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CHAPTER 6: THE FIELD OBSERVATION
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INTRODUCTION
This chapter provides a
descriptive analysis of the current gaming industry’s methods which they employ
to encourage people to play poker machines, and in particular incite gamblers
to keep on playing. The data used in the analysis were collected through visiting
17 hotels in the Adelaide metropolitan area, The Adelaide Casino, and a league
football club, discussions with bar and gaming staff, interviews with key
informants within gambling services, and through a study of advertisements,
promotions and incentives, and venue design and layout. The research is an
observational field study, including participation in the form of playing the
poker machines.
Questions guiding the study
were:
Categories for data
analysis had already been constructed before the observation study. The
pre-constructed categories before the research were –
The categories revealed
during the observations and ongoing analysis of data were –
Although the role of the
staff in encouraging persistent play emerged as a new concept, descriptive
analysis will be included throughout.
THE CRITICAL DESCRIPTIVE
ANALYSIS
The Venues – Physical and
Affective Environment
Nine venues observed are in
the northern suburbs; five are in the mid-western coastal region, two within
the inner western suburbs, two within the eastern suburbs, and the Adelaide
Casino. Of the nineteen venues surveyed, 14 had undergone considerable and
luxurious refurbishment, or are undergoing refurbishment since the introduction
of the poker machines. The remaining five had made various changes to
accommodate the machines. A venue which had not refurbished was in the poorest
section of a lower-economic area, and had just partitioned off the large eating
area to accommodate 38 poker machines. Two other machines were in the
front-bar. Seven venues (including the casino) were luxurious and palatial
replicas of casinos. Three venues had undergone their third refurbishment. For
three venues refurbishment had involved the elimination of ‘Discos’ to provide
for the ‘new’ gaming room. This has been interpreted by the researcher as being
indicative of the economic motives – there is more money to be made from poker
machines than discos. Not only does the change in focus encourage youth to
gamble, but it also is representative of the ever decreasing opportunities made
available for youth reflecting society’s values towards them.
The more palatial venues
were in both lower and higher socio-economic areas. Outside the door of two
luxurious venues in particular, is one of the lowest socio-economic areas in
the metropolitan area – the northern suburbs. The venues offered a direct
contrast to its immediate environment. Discussion with a bar person in one of
these venues revealed that it had undergone three refurbishment’s since the
introduction of the machines and had been a ‘dump’ beforehand. Also the two
palatial venues and another venue which had started re-building, had 40
machines each, and were within close proximity and within the main shopping
centre, which means that 120 machines were available to play within several
hundred square metres of densely populated passing pedestrian traffic. Hours
open wre
Fourteen of the nineteen
venues had the maximum limit of 40 machines, three had an average of 23, and
the casino has approximately 400. A hotel in the eastern suburbs had only three
in the front-bar, due to a successful petition against having the poker
machines in the hotel by its patrons. All venues offered other gambling
facilities. In fact, gambling was ‘in your face’, as were the display and promises
of prizes. There were TAB facilities with sky-channel, Keno, Chocolate Wheels,
raffles, barrels and Footy Punt, and many had a large television screen viewing
football.
In every venue, except one
which had only twenty machines, the gaming rooms were in immediate proximity of
the dining room, enabling both visibility and audibility, and easy and quick
access. Thus diners were made well aware of the poker machines. In a particularly
large hotel observation between the dining hours of 5.30pm and 9.30pm saw a
constant flow of traffic from the dining room into the gaming room. Although
there was another exit from the dining room, the pattern of movement was from
the dining room into the gaming room. That the venues had poker machines was
advertised on the outside of the venues by signs and neon lights, with some
noticeably more than others. Current poker machine promotions were also
advertised.
Entering the gaming rooms
was like entering ‘another world’. The outside world could be left behind, and
an escape from outside reality is offered.
There were no clocks
observed. Both psychological and affective needs were appealed to. The gaming
rooms were structured as primarily enclosed areas, with a dark background,
produced by little natural lighting and windows (many with none, and in some
cases dark drapes covered them), and dim artificial lighting. The rooms offered
a warm, cozy, womb-like environment. The dark background was enhanced by the
bright flashing lights of the poker machines, a dazzle that in turn was
enhanced by the dim lighting and in some venues silver reflective ceilings and
smoky mirrored walls. Predominate decorative colours were maroon and blue. The
Casino carpets were deep maroon, and one hotel had wall-to-wall red fluorescent
lights. ‘Muzak’ style music was played within the gaming rooms, and although
noticeable, was no competition for the noise generated by the poker machines
and the promotions and incentives.
