Global_Gaming_Business,_February_2019

(singke) #1
6 Global Gaming Business FEBRUARY 2019

BY THE NUMBERS


a


study published by Canada’s University of Water-
loo by Candice Graydon, Madison Stange and
Mike J. Dixon in December shed some light on why
players enjoy certain machines and the impact of losses
disguised as wins (LDW), which is defined as players
winning less than they wager (e.g., bet $2, win back 50
cents), the net loss disguised by flashing graphics and
winning sounds. In the study, 32 undergraduate stu-
dents with experience playing slot machines played
100 spins on four games. Two had positive payback
percentages (115 percent) and two had negative pay-
back percentages (85 percent) after 100 spins. Two
games had no LDWs and two had a moderate amount
of LDWs. Students were then allowed to continue
play, and most of them chose the high-payback ma-
chine with LDWs. To obtain a copy of the study, visit
uwaterloo.ca/gambling-research-lab/publications.

MakinG it BEttEr


E


xisting methods to treat prob-
lem gambling have been inef-
fective, so Sally Gainsbury (r.), one
of the world’s leading researchers
in the gambling field, decided to
examine what could work better.
Last month, Gainsbury released
her latest research paper, titled
“Behavioral Economics And Gam-
bling: A New Paradigm For Ap-
proaching Harm-Minimization.”
In the paper, Gainsbury and two
colleagues, Juliette Tobias-Webb and Robert Slonim,
identified five steps that could lead to a reduction in
problem gambling. The study was funded by the Univer-
sity of Sydney and the Commonwealth Bank Australia.
To obtain a copy of the paper examining each step, visit
liebertpub.com/doi/10.1089/glr2.2018.22106.

When Losses Feel


Like Wins


From a behavioral economics perspective, the development,
implementation and evaluation of a gambling harm-mini-
mization approach should:

1.Identify and measure the specific target behavior(s),
population(s), and signs of harm.


  1. Consider the context or structure of the decision-making
    environment to identify inaccurate beliefs (biases) or
    behavioral barriers preventing a desired behavior.
    3.Design a choice environment that equips people with the
    right tools to follow through with, and adhere to, a desired
    behavior.
    4.Preserve autonomy and empower individuals through
    freedom of choice.

  2. Incorporate evaluation into the implementation process,
    ideally via a randomized controlled trial.


LDWs and Game Selection


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