Article

Examining millennials’ online gambling behavior: a comparison of generational differences

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Abstract

Purpose This study aims to examine Millennials and generational differences in online gambling activity by comparing online gambling behavior across four different generations: Silent Generation, Baby Boomers, Gen Xers and Millennials. Design/methodology/approach The sample comprised tracked gambling data at the individual player level provided by an online casino accepting real money wagers in a major US gambling market. Attributes of gambling behavior were examined and compared across different generations using Kruskal–Wallis test and pairwise comparisons. Findings Generational differences were observed in 13 of the 16 behavioral variables. Millennials spent the least amount of time on gambling and exhibited the lowest scores on the number of days for slot gambling, trip length and trip frequency among all generations. However, their average table gaming volume per play day was greater than those of other generations. Practical implications The results of this study provide a better understanding of the generational differences in online gambling behavior. They also help casino operators and gaming machine manufacturers develop casino games and products that can appeal to different generational groups in the online gambling market. Originality/value Despite the on-going industry discussion about Millennials and their potential influence on the online gambling market, there appears to be a paucity of empirical research on the online gambling behavior of the Millennial generation. This study fills that gap in empirical evidence, addressing generational differences in online gambling.

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... The gaming industry has struggled to cultivate the next generation of patrons as younger individuals are visiting casinos less frequently (Bokunewicz and Pandit 2016). In addition, patrons have access to more gambling options with the growth of brick and mortar locations, as well as online games (Suh et al. 2017). Furthermore, casinos are better matched for providing services to their older clientele as gaming floors are weighted toward slot machines, while younger demographics seek skill-based games (e.g. ...
... Furthermore, casinos are better matched for providing services to their older clientele as gaming floors are weighted toward slot machines, while younger demographics seek skill-based games (e.g. blackjack) (AGA 2018; Bokunewicz and Pandit 2016;Suh et al. 2017). This mismatch extends to promotional offers that casinos use for growing loyalty. ...
... As younger generations become the future of the gaming market, casinos need evaluate strategies to reach younger clientele (Suh et al. 2017). The underlying motivation for this study is comparing intergenerational promotional preferences so casinos can institute more efficient marketing, increase customer-value and thereby induce loyalty. ...
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... Age is a well-recognized factor that explains differences in consumer behavior in online content consumption and digital culture (Lee 2009;Zhitomirsky-Geffet and Blau 2016). Generational cohort theory suggests that people who have lived at the same period of time and have had similar experiences will exhibit similar values, attitudes and beliefs, and that they will differ in these from other generations (Strauss and Howe 1991). People are greatly influenced by external or environmental events, such as economic depression, wars and political events. ...
... People from this generation are considered stable, loyal and hard-working (Pew Center Report 2010). Baby Boomers are considered as individualistic and as having strong ethical values, being active in the defense of human and workers' rights (Strauss and Howe 1991). Generation X is highly educated with a strong interest in personal life and a lack of trust in institutions; people from this generation look for self-fulfillment and are highly individualistic (Yu and Miller 2005). ...
... They show less loyalty and feel more comfortable with the internet and technologies than older generations, and they are less risk averse than Generation X (Reisenwitz and Iyer 2009). Some researchers have examined this group in order to understand its preferences and behavior (Eastman et al. 2014;Liu et al. 2019;Moqbel et al. 2017;Purani et al. 2019;SivaKumar and Gunasekaran 2017), while others have compared Millennials with mature consumer behavior (Hur et al. 2017;Mosquera et al. 2018;Suh et al. 2017). In recent years, research has suggested that it is necessary to split this group, dividing it into younger and older Millennials (Bolton et al. 2013;Debevec et al. 2013;Garikapati et al. 2016;Schewe et al. 2013). ...
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... This research contributes to the further understanding of gambling advertising in other countries among this cohort group beyond the UK and Australia, as suggested by Torrance et al. (2021a). This is important, given this group's relevance to the gambling industry (Suh et al. 2017). Moreover, this study examines how these advertising strategies impact the decision to avoid online casino brands (i.e., brand avoidance). ...
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... However, according to Suh et al. (2017), millennials are the largest generational consumers of sports betting, with more than a quarter participating. They were the most supportive of legalized sports betting (70% versus 55% of boomers) and had the most favorable opinion of the practice (68% versus 41%). ...
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... This constitutes an essential factor for the growth of the habit in sports betting and leads to an increase in the volume of money wagered and the number of users, as mentioned by Rubio García (2018) and Chóliz and Saiz-Ruiz (2016). Concerning the millennial generation, they describe it as one of the influential and determining generations of the market because it reacts to their demands, which are based on technological evolution, having adapted to the digital age (Suh et al., 2017). ...
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... Australian Senate Standing Committee onEnvironment and Communications, 2018;Deblaquiere et al., 2018). Such a cautionary measure is particularly important given the generational gaps in the knowledge and education about online gaming and the monetization systems used within them (e.g., Australian Senate Standing Committee on Environment andCommunications, 2018;Suh, et al., 2017). For example, in its submission to the Australian Senate Standing Committee on Environment and Communications, the Australian Institute of Family Studies noted that ''a lack of understanding of the issues [concerning loot boxes] among those 'not versed in gaming culture' means that 'such practices are often unclear to parents and, therefore, difficult to supervise''' (Australian Senate Standing Committee on Environment and Communications, 2018, para. ...
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... Australian Senate Standing Committee onEnvironment and Communications, 2018;Deblaquiere et al., 2018). Such a cautionary measure is particularly important given the generational gaps in the knowledge and education about online gaming and the monetization systems used within them (e.g., Australian Senate Standing Committee on Environment andCommunications, 2018;Suh, et al., 2017). For example, in its submission to the Australian Senate Standing Committee on Environment and Communications, the Australian Institute of Family Studies noted that ''a lack of understanding of the issues [concerning loot boxes] among those 'not versed in gaming culture' means that 'such practices are often unclear to parents and, therefore, difficult to supervise''' (Australian Senate Standing Committee on Environment and Communications, 2018, para. ...
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... The age variable was used to segment the sample into the respective generations. A respondent was deemed a Millennial if they were between the ages of 19-37 and a Baby Boomer if they were between the ages of 55-73 (Suh et al., 2017). Other demographic variables, such as gender, were used to assess the representativeness of the sample. ...
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... Another SGM manufacturer, GameCo, reported that after 2.5 years of operation, their customers were, on average, 25 years younger than the standard EGM player [15]. One possible explanation is that younger adults prefer gambling games that are more interactive and incorporate components of skill [16]. Additionally, familiarity with the game titles and mechanics of the non-gambling version of games could play a role in attracting this demographic [1••]. ...
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