Regardless of the number of
participants, the rooms gave the impression of heightened activity, fun,
glamour, opulence, and excitement: all of which appeal to the excitement and
fun needs of the people. Together with the ‘mesmerising’ effect of the machines,
it is little wonder that people who experience difficulty with poker machine
playing have reported that they play to escape boredom, isolation, and
loneliness (Anglican Community Services, 1997). Also, for those who are in
structural poverty, appeals to a ‘better life’ are overtly and strongly
present, especially in those ‘centres of opulence’ within the lower
social-economic areas. These motives are hardly pathological, but natural human
responses particularly when considering the alluring environment of the gaming
rooms, and the overt promise of wealth.
What became noticeable in
the observation were the vacant chairs at the hotel bars. In the researcher’s
limited experience of hotels, bar stools provide for social interaction, and
are particularly occupied. However, the poker machine stools were predominantly
occupied, and in some venues people were lining up waiting to play, regardless
of the time of day. This bears out McMillen’s (1997, in Bogle, 1997) view that
commercial gambling, rather than being a socialising event as is ardently
promoted, is instead, a solitary isolated pursuit with the main relationship
being between the player and the machine. Most venues offered comfortable
lounge chairs within the gaming room among the machines, gaming promotions,
noise and flashing lights.
Although poker machine
players were not the subject of the study, and only 19 venues were observed and
at different times of the day which diminished the extent of generalisability
of patterns, a pattern of ‘who’ the punters were, emerged. The emerging pattern
revealed the success of the change in social construction of gambling. That
gambling has now been made socially acceptable for women, and the promotion
that it is a ‘family’ leisure activity was demonstrated. During the day the
gaming rooms were predominantly occupied by women of all ages, (many young
children were present in the dining rooms), with equal numbers of men playing
in late afternoon to early evening. Late evening saw many couples participating
in playing.
Structural Characteristics of
the Poker Machines
Upon entering the gaming
room the bright colours and flashing lights of the poker machines demanded
immediate attention. The colours were varied, bright and mixed – bright
yellows, green, reds and blue. Large key pads flash and light up when played.
While losing is silent, ‘winning’ makes a loud noise regardless of amount of
cash won and creates the impression that winning is more common than losing,
and of an exaggerated win. When credits are won, jingles are played or buzzers
sound. Cash winnings are in dollar coins and upon ‘cashing in’, the coins fall
into metal troughs making a loud noise, regardless of whether is $5 or $50. The
sounds are stimulating and motivating to keep on gambling.
The amount of money gambled
is not displayed on the machines; only the amount of credits won which have to
be mentally converted by the player into cash amounts. The denominations
required are dollar coins giving the impression that little is being gambled.
Both these structures provide for the erosion of the players’ value of money.
Each machine was named and
appealed to different universal human characteristics –
3 Bags Full, Double
Fortune, Double Strike, Big Bickies, Phantom Pays, Golden Canary, Golden
Dreams, and the many with ‘win up to $10,000’ brightly displayed.
Winning Touch, Touch of
Luck, Lucky Bug, 9 Lives, Lucky Strike, KG Bird, High Stakes, Back a Winner.
Heart Throb, Sweet Hearts,
Hot Chili, Hot Stuff, Pure Pleasure, Touch Me, QT Bird, Feeling Playful. A
particular example of purposeful targeting for women is the new machine with
‘dolphins’.
Amazon, Black Rhino, White
Rhino, Wild Lotus, Golden Lion, White Tiger, Tequila Sunrise, Wild Africa,
Enchanted Forest, Cleopatra Gold.
Researcher Participation in
Poker Machine Playing
Being inexperienced at
poker machine playing, I asked a member of the gaming staff how to play. I was
given instructions and proceeded to play. The staff member stayed to watch and
proceeded to exclaim 'Look, you nearly won’. I asked her what she meant and she
pointed out the two winning symbols that I repeatedly ‘achieved’. Not
understanding what this meant either, I asked her. She explained that it takes
3 winning symbols to win, and I was nearly winning each time because 2 symbols
repeatedly appeared particularly toward the left-hand side of the screen. This
incident evidences: Reid’s (1986) psychology of the near miss purposefully
installed into the machines; and the winning symbols are fixed to appear on the
left-hand side of the screen – the side where reels appear first. Upon
reflection I should have inquired whether or not the staff member was
instructed to promote this idea, or whether she firmly believed it herself.
I played one machine in
many venues and repeatedly lost. $15 was lost within 3 minutes. The rapidity of
the losses left me ‘dumbfounded’.
The idea that I had control
over the machine was provided by the choice of ‘bets’ – how many lines, and the
amount to wager.
