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Reframing cost-of-play information to reduce gambling spending

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Author(s): Newall, Philip W. S. ; Byrne, Christopher A. ; Russell, Alex M. T. ; Rockloff, Matthew J.

Journal: Addictive Behaviors

Year Published: 2022

Date Added: June 07, 2022

Cost-of-play information and volatility warnings may be useful in helping reduce gambling-related harm. Cost-of-play information can be provided on electronic gambling machines in a “return-to-player” or a “house-edge” format. This study was an experiment to examine whether people who gamble would play fewer spins on a slot machine when given: (1) house-edge information instead of return-to-player information; (2) a volatility warning; and (3) a total amount bet counter. US-based participants over 18 years of age were recruited using Prolific Academic. Participants had to have prior experience in gambling. Participants received a bonus of $3.00 if they completed an initial captcha retyping task. They could then choose to either keep the money or use it to play on a simulated slot machine. Participants who were shown house-edge information instead of return-to-player information played fewer spins on the slot machine. Similarly, participants who were shown a volatility warning played fewer spins than those who were not. Participants with higher risk of problem gambling played more spins. The success of house-edge information and volatility warning did not differ across participants based on their problem gambling severity.


Citation: Newall, P. W. S., Byrne, C. A., Russell, A. M. T., & Rockloff, M. J. (2022). House-edge information and a volatility warning lead to reduced gambling expenditure: Potential improvements to return-to-player percentages. Addictive Behaviors, 130, 107308. https://doi.org/10.1016/j.addbeh.2022.107308

Article DOI: https://doi.org/10.1016/j.addbeh.2022.107308

Keywords: Electronic Gambling Machines (EGMs) ; gambling behaviours ; gambling expenditures ; game volatility ; messaging ; nudging ; prize information ; public health ; warnings

Topics: Game Types ; Information for Operators ; Public Health ; Slots and VLTs

Conceptual Framework Factors:   Exposure - Marketing and Messaging ; Environment - Responsible Gambling ; Resources - Harm Reduction, Prevention, and Protection ; Gambling Environment

Study Design: Experimental: RCT (randomized controlled trial)

Geographic Coverage: United States of America

Study Population: A total of 2,433 US-based participants completed the experiment. Participants had to be 18 years or older and have prior experience in gambling. On average, participants were 34 years old, and most were men (57%).

Sampling Procedure: The researchers recruited US-based participants using Prolific Academic. Participants had to be 18 years of age or older, and have prior experience in gambling (e.g., blackjack, craps, roulette, slots, poker).

Study Funding:

This research was funded by a CQUniversity Commencement Grant awarded to Philip Newall.

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