Marketing, Gambling, The North American Context Today’s Agenda Current Zeitgeist and Marketing of Gambling PPT Break Group Movie Emersion: High Rollers in America CURRENT ZEITGEIST The western view of gambling has changed from gambling as deviant and immoral to gambling as leisure entertainment, a form of adult play. The causes of this are unclear, but are probably related to It has been some time since the public has been exposed to the harmful impacts of gambling Because we now have more disposable income and more leisure time (similar to the aristocracy historically) The weakened authority of the church, usually the main critic. The gradual increase in pervasiveness of gambling opportunities. In modern Western democracies, our current attitude toward gambling is very similar to our current attitude toward drinking alcohol: Excessive gambling, like excessive drinking, can lead to addiction. There should be some controls to minimize the harm, but it should be legal and available to the general public. Gambling is now organized on commercial principles. The commercial orientation, technology and style of the U.S. approach has strongly influenced the objectives and character of global casino development, in large part due to the investment strength of American casino corporations and the market structure of international tourism. Fair amount of research now on the regulatory and administrative aspects of cost-benefit analyses. Lot of economic justification for gambling (creates jobs; good way of raising money for good causes; keeps money from leaving the jurisdiction) Canada A Few Important Developments 1969 Law permitting federal and provincial governments to operate lotteries of any size Quebec first to set up lottery in 1970, but end of 70s all provinces all in. Federal government and provincial governments fight over lottery jurisdictions 1979 Ottawa withdraws from lotteries in return for receiving an annual inflation-adjusted cash payment from the provinces By 1985 then Prime minister Brian amended the Criminal Code to place all forms of gambling (except horse racing) solely under provincial jurisdiction. This same amendment allowed provincial governments to run VLT’s & slot machines, which helped to set the stage toward allowing for further delegation of the management of casino’s to private companies Let their be gambling… All provinces introduce either VLT’s or slot machines (Manitoba 1989 – B.C. 1997) All provinces except N.B., P.E.I. & Newfoundland introduce permanent casinos (Alberta 1980 – B.C. 1998) Gambling Availability in Canada as of 2004 BC Lotteries; Instant Win; Raffles Bingo Sports Betting Horse Racing Electronic Gaming Machines Casino Table Games AB SK MB ON QU NB NS PE NF YK NWT/ NU Alberta Gambling Venues (2004 Consensus) 56 Bingo Halls 16 Casinos (5,621 slot machines) 3 Racinos (Northlands & Whoop-Up Downs; 624 slot machines) 2,126 Ticket Lottery Centres 1,194 VLT Locations (6,000 VLTs) 5 Horserace tracks Quebec 57 B.C. 58 Atlantic 59 Prairie 65 Ontario 68 50 55 60 65 70 Percent agreement with statement ‘gambling is an acceptable activity’ Ontario 34 B.C. 43 Prairie 48 Quebec 49 Atlantic 60 0 10 20 30 40 50 60 70 Percent agreement with statement ‘more restrictions on gambling needed’ Revenue generated in Alberta as of 2007-2008 $1.538 billion "That's just $28 million less than Alberta's oil royalties. Marketing Gambling: How do they do it? Marketing: Two Factors Situational factors: – Foundational characteristics that induce first gambling experiences (i.e., location of outlet, number of outlets, use of advertising). Structural factors: – Any gaming device/design that exists outside the individual that may facilitate the maintenance of a gambling behaviour. – These devices not only maintain a behaviour, but in fact may make a game addictive. Race Tracks Marketing “mystique” – getting closer to the bourgeoisie A taste of the good life Today this mystique has fallen Now racetracks are marketed through intrinsic association or proximity of play Casino’s – Situational Vacation destinations VIP Services Free food / drink Sin City Casino’s – Structural Gambling environments are created to intensify the impact of ones experience through casino or venue design which deliberately manipulates sensory and cognitive influences. Intense visual and auditory stimuli enhanced to the maximum. Lights and sounds pervade casinos and are used to saliently signal wins and rewards. Casino’s typically do not have clocks, windows, passage of time is downplayed. Excess to alcohol, which has a direct neurochemical effect leading to altering judgment and increasing risk-taking. Payment Characteristics Suspension of Judgement and Cashless Gaming – Cash turned into vouchers: misinterpret value of money – Smart Card: isolated play, no interruptions – Alternative argument “May also encourage responsible gaming” … I know how much I can spend Bet Sizes and Bill Acceptors Conflicting evidence regarding bet sizes