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Rating the Suitability of Responsible Gambling Features for Specific Game Types: A Resource for Optimizing Responsible Gambling Strategy

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Abstract

To date, empirical research relating to responsible gambling features has been sparse. A Delphi-based study rated the perceived effectiveness of 45 responsible gambling (RG) features in relation to 20 distinct gambling type games. Participants were 61 raters from seven countries and included responsible gambling experts (n = 22), treatment providers (n = 19) and recovered problem gamblers (n = 20). The most highly recommended RG features could be divided into three groups: 1) Player initiated tools focused on aiding player behavior; 2) RG features related to informed-player choice; 3) RG features focused on gaming company actions. Overall, player control over personal limits were favoured more than gaming company controlled limits, although mandatory use of such features was often recommended. The study found that recommended RG features varied considerably between game types, according to their structural characteristics. Also, online games had the possibility to provide many more RG features than traditional (offline games). The findings draw together knowledge about the effectiveness of RG features for specific game types. This should aid objective, cost-effective, evidence based decisions on which RG features to include in an RG strategy, according to a specific portfolio of games. The findings of this study will available via a web-based tool, known as the Responsible Gambling Knowledge Centre (RGKC).

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Acknowledgments

The authors would like to thank the Nova Scotia Gaming Corporation that funded this piece of research.

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Correspondence to Mark D. Griffiths.

Appendices

Appendix 1: Game Taxonomy

(Game types that have been considered in the study)

Online games

  1. 1.

    Online slot machine style games

  2. 2.

    Online probability games (e.g., themed games of chance such as online scratch-cards, symbol matching games)

  3. 3.

    Online purchases of offline lottery tickets (e.g., weekly lotto games)

  4. 4.

    Online sports betting (not including proposition bets such as spread betting)

  5. 5.

    Online bingo games (single player)

  6. 6.

    Online bingo games (multi-player)

  7. 7.

    Online daily lottery draws (i.e. tickets purchased online)

  8. 8.

    Online multi-draw keno (e.g., every 4–5 min)

  9. 9.

    Online casino card games (e.g., blackjack, baccarat etc.) Not online poker, with the exception of Caribbean Stud Poker which is played against the house similar to other casino card games

  10. 10.

    Online casino table games–not including card games (e.g., roulette, craps etc.)

  11. 11.

    Online proposition bets (e.g., betting on the outcome of a specific event such as how many goals will be scored, who will win an Oscar, will it snow on Christmas day). Note: This includes spread-betting

  12. 12.

    Online poker (tournament games) (e.g., players purchase chips at the start and then play until they are knocked out of the tournament). Note: Assume that buying further chips is not allowed

  13. 13.

    Online poker (cash games) (e.g., players bet with cash until they run out of money or quit) Note: This could also include a tournament where players are permitted to buy more chips to avoid being knocked out.

Traditional (offline) games

  1. 14.

    Electronic Game Machines (EGMs) such as slot machines and video lottery games (VLTs) in a bar, casino or gaming centre

  2. 15.

    Sports betting at a betting shop, racetrack or casino

  3. 16.

    Lottery ticket purchases (e.g., weekly lotto games)

  4. 17.

    Scratch-ticket or pull-tab games

  5. 18.

    Bingo games at a Bingo hall, Casino or Gaming Centre

  6. 19.

    Multi-draw Keno (e.g., a 5 min Lotto draw type game) at a bar, Casino or Gaming Centre.

  7. 20.

    Casino card games and casino table games

Appendix 2: Responsible Gambling Feature Taxonomy

(RG features that are considered in the study. Also to be used in conjunction with Table 2)

  1. 1.

    Delayed membership schemes (e.g., have to wait 24 h before able to play)

  2. 2.

    Limiting hours of availability (e.g., close at midnight)

  3. 3.

    Player initiated permanent self-exclusion

  4. 4.

    Player initiated temporary self-exclusion (e.g. taking a break for a week)

  5. 5.

    Player initiated panic button (e.g. denies access to site for 48 h)

  6. 6.

    Player defined spend limits (voluntary use)

  7. 7.

    Player defined spend limits (mandatory to use)

  8. 8.

    Gaming company defined spend limits (mandatory use)

  9. 9.

    Player defined maximum bet limits (voluntary use)

  10. 10.

    Player defined maximum bet limits (mandatory use)

  11. 11.

    Gaming company defined bet limits (mandatory use)

  12. 12.

    Player defined maximum loss limits (voluntary use)

  13. 13.

    Player defined maximum loss limits (mandatory use)

  14. 14.

    Gaming company defined maximum loss limits (mandatory use)

  15. 15.

    Player defined maximum time limits (voluntary use)

  16. 16.

    Player defined maximum time limits (mandatory use)

  17. 17.

    Gaming company defined maximum time limits (mandatory use)

  18. 18.

    Mandatory game breaks after a pre-determined time has elapsed (e.g., player is sent back to accounts page)

  19. 19.

    Voluntary player-set game breaks after a pre-determined time has elapsed (e.g., player is sent back to accounts page)

  20. 20.

    Mandatory time warnings (e.g., pop-up stating time elapsed)

  21. 21.

    Voluntary player-set time warnings (e.g., pop-up stating time elapsed)

  22. 22.

    Use of non-gambling feature such as short video or musical interlude

  23. 23.

    Visible displays or pop-ups on gaming machines/online gaming that indicate time spent playing

  24. 24.

    Visible displays or pop-ups on gaming machines/online gaming that indicate amount won and lost

  25. 25.

    Providing player account and behavioral information (e.g. length and frequency of sessions)

  26. 26.

    Providing a voluntary diagnostic self-test to help players better understand their gambling behavior (online gambling)

  27. 27.

    Offering voluntary continuous player behavioral feedback and warning of changes in behavior

  28. 28.

    Mandatory continuous player behavioral feedback and warning of changes in behavior

  29. 29.

    Purchase payments by non-credit related means (e.g. cash, debit-card, pre-paid account etc.)

  30. 30.

    Payment through account and pre-committed amount (e.g., player sets limit before gambling)

  31. 31.

    Large winnings not paid in any method that can be instantly re-gambled

  32. 32.

    Purchase payments and winnings expressed as actual monetary value only (not credits or tokens)

  33. 33.

    Clear and accessible information displaying the prize-back percentage (return to player)

  34. 34.

    Clear and accessible information about the prize structure (number and size of prizes)

  35. 35.

    ID must be shown to gain entry to gaming area

  36. 36.

    A player card is required in order to play (e.g., provides account information, allows limits to be set etc.)

  37. 37.

    A voluntary player card can be used by those who want it (e.g., provides account information, allows limits to be set etc.)

  38. 38.

    No access to ATM in gaming establishment

  39. 39.

    No access to ATM in the immediate vicinity of the gaming area

  40. 40.

    Removing note acceptors from machines completely

  41. 41.

    Only accepting small denomination notes in machines

  42. 42.

    Leaflets providing information about problem gambling support services (e.g. helpline numbers)

  43. 43.

    Stickers on the machines providing information about problem gambling support services (e.g. helpline numbers)

  44. 44.

    Posters providing information about problem gambling support services (e.g. helpline numbers)

  45. 45.

    Staff trained to spot and offer support for people with gambling problems

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Wood, R.T.A., Shorter, G.W. & Griffiths, M.D. Rating the Suitability of Responsible Gambling Features for Specific Game Types: A Resource for Optimizing Responsible Gambling Strategy. Int J Ment Health Addiction 12, 94–112 (2014). https://doi.org/10.1007/s11469-013-9473-y

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