Query: "electronic gambling machines"

title: The density of electronic gambling machines and area level socioeconomic status in Finland: a country with a legal monopoly on gambling and a decentralised system of EGMs
abstract: Electronic gambling machines (EGMs) are considered a risky form of gambling. Internationally, studies have reported that the density of EGMs tends to be higher in socioeconomically disadvantaged areas than in more advantaged ones. We examined whether this holds true in the Finnish context where a decentralised system of EGMs guarantees wide accessibility to this form of gambling. More precisely, we investigated the association between the density of EGMs and area level socio economic status (SES) The primary measure was the EGM density, referring to the number of EGMs per 1000 adults. The area level SES was defined on the basis of the median income of inhabitants, the proportion of unemployment in the area and educational attainment of those beyond primary education) Three additional area characteristics were used as control variables in the analyses; the overall population density, economic activity (the number of jobs in the area per employed inhabitant) and the mean age of the inhabitants. Analyses were based on linear regression. The EGM density was 3.68 per 1000 inhabitants (SD 2.63) A lower area level SES was correlated with a higher EGM density. In further analyses, this effect was mostly explained by the income of the inhabitants. Of the control variables, the population density had no detectable effect on the EGM density while areas with a higher mean age of the inhabitants, as well a higher density of jobs, had more EGMs. EGMs are unequally located in Finland, with more EGMs located in socio economically less advantaged areas. The higher machine density in areas of social disadvantage is not in line with the aim of the Finnish gambling policy, which is to prevent and reduce harm caused by gambling. Changes in policy are required, especially with regard to the decisions on the placement of EGMs. This should not be made solely by gaming operators and/or from fiscal perspectives.

title: Predicting Intention to Play Random and Skill based Electronic Gambling Machines Using the Theory of Reasoned Action
abstract: Hybrid gambling machines (HGMs) are a new gambling activity that combine the skill element of traditional video games with the random pay out schedule of electronic gaming machines (e.g. slots) Developed to increase gambling by younger generations that favor video games, there is currently no empirical evidence regarding consumer views of HGMs to guide policy decision making related to this new gambling activity. We use the theory of reasoned action (TRA) to investigate factors that motivate intentions to play these machines in two studies: (1) among 43 casino patrons and (2) among 184 US online participants residing in states where HGMs were available. Both samples completed surveys after exposure to actual or explanations of HGMs and slots. Analyses supported the prediction that positive attitudes towards HGMs and positively perceived subjective norms would predict intention to play HGMs and slots. The results suggest that the TRA is a useful framework for explaining intentions to gamble on traditional slot machines and new HGMs. The absence of research on HGMs makes these studies an important and necessary contribution to the empirical literature on machine gambling. Understanding individuals' intentions to engage with HGMs is important to guide development of harm minimisation practices and evaluate impact of policy changes.

title: Electronic Gambling Machines Outside Casinos: An Environmental Study of Risk Factors in Gambling Venues
abstract: Electronic gambling machine (EGM) licenses are meant to be a complementary revenue source for liquor establishments. Considering this, retailers with more than one license to operate EGMs may benefit from promoting their gambling offer, which may in turn facilitate excessive gambling behaviours. This study compares establishments that possess a single license to operate EGMs with those that are multi licensed regarding four environmental risk factors: advertisements, automated teller machines, isolated gambling area, and EGM operating hours. A field observation was carried out by seven pairs of observers in 166 establishments in Capitale Nationale de Quebec (QC) Canada. In each establishment, observers had to complete an observational grid on an iPod touch to gather environmental data related to the identified variables. Results from the stepwise logistic regression show that being a multi licensed establishment increases the chance of having longer operating hours and displaying non regulated advertisements that promote gambling. Multi licensed establishments tend to offer a more attractive gambling environment, which may increase the risk of excessive gambling. Reinforcement of regulations for responsible gambling is discussed.ResumePour les etablissements ayant un permis d'alcool, posseder une licence d'exploitation d'appareils de jeux electroniques (AJE) se traduit par un revenu complementaire. De ce fait, les detaillants ayant plus d'une licence d'exploitation d'AJE peuvent tirer parti de la promotion de leur offre de jeu, ce qui, en retour, peut encourager des comportements de jeu excessifs. Cette etude compare les etablissements qui detiennent une seule licence d'exploitation d'AJE avec ceux qui en detiennent plusieurs en tenant compte de quatre facteurs de risque environnementaux la publicite, les guichets automatiques, la zone de jeu isolee et les heures d'exploitation des AJE. Une observation sur le terrain a ete effectuee par sept paires d'observateurs dans 166 etablissements de Capitale Nationale de Quebec (QC) Canada. Dans chaque etablissement, ils ont recueilli des donnees environnementales liees aux variables identifiees qu'ils ont compilees dans une grille d'observation sur un iPod touch. Les resultats du modele logistique utilisant la regression sequentielle montrent que le fait, pour un etablissement, d'avoir plusieurs licences augmente la possibilite de prolonger les heures d'exploitation et d'afficher des publicites non reglementees qui font la promotion du jeu. Les etablissements ayant plusieurs licences ont tendance a offrir un environnement de jeu plus attrayant, ce qui peut accroitre le risque de jeu excessif. Un resserrement des regles pour une reglementation responsable du jeu est a l'etude.

