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 Schrans Focal Research Consultants Ltd Tony Schellinck Dalhousie University March 28, 2003 Nova Scotia Gaming Corporation Impact and Promise

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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.

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

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.

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.

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

March 28, 2003Focal Research Consultants

Ltd.

Overview of Recommendations (cont’d)

Recommendations not being pursued at this time (cont’d):

– Linking mandatory cash out to total time Player tracking required

– Associating mandatory cash out with wins Player misconceptions