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Adherence to pre-set monetary limit (in percentage) by animation and pop-up reminder conditions

Adherence to pre-set monetary limit (in percentage) by animation and pop-up reminder conditions

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Although most gamblers set a monetary limit on their play, many exceed this limit-an antecedent of problematic gambling. Responsible gambling tools may assist players to gamble within their means. Historically, however, the impact of such tools has been assessed in isolation. In the current research, two responsible gambling tools that target adher...

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Slot machines are available in several countries, with multiline games growing in popularity. Interestingly, many audiovisually reinforced small ‘wins’ in multiline games are in fact monetary losses – outcomes referred to as losses disguised as wins (LDWs). Research suggests that LDWs cause players to overestimate how many times they remember actua...
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Gambling is a widespread phenomenon during adolescence. Among different risk factors involved in the onset of adolescent gambling behaviors, one factor that is studied is the sensation seeking personality trait. However, the literature is heterogeneous and a direct relationship between sensation seeking and gaming behaviors has not always been high...

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... Research suggests that warning messages can influence behaviors(Bansal-Travers et al., 2011;Moravec et al., 2020). For example, warning messages are helpful in promoting responsible use and healthy behaviors(Auer & Griffiths, 2015;Wohl et al., 2013). To promote a healthy service use, streaming services should consider displaying periodic warning messages when an excessive use is detected (e.g., watching multiple episodes in one setting). ...
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This study is a conceptual replication of Chen et al.'s (2020) study that examines factors influencing the intention to decrease problematic Information Systems (IS) use. In contrast with Chen et al.'s smartphone gaming context, we apply their theoretical model to the context of digital streaming services. Aligned with the original study, we tested the model using a scenario-based survey. Results are largely consistent with the original study, albeit with several exceptions. Our findings support that protection motivation theory (PMT) is useful in explaining decreasing problematic use in situations of threats. Threat is the negative consequences caused by problematic streaming service use. Users experience fear when they believe the negative consequences are likely to occur, and the consequential harm will be serious if they occur. When threatened, users are more motivated to decrease use if they believe decreasing use is effective in mitigating the threat and they have confidence in executing it. However, such motivation is not influenced by costs incurred by decreasing use. Further, we validate that invoking fear can break users' viewing habits, which promotes their intention to decrease use. Yet, such effect is limited. Future research might explore other factors that are effective in breaking users' viewing habits.
... Standard tasks were designed based on pop-up messages that were already available in the literature which used responsible gambling strategies (Harris & Parke, 2016). While some studies have shown the effect of pop-up messages in terms of RG behaviour Wohl et al., 2013), there is still room for increasing their efficacy even though previous studies suggest that gamblers do not pay attention to such static responsible gambling messages (Monaghan & Blaszczynski, 2007). Standard tasks are selfappraisal messages that do not require any cognitive process that would shift their attention, while three experimental groups (cognitive, dialogue and informative) are complex and time-consuming intending to interrupt the dissociation of players (see Figure 2 for the illustration of informative and standard tasks). ...
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Online gambling is relatively easier to access compared to traditional one, so it can pose specific risks to individuals such as causing isolation, lack of interruption and dissociation. Intermittent interactions that require cognitive process can interrupt a task and capture the attentional focus which can help to break the dissociative state of players while playing. This study proposes an approach of using digital tasks to interrupt the dissociation of players during online gambling. We investigated the effectiveness of the approach through mixed methods where participants (N ¼ 50) were invited to the computerised lab experiment and randomised to five conditions. Participants received digital tasks as an interruption while playing online slot gambling and their response time to the interruptions was measured. After the play, participants completed the Jacob's Dissociation Questionnaire, and the Acceptability Questionnaire (both Likert scale and open-ended questions). The analysis revealed that there was a significant main effect of the interruptions in terms of response times, and a significant interaction between the interruptions and the digital tasks. Five main themes were generated after Thematic Analysis of the qualitative data: (1) Distraction, (2) Awareness, (3) User experience, (4) Considerations for design and (5) Considerations for technology. Digital tasks could be potentially useful tools to interrupt players' dissociation during online gambling and support behavioural awareness and change towards more conscious and responsible gambling.
