CHAPTER 4:

POKER MACHINES– LETHAL MONEY STRIPPERS

‘…. Gaming machines are relentless. Just keep feeding and they will continue to swallow. Only rarely do they spew up more than you have sunk in their multi-coloured maws’ (Forell, 1997).

 

 

INTRODUCTION

Rather than a homogenous group of activities, gambling activities vary significantly, for some are more conducive to excessive gambling than others. A direct relationship between the structural qualities of an activity and excessive gambling has been firmly established ( Dickerson, 1990 ). Excessive gambling is always associated with those games which allow rapid and repeated staking in a single session: betting, both on and off the course; slot and video machines; and casino games (Dickerson, 1985). These activities are termed continuous and incite persistent play, making it possible to lose large amounts of money over a short period of time. Currently in Australia, poker machines are the most rapid form of gambling available, with a gaming cycle of 3.5- 4 seconds. (Anglican Community services, 1997 ).

It is very rare for excessive gambling to be associated with lotto or pools. Lotto and pools allow for longer periods of time between betting and the result, and the odds are made clear to the participants. Extensive research (Dickerson, 1990) shows that most gamblers who seek help from treatment services have as their problem gambling activity, a continuous form of gambling. Out of the continuous forms of betting causing excess, poker machines are the leading activity (Fisher and Griffiths, 1995). Current reports in South Australia and Victoria (Chapter one) has also confirmed this phenomenon.

Cornish (1978) points out that the structural characteristics of a particular gambling activity are responsible for reinforcement, may satisfy the gamblers needs and may actually facilitate excessive gambling. By identifying such structural characteristics it may be possible to see how (a) needs are identified, (b) information about gambling is presented or misrepresented, and (c) cognitions are influenced and distorted (Cornish, 1978). Showing the existence of such relationships is of great importance because not only can potential dangerous forms of gambling be identified, but effective and selective legislation can be formulated (Cornish, 1978).

 

The Royal Commission (1951, in Griffiths, 1993) found that gaming (and betting) came closest to incorporating the largest number of gambling inducing characteristics. The characteristics included a high pay out ratio, rapid event frequency, exercise personal skills (real or imagined), and scope for beliefs about attractiveness of participation. In addition, heavy losses were viewed as a likely occurrence because gaming features the structural characteristics which allow for continuous gambling.

Griffiths (1993) avers that each activity must be researched separately for even within the category of ‘most addictive’ there are structural characteristics which are unique to that activity. In his research on fruit machine (poker-machines in Australia, slot-machines in America) related gambling problems in England he found that they contained more addictive characteristics than other forms of continuous betting. These characteristics not only incite playing, but demand persistent play, which guarantees financial demise. The gaming industry has a long history of using various inducements to entice people to play and keep on playing fruit machines (Costa, 1988). The addictive structural characteristics are examined below.

 

STRUCTURAL CHARACTERISTICS OF POKER MACHINES

Pay-out Interval and Event Frequency

The time between the initial gamble and the winning payment, that is the pay out interval, is very short on poker machines, unlike lotto and pools which have few event frequencies. There are therefore few constraints on repeated gambling, and with the advent of technology the speed of the machines today have been accelerated. Limits are set only by the speed of the machine’s mechanisms and the players themselves. Such a characteristic may therefore be an inducement to gamble and an inducement to continue. The frequency of playing, when linked with the result of the gamble (win or loss) and the actual time that winnings are received, exploit the behaviourist psychological principles of learning (Moran, 1987, in Griffiths, 1993). This process is operant conditioning whereby habits are conditioned by rewarding behaviour. This acts as a reinforcement to continue the habit and in the case of gambling, the reward and the reinforcer is money. The poker machines also operate on variable ratio schedules (intermittent rewards) which have shown to be most effective in producing high rates of response (Skinner, 1953). Slot machines are the paradigm example of operant conditioning controlling the behaviour of human beings (Skinner, 1953, in Walker, 1995).

Combining the rapidity of the payout interval, event frequency, and the variable ratio schedule, it is not surprising then that high rates of responses and consequential excess occur. Cornish (1978) also notes that the gaming industry understands this concept because they acknowledge the need to pay out winnings as quickly as possible to reinforce winners to continue gambling.

Poker machines pay out small wins, and Dickerson (1990) found that small wins increased the rate of play for all groups researched. Also the rapid event frequency means that the period of loss is brief which does not allow for financial consideration and, more importantly, winnings can be regambled.

