responsible gaming features on video lottery terminals: tracy schrans focal research consultants ltd...
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Responsible Gaming Features on
Video Lottery Terminals:
Tracy SchransFocal Research Consultants Ltd
Tony Schellinck
Dalhousie University
March 28, 2003 Nova Scotia Gaming Corporation
Impact and Promise
March 28, 2003Focal Research Consultants
Ltd.
Background
Dec 1998
Focal/DOH 1998 VL Study
54% of VL Revenue
from Problem
Gamblers
Dec 1998
Focal/DOH 1998 VL Study
54% of VL Revenue
from Problem
Gamblers
Dec 2000
NSGC announces
plan to replace 3200
VLTs with new or modified
machines with 3 phase
approach over 2 years
Dec 2000
NSGC announces
plan to replace 3200
VLTs with new or modified
machines with 3 phase
approach over 2 years
Jan 1999
Nova Scotia Gaming
Corp requests
tenders for new VLTs
designed tomediateproblem gambling
Jan 1999
Nova Scotia Gaming
Corp requests
tenders for new VLTs
designed tomediateproblem gambling
March 28, 2003Focal Research Consultants
Ltd.
VLT Replacement Plan Introductory Phase:
– May 2001 to January 2002
– 1000 new terminals, 400 modified/upgraded
– rolled out in retailer locations throughout the province
– includes new games, bill acceptor, improved graphics and four responsible gaming features intended to assist players in managing time and money spent playing
– research to assess player response
March 28, 2003Focal Research Consultants
Ltd.
The Responsible Gaming Features Rationale
First in North America
Developed based on research and consultation with problem gambling experts, VLT manufacturers and VL players
Designed to provide:• reality checks• interruptions /breaks in play• alert players to the amount of time and money
being spent during a specific play session.
March 28, 2003Focal Research Consultants
Ltd.
The Four RGFs
A permanent on-screen clock displaying time-of-day
the display of betting activity in cash amounts versus credits
pop-up reminders of time spent playing after 60, 90 and 120 minutes of continuous play
a 5 minute warning at 145 minutes of continuous play and mandatory cash out at 150 minutes
March 28, 2003Focal Research Consultants
Ltd.
Purpose of Research
1. Assess awareness of and exposure to the features;
2. Determine the effect of the RGFs on player behaviours, perceptions and attitudes;
3. Identify improvements to enhance the effectiveness of the features in mitigating excessive play.
March 28, 2003Focal Research Consultants
Ltd.
Research Challenges
Roll out schedule for the new terminals
Accurate measurement of changes
Novelty effect
Confounding effect of new games and other terminal enhancements
Regression effect
Rate of expenditure
March 28, 2003Focal Research Consultants
Ltd.
Methodology Qualitative research - preliminary product
response phase Quantitative Pre-Post Return-to-sample design
– on-site intercept in 81 retail locations in selected communities
– detailed play behaviours benchmarked and tracked over 3 follow-up measurement periods (two month intervals)
– total n=164 with response rate of 69.2% and drop off rate of 30.8% for qualified respondents
March 28, 2003Focal Research Consultants
Ltd.
Research Design QUALITATIVE
Observed Play in Laboratory EnvironmentFocus Groups (May 2001)
One-on-one interviews
QUANTITATIVEOn-site Intercepts (May 2001)Pre Survey (June 2001)Post 1 Survey (Sept. 2001)Post 2 Survey (Nov. 2001)Post 3 Survey (Feb. 2002)Analysis (March - Aug. 2002)
March 28, 2003Focal Research Consultants
Ltd.
Analysis Segments Adopters (n=75) versus Non-Adopter (n=89)
Switchers (n=55) versus Non-Switchers (n=109)
Canadian Problem Gambling Index Groups
Risk Group CPGI Score n %
No Risk 0 47 29%
Low Risk 1-2 48 29%
Moderate Risk 3-7 39 24%
Problem Player 8+ 30 18%
March 28, 2003Focal Research Consultants
Ltd.
Adopters versus Non-Adopters
Play of New Terminals:
Type of Player Description SampleSize
% ofPlayers(n=164)
AdopterIn the final Post 3 Survey (Feb ‘02) playedmainly on the new terminals (75%+ oftimes played in last month)
75 46%
Non-Adopter In final Post 3 Survey continued to playmainly on the older model terminals 89 54%
March 28, 2003Focal Research Consultants
Ltd.
Switchers versus Non-Switchers
Type of Player Description SampleSize
% ofPlayers(n=164)
Switchers(Test Group)
Those players who initially reportedplaying on the new machines 25% orless of the time during the monthprevious to the Pre survey, and thenreported playing on the new machines75% or more of the time the monthprior to the last survey.
55 33%
Non-Switchers(Control Group)
Those players who did not change themajority of their play sessions to thenew versus old machine during thestudy
109 66%
March 28, 2003Focal Research Consultants
Ltd.
