2020
DOI: 10.1111/add.14954
|View full text |Cite
|
Sign up to set email alerts
|

Equivalent gambling warning labels are perceived differently

Abstract: Background and Aims The same information may be perceived differently, depending on how it is described. The risk information given on many gambling warning labels tends to accentuate what a gambler might expect to win, e.g. ‘This game has an average percentage payout of 90%’ (return‐to‐player), rather than what a gambler might expect to lose, e.g. ‘This game keeps 10% of all money bet on average’ (house‐edge). We compared gamblers’ perceived chances of winning and levels of warning label understanding under f… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

5
44
0

Year Published

2020
2020
2022
2022

Publication Types

Select...
5
1

Relationship

2
4

Authors

Journals

citations
Cited by 23 publications
(49 citation statements)
references
References 16 publications
5
44
0
Order By: Relevance
“…However, the actions of some video game companies do at least seem to draw parallels with corporate actions in other, more established addictive areas. For example, the alcohol (Petticrew et al, 2016), gambling (Newall et al, 2020), and tobacco industries (Hiilamo et al, 2012) have all taken various actions which likely reduce the effectiveness of their product warnings. The actions of most video game companies in this study appear to be more consistent with ideas of 'sludge' (Sunstein, 2020;Thaler, 2018) or 'dark nudges' (Newall et al, 2020;Petticrew et al, 2020) which inhibit consumer choice, than with the traditional conceptualisation of 'nudge' (Thaler and Sunstein, 2008) which improve consumer choice.…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…However, the actions of some video game companies do at least seem to draw parallels with corporate actions in other, more established addictive areas. For example, the alcohol (Petticrew et al, 2016), gambling (Newall et al, 2020), and tobacco industries (Hiilamo et al, 2012) have all taken various actions which likely reduce the effectiveness of their product warnings. The actions of most video game companies in this study appear to be more consistent with ideas of 'sludge' (Sunstein, 2020;Thaler, 2018) or 'dark nudges' (Newall et al, 2020;Petticrew et al, 2020) which inhibit consumer choice, than with the traditional conceptualisation of 'nudge' (Thaler and Sunstein, 2008) which improve consumer choice.…”
Section: Resultsmentioning
confidence: 99%
“…However, companies may also take various actions which inhibit the consumers' abilities to make informed decisions: for example, by hiding important information within long legal documents, such as the terms and conditions (Bar-Gill, 2012). Actions which inhibit informed consumer choices have been contrastingly termed 'sludge' (Sunstein, 2020;Thaler, 2018), or 'dark nudges' (Newall et al, 2020;Petticrew et al, 2020).…”
Section: Disclosure In Other Domainsmentioning
confidence: 99%
See 1 more Smart Citation
“…Some results show that gamblers display a better understanding of this information when it is given in terms of the house edge. Specifically, 66.5% of gamblers correctly understood a house edge statement of, 'This game keeps 10% of all money bet on average', compared to 45.6% of those given a return-toplayer statement (Newall et al, 2020a). Furthermore, gamblers perceived a lower chance of winning when given house edges of between 5% and 15% than when given equivalent return-to-player statements ranging from 95% to 85% (Newall et al, 2020a).…”
Section: Current Knowledgementioning
confidence: 94%
“…Specifically, 66.5% of gamblers correctly understood a house edge statement of, 'This game keeps 10% of all money bet on average', compared to 45.6% of those given a return-toplayer statement (Newall et al, 2020a). Furthermore, gamblers perceived a lower chance of winning when given house edges of between 5% and 15% than when given equivalent return-to-player statements ranging from 95% to 85% (Newall et al, 2020a). Taken together, these results imply that gamblers have a more informed and less optimistic interpretation of the winning chances when given house edge information compared to the more widely used return-to-player information.…”
Section: Current Knowledgementioning
confidence: 99%