 

The Psychology of the Near Miss and Symbol Ratio Proportions

The psychology of the near miss (Reid, 1986) is a related aspect to operant conditioning which acts as an intermediate reinforcer. Reid (1986) notes that near misses, that is failures that are close to being successful, encourage future play, which induces continued gambling. He states that, in particular, poker machines are formulated to ensure a higher than chance frequency of near misses – that is the appearance of two winning symbols. The poker machines’ pay out line that is horizontally located in the middle line of a 3 x 3 matrix. When the three winning symbols are displayed, money is won – a reinforcer to play. However, when two winning symbols and a third losing one appear, this is still strongly reinforcing at no extra expense to the machine’s owner (Skinner, 1953). A near miss produces some of the excitement of a win through secondary reinforcement (a psycho-structural characteristic), so players are therefore not constantly losing but constantly nearly winning.

The near miss can also be explained in terms on Amsel’s (1958, in Reid, 1986) Frustration Theory where failing to fulfil a goal (losing on a poker machine) produces frustration which energises ongoing behaviour. Future wins then reinforce high rate behaviour. Cognitive regret (Kahneman and Tversky, 1982, in Reid, 1986) induced by the frustration of ‘nearly winning’ also plays a part because the elimination of regret can be achieved by playing again, and this in turn encourages future play.

A design within the machines to produce a greater perception of the ‘near miss’ was discovered by Strickland and Grote (1967, in Griffiths, 1993). They found that fruit machines are programmed to show winning symbols early in the result sequence. The first reel on a machine tends to have a larger proportion of winning symbols than the second reel, what has a larger proportion of winning symbols that the third reel. Since the reels stop in this order, the player is most likely to see a winning symbol early in the result sequence. Strickland and Grote (12967, in Griffiths, 1993), by presenting players with frequent winning symbols either early or late in the fruit machine’s result sequence, found that the former situation led to a significantly longer play than the latter.

 

Multiplier Potential

This structural characteristic is the range of odds and stakes that the form of gambling offers and can be viewed as a primary inducement to play. The gambler can choose the rate at which their wins and/or losses multiply. Stakes to gamble on fruit machines range from the smallest coin denomination to the largest with the general rule that the more money initially staked the greater the jackpot (Griffiths, 1990). The opportunity to bet higher stakes in order to multiply winnings or recoup losses, combined with the high event frequency, short pay out interval, participants can be tempted to continue gambling longer than they might otherwise (Cornish, 1978).

 

Bettor Involvement and Skill

Cornish (1978) states that to some extent the degree of personal participation, that is bettor involvement and the exercise of skill is interrelated. Fruit machine playing requires the player to be at the site of the gambling activity and to interact with the machine. This is a psycho-structural interaction in which the player is actively involved in making constant decisions in reaction to the machine’s display after each separate gamble. The more actively involved a person is with a gambling activity the more likely they are to believe that their actions can affect gambling outcomes, most probably through the illusion of control.

 

Langer (1975, in Griffith, 1993) defined the illusion of control as being an expectancy of personal success inappropriately higher than the objective probability would warrant. She found that in chance settings those conditions which involve factors of choice, familiarity, involvement and/or competition may stimulate the illusion of control to produce skill orientations. For example, early wins during chance games such as ‘heads or tails’ induced a skill orientation (Langer & Roth, 1975, in Griffiths, 1993). Reid (1986) also found this to be the case with fruit machines.

Fruit machines are based wholly on chance so player’s abilities are precluded from the outcome. ‘However, in manufacturing and profit terms, to make the players think they are affecting the outcome is as good as if they actually are – and is at no extra recurrent cost to the operator’ (Griffiths, 1993,p.109). Griffiths (1990) found that the structural characteristics of the fruit machines enable it to mimic skill determined situations. Added specialist play features such as ‘nudge’, ‘hold’ and ‘gamble’ buttons increased the achievement of creating perceived skill.

Research (Griffiths, 1990) shows that regular fruit machine players believe their activity to be skilful. Griffiths (1993) argues that the specialist play features stimulate the illusion of control through personal involvement, perception of skill, and familiarity with a particular machine. Fruit machine gambling thus combines active participation and personal skills (whether real or imagined) encouraging continuous gambling. White (1989, in Griffiths, 1993) argues that specialist play features lead to longer play because there are no instructions as to how to use the features, therefore players have to spend money learning to ‘master’ the controls.

