CHAPTER 5: THE SCAPE-GOATED

These people do not have two heads, or four hands, or six feet…

These are normal people…they aren’t sick or crazy or weird!

These people are normal people from all walks of life…

Mothers, wives, husbands, single, white-collar workers, blue-collar workers, middle-class, lower-class!

(Comments from key figures in gambling services)

INTRODUCTION

The gaming industry utilises the notion that there are two typologies of gamblers – ‘the social majority’, and ‘the pathological’ few. The previous chapter, providing an analysis of the poker machines and advertising showed that anyone can develop problems with poker machine playing. This chapter diffuses the two qualitative and quantitative classifications by analysing gambling as a process of involvement, and examining how gamblers attract the pathological labels. The examination reveals that rather than two types of gamblers, they are people at different levels on a continuum of involvement, and the social majority constitutes gamblers undergoing the detrimental process of problem gambling.

 

GAMBLING AS A PROCESS.

Instead of there being two types of gamblers, gambling is a process of involvement whereby people are at different stages along the continuum. Everyone starts gambling being uninvolved, even the ‘excessive gambler’. Some potential poker machine players remain uninvolved for whatever reason-strong beliefs against gambling, find it boring, prefer other activities, lack of interest (Walker, 1995).

Others begin a process of involvement of investment in time and money. Motivations have been reported as players see machine playing as amusing, exciting, arousing and rewarding as an activity in itself. ‘Pokies’ are played for entertainment and amusement, rather than as a way of making money (Leary and Dickerson, 1985). Daley (1987) suggests that slot machine players are ’buying time’, the function of the time being leisure, social involvement, escapism or relaxation.

However, regardless of the motivations for playing, poker machine playing as demonstrated in chapter four, although providing small intermittent rewards, guarantees financial losses, with eventual economic demise inevitable. Therefore, all players are along a continuum of losing money, with the length of the journey depending on how financial a player is.

Dickerson (1984) argues that it is quite irrational to expect that compulsive gamblers can be differentiated from regular gamblers. The only difference between regular gamblers (who have been subsumed under the rubric of social) and the ‘compulsive’ gamblers is that the former still has resources upon which to draw and have not sought help, while the latter’s resources are exhausted (Dickerson, 1984)

 

THE TWO TYPOLOGIES

The Majority– The Quantitative Element

It is the financial ruination that is the cause of the gambler’s despair and hopelessness (Dickerson, 1984; Oldman, 1978, in Dickerson, 1984). After all, if a gambler had a bottomless pit of money they would not have a problem. Time spent on, and the frequency of gambling, which are criteria for diagnosis of ‘compulsive’ gambling can be equated with other leisure activities that consume many people’s lives. For example, there are many ‘golfing’ widows (Walker, 1995), but the golfers, although might fact threatened divorce, do not end up in rehabilitation services for their passion for golf. The difference is the money loss.

It has been established that gamblers report to services only when they have exhausted their financial resources, are in financial distress, bankrupt, and/or in trouble with law (Walker, 1995). It is only when gamblers report to services that they become an ‘excessive gambler’ statistic. Therefore, while the gambler is experiencing the process of financial ruin, they are not counted as ‘problem gamblers’, and remain categorised under the rubric of ‘social gamblers’.

It is also an established phenomenon that gamblers in difficulty are reticent to report to services, and in many cases if they do, they present the problem as something other than gambling, because of their shame and guilt (Delfabbro and Winefield, 1996). For those on welfare they fear that they will not be assisted because they will be perceived as having ‘wasted their money on gambling’, and thus they present with other problems (Northern Suburbs Family Resource Centre, 1995).

Therefore, the statistical differentiation – ‘Only 1.16 percent of the population are compulsive ‘gamblers’, used by the gaming industry to illustrate that the majority are ‘social gamblers’ and the minority are ‘compulsive gamblers’ is a misnomer. Add the ten to fifteen significant others affected by excessive gambling (Lesieur and Custer, 1984), and the issue is much greater than the ‘statistical evidence indicates.

