblers. PMU bars allow gamblers to sit and chat
with each other. Alcohol and snacks are available, as well as screens
to watch the sports events on which customers can bet. The TV screen
has a different role to that of EGMs in Finnish convenience locations,
working more as a facilitator of positive social interaction between
the gamblers than of negative encounters. According to our informants,
the social effect of being in the bar together may encourage further gambling:The gambling venue (special or everyday convenience
gambling) thus appears to be an important factor in the French
gambling culture, and defines who plays there. The venue holds a
different position to that in Finland, where convenience gambling is
integrated into the daily routines of most players, regardless of
their social background.Interviewee 3 (male): I gamble at gambling machines,
automatic machines, in shops and elsewhere; and then also
in these RAY [acronym for the EGM monopoly] gambling
arcades. A little bit less at the moment, but sometimes
too much.Interviewee 4 (male): I also gamble, most of the time in
shops and the RAY arcades; well nearly always there.
(Group 14FIN)Interviewee (male): You can play sometimes, occasionally. I
think there are a lot of people who only play
occasionally. The real addicts you see in PMU bars, in
casinos. The real addicts are there. (Group 12F)Interviewee (male): There’s a group effect, it’s more
difficult to stop than when you’re alone. For example, me,
when I go to bet on sports with 10 or 20 Euros and when I
lose, I hear my friends say: “Play again, you’ve lost one
match out of 20, you’ve won 19, it’s a good average”. So
you play again, and again, and you finish without a penny.
Alone you can set limits, but not when you are with
people. (Group 1F)
Acceptability of the gambling rausch
The third dimension that was apparent in the interview material was the
extent and acceptability of the gambling rausch. In France,
unacceptable forms of gambling rausch were connected to customers of
PMU bars, particularly if they were already in precarious situations
or had a lower socio-economic status. Some of our informants
considered this problematic:In the Finnish interviews, a similarly negative status
was attributed to pensioners, who were consistently described as
engaging in unacceptable forms of gambling.No statistics support either of these assertions. The
elderly are not the most active gamblers in Finland, nor those with
the most gambling problems (Salonen & Raisamo,
2015), and the unemployed are not the most active gamblers in
France (Costes,
Eroukmanoff, Richard, & Tovar, 2015). Instead, these
claims are based on cultural positions. Our findings show that this
contradiction results from the role assigned to money and to
acceptable occasions for gambling. Money (cf. Karekallas, 2018; Kinnunen et al.,
2016) is not a neutral measure of value: it is loaded
with meanings that establish relations between people; money creates
and is part of social networks (e.g., Carruthers, 2010; Zelizer &
Rotman, 2011). Indeed, money was discussed differently in
the two cultural contexts. The French participants emphasised the use
of the money won (cf. Majamäki & Pöysti, 2012) whereas the Finnish
interviewees discussed the origin of the money. An acceptable form of
money in everyday gambling situations in Finland is mainly extra
change from groceries or other small amounts of money not otherwise
specified. The money used by pensioners, according to the Finnish
participants, did not consist of only these acceptable sources but
also of their pensions. A pension might be seen as a social benefit or
allowance, which binds it to the working population. Following this
logic, gambling with one’s pension is considered gambling with other
people’s money. Although not expressly voiced in the French
interviews, gambling with social benefits was similarly frowned upon
in the gambling of unemployed people. Old age itself is therefore not
the reason why pensioners were considered problematic gamblers, but
the source of money.Interviewee (male): It’s often people who do nothing, they
have time. In all the games, it’s people who have time to
play. If you work, you don’t have the time. (Group
12F)Interviewee (female): Yes, this is right. In fact, I’m a
guard in a shop, and yes you realize, these 15-year old
boys [during the time of the interview, the legal gambling
age was 15 years and older] are not as much of a problem
as pensioners. When they gamble there, well…(Group
1FIN)In both country contexts, gambling rausch was also only considered
acceptable under “correct” conditions, such as weekend trips, holidays
and ferry cruises. These occasions obviously refer to casino gambling,
and as such go beyond the scope of this article. Nevertheless, these
findings highlight the importance of money and occasion as factors
deciding the extent to which the gambling rausch was acceptable or
unacceptable.