 

Win Probability

Win probability and pay out ratios differ in most types of gambling but are important structural characteristics (Royal Commission, 1951; Weinstein and Deitch, 1974; both cited in Griffiths, 1993). The choice to gamble on a particular activity may be determined by these basic risk dimensions. Griffiths (1990) found that winning money is only one of a variety of reasons adolescent fruit machine players indicated as their motivation for playing. Other reasons for playing included fun, boredom, social influences, atmosphere, escapism, and excitement. Studies involving pathological fruit machine players (Griffiths, 1990) indicated that these gamblers play with money rather than for it, and their aim was to stay on the machine for as long as possible using the least amount of money similar to video game play. Probabilities of winning on fruit machines are fairly high in comparison with other gambling activities with most machines given a 75-90% pay out, even though the amounts won are small in comparison to other activities. New fruit machine gamblers may be attracted by machines displaying amounts that can be won. It is also highly likely that the ordinary gambler does not think about the actual probability of winning but relies on heuristic strategies for handling the available information (Griffith, 1990).

 

Light and Sound Effects

White (1989, Griffiths, 1993) states that the flashing lights and sound effects of a fruit machine give a constant impression of fun and activity, as well as suggesting big money wins technically beyond the machine's capacity. These psycho-structural characteristics are gambling inducers and stimulate further gambling. Sound effects are used to give the impression that winning is more common than losing. Firstly, fruit machines have metal trays into which winnings fall. The sound of coins falling into a metal tray, which is a loud noise, means that everyone in the vicinity knows there is a winner. It also gives the impression of a bigger win than it actually is, because the winnings are usually paid out in small denomination coins, but still makes a convincing noise. Secondly, after each win fruit machines buzz loudly or play a musical tune.

Light and colour variables, which are often inter-related, affect behavioural patterns in a variety of contexts, (Birren, 1978, in Griffiths, 1993). There is a direct relationship between colour stimulation and central nervous system activity (Bornstein, 1978, in Griffiths, 1993). Colour evokes affective states and influences behaviour. It has been found that red is exciting and stimulating, blue is comfortable, secure and soothing, orange is disturbing and green is leisurely (Wexner, 1954, in Griffiths, 1993). In addition, variations in colour can affect human physiological reactions such as blood pressure and breathing rate (Acking and Kuller, 1972, in Griffiths, 1993). Red also appears to be associated with increased frequency and intensity of responding as compared with blue or green (Eysenck, 1941, in Griffiths, 1993).

 

Stark, Saunders and Wookey, (1982, in Griffiths, 1993) found that gambling subjects exposed to red light had a less inhibitory effect on gabling behaviour than blue lighting. Griffiths and Swift, (1992, in Griffiths, 1993) did a small study on gambling arcades in Plymouth, England, and found the general colour of all the arcades’ interiors was towards the red end of the colour spectrum. They also found that the lighting was very dim while the machines were a series of flashing lights. As a consequence, they speculated that a subtle effect would be the increase of gambling, and the decrease of social interaction because dim lighting increases verbal latency and reduces eye contact (Carr and Dabbs, 1974, in Griffiths, 1993).

 

The Psychology of Naming

Costa (1988) says that the names of fruit machines are also important inducements to play. They have been named to produce different impression formations, and can be viewed as psycho-structural characteristics which are potentially gambling inducing. For example, the first slot machine was call ‘The Liberty Bell’, a symbol of patriotism of American Independence. Griffiths (1990, in Griffiths, 1993) in his observation of amusement arcades in England found the names of machines fell into 4 categories. The most common (53%) were the names which had a reference to money – for example Cashpoint and Piggy Bank. These names gave the impression that the machines are places where a player gets money from, not lose it. The second category suggested that skill was required to play – for example Skillcash and Fruitskill. The third category gave the impression that the odds of winning were fair in comparison to that of the ‘house’ with names such as Fortune Trail and Silver Chance. The remaining machines either included reference to the word reel like Reel Money and Reel Crazy, or were affectively appealing like Nifty Fifty and Naughty but Nice.

 

Suspension of Judgement

Suspension of judgement, that is the disruption of a gambler’s value system stimulates further gambling. Fruit machines usually consist of low coin denominations, giving the impression that there is little to be lost in each gamble. The speed of the machine erodes the gambler’s financial decisions as there is little time to collect one’s thoughts about how much money is being lost.

These structures could be differentiated as just structural characteristics. However, they are ‘psycho-structural’ (Griffiths, 1990, p.106) characteristics because they are designed on psychological theories of the human psyche. The psychology of the ‘near miss’, the operant conditioning and variable ratio schedule, the illusion of control, cognitive regret, the psychological naming, the light and sound effects produced, the speed of the machines which are designed to halt thought processes, the opportunity to ‘win’, and the taking of risk, are ‘universalised’ human psychological and behavioural processes – that is they can tap into the potential in all of us. Therefore, any-one who chooses to pay the poker machines will experience a similar phenomenon. Thus, differences in individual characteristics of those people who choose to play the machines are irrelevant. The only relevancy is that some people do not like poker machine playing, while others do – a relevancy which would be important to the gaming industry. It is the same relevancy as why some people like and play tennis, and not golf, except poker machine playing is a different leisure product because it guarantees economic ruination.