Oldman, (1978, in Dickerson, 1984) says that the ‘compulsive’ gambler is like the yeti, much spoken of, but rarely seen. There are only regular gamblers – normal people engaging in a seemingly rational activity, some of whom have encountered a financial crisis. It is only when the financial resources are depleted do they seek help. Then they come under the critical gaze of the medical profession and society and as a consequence attract the pathological labels.

 

The Pathological Labels– The Qualitative Element

By the time gamblers seek help they are the end result of the suffering of an emotional, physical, and psychological downward spiral due to the detrimental effects of the process of problem gambling. They are ‘broken’ people due to financial ruination (Walker, 1995, p.150). The services available for ‘treatment’ are Gamblers Anonymous, and clinical settings. The framework for the Gamblers Anonymous Model of intervention is that excessive gambling is an incurable compulsive disease. Clinical settings are under the rubric of the medical, psychological, and psychiatric models.

Given the raison d’etre of the helping services, the casual factors of gamblers’ ill health is searched for within the victim, and treatment entails psycho-therapeutic techniques, which deny structural causation. Given the symptoms presented which include physical, emotional and psychological ill health, the gambler is vulnerable to clinical interpretations of deviance. Subjects for gambling research are mostly drawn from Gamblers Anonymous and clinical settings. It is little wonder that the experienced problems with gambling are constructed as pathological.

Not only are the presented symptoms translated as a mental disorder, but the gambler’s life before their gambling is pathologised and diagnosed as the cause of the excessive gambling. Casual explanations for the 'compulsive’ gambling, instead of being sought in the activity and the gaming industry, are sought in the individual prior to the debilitating process of financial ruination. For example, coming from dysfunctional families, loss and grief, loneliness, have been ‘discovered’ as pre-gambling issues. These issues are interpreted as pathological, linked to the excessive gambling, and then diagnosed as being the causal factors.

The diagnosis of causal factors of gambling is reported, as are the post gambling symptoms and actions, in the gambling services, literature and the media. Thus, the ‘pathological’ label is reinforced as the individual’s ‘personal deficits’ both before and after become synonymous with problem gambling, while the actual process of problem gambling, which is the cause of the debilitating symptoms, is ignored, and the structural causes of problem gambling remain unquestioned and unchanged.

The reporting of the ‘new’ women problem gamblers illustrate the phenomenon of how individual pathology both before and after the gambling process is made synonymous with problem gambling.

 

The ‘New’ Women Problem Gamblers

Reported in The Australian, August 16th 1997, was the results of a study in Victoria on women problem gamblers. It read:

‘The study found women across socio-economic groups gambled because they were bored, isolated and wanted an escape from drudgery’ (Rintoul, 1997, p.10).

These findings are represented as causes of the excessive gambling. However, these incentives do not necessarily translate into ‘personal deficits’ or financial ruin. These ‘living’ issues are the plight of many people in our society and provide incentives to partake in many and varied activities. These conditions of life are not abnormal, nor is the response to overcome them. In addition, these ‘normal’ affective needs are powerful marketing appeals made by the gambling industry to seduce people into gambling. It is the poker machine activity in which people become involved that is the problem, rather than the ‘normal’ motivations to play.

That the debilitating process itself is the cause of the gamblers’ presented distress, rather than the motivations to play or the ‘living issues’ before the gambling is suggested by assessment comparisons made by the Relationships Australia (SA) Inc Break Even Service between clients seeking assistance from Relationships Australia (SA). They report that their gambling clients have much higher levels of anxiety and depression than the relationship counselling clients. Whereas only 30 percent of relationship clients express suicidal ideation, 70 percent of gambling clients report these thought patterns (Relationship Australia (SA) Break Even Service, 1997).