title: Children's attitudes towards Electronic Gambling Machines: an exploratory qualitative study of children who attend community clubs
abstract: BackgroundThis research sought to explore whether children's visual and auditory exposure to Electronic Gambling Machines (EGMs) in community clubs contributed to shaping their attitudes towards these types of potentially harmful gambling products. This research also examined children's knowledge of EGM behaviours in adults within their social networks.MethodsQualitative interviews were conducted with a convenience sample of 45 children in a regional area of New South Wales, Australia. All children had attended a club that contained gambling products in the previous 12 months. Face to face, semi structured interviews explored a range of themes including recall of and attitudes towards EGMs. Data were analysed using thematic techniques. Four social learning theory concepts attentional, retention, reinforcement and reproduction were used to explore the range of processes that influenced children's attitudes towards EGMs.ResultsIn relation to attentional factors, children recalled having seen EGMs in clubs, including where they were located, auditory stimuli and the physical appearance of EGMs. Children also retained information about the behaviours associated with gambling on EGMs, most prominently why adults gamble on these machines. Attitudes towards EGMs were reinforced by the child's knowledge of adults EGM behaviours. Some older children's attitudes were positively reinforced by the perception that profits from the machines would go back to their local sporting teams. Finally, while some children expressed a desire to reproduce EGM behaviours when they were older, others were concerned about the negative consequences of engaging in this type of gambling.ConclusionsDespite policies that try to prevent children's exposure to EGMs in community venues, children have peripheral exposure to EGMs within these environments. This exposure and children's awareness of gambling behaviours of adults appear to play a role in shaping their attitudes towards EGMs. While further research should explore the range of other ancillary factors that contribute to children's knowledge about these machines, policy makers should consider more effective strategies to prevent children from being exposed to EGMs in community venues.

title: An Ecological Approach to Electronic Gambling Machines and Socioeconomic Deprivation in Germany
abstract: In Germany, gambling research has primarily focused on the broader population in prevalence studies, neglecting the importance and influence of the local socioeconomic context in the development and maintenance of gambling disorders. To analyze the interplay between contextual and compositional factors in the market for electronic gambling machines (EGMs) in Germany, we assessed the EGM densities and socioeconomic deprivation in 244 local communities within Baden Wuerttemberg. Our results suggest that EGM density is statistically associated with 3 socioeconomic determinants: The shares of migrants, unemployed, and high school educated people in the communities are statistically significant variables in our linear regression model, whereas younger age, male gender, and marital status exhibit no statistical associations with EGM density. The share of unemployed people is the only variable of statistical and practical significance. Our analysis advocates area based policy measures to minimize gambling related harm. By decreasing EGM densities in communities with high levels of unemployment, we expect to protect at risk population strata that are most vulnerable to gambling exposure.

