In the past several years, governments
and jurisdictions around the world have decided that
one way to address problem gambling is to require
gambling hot spotslike casinos and lottery
ticket sales officesto post signs warning about the dangers of gambling. In
1999, for example, the congressionally mandated National
Gambling Impact Study included warning signs as one of its
many recommendations to reduce the toll of problem
gambling.
For psychologist James Whelan,
PhD, the 1999 study and others like it raised an
interesting question: Could warning signs actually stop
people from gambling irresponsibly?
"It follows from
what's been done with tobacco and alcohol
products," says Whelan, who heads the Institute
for Gambling Education and Research at the University
of Memphis. "But the evidence regarding warning
labels is pretty mixed. These messages seem to make
people more cognizant of risks, but there's
little data about whether they change behavior."
Now, two studies in the March
issue of Psychology of Addictive Behaviors (Vol.
20, No. 1) explore this issue further, together
suggesting that some warning messages may be able to
influence behaviorbut not through providing
information alone. One, by psychologist and gambling
researcher Robert Williams, PhD, of the University of
Lethbridge in Alberta, Canada, confirms what many
addiction researchers suspected: Knowledge of gambling
risks by itselfeven extremely thorough
knowledgeis unlikely to change anyone's
gambling behavior.
However, the second study, by
Whelan and his colleagues, suggests that carefully designed and
deployed warning messages may, at least in the short
term, be able to convince people to gamble more
responsibly.
The limits of knowledge
In the first study, Williams and
his colleague, University of Lethbridge math professor
Dennis Connolly, PhD, wanted to see whether people
would gamble less frequently if they gained an in-depth
understanding of the statistics of gambling,
particularly the statistical reasons why the odds are
always stacked in the house's favor.
Williams and Connolly realized
that they had a captive audience in Connolly's
undergraduate statistics classes. Connolly advertised
that one of his semester-long introductory statistics
classes would focus on gambling statistics. The 198
students who signed up for that section became the
experimental group, while two other groups of
studentsa 138-person introductory history class
and a 134-person introductory statistics class that
didn't focus on gamblingserved as
controls.
In his gambling statistics class,
Connolly devoted five out of 10 lectures on probability
to gambling probabilities. He also included a
special lecture on "gambling
fallacies," such as people's irrational
belief that they can control the outcome of clearly
random events like tossing dice. Finally, he included
four lab sessions in which students tried out games of
chance such as blackjack, roulette and craps.
"My graduate student at the
time was a blackjack dealer at the local casino for her
part-time job," Williams says, "so we sent
her into these labs to clean the students
outwhich she did reliably."
A follow-up questionnaire
completed six months after the semester ended revealed
that the students who completed the gambling statistics
class were, as expected, much better than the control-group
students at calculating basic gambling odds and were more
aware of common gambling fallacies.
However, much to the
researchers' initial surprise, the
students' gambling behavior hadn't changed.
The amount of time and money these knowledgeable
students spent gamblingin casinos, on sports and
among friendsremained the same as it was before
they took the class, and not significantly different
than the students in the control groups.
"I have to reiterate how
substantial this intervention was," Williams
says. "The students received hours of
instruction, and they couldn't afford to ignore
it because it was part of a class and they were getting
tested on it."
To psychologist Robert Ladouceur,
PhD, who studies the psychology of gambling at Laval
University in Quebec City, the results make sense. In a
study published in Gambling Research in 2004 (Vol.
16, No. 1, pages 2531), Ladouceur found that
while gambling, a group of mathematics and statistics
graduate students made just as many error-laden
statements about the statistics of gambling as a group
of history and literature students.
"It makes sense to think
that people gamble because they lack knowledge, and
that if you teach them basic statistics that will help
them keep a logical perspective on the game,"
Ladouceur says. "But what we've found is
that it's not knowledge that's
importantit's a question of being aware of what drives
you when you are in a gambling situation."
Williams agrees that upon
reflection the results make sense. "There's
been a lot of relevant research on substance abuse,
which has shown that information is a precursor to
behavioral change but not sufficient on its own to
change behavior," he explains. "Gambling
research is still a fairly new field, and to me this
was simply a wake-up call and a reminder not to
reinvent the wheel."
What makes warnings work?
If knowledge alone is not enough
to change gambling behavior, then what is? That's
the question Whelan and his colleagues addressed in
their study of gambling warning messages. In the study,
the researchers brought undergraduate participants into
a lab designed to look like a casino. The students
played a computerized roulette game in which they could
win "money" that they could exchange for
raffle tickets for tempting prizes.
Participants in the control group
first watched a short video on the history of roulette,
while participants in the experimental group watched a
video that explained that people hold irrational
beliefs about their control over the outcome of
gambling games.
Then, all of the participants
played the roulette game for as long as they wished.
However, participants in the experimental group also
saw warning messages flash on the screen every three to
six spins. Whelan and his colleagues delved into the
literature on warning messages to find out what
researchers had found to be most effective. What they
discovered, he says, was that short, simple, to the
point messages written at a fourth-grade reading level
worked best.
The messages they eventually used
in their study included warnings such as "If you
bet more to make up your losses, you're likely to
lose more money" and "If you continue to
gamble, you'll eventually lose money." The
warning messages were also interactive: Participants
had to click on them in order to make them disappear
and continue with the game.
Although the participants who
received the warning messages continued to gamble for
just as long as the control participants, the warning
messages appeared to work. Participants who read them
gambled more conservatively and, in the end, lost less
than the control participants.
Of course, there were many
differences between this study and the one by Williams
and Connolly: It measured lab-based gambling behavior
rather than real-world behavior, and it measured
immediate rather than long-term change.
Still, says Whelan, the results
indicate that carefully designed warning messages could
possibly affect behavior.
"I don't think putting
a poster with 'play responsibly' at the
front door of a casino is going to be enough," he
says. "But I think this might translate to the
real world."