The report in The Australian, August 16th, 1997, also described behaviours at the end of the women’s gambling career;

‘The study found women who developed problem gambling habits felt guilty and ashamed, some had committed crimes including embezzling from their employers, and care of children had been put at risk in some cases with families going without nutritious food because women were spending house-keeping money’ (Rintoul, 1997, p.10)

These women are thus made vulnerable to societal judgements. Besides the obvious neglect of structural causes, their actions are reported in isolation of the gambling process, which is a process that eventually erodes ethical considerations, self-esteem, and dignity (Gaudia, 1989, p.239). Rather than just ascribing these behaviours as a result of the gambling process, the impression given is that these women were latent criminals and neglectful parents before gambling, and were ‘addicted personalities’ waiting for the opportunity to be manifest into ‘addicted gamblers’.

However, ‘these problem gamblers are normal people from all different walks of life, they are just like you and I’ (personal communication; Shotton, 16th July, 1997). They cross different socio-economic strata and occupy different roles (Anglican Community Services, 1997; Delfabbro and Winefield, 1996). Relationships Australia (SA) Inc Break Even Service reports that their clients are ‘normal’ and represent the spread of multicultural diversity within out State, and their ‘clients are generally responsible citizens who have experienced and managed a normal range of personal problems’ (et. Al., 1997, p.5).

Therefore, rather than two types of gamblers, there are only normal people with normal motivations (which are powerfully appealed to by the gaming industry) who undergo a debilitating process of financial ruination (the cause of which is structured into the gaming machines), but are subjected to pathologising diagnosis and treatment.

 

THE IRRATIONAL GAMBLER

However, a question remains. Why do people persist despite devastating losses? Walker’s (1995) socio-cognitive theory concludes persistent and excessive gambling is a result, not of addiction or compulsion, but of irrational thinking maintained by false beliefs. In a previous research Walker (1985) found that three core beliefs lie behind and motivate the gambler –

  1. That through persistence, knowledge and skill it is possible to win
  2. While many fail in the attempt, the gambler believes that he/she unlike those others, has the luck, skill, and strategies needed to win.
  3. That persistence in applying oneself to the task will ultimately be rewarded.

For poker machine players, the first belief is confirmed by the gaming industry’s presentation that poker machine playing is economically profitable, advertising which shows only winners, the ‘noise’ of the machines indicating winning, and the venues strategies that promote the notion of winning. The small intermittent rewards structured into the machines also maintain the belief that the gambler can win. So rather than an ‘irrational’ belief, the gambler has made ‘rational economic’ choices based on powerfully convincing marketing strategies.

The second belief is held together by two components of irrational thinking – ‘illusion of control’ and ‘belief in luck’. Both thoughts are particularly maintained by ‘early wins’. The importance of early ‘wins’ as a precursor to heavier gambling is well recognised (Walker, 1995). Early successes foster the belief that the gambler has the personal luck and skill to beat the ‘house’. However, not all gamblers have a history of early successes. For some, losses can be a challenge to try harder, a challenge which is maintained also by the belief in the gambler’s own capacity to win. Therefore, while many ‘others’ fail to win, the belief ‘I can still win’ is held.

Wagenaar (1988, in Walker, 1995) confirms that belief in luck is a major component of gambling, and is applied to all forms of gambling. The belief that the gambler can be the ‘lucky’ one to win the Jackpot is not unfounded. After all some-one does win. However, the greater part of the belief is irrational because the chance of winning is seriously remote as the probabilities of winning Jackpots is low, and there are a multitude of other players. But this ‘irrational’ belief applies to Lotteries as well. However, lotteries are not as financially dangerous as poker machines. So the ‘irrational’ belief itself does not cause financial loss – it is the activity.

Past life experience has shown the gambler that he/she is not unlucky, so the belief is held that they have a chance of winning. This belief is irrational, not that a person might not have been lucky in the past, but this ascription has no relevance for the future (Maze, 1983, in Walker, 1995). However, it is not only gamblers who hold this pattern of thinking. It is a conditioned ‘human’ trait to predict or plan the future from past experiences. Politicians make decisions all the time on past theories, and regardless whether they have been effective or not.