Analysis Approach
Three Primary Analysis General Overview - Aggregate level tracking
analysis (adopters versus non-adaopters)
Provides descriptive contextual information for evaluating the impact of RGFs and other
machine characteristics on player behaviour, attitudes and games outcomes.
Provides descriptive contextual information for evaluating the impact of RGFs and other
machine characteristics on player behaviour, attitudes and games outcomes.
March 28, 2003Focal Research Consultants
Ltd.
Analysis Approach Con’d Play behaviours and game outcomes on a per
session basis
“In order to understand the likely impact of proposed changes to the patterns of play
amongst problem and recreational gamblers it is important to observe the usual patterns of
patrons” and by extension patterns of play on the modified machines.
“In order to understand the likely impact of proposed changes to the patterns of play
amongst problem and recreational gamblers it is important to observe the usual patterns of
patrons” and by extension patterns of play on the modified machines.
Final Report: The Assessment of the Impact of the Reconfiguration on Electronic Gaming Machines as Harm Minimization Strategies for Problem Gambling; A. Blaszczynski, L. Sharpe, M. Walker; University of
Sydney Gambling Research Unit, November 2001.
March 28, 2003Focal Research Consultants
Ltd.
Analysis Approach Con’d Impact Analysis of RGFs on session length and
expenditure - General Linear Modeling for repeated measures with covariates
comparison of of measures overtime on an individual basis (Time 1 (Pre) versus Time 2 (Post 3)
“Excessive VL gambling from a practical perspective, occurs as a function of spending time
and/or money on the activity beyond desired or affordable levels. Thus, interventions that
effectively assist players in managing either of these two critical aspects of play should contribute to reducing involvment in excessive VL gambling.”
“Excessive VL gambling from a practical perspective, occurs as a function of spending time
and/or money on the activity beyond desired or affordable levels. Thus, interventions that
effectively assist players in managing either of these two critical aspects of play should contribute to reducing involvment in excessive VL gambling.”
March 28, 2003Focal Research Consultants
Ltd.
Key Findings Associated With Play On New Terminals
(Adopters vs Non-Adopters)
Reduction in session length
Improvements in tracking time and money spent
Improvements in staying within desired time and money limits
expenditure remained stable at aggregate level
Increase in rate of expenditure on new machines (faster speed of expenditure)
March 28, 2003Focal Research Consultants
Ltd.
Behaviours associated with risk for problem gambing
Frequency of play
total length of time spent playing
Amount of money spent per session
Frequency of:
– losing track of time or money
– spending more time or money than wanted
– chasing losses
– continuous play
March 28, 2003Focal Research Consultants
Ltd.
Behaviours associated with risk for problem gambing Planned versus impulsive
one-third to one-half of all plays involve friends/family
amounts used to initiate play similar but frequency of inserting additional funds increases with risk
interruptions in continuous play increase (3.5 to 9.8)
running credits/bank down to zero (3 vs 7)
longest period before first interruption on average 25-30 minutes but longest period of continuous play increases with risk for problem gambling (60 vs 30-40 minutes)
play more games during session (42% vs 17%)
new games have greater appeal
most likely to stop when run out money (40% vs 16%) versus stopping when spend budget or have big win
more likely to end in loss position (75% vs 44%)
March 28, 2003Focal Research Consultants
Ltd.
Key Findings – Impact Analysis (for those who switched to play of the new terminals
n=55)
Changes in time and money spent Session length
Pre Survey 135.85 minutesPost 3 Survey 113.67 minutes
Session expenditurePre Survey $61.58Post 3 Survey $60.00
Amount spent per minutePre Survey $0.45/minutePost 3 Survey $0.53/minute
Increase in amount spent per minute = 16.4%
March 28, 2003Focal Research Consultants
Ltd.
Factors for decrease in session length
Increase in rate of expenditure (spending money faster)
Cashing out and continuing to play
Keeping a budget
Use of bill acceptor
Rural players
Younger adults
March 28, 2003Focal Research Consultants
Ltd.
Factors for increase in session length
Not setting a budget
Losing track of time
Playing new machines more often (frequency of gambling on new machines)
Running credit down to zero and continuing to gamble
Older adults
March 28, 2003Focal Research Consultants
Ltd.
Factors associated with increase in expenditure
Losing track of money spent
Increase in rate of expenditure (spending money faster)
Losing track of time
Not setting a budget for play
Dislike of bill acceptor
March 28, 2003Focal Research Consultants
Ltd.
Effectiveness ofOn-Screen Clock
On-screen clock – high awareness – high liking among all players, – effectiveness of the feature rated second only to
the cash display. Use of the clock RGF was associated with
improvements in tracking time and money spent. No measurable impact on length of session or
expenditure Lack of familiarity and regular use is impacting
effectiveness.
March 28, 2003Focal Research Consultants
Ltd.