... This is an important consideration if collective research findings concerning LDWs are to inform policy development. The approach of displaying randomised video content of EGM features could easily adapted to rapidly assess the comprehension of various EGM structural characteristics or integrated harm reduction messages (Monaghan & Blaszczynski, 2010;Newall et al., 2022;Wohl et al., 2013). ...
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Introduction Losses disguised as wins (LDWs) are a salient type of losing outcome common to electronic gambling machines (EGMs). These events occur when a gambling payout is less than the amount wagered (i.e., a net loss) but is nonetheless accompanied by the sounds and animations that accompany genuine wins. Previous lab-based studies have reported that participants tend to overestimate genuine wins when LDWs are present. This study reports an independent replication of these findings in a large online sample that included a substantial number of individuals reporting high-risk gambling and frequent EGM users. Methods This online study recruited a sample of 940 participants who were randomly assigned to view one of two brief videos. Each video displayed a short period of simulated online slot machine gambling and included 2 genuine wins and either 3 or 0 LDWs. Participants were asked to estimate the number of times a win occurred that was more than the amount bet. Participants also completed the Problem Gambling Severity Index. Results The mean estimated number of genuine wins was significantly larger for the condition displaying LDWs, 3.02 [95% CI = 2.82, 3.21] than the control condition, 2.14 [1.98, 2.30], t(887.66) = 6.78, d = 0.44, p <.001. Conclusions We replicated the LDW‐triggered win overestimation effect previously reported in lab-based experiments that have recruited smaller samples. This effect was robust in both low-risk and high-risk groups, indicating that even experienced gamblers remain susceptible. Exploratory modelling suggested only a minority of individuals were uninfluenced by LDWs.
... Most of the studies targeted adolescents (75%) over young adults (25%). In the case of studies conducted in university settings, none applied a universal prevention strategy to protect both gamblers and nongamblers from the negative consequences of this activity, and only two studies applied selective prevention [34,35]. The remainder of these studies applied an indicated prevention strategy. ...
... Finally, it is important to note the age of the studies, such as that conducted in 1993 by Gaboury and Ladouceur [46], and their variability in terms of the interest generated by these types of study, with different periods of higher and lower numbers published (see Figure 2). conducted in university settings, none applied a universal prevention strategy to protect both gamblers and nongamblers from the negative consequences of this activity, and only two studies applied selective prevention [34,35]. The remainder of these studies applied an indicated prevention strategy. ...
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Gambling disorder in youth is an emerging public health problem, with adolescents and young adults constituting a vulnerable age group for the development of gambling-related problems. Although research has been conducted on the risk factors for gambling disorder, very few rigorous studies can be found on the efficacy of preventive interventions in young people. The aim of this study was to provide best practice recommendations for the prevention of disordered gambling in adolescents and young adults. We reviewed and synthesized the results of existing RCTs and quasi-experimental studies covering nonpharmacological prevention programs for gambling disorder in young adults and adolescents. We applied the PRISMA 2020 statement and guidelines to identify 1483 studies, of which 32 were included in the systematic review. All studies targeted the educational setting, i.e., high school and university students. Most studies followed a universal prevention strategy, that particularly targeted adolescents, and an indicated prevention strategy for university students. The reviewed gambling prevention programs generally showed good results in terms of reducing the frequency and severity of gambling, and also regarding cognitive variables, such as misconceptions, fallacies, knowledge, and attitudes towards gambling. Finally, we highlight the need to develop more comprehensive prevention programs that incorporate rigorous methodological and assessment procedures before they are widely implemented and disseminated.
... The topic of self-regulation is a critical issue in the gambling domain. Although setting and sticking to self-imposed gambling limits is an important aspect of gambling self-regulation and a tool for responsible gambling (e.g., Wohl et al., 2013), research on this topic is sparse, and little is known about situational factors that may disrupt an individual's ability to set and maintain self-imposed limits. Informed by the literature on the adverse effect of emotion regulation on subsequent attempts at self-control (Evers et al., 2010;Tice & Bratslavsky, 2000;Tice et al., 2001), we hypothesized that experiences of daily stress/ tension or attempts to resist temptations in domains other than gambling would be associated with greater difficulty inhibiting temptations to exceed predetermined gambling limits and a greater likelihood of violating these limits. ...