The constellation of psycho-structural characteristics are designed on ‘selectively’ chosen psychological theories of human nature on the basis of the potential to arouse basic human qualities which play and continuous play. The psycho-structural characteristics are not independent of the player because a relationship is formed between the player and machine, as the player acts upon and responds to the machine, which acts upon the player.

 

The gambler, regardless of biological or psychological constitution is caught in a continuous relationship of arousal and behavioural responses which has been structured into the machines. The gambler responds as a ‘normal’ human being inherently potentialised with the psychological and affective characteristics which are purposefully chosen psycho-structural machine characteristics. However, these purposefully incited ‘natural’ responses are labelled as ‘addiction’, the player earning the title of an ‘addicted personality’. The gaming industry then pathologises the players for their natural responses, which the industry has incited through the purposeful structuring of the poker machines.

 

The Unfair Bet

Poker machines are programmed for punters to lose. It is not a ‘fair bet’, for the odds and probabilities are in favour of the ‘house’ (Hess and Diller, 1969; Walker, 1995). Therefore, participation on any level guarantees economic loss, but continuous and persistent play guarantees eventual financial demise. It is the financial ruin that is the cause of the gambler’s demise (Walker, 1995).

 

Exploitation

The minimum legislated return to players in Australia is eighty-five percent (The Hill Report, 1995) , so for every $100 fed into the machines, the average return is $85 – an automatic loss of $15. The next bet then is eighty-five percent of the eighty-five percent and so on until there is nothing left. The fact that the return is eighty-five percent does not entail every time a players bets they get $85 back either. Poker machine playing requires no skill; it is purely a game of ‘chance’ (a doubtful label when considering the machines are programmed and how they are programmed). Players therefore have no control over the activity. Instead the machines dictate the play, and are programmed to only return fixed amount that are less than the player feeds in.

Delfabbro (1997), researching poker machines in South Australia shows that they are designed to increase the probability of a ‘near miss’. On each reel there are usually between 25-50 symbols. Typically there will be more of a certain type of winning symbol on alternate reels. Thus the player will very often obtain 2 winning symbols but not the third which is required to win. The first reel has been programmed with most winning symbols, and the last reel with the least. Symbols appear from left to right, so poker machine players observe constant near misses. This deliberately increases the players’ expectations that a win will eventually arrive, or else that winning is possible.

Research (Delfabbro, 1997) on the same machines has also shown the probability of winning the higher jackpots is very poor. For example to obtain 5 ‘Black Rhinos’ (‘Black Rhino’ is the most popular machine in Adelaide), the probability is ^5(1/25) p=(1/25) ^5* the number of lines bet. These figures mean that the probability of winning is 1 in over 8 million, just slightly more than the probability of winning cross lotto. If 9 lines are played this decreases to approximately one in 1.2 million.

Combining the facts that economic loss for the punter is programmed into the machines, and the probability of winning the Jackpot is rare, with the constellation of psycho-structural characteristics which encourage involvement, which incites continuous and persistent play, which guarantees economic loss, and we have a financially dangerous machine – a lethal money stripper. Add the facts that the machines are presented as financially profitable, and marketing strategies are designed to purposefully not only seduce people into playing the machines, but to incite persistent playing, to the massive profits being made by the entrepreneurs, hoteliers, and corporations from poker machine playing, the situation is without doubt exploitation. The gaming industry has been handed the license to exploit, justified by the basic capitalist principle of the maximising of profit.

 

ADVERTISING AND MARKETING STRATEGIES

Aggressive advertising persuading people to spend their live savings, with strategies like ‘in your face’ images projecting every-one as winners which deceitfully presents gaming as a prosperous activity for every one. Advertising messages are overwhelmingly positive and promote gaming as an economically profitable venture. Gambling has been glamourised, normalised, and sanitised, and promoted as a fun and financially productive pastime (Mellor, 1995).

Advertising sells the notion that gaming is an easy and quick opportunity to ‘get rich’ and for all who play (a contradiction by capitalist governments who advocate hard work and savings as being the back bone of a country). The advertising is the marketing of dreams epitomising the capitalist dream of untold wealth, offering all who play the chance to be millionaires. Given the acquisition of wealth is highly valued in our capitalist society, as well as the fact that money is the commodity upon which every Australian has been made dependent, the advertising appeals to economic gain provide powerful motivations to play.