Discussion
In this article, we have compared Finnish and French recreational gamblers’
discourses regarding convenience gambling in order to identify cultural
images connected with special and everyday convenience locations. We have
used literature on drinking cultures as our conceptual tool and adjusted it
to the specificities of gambling. The three main themes – embeddedness,
types of convenience gambling and gambling rausch – suggest that French
gambling might be oriented towards what is sometimes called in alcohol
research (see Room &
Mäkelä, 2000) a “dry” culture, whereas Finnish gambling is more
in line with the “wet” model.The field of alcohol studies has shown that these different cultural dimensions
and positions also entail different kinds of harm. Wet consumption cultures
are not as harmless as they were once believed to be (see Room & Mäkelä,
2000), but the kinds of harm most prominent in dry drinking
cultures (social disturbance and violence) and wet drinking cultures (liver
cirrhosis) are still a valid finding (Jellinek, 1960; Room & Mäkelä,
2000). Such a perspective has yet to be established in the
gambling field, but we hope that this study takes the first step in this
direction.Finnish respondents discussed their gambling culture as being embedded in their
everyday lives and as a harmless pastime if participation was small scale
and the stakes consisted of non-budgeted money. The distinction between
everyday and special convenience locations did not seem to exist among the
Finnish respondents. The French informants strongly connected gambling to
casino environments and were suspicious of the easy availability and
cheapness of convenience gambling. Unlike the Finnish participants, the
French interviewees also differentiated between special and everyday spaces
of convenience gambling. Gambling rausch was not considered acceptable in
everyday gambling situations in either context, and it was viewed as
particularly negative for groups who were considered to gamble away
particular types of money. Admittedly, the concept of gambling rausch does
not indicate the degree of immersion and thus some information might have
been lost. It might be more applicable for looking at destination gambling
with a clearer time-out character. Nevertheless, it enabled us to capture
this dimension consistently in different cultural and legislative contexts.
The concept of zone (e.g., Schüll, 2012; Woolley &
Livingstone, 2010), for example, would be less useful in the
types of convenience gambling typical of France, as it was designed for
understanding immersed gambling at EGMs in particular, and there are no EGMs
in French convenience gambling locations.The kind of games available in convenience locations also seem to impact
gambler experiences. EGMs were considered the most immersive type of
gambling in both country contexts, even in everyday locations. In France,
EGMs are not offered in any convenience location, making the French special
convenience locations that only offer lotteries and betting less
captivating. The only type of convenience gambling that the interviewed
French players considered at all close to EGMs was the Rapido (Amigo)
instant lottery, which previous research literature has also described as a
French alternative to convenience EGM gambling (e.g., Costes & Eroukmanoff,
2016).The results show that the kind of convenience gambling opportunities that are
available within a particular jurisdiction influences the interaction
between the game and the gambler. Regulations on convenience gambling should
therefore consider convenience gambling locations not only from the
perspective of geographical availability, but also from the perspective of
the kinds of cultural attitudes towards gambling that they promote. Social
or cultural availability is a matter of access, but it also exerts an
influence after the gambler has entered the gambling venue. Although
structural characteristics interact with the gambler and the setting, they
are also mediated by the cultural context.Further studies should focus more on the different types of structural and
situational characteristics of convenience gambling and their interaction
with cultural contexts. The existing legislation and regulations are as much
an outcome of gambling cultures as gambling cultures are a product of
gambling regulations, and are connected to deeper cultural structures
independent of gambling (e.g., Sulkunen, 2013). Our finding that
the French respondents identified class-specific gambling spaces and games,
whereas Finnish gambling locations were viewed as egalitarian, is probably
also influenced by the more stratified French society. Factors that are
external to gambling interact with the practice and thus need to be
considered in regulatory processes. For this reason, comparative studies are
particularly needed. The dimensions of gambling cultures (how embedded
gambling is in everyday life and the extent of gambling rausch) presented in
this article offer an initial path to conducting such studies. Although the
current study was exploratory and only considered two cultural contexts, the
results nevertheless show that game and venue characteristics may interact
with both each other and the cultural context at different levels and in
unexpected ways. The new dimension to the interaction between venue and game
which is emerging as a result of the increase of online gambling on
computers and phones could not have been the topic of this study due to the
timing of the sample. Studying these processes and combinations is
imperative if we are to find the best possible solutions and provide more
sustainable convenience gambling opportunities from a consumer protection
perspective.
Conclusions
The results of this study have particular policy relevance in Finland, where
recent proposals for policy reform have suggested removing EGMs from
everyday locations and confining them to arcades, which represent special
convenience gambling. While this may diminish problems through reduced
accessibility, the policy may also have the unintended consequence of
polarising gambling problems, particularly if convenience gambling continues
to be characterised by EGM rather than less intense gambling opportunities.
It is also a matter of concern that some of these special convenience
locations, namely the Feel Vegas Clubs, serve alcohol to players. Although
further studies on the topic are recommended, the analysis conducted in this
article has shown that everyday and special convenience gambling
opportunities may be experienced either differently or similarly, depending
on the cultural context. In Finland, this experience appears to be one of
normalisation and embeddedness in everyday life regardless of venue type.
This suggests that overall reductions in availability might be a better
policy objective.