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EVALuATING RESPONSIBLE
GAMBLING TOOLS
uSING BEHAVIOuRAL
TRACKING DATA
ustomer data is the lifeblood of any company and
online gamblers provide tracking data that can be
used to compile customer profiles. Such data can tell
gambling operators which games their customers are
gambling on, for how long, how much money they are spending,
and what games are the profitable. This informaon can help in
the retenon of customers, and can also link up with exisng
customer databases and operang loyalty schemes.
Consequently, gaming companies can tailor its service to the
customer’s known interests.
On joining loyalty schemes, players supply lots of informaon
including name, address, telephone number, date of birth, and
gender. Those who operate online gambling sites are no different.
Basically, gambling operators can track the playing paerns of any
gambler. They arguably know more about the gambler’s playing
behaviour than the gamblers themselves. They are able to send
the gambler offers and redempon vouchers, complimentary
accounts, etc. These are done to enhance customer experience
(Griffiths & Wood, 2008a). However, more unscrupulous
operators have the means to ence known problem gamblers
back onto their premises with tailored freebies (such as the
inducement of “free” bets in the case of internet gambling).
However, it has been long argued that behavioural tracking data
can potenally be used to help idenfy problem gamblers rather
than exploit them, and to use behavioural tracking data for
research purposes (Griffiths & Wood, 2008b; Griffiths, Wood,
Parke & Parke, 2007).
Over the past decade, behavioural tracking has increasingly
been used in innovave ways by researchers. For instance, the
use of behavioural tracking data has been used to examine the
influence of structural characteriscs in slot machine gambling
(Leino et al., 2015), examine the amount of gambling behaviour
Dr. Mark Griffiths
Professor of Behavioural Addiction,
International Gaming Research Unit
Nottingham Trent University
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engaged in when comparing gambling behaviour in alcohol and
non-alcohol serving venues (Leino et al., 2017), develop and
evaluate new measures of gambling intensity (i.e., theorecal loss
which is the amount of money staked by gamblers mulplied by
the probability of winning on a specific gambling acvity) (Auer
& Griffiths, 2014), idenfy behavioural markers of high-risk online
gambling (Braverman & Shaffer, 2012; Braverman et al., 2013;
Gray et al., 2012), compare online gamblers who self-exclude with
those that do not (Dragicevic et al., 2015), and test classic
psychological theories such as cognive dissonance (Auer &
Griffiths, 2017b). Other studies have used tracking data to
demonstrate that what money individuals say they have spent
gambling is different from their actual gambling behaviour with
all studies showing that the more someone gambles, the less
reliable they are about esmang what they have financially
spent gambling (Auer & Griffiths, 2017a; Braverman et al., 2014;
Wohl, Davis & Hollingshead, 2017).
Evaluaon of responsible gambling tools using tracking data
Another innovave use of behavioural tracking data is in
evaluang responsible gambling tools (e.g., limit-seng tools,
pop-up messages, personalized feedback, temporary self-
exclusions). Responsible gambling tools are a way of facilitang
players to gamble in a more responsible manner (Harris &
Griffiths, 2017). However, very few of these tools have been
evaluated empirically in real gambling environments. The next
secons examine the studies that have used behavioural tracking
data to evaluate limit seng, pop-up messaging, personalized
feedback, and specific behavioural tracking tools (i.e., PlayScan
and mentor).
Limit seng: Broda et al. (2008) examined the effects of
player deposit limits on Internet sports beng by customers of
bwin Interacve Entertainment. Their study examined 47,000
subscribers to bwin over a period of two years and compared the
behaviour of players who tried to exceed their deposit limit with
all other players. Deposit limit referred to the amount of money
deposited into a player’s spend account excluding any
accumulated winnings. At the me of inial data collecon in
2005, bwin set a mandatory deposit limit of no more than €1000
per day or €5000 per 30 days. Players could also set their own
deposit limits (per 30 days) below the mandatory limits. Overall,
the study found that less than 1% of the players (0.3%) aempted
to exceed their deposit limit. However, Wood and Griffiths (2010)
argued that the large mandatory limit may be the main reason
for this finding as LaPlante et al. (2008) noted that the majority
of online gamblers never reached the maximum deposit limit. In
fact, 95% of the players never deposited more than €1050 per 30
days (i.e., one-fih of the €5000 maximum). Furthermore,
LaPlante and colleagues did not disnguish between those who
aempted to exceed either their own personally set deposit limits
or mandatory limits.