The ‘illusion of control’ is maintained by believing that the personal strategies of play influence outcomes. The locus of control is believed to be within the gambler, and not in the gambling activity. Players believe they are able to choose lucky Lotto and Keno numbers, thereby attributing themselves with skill. In games of skill, such as the selection of horses, wins are held as the result of the gamblers’ skill and strategies, thus increasing the notion that the gambler has control over the race.

Gaining ‘special’ knowledge of machines is an important strategy used by poker machine players as the belief is held that the machine can be influenced to make a payout more probable. For example, players observe machines that are ‘cold’ or ‘hungry’ and get to know which machines pay-out more than others. Some players talk to their machines, and most players take precautions to prevent other people from playing their machine. Players zealously guard their machines while they change money, which suggests that players believe that certain machines are better than others (Walker, 1995).

But the poker machines contain no skill and are ‘pure’ chance. The illusion of control is maintained by structural characteristics of the machines, for example, the choice to play different lines and other specialist introductions (See Chapter Four). The ‘near miss’ (Reid, 1986) also maintains the belief that the gambler has control over the situation. The phenomenon produced is that the gambler believes he/she has a real, significant or meaningful chance making three symbols appear next time. This ‘near miss’ is purposefully structured into the machines in incite persistent play on the understanding of the psychological process.

But gamblers are not the only people who hold this ‘irrational’ thought. It is conditioned into the human child. For example parents encouragingly say from school-work to leisure activities "Nearly’! You nearly won. Try again! Have another go! Next time you can win because you nearly won last time! For poker machine players, they are subjected to constant, and rapid reinforcement.

Walker (1995) says the illusion of control is also maintained by biased evaluation of outcomes. The notion of self-serving bias is an explanatory mechanism from the attribution theory (Ross and Sicoly, 1979, in Walker, 1995). Successful outcomes are attributed to personal skill and effort, while failures are attributed to factors beyond personal control such as bad luck and external obstructions. A win, regardless whether participating in a game of skill or chance, and no matter if it is a fluke, is taken as overt evidence of the correctness of the bet (Gilovich and Douglas, 1986, in Walker, 1995). Gamblers also remember and discuss wins, far more than their losses (Gilovich and Douglas, 1986, in Walker, 1995). This phenomenon provides the basis for persistence despite losses, because it allows the losing gambler to continue to believe in his or her ability to beat the system despite the monetary losses. The belief is also maintained by the intermittent small rewards (Walker, 1959).

However, gamblers are not the only sectors of the population for which the attribution theory applies. It is a theoretical attempt to explain many different behaviours of the ‘human being’, but the subjects are not necessarily labelled irrational, as are gamblers.

Walker (1995) claims that ‘entrapment’ by the structure of their chosen form of gambling is powerful in promoting persistence despite losses. Faced with inevitable losses, for institutional gambling is programmed for the ‘house’ to win, gamblers are faced with the choice of continuing their strategy to win money, or cut their losses. Walker likens the situation to waiting at the bus stop to catch a bus, when the destination is in easy walking distance. After waiting the time it would have taken to walk home, and the bus has not come, should you start walking and cut your losses or continue to wait in the hope that the bus will surely arrive soon? Lottery players face the same dilemma. After a period of time, the idea of not putting in an entry is threatening because ‘How would they feel if their ‘lucky’ numbers came up?’ Brocker and Run (1985, p.5, in Walker, 1995) describe the phenomena of entrapment as ‘a decision making process whereby individuals escalate their commitment to a previously chose, though failing, course of action in order to justify or ‘make good’ on ‘prior investments’’.

Making good on prior investments, is ‘chasing losses’ (Lesieur, 1984). Walker (1995) claims that chasing losses is irrational because institutional gambling only yields losses. However, the want to recoup money lost sounds a very rational decision. Rather than an irrational belief it is suggested here that a dissonance in thinking occurs.