Meanwhile bill acceptors may cause: • Un-interrupted play • De-value money • Isolated play Cash / Credit Display Conflicting evidence Structurally the argument is that if the gambler views money disappearing on the EGM screen as opposed to credits, the gambler is likely to: – Bet less – Stop themselves when losses begin to add up – Less likely to chase losses… But now we can switch to either or…? Playability Characteristics (Structural) Bonus Game, the game within the game – The idea behind the bonus game is to increase playability and ultimately give the gambler an illusion of control. – As such, the gambler believes that they have more ability to bring about a win, manipulated through... Stop Buttons Gamble Buttons Touch Screen – Essentially, the bonus games along with the latter features brings us to the Near Miss The Near Miss The near miss or near win, is any nonwinning outcome that is perceived by the gambler to be almost successful. Hence, the bonus games, stop buttons, nearly hitting three symbols, or three lines, visually entice the gambler to continue to play. The Near Miss (contd) According to Kahneman and Tversky , nearly winning produces a frustration and cognitive regret... Whereby, if we continue to play we can eliminate the cognitive regret by actually getting the win, picking the larger bonus prize, ect. Psychology of Familiarity Other technological advances in EGM machines have also played into the hands of the structural marketing technique known as “psychology of familiarity.” This speaks to playing on one machine more than the other. Beyond the obvious attraction to the common, novel, (socially and culturally) Parke and Griffiths (2007) hold that gamblers may fall victim the psychology of familiarity because... Psychology of Familiarity EGM gamers trust in an international symbol (celebrity) – thus jackpots maybe be higher, “I won’t be ripped off.” Experience , gamblers believe they have an added advantage because they have knowledge of the game (i.e., price is right, wheel of fortune), which directly affect the EGM game. Fun – the newer games are more interactive, music is hip, humorous, ect. Ultimately, in addition to the newer games being played more, gamblers supposedly may not be affected by their losses as usual, and continue to play despite mounting losses. Psychology of Familiarity 1. Fear Factor 2. Price is Right 3. Monopoly 4. Wheel of Fortune 5. Simpsons 6. Spider Man 7. King Kong Event Duration Event duration simply refers to how fast is the event (i.e., reel speed). Hence, the faster the event, the more opportunity their is to win or lose. EGM machines today and their speed can be manipulated by the gamblers, the faster you hit the bet button, the faster your money goes, increases, or the closer you are to hitting the jackpot or entering into the bonus game. Payout Intervals Closely related to event duration, is the payout interval. Research tells us (operant conditioning) that humans are prone to seek rewards. Hence, the casino industry produces high rates of response via random and variable ratio schedules. Chance Ideology Lotteries Upward mobility! Regressive tax… Escape your life/job! Could you imagine? Summation Empirical evidence does exist revealing that games that offer a fast, arousing span of play, frequent wins, and the opportunity for rapid replay are associated with problem gambling. In essence, if we look at addiction and understand to be highly related to the pairing of reward and the speed by which we can receive an award It might would be foolish to disregard the structural characteristics of EGM machines and their role in the development of a gambling problem... Or would it? Group Task For Movie Emersion (using the movie, readings, lect material, and your opinions) 1. Create a written statement declaring whether you are for the current gambling ethnos (culture) or want to sanction or modify it. Need to declare reasons and evidence for why? 2. Afterwards, it is your group’s job to lobby other groups to support your position. In order for your group to do this – the group(s) you lobby must have more than 50% of “their” group agree with your group’s position (collects votes/signatures). 3. Be prepared to discuss your case in front of the class / at the beginning of next class; along with declaring which groups are in favour of your stance. 4. The group with the best argument / coupled with having a minimum of at least two supporting lobby groups wins. 5. Remember the groups you lobby and get support from have to make sense with respect to your declaration and theirs. If their support doesn’t make sense in relation to your declaration. Support will be withdrawn!!! Here Are Your Groups 1. Rainbow Rollers 2. Triple Action 3. Battle of the Brains 4. Bank Roll 5. All or Nothing 6. High-Low Hockey 7. Dad’s Home 8. Wanna Die 9. Rainbow Digit Space Ball 10. Pantheon of Fortune Reading for Next Week I will send of the PDF immediately following class Three readings