Using the same dataset, Nelson et al. (2008) examined online
gamblers that voluntarily set limits on the bwin gambling website
over an 18-month period. A total of 567 online gamblers (out of
more than 47,000) used the voluntary limit-seng feature and
the findings demonstrated that limit-seng gamblers bet more
heavily and played a wider variety of games prior to seng limits.
Aer seng voluntary limits, these online gamblers reduced their
gambling acvity, but not the amount wagered per bet.
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A study by Auer and Griffiths (2013a) used behavioural
tracking data to evaluate whether the seng of voluntary me
and money limits helped players who gambled the most (i.e., the
most gambling intense individuals using ‘theorecal loss’ [Auer &
Griffiths, 2014]). Data were collected from a representave
random sample of 100,000 online players who gambled on the
win2day gambling website during a three-month test period. This
sample comprised 5,000 registered gamblers who chose to set
themselves limits while playing on win2day. During the
registraon process, there was a mandatory requirement for all
players to set me and cash-in limits. For instance, the player
could limit the daily, weekly and/or monthly cash-in amount and
the playing duraon. The laer could be limited per playing
session and/or per day. In the three-month test period, all
voluntary limit seng behaviour by online gamblers was tracked
and recorded for subsequent data analysis. Changes in gambling
behaviour were analysed overall and separately for casino, loery
and poker gambling.
The results of this study clearly showed that voluntary limit
seng had a specific and stascally significant effect on high
intensity gamblers (i.e., voluntary limit seng had the largest
effect on the most gaming intense players). More specifically, the
analysis showed that (in general) gaming intense players
specifically changed their behaviour in a posive way aer they
limited themselves with respect to both me and money spent.
Voluntary spending limits had the highest significant effect on
subsequent monetary spending among casino and loery
gamblers. Monetary spending among poker players significantly
decreased aer seng a voluntary me limit. Studies such as this
highlight the advantageous way in which behavioural tracking
methodologies can be used to provide results and insights that
would be highly difficult to show using other more tradional
methodologies.
Pop-up messaging: Auer, Malischnig and Griffiths (2014)
invesgated the effect of a pop-up message that appeared aer
1,000 consecuve online slot machine games had been played by
individuals during a single gambling session. The study analysed
800,000 gambling sessions (400,000 sessions before the pop-up
had been introduced and 200,000 aer the pop-up had been
introduced comprising around 50,000 online gamblers). The study
found that the pop-up message had a limited effect on a small
percentage of players. More specifically, prior to the pop-up
message being introduced, five gamblers ceased playing aer
1,000 consecuve spins of the online slot machine within a single
playing session (out of approximately 10,000 playing sessions).
Following the introducon of the pop-up message, 45 gamblers
ceased playing aer 1,000 consecuve spins (i.e., a nine-fold
increase in session cessaons). In the laer case, the number of
gamblers ceasing play was less than 1% of the gamblers who
played 1,000 games consecuvely.
In a follow-up study, Auer and Griffiths (2015a) argued that
the original pop-up message was very basic and that re-designing
the message using normave feedback and self-appraisal
feedback may increase the efficacy of gamblers ceasing play. As
in the previous study, the new enhanced pop-up message that
appeared within a single session aer a gambler had played 1,000
consecuve slot games. In the follow-up study, Auer and Griffiths
(2015) examined 1.6 million playing sessions comprising two
condions (i.e., simple pop-up message [800,000 slot machine
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sessions] versus an enhanced pop-up message [800,000 slot
machine sessions]) with approximately 70,000 online gamblers.
The study found that the message with enhanced content more
than doubled the number of players who ceased playing (1.39%
who received the enhanced pop-up compared to 0.67% who
received the simple pop-up). However, as in Auer et al.’s (2014)
previous study, the enhanced pop-up only influenced a small
number of gamblers to cease playing aer a long connuous
playing session.