Having being informed by the gaming industry through the employment of many methods that winning is common and inevitable, while the gambler has only incurred increasing losses, a dissonance between the informed belief and reality occurs. But by now the gambler has lost a lot of money, feels guilty and ashamed, and becomes desperate to recoup the losses. Evidence that winning is possible and likely still surrounds the gambler. It is little wonder that the gambler chooses to hold the belief that they can still win. Holding the belief that persistence produces ultimate rewards, and the understanding that gambling produces ‘quick’ profits (prolifigated by the industry) the gambler desperately increases their gambling. Walker (1995) states that belief in persistence in gaining ultimate rewards is an irrational thought. However, this is a socialisation process in our western society. ‘Keep trying, you’ll get there’, ‘Persist and you will make it’ are common encouragers by family, friends, and the educational context. It is a capitalist value as well. Values of struggle, persistence, and slogans of ‘never give up’ are held dearly as encouragers to gain economic or personal success.

The gambler has become entrapped in the process of gambling and is further along the continuum to financial ruin supported by the gaming environment and incited by the structural characteristics of the machines. The gambler by this stage becomes emotionally and psychologically stressed and confused. The losses cause depression and panic. Absorbed with what seems an insoluble problem, the gambler becomes withdrawn and secretive. Self-esteem and dignity is gradually eroded as gambling turns honest men into liars and thieves (Personal Communication; Knowles, 10th July, 1997: Personal Communication; Shotton, 16th July, 1997). Once ‘honest’ people, they are caught in a cycle of shame, fear, guilt, loss of self-esteem and dignity, and start to make foolish financial transactions (borrowing from loan sharks, embezzlement) which add to their ever increasing burden (Walker, 1995).

 

THE IRRATIONAL ACTIVITY

Walker’s (1995) assumptions are based on the fact that gaming is an economically irrational activity. "Since all unfair gambles have an expectation of loss, no economically rational person should accept the opportunity to gamble’ (Walker, 1995, p.88). ‘Gambling would not be popular if gamblers engaged in rational appraisal of the activity’ (Walker, 1995, p.129). However, his theory still places the irrational, not just those who are labelled ‘deficit’. In other words, the multitude of people who have flocked to play the machines are irrational, because the poker machine is an economically futile activity. Is this a fair and reasonable assumption? I think not. In fact, it is quite a frightening concept to think that many Australian citizens are irrational human beings purposely endeavouring to lose their money.

The irrationality lies within the activity and the gaming industry. Not that the industry is irrational. The industry in built on rational economical motives – extracting the gambling dollar for the owners’ gain. Rather, presented is the economically irrational activity as an economically productive one. Therefore, rather than the participants being a large population of irrational people, the gamblers’ rationality has been appealed to.

Hess and Diller (1969) in their extensive research into gambling marketing strategies of casinos in the state of Nevada (United States of America), found that overt appeals were made to rational-economic motives, rational-recreational motives, and rational-prestige motives. Given that economic gain is highly valued in capitalist society, rational economic motives would lead the potential gambler to the gambling situation, and it was found that these motives were the most frequently used.

The researchers found that marketing strategies created the impression that gambling results in financial gain. For example, (a) posting winning Keno tickets as evidence that other gamblers are ‘hitting it big’, (b) announcing big Keno winners and slot-machine ‘jackpot’ winners via loudspeakers as further evidence that other gamblers are winning, (c) the ringing of bells and flashing of lights to indicate payoffs on gambling machines, and (d) advertising to the effect that a given casino has the ‘most generous slots’ – in other words, advertising that they are minimising the percentage that the ‘house’ takes.

That one is really being economical by patronising a particular establishment was found to be another marketing approach (Hess and Diller, 1969). These approaches came in the form of (a) cheap culinary inducements – the forty-nine cent breakfast, and inexpensive buffet lunches and dinners, (b) frequent granting of complimentary meals and drinks, (c) free ‘stakes’ for gambling – usually consisting of twenty-five or fifty cents’ worth of nickels, (d) free junkets for selected clientele – including free accommodation, meals and transportation, (e) free baby-sitting, (f) free souvenirs, (g) provision of free financial services – lending facilities, personal check cashing, paycheck cashing with the possibility of doubling the paycheck or wining free drinks or meals, and (h) provision of entertainment at bargain rates in lounges, for the price of a drink, or in dining rooms, for the price of a dinner.

