addiction, game design, and gaming revenue

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ADDICTION, GAME DESIGN, AND GAMING REVENUE Kevin Harrigan, PhD Gambling Research Lab University of Waterloo June 7, 2014, San Diego, NCLGS Conference

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Addiction, Game Design, and Gaming Revenue. Kevin Harrigan, PhD Gambling Research Lab University of Waterloo June 7 , 2014, San Diego, NCLGS Conference. My Background. Computer Science (BSc, MSc) Teach computer game design Computer/Internet/iPhone/Android/etc. - PowerPoint PPT Presentation

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Page 1: Addiction, Game Design, and Gaming Revenue

ADDICTION, GAME DESIGN, AND GAMING REVENUE

Kevin Harrigan, PhD

Gambling Research Lab

University of WaterlooJ u n e 7 , 2 0 1 4 , S a n D i e g o , N C L G S C o n f e r e n c e

Page 2: Addiction, Game Design, and Gaming Revenue

MY BACKGROUND

• Computer Science (BSc, MSc)• Teach computer game design

Computer/Internet/iPhone/Android/etc.

• Founding member of uWaterloo Gambling Research Lab

Focus on slot machine games

Why do the games cause harm for some?

Page 3: Addiction, Game Design, and Gaming Revenue

SLOT MACHINES IN ONTARIO

• 23,000 slot machines in Ontario• Slot machine revenue: $3 billion annually

$130,000 per machine

• Slot machine revenue larger than all other forms of gambling combined

• Casinos open 24/7• Only 27 facilities have slots

Page 4: Addiction, Game Design, and Gaming Revenue

PROBLEM GAMBLERS IN ONTARIO

• Population of Ontario: 10,000,000• 1% severe problem gamblers

100,000 individuals

• 3.75% moderate problem gamblers375,000 individuals

Page 5: Addiction, Game Design, and Gaming Revenue
Page 6: Addiction, Game Design, and Gaming Revenue

M I D D L E - C L A S S B A N K R U P T H U S B A N D A N D W I F E .

M O N T H LY L O S S E S O N S L O T M A C H I N E S .

L O C AT I O N : O N T H E I R WAY H O M E F R O M W O R K .

Page 7: Addiction, Game Design, and Gaming Revenue

HOW ?

• $5/wager• $0.50 loss per wager• $300/hour• 20 hours/week $6,000• X4 weeks is $24,000/month• X2 players $48,000/month

Page 8: Addiction, Game Design, and Gaming Revenue

AWWW SHUCKS EFFECT (NEAR MISS)

– See two 7’s on the payline– The type below can appear 12 times more

often than by chance alone, on each reel– Accomplished by weighting the blanks

which are adjacent to 7’s

Page 9: Addiction, Game Design, and Gaming Revenue

SIZE OF SYMBOLS VS BLANKS

• Blanks are smaller but show up on the payline more often

Page 10: Addiction, Game Design, and Gaming Revenue

UNBALANCED REELS

• One reel is starved of the jackpot symbol• Aww Shucks effect (Near Miss)• See the Jacks in non-winning positions

Page 11: Addiction, Game Design, and Gaming Revenue

NEAR MISSES - RESEARCH RESULTS

• Research shows that near misses have an effect on the player (Clark et al, 2009)

Near Misses enhance motivation to gamble

Near misses activate areas of the brain associated with wins, even though it was not a win

Brain activity correlated with self-reported measures of gambling propensity

Page 12: Addiction, Game Design, and Gaming Revenue

LOSSES DISGUISED AS WINS

• Depending on the wager, approximately 60% of “wins” are really losses

• Wager $3,75 and “win” $2.25– Really a loss of $1.50– But the slot machine produces winning sounds

and winning graphics

Page 13: Addiction, Game Design, and Gaming Revenue

LOSSES DISGUISED AS WINS

• ‘“The perception is that you’re winning all the time, when you’re really not— you’re putting 25 in and winning 15 back, 45 in and 30 back, over and over.” Randy Adams of Anchor Gaming (Schull, 2005)

• “Positive reinforcement hides loss.” Nathan Leland of Silicon Gaming (Schull, 2005).

• One elderly slots player told me “If I keep winning I’m going to go broke.”

Page 14: Addiction, Game Design, and Gaming Revenue

LOSSES DISGUISED AS WINS: OUR RESEARCH RESULTS (PERSPIRATION)

Wins LDWs Losses0

0.1

0.2

0.3

0.4

0.5

0.6

Gal

vani

c Sk

in R

espo

nse

Am

plit

ude

(us)

Page 15: Addiction, Game Design, and Gaming Revenue

STOP BUTTON

• Stop ButtonsPlayer can stop the reels before 3-5 seconds

Doesn’t affect the outcome

Provides an “illusion of control”

Giving the player an “illusion of control” gives a player a sense of control even when the player fully understands that the outcome is random (Langer, 1975).

Page 16: Addiction, Game Design, and Gaming Revenue

CREDITS VS CURRENCY

• Usually your money is shown as credits• Ex: A five cent machines pays 150,000

creditsNot easy to convert to currency

Page 17: Addiction, Game Design, and Gaming Revenue

MULTIPLE VERSIONS OF THE SAME GAME

• Payback percentage is not disclosed to the player

• In Ontario, same game can payout between 85% to 98%

• All versions look identical to the player

Page 18: Addiction, Game Design, and Gaming Revenue

INDUCEMENTS FOR MAXIMUM WAGER• Various messages on the machine

“Play all 15 lines for maximum excitement”

“Play three credits”

• Some prizes can only be won with maximum wager

Page 19: Addiction, Game Design, and Gaming Revenue

HIGH STAKES ROOMS

• Maximum $ 750/spin• Average loss per spin ~ $ 40• A spin every 5 seconds• Average $480 loss per minute• Average $28,800 loss per hour• Average ~ $100,000 for an evening of play (4

hours approx)

Page 20: Addiction, Game Design, and Gaming Revenue

CURRENT INITIATIVES

• Educate players• Consider regulatory changes• Ontario Lottery and Gaming (OLG) is

interested in the ‘sustainable player’Aligns well with the mandate of our lab

• OLG is sincerely concerned with players ‘bottoming out’