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Understanding of past and future spending among people who gamble on electronic gaming machines

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View Open Access Article View Snapshot Back to Search Results

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Author(s): Santos, Teejay ; Heirene, Robert M. ; Cobb-Clark, Deborah ; Tymula, Agnieszka ; Gainsbury, Sally M.

Journal: Journal of Gambling Studies

Year Published: 2025

Date Added: September 30, 2025

People are very poor at accurately recalling how much they have spent, won, and lost on gambling. Structural features of EGMs such as the use of cash, display of credits, and ease of re-gambling wins may make it difficult for people to estimate how much money they have spent. The aim of this study was to examine people’s ability to assess past and future spending on EGMs. The researchers surveyed people at a large gambling venue in Australia. Survey responses were linked to account data to verify actual gambling behaviour. It was found that almost all participants could not accurately recall their past spending or estimate their future spending. People who were more impulsive and more willing to take risks were less accurate in recalling their past net outcome and spend, respectively. People tended to overestimate their net outcome but underestimate the amount they won, suggesting that they re-gambled with their winnings.


Citation: Santos, T., Heirene, R. M., Cobb-Clark, D., Tymula, A., & Gainsbury, S. M. (2025). Electronic gaming machine consumers’ understanding of past & future spending: Associations with risk, impulsivity, self-control, & problematic gambling. Journal of Gambling Studies. Advance online publication. https://doi.org/10.1007/s10899-025-10405-y

Article DOI: https://doi.org/10.1007/s10899-025-10405-y

Keywords: decision making ; gambling disorder ; impulsivity ; problem gambling ; self-control

Topics: Gambling and the Brain ; Impulsivity ; Self Perceptions

Conceptual Framework Factors:   Psychological - Personality and Temperament ; Gambling Types ; Environment - Social and Economic Impacts ; Psychological Factors ; Gambling Environment ; Psychological - Judgement and Decision Making

Study Design: Observational: Cross-sectional

Geographic Coverage: Australia

Study Population: People at a gambling venue in Australia who gambled on electronic gaming machines (n = 187). The eligibility criteria included gambling at least once in the past 30 days, not being part of a self-exclusion program, and being able to provide contact information.

Sampling Procedure: The researchers surveyed people at a large gambling venue in Sydney, Australia, between December 2023 and January 2024. In addition, behavioural account data was also accessed from the gambling venue.

Study Funding:

This study was funded by the University of Sydney and the International Center for Responsible Gaming (ICRG), funded by Bally’s Corporation. Open Access funding enabled and organized by CAUL and its Member Institutions. The funding bodies had no involvement in the study design, data collection, analysis or interpretation, and there were no constraints on publications.

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