 

In addition Hess and Diller found miscellaneous practices designed to appeal to rational-economic motives, one being the practice of changing large notes into chips which are easier to relinquish than actual money.

What was clear to Hess and Diller was that the incentives were targeted to appeal to different socio-economic groups. ‘Social class differences are explicitly recognised and exploited through creation of appeals appropriate to the class’ (Hess and Diller, 1969, p.21). Appeals to the lower class came in the form of the forty-nine cent breakfast and inexpensive lunches and dinners. Appeals to the higher socio-economic group were providing complimentary rooms, dining and entertainment. The researchers found that the wealthy were also wooed by negative economic approaches, that is: expensive drinks, dinners, and rooms, which gave the rich the opportunity to display conspicuous consumption.

Closely second to the rational-economic motives Hess and Diller found appeals to the recreational value of gambling. Given that leisure now is positively valued in society these appeals were direct and open and actively promoted by various means and in various media. National magazine advertisements, radio and television commercials, and bill-boards were among the media by which appeals are made to the constellation of recreational motives. Slogans such as '‘Have fun in the sun’, ‘Take time out for fun’, and ‘Go where the action is’ were emphasised. "Go where the action is ‘ is Goffman’s theory of gambling – that people gambled because it is a motivation for action (Goffman, 1967, in Walker, 1995).

Hess and Diller further noted that leisure is also promoted through the universal substitution of the euphemism ‘gaming’ for ‘gambling’. Gaming (gambling) is promoted within the same context as sporting activities – for example hunting and fishing contests and expeditions. The legitimacy and sportsmanship of the sporting activities are thus extended to the gambling activity. Within the casinos themselves they found that an atmosphere resembling exciting sporting events were created – noisy bustling environments with flashing lights, ringing bells, and announcements of winning and results via the public address system. Finally, the central feature of the recreational package was entertainment from small musical groups to Broadway shows.

Further, Hess and Diller found that the gaming industry routinely made appeals to the prestige motives to gamble. Elaborate architecture, decorating, and landscaping of the plusher casinos, complimentary rooms, meals, entertainment, and services, are as highly valued for the prestige bequeathed therewith as for the actual economic gain. Betting on credit without actually putting down money is the acme of prestige bestowed on wealthy regular gamblers. High minimum stakes for some games were publicly posted adding prestige to those seen participating in such games. High prices for ancillary services such as drinks and meals also provide the prestige associated with conspicuous consumption.

Although appeals to prestige is universal, Hess and Diller noted that appeals to prestige was primarily the ploy of casinos whose clientele was drawn from the wealthy. These obvious appeals could repel the ‘working-class’. Some establishments made direct appeals to the working-class by deliberately creating a negatively prestigious, casual, even cluttered, atmosphere to the point of purposefully leaving coin wrappers on the floor, ‘letting carpets become tattered and frayed, and by use of older worn gambling equipment’ (Hess and Diller, 1969, p.22).

This chapter has concluded the diffusion of the typologies utilised by the gaming industry to legitimise their activities. By examining gambling as a process, the notion of the ‘majority’ is seriously diminished because the category constitutes gamblers experiencing the process of financial demise. And only when they report to services do they attract the ‘pathological’ labels. Demonstrated also is that, rather than two types of gamblers, they are ‘normal’ folk at different stages of a process on a continuum of inevitable loss.

Although persistence despite losses is argued by Walker (1995) as being due to the gamblers’ false beliefs and irrational thinking, the falsehood lies in the gaming industry and the irrationality lies in the poker machines, but are deceitfully presented as a rational economic and leisure activity.

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 4: POKER MACHINES– THE LETHAL MONEY STRIPPERS

CHAPTER 6: THE FIELD OBSERVATION

CHAPTER 7: QUESTIONNAIRE SURVEY

CHAPTER 8: CONCLUSION

REFERENCES

APPENDICES