Glossy pictures portray all poker machine players as happy ‘winners’. The financial losers who constitute mostly every-one who play are missing. The advertising creates the impression that if one does not play they are ‘losing’. Two basic human motivations are appealed to – the want to be a winner, and the ‘not wanting’ to be a loser. Instead of losers being those who participate, ‘losers’ have been framed by the advertising as those ‘boring’ people who do not participate in gaming. An example, although not an advertising for poker-machines, but still has the capacity to be generalised, is television advertising for Lotteries where a woman reading in a shop is depicted as ‘boring’ and a ‘loser’ in relation to an excited woman who is screaming loudly about her ‘win’.

Advertising also lures people into playing the machines by promoting and encouraging new forms of socialising – in Hotels and Casinos (with machines, alcohol, money and inanimate objects). Casino advertisements show sophisticated men and women engaging in exciting and glamorous social interaction. The gambling activity, although in the image, is not the feature. The Adelaide Casino invites people to ‘come and join the party’, rather than ‘come and gamble’. The Crown Casino is advertised as an entertainment centre for all the family. Children’s entertainment is available while the parents gamble.

High powered marketing strategies have targeted new gamblers. Their ploys have been successful, for women are now the ‘new’ gamblers. Gaming has been socially acceptable for women. The hotels are now ‘respectable’ venues for women to participate in poker machine playing.

Economic viability is also presented in the form of cheap meals. Advertised prolifically in local papers are ‘packages’. For example, an $8 package entails $3 worth of coins with which to play the pokies, a meal, a free drink, (wine, beer or a soft drink), and a ‘free’ Keno ticket.

Another package is a ‘Poker Voucher for $7’, which includes $3 off any meal, $4 of pokies coins, a free drink, free entry into 5 lucky draws. Food is now synonymous with poker machine playing. The association of gambling and alcohol is also further established. Buying a package is presented as an economically practical choice.

Created is an illusion that both financial and social human needs will be met. Projected is the notion that everyone is a winner, and ‘Jackpots’ of large amounts of money is readily won; and images of men and women happily socialising in a convivial environment. These are particular lures for those struggling financially, those in structural poverty, and those who are socially isolated and/or lonely. The Hill Report (1995) found that 81% of players earn below $30,000 per year. Not that these people are the only ones affected. Middle class gamblers are also facing ruination as a result of poker machine playing.

 

ABUSE OF THE HUMAN SCIENCES

The structural characteristics of the poker machines and the powerful marketing strategies indicate the knowledge of human sciences by the gaming industry. The poker machines are designed on basic human principles. The importance of money in people’s lives as well as social needs is also understood as these are the major appeals made in the advertising and marketing strategies.

Given that: the appeals to both social and economic needs is used to encourage people to play the machines; and the machines are psycho-structurally designed to incite ‘continuous’ play, but are programmed for punters to lose and guarantee financial ruin upon persistent play, the gaming industry have abused the knowledge of the human sciences. It is the contention of this thesis that in turn, the players are psychologically abused. They are powerfully manipulated into continuous play which guarantees financial demise. Considering the massive profits generated by the entrepreneurs, corporations, and the hotel owners from people who are psychology manipulated into losing their money, who are then scape-goated as deviant, the situation is indeed morally reprehensible.

It has been shown in this chapter that anyone who plays the poker machines will experience a similar phenomenon, for the machines have been structured with psycho-structural characteristics which are inherent potentialities in all of us. Thus players’ responses to the machines are ‘normal’ human responses. The constellation of psycho-structural characteristics are selected to incite continuous play, thus when players continue to play the responses are ‘normal’ human responses rather than ‘addictive’. The machines are programmed for the punters to lose. Thus financial loss is inevitable and a natural outcome of the activity, with gambling problems potential for every player.

INTRODUCTION AND CONTENTS

CHAPTER 1: THE SCAPE-GOATED

CHAPTER 2: FROM A SIN, TO A VICE, TO A DISEASE, TO A SOCIAL VIRTUE

CHAPTER 3: TWO TYPES OF GAMBLERS? A LITERATURE REVIEW

CHAPTER 5: THE SCAPE-GOATED

CHAPTER 6: THE FIELD OBSERVATION

CHAPTER 7: QUESTIONNAIRE SURVEY

CHAPTER 8: CONCLUSION

REFERENCES

APPENDICES