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Objective: Limit-setting strategies have the potential to assist in reducing problem gambling, but there is little research on self-imposed gambling limits and factors that restrain self-regulation once gambling has been initiated. Using daily diary approach, we investigated individual difference and proximal factors associated with gambling limit violations. Method: Participants were 103 individuals who gambled regularly and had set a goal to limit their gambling. Participants completed a baseline measure of trait self-control and questions about gambling and limit violations over 21 days. We examined factors associated with setting and maintaining limits across episodes of gambling as well as within-person factors associated with limit violations, including the moderating role of trait self-control. Results: We found that episodes of gambling where limits were set and violated were associated with riskier gambling and more negative emotional responses. In addition, gambling limits were more likely to be violated on days when temptations to violate limits were high and by people with low trait self-control, whereas urges to gamble were associated with a reduced likelihood of limit violations. Trait self-control moderated the relationship between daily stress/tension and limit violations. Low stress/tension was associated with greater limit violations for those with lower trait self-control, but the likelihood of violating limits increased on high stress days for those with higher trait self-control. Conclusions: Individuals may benefit from greater awareness of temptations to violate gambling limits and the impact of daily stressors, particularly for those with high trait self-control who are most successful when stress/tension is low. (PsycInfo Database Record (c) 2022 APA, all rights reserved).
... Standard digital tasks were designed based on pop-up messages that were already available in the literature which used a responsible gambling strategy. While some studies have shown the effect of pop-up messages in terms of RG behaviour Kim et al., 2014;Wohl, Gainsbury, Stewart, & Sztainert, 2013), there is still room for increasing their efficacy. Although previous studies suggest that gamblers do not pay attention to such static responsible gambling messages . ...
... The existing literature mainly focused on pop-up messages as an interruption, the effectiveness of it is still a matter of debate and there is not enough empirical evidence. In addition to existing knowledge about pop-up message tools (Ladouceur et al., 2012;Wohl et al., 2013), we were able to suggest novel digital tasks through utilisation of persuasive technologies and digital nudging which provide a basis and a reference point for innovations for responsible online gambling tools. Moreover, we were able to determine the key design directions for digital tasks and identified more appealing ways to design them from participants' feedback through qualitative study. ...
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Background: When people engage in online gambling, they often lose track of time and money spent which is called a “dissociation state”. Literature suggests that intermittent and dynamic messages that interrupt a task can capture the attentional focus. As interactions increase awareness of the here and now, they may be effective in breaking the players’ dissociation state during online gambling and consequently minimise the potential of gambling related harm. To this respect, in this study we investigated the effectiveness of four types of digital tasks (cognitive, dialogue, informative, and standard tasks) in interrupting the dissociation of players during online gambling. Methods: 50 participants were recruited from the general population who were 18 years old and over, fluent in English and scored no more than 8 (which is the cut-off for high-risk gambling) on the Problem Gambling Severity Index (PGSI). Participants responded to an online survey with demographic questions and PGSI. Eligible participants were invited to the computer based online experiment at the lab where they were randomised to five different digital task groups (experimental groups: cognitive, dialogue, informative, standard; and control group: no task) and they received the digital tasks as an interruption while they were playing online slot gambling on a dummy account on the computer. Participants’ response times to the interruptions were recorded during online gambling. After the gambling session their level of dissociation and their acceptance of the digital tasks were measured by using Jacob’s Dissociation Questionnaire (JDQ) and the Acceptability Questionnaire (both Likert scale and open-ended questions) respectively. Results: The analysis revealed that there was a significant main effect of interruptions in terms of response times F (1, 36) = 6.52, p = .015, and a significant interaction between the two interruptions and the digital tasks F (3, 36) = 4.54, p = .008. However, there was no statistically significant difference between the digital tasks in terms of total response times to two interruptions F (3, 36) = 1.81, p = .16. On the other hand, there was a significant effect of the digital tasks on the dissociation level of participants for the five groups F (4, 45) = 15, p < .001. Cognitive tasks (M = 1.30, SD = 0.82) interrupted the dissociation of players more compared to the other digital tasks. Additionally, there was a significant effect of digital tasks on acceptability for the four groups F (3, 36) = 27.1, p < .001. According to the results of acceptability questionnaires, while players accepted the cognitive tasks the most (M = 25.1, SD = 2.73), standard tasks were accepted the least by the participants (M = 38, SD = 3.86). The 5 qualitative data from the open-ended questions in the Acceptability Questionnaire was analysed using Thematic Analysis. Five main themes were generated: 1. distraction, 2. awareness, 3. user experience, 4. considerations for design and 5. considerations for technology. Implications: Cognitive and dialogue digital tasks could be potentially useful digital tools to interrupt players’ dissociation during online gambling and to minimise gambling related harm. These novel digital tasks might be used in online gambling related prevention and intervention strategies in the field.
