37 research outputs found

    GameSense Interactions: Improving Guest Experience with Responsible Gaming

    Full text link
    How do conversations about responsible gambling impact the employee and guest experience? With the implementation of GameSense and its strong ties to our loyalty marketing program, M life Rewards, MGM Resorts endeavors to answer that very question. Through focus groups research, interaction surveys, and on the ground conversations with casino employees, we are learning a lot about our innovative approach to responsible gambling. During this lightning talk, Director of Responsible Gaming, Richard Taylor, will provide a typical GameSense interaction, and a very brief summary about GameSense and why it\u27s critically important to make RG a focal point of guest experience

    Integrating Recovery Supports into Voluntary Self Exclusion

    Full text link
    In 2011 the Massachusetts Expanded Gaming Act allowed for the development of casinos while building in protections for people who gamble. These protections included a Voluntary Self Exclusion (VSE) program and the creation of GamesSense Information Centers staffed by independent GameSense Advisors (GSA’s). GSA’s receive extensive training in the areas of RG and Gambling Disorder and also conduct VSE’s. Since 2018 GSA’s have conducted over 1000 VSE’s and have offered referrals to treatment and self-help to those individuals making the decision to self exclude. In 2019 the MACGH introduced Telephone Recovery Support (TRS) as an additional resource to offer to those people who choose to self-exclude. TRS is an peer-to-peer support service originally designed for use in drug and alcohol recovery. In the TRS model, a peer in recovery makes weekly calls to “check in” on the recoveree. Recoverees are offered support; encouragement and information about resources that may help them seek or maintain recovery and later surveyed about the impact of TRS. The results have been very positive and we believe that this is a model that support early behavior change among participant’s looking to stop or reduce problematic gambling behaviors

    Linking secondary school physical education with community sport and recreation for girls: a process evaluation

    Get PDF
    Background: The purpose of this study was to undertake a process evaluation to examine the reach, adoption and implementation of a school-community linked physical activity (PA) program for girls aged 12 - 15 years (School Years 7 - 9) using the RE-AIM framework.Methods. Various approaches were used to assess 'reach', 'adoption' and implementation: (a) a school environment survey of intervention schools (n = 6); (b) teacher feedback regarding the professional development component (91.1% response rate) and lesson implementation (60.8% response rate); and (c) post-intervention focus group interviews with physical education (PE) teachers (n = 29), students (n = 125), coaches (n = 13) and instructors (n = 8) regarding program experiences. However, there was a lack of individual and organisational readiness to adopt program principles. For some deliverers there were deeply embedded ideologies that were not aligned with the Game Sense teaching approach upon which the program was based. Further, cognitive components of the program such as self-management were not widely adopted as other components of the program tended to be prioritised. Conclusion: The program design and resources supported the success of the program, however, some aspects were not implemented as intended, which may have affected the likelihood of achieving further positive outcomes. Barriers to program implementation were identified and should be considered when designing school-community linked interventions. In particular, future programs should seek to assess and adjust for organizational readiness within the study design. For example, shared commitment and abilities of program deliverers to implement the program needs to be determined to support program implementation

    Skill-based Gambling Machines: Consumer attitudes and capacity for informed choice

    Full text link
    Abstract Skill-based gambling machines combine elements of video games (skill, social interaction, competition, achievement and progress) with the random pay-out schedule of electronic gaming machines (EGMs, slots, pokies, VLTs, FOBTS). These new machines are designed to be more engaging than traditional EGMs and specifically appeal to younger generations to address the aging EGM player base apparent in many international jurisdictions. Skill-based gambling machines are currently only legally-provided in a handful of U.S. states. International regulators have expressed concerns regarding the potential for machines to lead to harms due to players misunderstanding the extent to which skill can influence outcomes (illusions of control) and the subsequent capacity for informed consent. The extent to which consumers are interested in playing the new machines is not well understood, making their commercial viability unknown. This presentation will share research results from two empirical studies examining consumer attitudes towards skill-based gaming machines, their interest and intent to play, and the extent to which they understand the role of skill vs. chance. Participants were recruited online and from U.S. casinos which provide skill-based gaming machines and completed surveys after exposure to the machines. Implications This presentation will provide research evidence regarding two important questions for researchers, regulators, policy makers, and industry professionals about skill-based gambling machines: Who is likely to play these? And Do consumers understand how skill-based gambling machines work? Acknowledgment This research was conducted with assistance from GameCo. The efforts of Mr. Blaine Graboyes and Ms. Danielle Rosenberg to facilitate participant recruitment are greatly appreciated. Funding This work was supported by an Australian Research Council Discovery Early Career Research Award [DE1060100459] awarded to Dr. Sally Gainsbury. In-kind support for this research was provided by GameCo

    Session 1-4-D: Leading Together: The Evolution of Responsible Gambling in Canada

    Full text link
    Agenda Background: Gambling in CanadaResponsible Gambling FrameworkThe notion of “player sustainability”Video Lottery Terminals (VLTs)Internet gamblingBranding RGData analyticsVoluntary Self-ExclusionRG StandardsLeading together: collaboration across jurisdiction

    A review of BCLC’s voluntary self-exclusion program: Client behaviours, experiences, and perceptions

    Get PDF
    Executive Summary: The objectives of this study were to assess the experiences and perceptions of VSE program participants and to measure the effects of the program on their gambling. In addition, BCLC was interested in learning about the various informal and formal supports used by VSE clients during their exclusion and the effects of the VSE program on client’s quality of life. Another objective was to understand more about the factors that contribute to program violation attempts. In addition, there was interest in understanding at what point during the exclusion period do VSE clients experience reductions in problem gambling symptoms, if at all. Given these objectives, the current study offered VSE clients participation in several telephone interviews along with a weekly online survey. As with the prior studies conducted by these authors on BCLC’s VSE program, participants were introduced to the study during their enrollment into the land-based VSE program. Those who consented to participate in the study were contacted by members of the research team to schedule a telephone interview. Study participants were recruited between May 2019 and March 2020 at which point recruitment for the study concluded because of the COVID-19 pandemic and the closure of formal gaming venues across British Columbia. During the recruitment period, 3,911 people enrolled or re-enrolled into the VSE program. In total, 6.6% of these clients (n = 262) consented to have their name forwarded to the research team, and 3.3% (n = 128) participated in the first interview

    Factsheet No. 10 Summer 2020

    Get PDF
    The portrait presented in this fact sheet is the result of extensive and non-exhaustive research conducted between March 23 and May 17, 2020. Two independent Internet searches were conducted to gather all available information related to gambling, online gambling and the COVID-19 pandemic. Since few studies have been published to date on gambling and the specific context of the health crisis, the information collected is limited to material that is accessible and available on the web at the time of data collection

    The Effects of Sticky Stuff on the Spin Rate and Break of a Baseball Pitch

    Get PDF
    In June 2021, Major League Baseball cracked down on the use of foreign substances by pitchers on the ball (Castrovince, 2021a). It is believed the sticky substances give the pitchers an unfair advantage over batters since they increase spin rate, consequently, through the Magnus Effect, creating more movement or “break” in the pitch, making it harder to hit. There are existing gaps in empirical research on this topic, thus the goal of this project was to determine the effect the banned substances have on the spin rate and related break of the pitches. By using pitch tracking technology, two types of pitches were tested with three substances in addition to the null. Comparing the pitch types with the spin rate of each added substance, this project focused on the relationship between the consequential increased spin rate due to “sticky stuff” and the associated break. The data collected showed that while sticky substances did increase the spin rate, it did not necessarily increase the break of the pitch. Further research could be conducted on spin efficiency to explain inconsistencies
    corecore