This study looked at factors that influence engagement with a responsible gambling program called GameSense. The researchers surveyed 1,109 adults who regularly gambled. Most participants were aware of GameSense, and 17.6%. The researchers identified two classes of people who visited a GameSense Information Center: 'information seekers' and 'curiosity and swag inspired'. They identified three classes among those who had not visited a Center: 'invitation-responsive', 'self-assured non-believers', and 'self-assured'. People who engaged in more RG behaviours were less likely to engage with GameSense, possibly because they saw it as less relevant to themselves.