... Several real-world gambling studies have shown the effectiveness of bespoke personalized feedback concerning gambling expenditure on subsequent gambling (e.g., Auer & Griffiths, 2015a, 2018, 2020. Also, laboratory studies have shown significant effects of personalized feedback on subsequent gambling behavior (e.g., Neighbors et al., 2015;Wohl et al., 2013). Consequently, it is surprising that there was no significant effect of personalized feedback in combination with mandatory play breaks in the present study. ...
... One reason for the non-significant effect of personalized feedback could be the mode of presentation or the design of the pop-up. Wohl et al., (2013Wohl et al., ( , 2014 found that responsible gaming tools which followed human-computer-interaction principles and persuasive system design were more effective. Future studies should further investigate the effect of personalized feedback in combination with mandatory play breaks by changing the way the message is presented. ...
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In order to protect gamblers, gambling operators have introduced a wide range of responsible gambling (RG) tools. Mandatory play breaks (i.e., forced termination of a gambling session) and personalized feedback about the gambling expenditure are two RG tools that are frequently used. While the motivation behind mandatory play breaks is simple (i.e., gambling operators expect gamblers to reduce their gambling significantly as a result of an enforced break in play), empirical evidence supporting the efficacy of the mandatory breaks is still limited. The present study comprised a real-world experiment with the clientele of Norwegian gambling operator Norsk Tipping. On the Norsk Tipping gambling website, which offers slots, bingo and sports-betting, forced termination occurs if gamblers have played continuously for a one-hour period. The study tested the effect of different lengths of mandatory play breaks (90 s, 5 min, 15 min) on subsequent gambling behavior, as well as the effect of combined personalized feedback concerning money wagered, won, and net win/loss. In total 21,129 online players (61% male; mean age = 47.4 years) experienced at least one play break between April 17 and May 21 (2020) with 156,989 mandatory play breaks in total. Results indicated that a 15-min mandatory play break led to a disproportionately longer voluntary play pause compared to 5-min and 90-s mandatory play breaks. Personalized feedback appeared to have no additional effect on subsequent gambling and none of the mandatory play breaks appeared to affect the increase or decrease in money wagered once players started to gamble again.
... If more people choose to use the tools, there may be fewer players who experience gamblingrelated harms. Indeed, these tools are effective at helping players to maintain control over their gambling expenditure and prevent financial, social, and emotional harms (Currie et al., 2020;Kim et al., 2014;Tanner et al., 2017;Wohl et al., 2013). When players experience less harm, they are able to enjoy the activity of gambling and have a more satisfactory experience as a result. ...
... Despite the large body of empirical research that has demonstrated responsible gambling tools (i.e., tools that help players set a limit on the amount of money they spend gambling in a given session) have tremendous utility in terms of minimizing gambling-related harms (Currie et al., 2019;Kim et al., 2014;Tanner et al., 2017;Wohl et al., 2013), a very small proportion of players use those tools (1-10%; Forsström et al., 2016;Nelson et al., 2008;Schottler Consulting, 2009). As such, from a public health perspective, it is imperative that the gambling industry finds ways to improve responsible gambling tool use. ...
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Although responsible gambling tools help to minimize gambling-related harms, operators have had difficulty motivating players to use such tools. In two studies, we assessed whether incentivizing players to use responsible gambling tools (by way of loyalty program points) will increase both willingness to use the tools and attitudinal loyalty (i.e., identification and satisfaction with the casino). In study 1 (N = 242), casino loyalty program members who reported willingness to use responsible gambling tools if rewarded expressed greater attitudinal loyalty. In study 2 (N = 208), players who were told a casino was to reward responsible gambling tool use expressed a greater willingness to use the tools, which increased attitudinal loyalty (compared to a control condition). Results from both studies held when controlling for disordered gambling symptomatology. Findings suggest that rewarding responsible gambling tool use may not only increase uptake (which may minimize gambling related harm), it may also strengthen the player-casino relationship.
