During the 1990s, states embraced legalised gambling as a means of supplementing state revenue. But gaming machines (EGMs, pokies, VLTs, Slots) have become increasingly controversial in countries such as Australia, Canada and New Zealand, which experienced unprecedented roll-out of gaming machines in casino and community settings; alongside revenue windfalls for both governments and the gambling industry. Governments have recognised that gambling results in a range of social and economic harms and, similar to tobacco and alcohol, have introduced public policies predicated on harm minimisation. Yet despite these, gaming losses have continued to climb in most jurisdictions, along with concerns about gambling-related harms. The first part of this article discusses an emerging debate in Ontario Canada, that draws parallels between host responsibility in alcohol and gambling venues. In Canada, where government owns and operates the gaming industry, this debate prompts important questions on the role of the state, duty of care and regulation ‘in the public interest’ and on CSR, host responsibility and consumer protection. This prompts the question: Do governments owe a duty of care to gamblers? The article then discusses three domains of accumulating research evidence to inform questions raised in the Ontario debate: evidence that visible behavioural indicators can be used with high confidence to identify problem gamblers on-site in venues as they gamble; new systems using player tracking and loyalty data that can provide management with high precision identification of problem gamblers and associated risk (for protective interventions); and research on technological design features of new generation gaming products in interaction with players, that shows how EGM machines can be the site for monitoring/protecting players. We then canvass some leading international jurisdictions on gambling policy CSR and consumer protection. In light of this new research, we ask whether the risk of legal liability poses a tipping point for more interventionist public policy responses by both the state and industry. This includes a proactive role for the state in re-regulating the gambling industry/products; instituting new forms of gaming machine product control/protection; and reinforcing corporate social responsibility (CSR) and host responsibility obligations on gambling providers – beyond self-regulatory codes. We argue the ground is shifting, there is new evidence to inform public policy and government regulation and there are new pressures on gambling providers and regulators to avail themselves of the new technology – or risk litigation.
As older adults continue to make up a greater proportion of the Canadian population, it becomes more important to understand the implications that their leisure activities have for their physical and mental health. Gambling, in particular, is a form of leisure that is becoming more widely available and has important implications for the mental health and financial well-being of older adults. This study examines a large sample (2103) of casino-going Ontarian adults over the age of 55 and identifies those features of their gambling participation that are associated with problem gambling. Logistic regression analysis is used to analyze the data. Focusing on types of gambling participated in and motivations for visiting the casino, this study finds that several forms of gambling and motivations to gamble are associated with greater risk of problem gambling. It also finds that some motivations are associated with lower risk of problem gambling. The findings of this study have implications related to gambling availability within an aging population.
The ability to analyse player data collected from customer loyalty programs, smart cards, and on-line systems by risk for problem gambling has the potential to change the gaming industry and how it operates. Gambling providers are coming under increasing pressure to make use of player tracking data to identify and subsequently help at-risk and/or problem gamblers. Although the prospect of successful identification and intervention is vastly improved by the use of such a system, there are still legitimate concerns surrounding how to implement and evaluate the use of player data for these purposes. To inform ongoing debate, this paper will provide an overview of lessons learned through the authors' work in creating gambler risk assessment models by using loyalty data. This paper has particular relevance for social policy, regulatory oversight, and corporate social responsibility applications.
This is the first of two papers describing the development of the FocaL Adult Gambling Screen for Electronic Gambling Machine players (FLAGS-EGM). FLAGS-EGM is a measurement approach for identifying gambling risk, a tool that incorporates separate reflective and formative constructs into a single instrument. A set of statements was developed that captured ten constructs associated with gambling risk or which were considered components of problem gambling. Following completion of focus groups with regular slot players, a survey with the reduced set of statements was then administered to a sample of 374 casino slot players in Ontario, Canada. Nine of the proposed constructs passed tests for reliability and validity (Risky Cognitions Beliefs, Risky Cognitions Motives, Preoccupation Desire, Risky Practices Earlier, Risky Practices Later, Impaired Control Continue a Session, Impaired Control Begin a Session, Negative Consequences, and Persistence). A tenth construct (Preoccupation Obsession) requires further development through the addition of improved statements.
This study examined the rate of gambling problems among Ontario older adults at gambling venues. Herein we describe an intercept survey that took place at casinos and horse racing tracks with slot machines or other forms of casino games (racinos) in southwestern Ontario, Canada. This method provided a significant opportunity to obtain a large sample of older adult casino gamblers in order to understand the gambling habits and gambling problems of this population. We used an intercept recruitment method to obtain a sample of 2,103 older adults (aged 55 and older) who were gambling at each of the seven gaming venues, as well as a systematic quota sampling method for age category (e.g., 55–64, 65–74, and 75 and above) and sex. On average, the participants engaged in 3.6 forms of gambling in the past year, and 78.6% reported playing slot machines or other forms of electronic gaming machines monthly or more often. They reported spending an average of 3.29 hr gambling at casinos or racinos per visit and 134.9 hr at casinos or racinos per year. Just over one-fifth of the sample reported spending more than $6,000 in casinos or racinos in the past year. Based on the Problem Gambling Severity Index (PGSI), the proportion of the sample experiencing severe problem gambling (PGSI = 8+) was 6.9%, and an additional 20.3% reported moderate gambling problems (PGSI = 3 to 7).RésuméCette étude a examiné le taux de problèmes de jeu de personnes âgées de l’Ontario sur les sites de jeu. On y décrit un sondage par interception qui a eu lieu dans des casinos et des pistes de course de chevaux où se trouvent des machines à sous ou d’autres formes de jeux de casino (racinos) dans le sud-ouest de l’Ontario, au Canada. Cette méthode a fourni une occasion importante d’obtenir un vaste échantillon de joueurs de casino adultes plus âgés afin de comprendre les habitudes de jeu et les problèmes de jeu de cette population. Nous avons utilisé une méthode de recrutement par interception pour obtenir un échantillon de 2 103 aînés (âgés de 55 ans et plus) qui jouaient à chacun des sept sites de jeu, ainsi qu’une méthode d’échantillonnage systématique par quotas pour les catégories d’âge (p. ex. 55–64, 65–74 et 75 ans et plus) et le sexe. En moyenne, les participants ont joué à 3,6 formes de jeu au cours de la dernière année, et 78,6 % ont déclaré jouer aux machines à sous ou à d’autres formes de machines de jeux électroniques tous les mois ou plus souvent. Ils ont déclaré avoir consacré en moyenne 3,29 heures à jouer dans les casinos ou les racinos par visite et 134,9 heures dans les casinos ou les racinos par année. Un peu plus d’un cinquième de l’échantillon a déclaré avoir dépensé plus de 6 000 $ dans des casinos ou des racinos au cours de la dernière année. Selon l’Indice de gravité du jeu problématique (IGJP), la proportion de joueurs de l’échantillon ayant eu des problèmes de jeu excessifs (IGJP = 8+) était de 6,9 %, et une autre partie de 20,3 % des joueurs a signalé avoir des problèmes de jeu modérés (IGJP = 3 à 7).
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