title: Instrument Development for the FocaL Adult Gambling Screen (FLAGS EGM) A Measurement of Risk and Problem Gambling Associated with Electronic Gambling Machines
abstract: Previous research, based on a survey of 374 electronic machine gamblers living in Ontario, Canada, led to the selection of statements and the creation of ten constructs for the development of a new instrument, the FocaL Adult Gambling Screen for Electronic Gambling Machines (FLAGS EGM) In this study, we used the Partial Least Squares Path Analysis form of Structural Equation Modelling to produce a hierarchical set of the ten constructs with proven predictive power for problem gambling. Receiver Operating Characteristic analysis identified cut off values for all of the constructs that predicted the target values with the desired degree of accuracy. Active gamblers were placed in five categories: No Detectable Risk, Early Risk, Intermediate Risk, Advanced Risk and Problem Gamblers. As described here, the FLAGS EGM instrument has the potential to be applied in many situations in which identification of at risk EGM gamblers is needed.

title: Construct Development for the FocaL Adult Gambling Screen (FLAGS) A Risk Measurement for Gambling Harm and Problem Gambling Associated with Electronic Gambling Machines
abstract: This is the first of two papers describing the development of the FocaL Adult Gambling Screen for Electronic Gambling Machine players (FLAGS EGM) FLAGS EGM is a measurement approach for identifying gambling risk, a tool that incorporates separate reflective and formative constructs into a single instrument. A set of statements was developed that captured ten constructs associated with gambling risk or which were considered components of problem gambling. Following completion of focus groups with regular slot players, a survey with the reduced set of statements was then administered to a sample of 374 casino slot players in Ontario, Canada. Nine of the proposed constructs passed tests for reliability and validity (Risky Cognitions Beliefs, Risky Cognitions Motives, Preoccupation Desire, Risky Practices Earlier, Risky Practices Later, Impaired Control Continue a Session, Impaired Control Begin a Session, Negative Consequences, and Persistence) A tenth construct (Preoccupation Obsession) requires further development through the addition of improved statements.

title: The expansion of electronic gambling machines in China through anthropological and public health lenses
abstract: The Chinese have always been identified as gamblers, and they accept this. However, apart from state lotteries, the people of China have not been exposed to a situation where games have been legitimized and made generally available. According to recent literature, there are significant problems related to gambling in many jurisdictions around the world where a critical mass of people of Chinese origin have access to state gambling. Overseas Chinese are table game enthusiasts and are also turning to electronic gambling machines (EGMs) which are recognized as the games most likely to be associated with harmful gambling and pathological gambling. In Mainland China, EGM are now being widely introduced. This discussion paper is built on a synthesis of anthropological knowledge about Chinese culture and a non systematic review of current literature about Chinese culture and gambling. We have tried to answer the following question: if such machines are now introduced in large numbers in China, what are the implications for public health if the games are as popular as projections would have them? Given our knowledge of the correlation between Chinese culture and games of chance and money and in light of the sensational popularity of casinos in Macao the introduction of electronic gambling machines in China should become popular and could have important consequences on the population's health. When the negative effects are felt, the Chinese regime may be unlikely to listen to civil society which, as in other jurisdictions where EGMs are operated, will try too late and within the limits of the freedom granted in China, to mitigate the impacts of those games.

title: Sound in Electronic Gambling Machines: A Review of the Literature and its Relevance to Game Sound
abstract: A much neglected area of research into game sound (and computer games in general) is the use of sound in the games on electronic gambling machines (EGMs) EGMs have many similarities with commercial computer games, particularly arcade games. Drawing on research in film, television, computer games, advertising, and gambling, this chapter introduces EGM sound and provides an introduction into the literature on gambling sound in general, including discussions of the casino environment, the slot machine EGM, and the physiological responses to sound in EGMs. Throughout the article, we address how the study of EGM sound may be relevant to the practice and theory of computer game audio.  10.4018/978 1 61692 828 5.ch001

title: Electronic gambling machines: Influence of a clock, a cash display, and a precommitment on gambling time
abstract: This study investigated the influence of three features of electronic gambling machines (clock, cash display, and precommitment on gambling time) on gambling behaviour. Participants gambled with their own money in their natural environment. Using behavioural and self reported measures, the study found that a majority of players reported the cash display as being a helpful feature for controlling gambling activities, but neither the clock nor the precommitment on gambling time device as being helpful. The authors concluded that the clock and precommitment on gambling time device may not be instrumental in promoting responsible gambling.