... The included studies were performed in countries in western Europe, Australia, and North America. Seven studies included college or university students: three included students identified as problem gamblers (Larimer et al., 2012;Neighbors et al., 2015;Petry et al., 2009), three included students without gambling problems Wohl, Gainsbury, et al., 2013;Wohl et al., 2014), and one included both students with and without gambling problems . Three of the included studies recruited gamblers identified as being "at risk" of developing severe gambling problems or having moderate to severe gambling problems (Caillon et al., 2019;Cunningham et al., 2012;Luquiens et al., 2016), whereas two studies included participants defined as non-problem gamblers or not in treatment for gambling disorder (Wohl et al., Wohl, Santesso, et al., 2013). ...
... The majority of participants were male gamblers. However, two studies reported a higher proportion of females, 70.8% and 66.1%, respectively (Wohl, Gainsbury, et al., 2013;Wohl et al., 2014). The mean age of the included samples of participants ranged from 19.7 years (SD = 1.8, Wohl, Gainsbury, et al., 2013) to 53.4 years (SD = 13.5, Jonsson et al., 2019). ...
... However, two studies reported a higher proportion of females, 70.8% and 66.1%, respectively (Wohl, Gainsbury, et al., 2013;Wohl et al., 2014). The mean age of the included samples of participants ranged from 19.7 years (SD = 1.8, Wohl, Gainsbury, et al., 2013) to 53.4 years (SD = 13.5, Jonsson et al., 2019). ...
Article
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Gambling possess both entertaining and potentially harmful aspects. It remains a challenge for public health authorities and gambling operators to recommend and implement effective evidence-based interventions to reduce gambling-related harm and prevent problematic gambling behavior. This systematic review examined studies on randomized controlled trials in this field, aiming to describe and evaluate the effect of preventive and harm-reducing interventions for online gambling and electronic gaming machines. A systematic literature search was performed in PsycINFO, PubMed, Embase, and SCOPUS. Study selection, risk of bias assessment, and data extraction were conducted by two reviewers independently, and a synthesis was performed. A total of 18 studies were included, of which the majority were limited by quality issues. The applied interventions focused on restraining gambling, providing feedback, delivering therapeutic and informative content, and priming analytical thinking. The studies varied greatly in terms of specific intervention content, study setting, participants, and outcome measures, and no consistent patterns could be detected between study characteristics and related effects. Although research in the field is growing, there is still a need for further methodologically rigorous investigation and consensus on outcome measures sensitive to effects of preventive and harm-reducing interventions.
... Other studies have examined limit-setting in different ways. In an experimental study, Wohl et al. (2013) reported that participants who watched an animated video prior to a gambling session more often stayed within their preset limits than players who did not watch the video. In another experimental study, Stewart and Wohl (2013) investigated the effect of a pop-up reminder concerning monetary limits. ...
Article
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Player protection and harm minimization have become increasingly important in the gambling industry along with the promotion of responsible gambling (RG). Among the most widespread RG tools that gaming operators provide are limit-setting tools that help players limit the amount of time and/or money they spend gambling. Research suggests that limit-setting significantly reduces the amount of money that players spend. If limit-setting is to be encouraged as a way of facilitating responsible gambling, it is important to know what variables are important in getting individuals to set and change limits in the first place. In the present study, 33 variables assessing the player behavior among Norsk Tipping clientele (N = 70,789) from January to March 2017 were computed. The 33 variables which reflect the players’ behavior were then used to predict the likelihood of gamblers changing their monetary limit between April and June 2017. The 70,789 players were randomly split into a training dataset of 56,532 and an evaluation set of 14,157 players (corresponding to an 80/20 split). The results demonstrated that it is possible to predict future limit-setting based on player behavior. The random forest algorithm appeared to predict limit-changing behavior much better than the other algorithms. However, on the independent test data, the random forest algorithm’s accuracy dropped significantly. The best performance on the test data along with a small decrease in accuracy in comparison to the training data was delivered by the gradient boost machine learning algorithm. The most important variables predicting future limit-setting using the gradient boost machine algorithm were players receiving feedback that they had reached 80% of their personal monthly global loss limit, personal monthly loss limit, the amount bet, theoretical loss, and whether the players had increased their limits in the past. With the help of predictive analytics, players with a high likelihood of changing their limits can be proactively approached.