ON-SCREEN CLOCK: RECOMMENDATIONS
Easy to find – same location on all game screens Easy to read – test to insure it is clear and stands
out among clutter on screen Enhance the use of the on-screen clock as a tool for
time awareness and management.– Allow gambler to set alarm/reminder based on
time of day
March 28, 2003Focal Research Consultants
Ltd.
Cash Display
Results were mixed – highest awareness levels – considered the most effective RGF by
participating players to manage money spent while playing
Some players continue to prefer credits over cash for security and other privacy related reasons.
No link established with reduction in session length or expenditure – difficult to do!
March 28, 2003Focal Research Consultants
Ltd.
CASH DISPLAYRECOMMENDATIONS
Retain feature – strong anecdotal evidence it is effective
Facilitate gamblers’ switch from credit based to cash based system
Consider options to link cash display to budgeting
March 28, 2003Focal Research Consultants
Ltd.
Pop-up Reminders
Behaviour triggered exposure – less relevant for the majority of players
– lower awareness, liking and perceived
effectiveness.
March 28, 2003Focal Research Consultants
Ltd.
Pop-up Reminders
It is total length of play, not continuous play, that most strongly distinguishes high risk from low risk VL gambling.– As presently configured – less effective for
targeting high risk gamblers Exposure to the 60-minute pop-up reminder is
greatest for higher risk players. However, after the 90-minute mark, (because it is continuous play) none of the messages preferentially target those at higher risk.
March 28, 2003Focal Research Consultants
Ltd.
Pop-up Reminders
Exposure to the 60-minute pop-up message was the only RGF found to have any positive influence in reducing session length and expenditure.
Exposure to the later pop-up messages was more likely to be associated with increases in continuous play, primarily due to the link between continuous play and playing with found money and chasing behaviours.
March 28, 2003Focal Research Consultants
Ltd.
POP-UP REMINDERSRECOMMENDATIONS
Retain pop-up messages for continuous play with revised schedule
Have messages stay fixed onscreen until players respond
Have message “freeze” onscreen for minimum time period regardless of player response
Introduce complementary RGFs/messages to target non-continuous play
Consider linking message to time-of-day clock (appearing at regular intervals throughout play)
Develop and provide updated player information announcements as part of screen messages
March 28, 2003Focal Research Consultants
Ltd.
Mandatory Cash Out
After 145 minutes – warning that in 5 minutes, gambler would be cashed out.
After 150 minutes – gambler cashed out.
March 28, 2003Focal Research Consultants
Ltd.
Effectiveness of Mandatory Cash Out
In its current configuration had:– low awareness;– low exposure; – generated low levels of liking;– low perceived effectiveness; – no detectable influence on reducing session length
or expenditure. “the five minute excitement period“
March 28, 2003Focal Research Consultants
Ltd.
CASHOUTRECOMMENDATIONS
Link activation to total time spent playing not continuous play
Move up the warning message to provide players with more time to prepare for cash out
Consider linking cash outs to occurrence of moderate wins to stop gamblers playing with winnings
March 28, 2003Focal Research Consultants
Ltd.
Conclusions Evidence of efficacy of machine based interventions
Clock, 60 minute pop-up, and cash display were effective in helping players keep better track of time and money
Bill acceptor helped some manage money, caused others to spend money faster
Other pop-ups and mandatory cash out had little positive impact but were not harmful
The information from Focal’s report provides a basis for future work in responsible gaming
March 28, 2003Focal Research Consultants
Ltd.
Other Significant Characteristics/Behaviours Associated with Changes in Time or Money Spent on the New VLTs
Session Length ExpenditureIncrease in rate of expenditure *** ***Frequency of cashing out and continuing to play *** ---Frequency of losing track of time * **Frequency of losing track of money --- ***Keeping a budget for play ** **Frequency of spending more time playing than desired --- ***Frequency of play on the new terminals * ---Liking of bill acceptors --- *Use of bill acceptors * ---Frequency of running credits down to zero * ---Area of residence ** ---Age * ---Education Level --- *--- = p>0.10; * = p<0.10; ** = p<0.05; *** = p<0.01
March 28, 2003Focal Research Consultants
Ltd.
Overview of Recommendations
Report contains 13 recommendations related to RGFs
Enhancements to existing features– On-screen clock more prominent/distinctive– 30-minute pop-up– Mandatory response to pop-up– Pop-up freeze– Advance cash-out warning
March 28, 2003Focal Research Consultants
Ltd.
Overview of Recommendations (cont’d)
New RGFs– Pre-set length of play
• Similar to Quebec’s new approach– Printed record of play activity
March 28, 2003Focal Research Consultants
Ltd.
Overview of Recommendations (cont’d)
Recommendations not being pursued at this time:
– Allowing players to set a budget Lack of cumulative betting information Alternative – receipt of play session
– Pop-up every 20-30 minutes Alternative - new 30-minute pop-up