Personalised feedback: Auer and Griffiths (2016) in a study of
the efficacy of personalised feedback, examined whether the use
of three types of informaon (i.e., personalized feedback,
normave feedback, and/or a recommendaon) could enable
players to gamble more responsibly as assessed using three
measures of gambling behaviour, i.e., theorecal loss, amount of
money wagered, and gross gaming revenue (i.e., net win/loss). By
manipulang the three forms of informaon, data from six
different groups of players were analysed. The parcipant sample
drawn from the populaon were those that had played at least
one game for money on the Norsk Tipping online plaorm
(Instaspill) during April 2015. A total of 17,452 players were
randomly selected from 69,631 players that fulfilled the selecon
criteria. Gambling acvity among the control group (who received
no personalized feedback, normave feedback or no
recommendaon) was also compared with the other five groups
that received informaon of some kind (personalized feedback,
normave feedback and/or a recommendaon). Compared to the
control group, all groups that received some kind of messaging
significantly reduced their gambling behaviour as assessed by
theorecal loss, amount of money wagered, and gross gaming
revenue. The results supported the hypothesis that personalized
behavioural feedback can enable behavioural change in gambling.
However, normave feedback did not appear change behaviour
significantly more than personalized feedback.
Behavioural tracking tools: Auer and Griffiths (2015)
evaluated the effecveness of mentor (a responsible gambling
tool that provides personalized feedback to players) among 1,015
online gamblers at a European online gambling site, and
compared their behaviour with matched controls (n=15,216). The
results showed that online gamblers receiving personalized
feedback spent significantly less me and money gambling
compared to controls that did not receive personalized feedback.
The results suggest that responsible gambling tools providing
personalized feedback may help the clientele of gambling
companies gamble more responsibly, and may be of help those
who gamble excessively to stay within their personal me and
money spending limits.
Wood and Wohl (2015) obtained data from 779 Svenska Spel
online players who received behavioural feedback using PlayScan.
Feedback to players took the form of a ‘traffic-light ’ risk rang
that was created via a proprietary algorithm (red=problemac
gambling, yellow=at-risk gambling, and green=no gambling
issues). In addion, expenditure data (i.e., amounts deposited and
gambled) were collected at three me points (i) the week of
PlayScan enrolment, (ii) the week following PlayScan enrolment,
and 24 weeks aer PlayScan enrolment. The findings indicated
that those players at-risk (yellow gamblers) who used PlayScan
significantly reduced the amounts of money both deposited and
gambled compared to those who did not use PlayScan. This effect
was also found the week following PlayScan enrolment as well as
the 24-week mark. Overall, the authors concluded that informing
at-risk gamblers about their gambling behaviour appeared to have
a desired impact on their subsequent monetary spending.
Concluding Comments
When it comes to studying online gambling behaviour,
behavioural tracking methodologies are an innovave way of
collecng data. Findings presented here suggest that limit seng
and personalised feedback appear to be responsible gambling
tools with high efficacy but that further replicaon studies are
needed. The studies evaluang pop-up messaging are far from
conclusive and suggest that on their own, pop-up messages only
help a very small percentage of within-session intense gamblers.
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References
Auer, M. & Griffiths, M. D. (2013). Voluntary limit seng and player choice
in most intense online gamblers: An empirical study of gambling
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<< The results suggest that responsible gambling
tools providing personalized feedback may help
the clientele of gambling companies gamble more
responsibly, and may be of help those who
gamble excessively to stay within their personal
time and money spending limits. >>
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Dr. Mark Griffiths is Disnguished Professor of Behavioural
Addicon at Nongham Trent University, and Director of
the Internaonal Gaming Research Unit. He is
internaonally known for his work into gambling and gaming
addicons. He has published over 650 refereed research
papers, five books, 150+ book chapters and over 1500 other
arcles. He has won 18 naonal/internaonal awards for his
work including the US Naonal Council on Problem
Gambling Lifeme Research Award (2013).
DR. MARK GRIFFITHS