When another player won
credits, and in particular when they cashed in their winnings, heads turned
towards the winner. Gaming staff also came to congratulate the winner. I
observed the winner looking very pleased and enjoying the attention. This was
one example observed of appeals to prestige in the form of being made
important.
When playing the machine,
the rapidity of the bet, the display screen, flashing lights within exterior
dimness, demanded attention. Other players were not noticed, except for the
noise of ‘wins’ and communication with others was negligible as they were also
concentrating. The social aspect of gambling was not evident, even though the
impression was of sociability. ‘Reading’ facial expressions and body language
of the players who turned to notice a ‘winner’ and then turned back to their
machines, led me to interpret the atmosphere as competitive and solitary. When
players left the machines to change their money, they left a cup as a sign of
ownership on ‘their’ machine.
Incentives and Promotions
I also experienced many of
the incentives and promotions provided by the venues. Both incentives and
promotions are purposeful in inciting players to play. What became particularly
evident were the ploys that keep people playing on the machines.
Strategies
purposefully employed to keep punters persisting in gambling
Although methods to incite
people to play the poker machines also seduce players to return to the venue,
the following are particular methods employed to promote persistent playing
within the venues. The aim is to keep people playing on the machines.
Distributing free meal
vouchers two hours before lunch is available.
Staff walked around the
gaming room offering to deliver the free tea or coffee to the players on
the machines, and offering to deliver alcoholic drinks. Thus the players did
not have to leave their machines which would both provide for less time on the
machines, and the break necessary to think about the money being lost. Also
alcohol has the potential to free up the ‘gambling spirit’.
‘Free credits’ provide
‘free’ play on the machines, and are a particularly common form of prize. Free
credits require playing on the machines, which in turn incite persistent and
continuous play.
Extra games were provided
by the gaming staff, and the criteria for participation was to be a member of a
‘Club’ (a free membership) and the participant has be playing a poker machine.
Fifteen
minutes before one o’clock a gaming staff member announced by microphone that
at 1pm the person with the most win credits on their machine can pick from
Jackpot cards to win a prize. The main prize was $140. There were 22 cards and
the winner had to pick a pair to win or a Wild Card.
Each
machine is numbered. A gaming staff member using a microphone announced that a
number will be called out shortly and ‘You could be on the lucky machine’. The
winner could also pick from Jackpot cards to win a prize.
Players,
if guessing the name of the new gaming staff member, could also ‘have a go’ at
the Cards.
Incentives and promotions
had set times during the week, and were also executed randomly.
Venues had their own
‘clubs’, incentives and promotions, as well as used other private promotional
clubs. Offered is a point for every dollar spent within the hotel either on
food, drinks or gambling. When the points reach a certain sum, free drinks and
free credits on machines are the prizes. Offered also is when certain credit
points are achieved, a player can ‘win’ a raffle ticket in the hope that their
ticket will be pulled out of the barrel.
A player can join a club
that provides a booklet in which stamps can be placed. Stamps can be won by
achieving 100 or 200 credits. When achieving these credits, the player calls
out the name of the club or venue (another ploy to give the impression of
winning to others, rather than losing), and a staff member gives a stamp to the
‘lucky’ player at the machine. So even when a player is losing their money,
they still get to be ‘winners’ of the stamps. When a certain number of stamps
are reached prizes are given. However, the prizes are a ‘free’ drink or more
stamps. Finally, after accumulating a considerable number of stamps, a prize
equalling the amount of stamps (that is the number of credits won, not cash)
can be chosen from the ‘show case’. The players are provided with multiple
incentives and given the impression that they are still winning even though
they are losing.
Other promotional clubs
provide members with a personalised hard plastic card (similar to bankcard).
All purchases within the hotel, including exchange of notes for coins, are
placed on the card by sliding it through a machine (like Eftpos). When the
owner of the card reaches a certain sum other incentives are given as prizes –
a raffle ticket for a television, or free credits on the machine. Free
credits, which mean that a person gets free play on the machines, are also
supplied with $2 free credit gift vouchers to encourage other patrons to play
on the machines.
Besides being incentives to
keep playing, the personalised cards are also a powerful marketing strategy,
for they are a key monitoring device to track each player’s patterns of
gambling – the times that they play the machines, the amount of money spent,
and the venues patronised. They also provide the promotional clubs and the
venues with demographic statistics – age, gender, and address. Birthdates are
recorded and if a person plays the ‘pokies’ on their birthday they are given a
‘gift’ of a certain amount of ‘free’ credits.
Other Incentives and
Promotions
Advertised prolifically in
local papers and within the venues 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 entails $3 off of any meal, $4 of pokies coins, a free
drink, free entry into 5 lucky draws. Food is now synonymous with poker machine
playing. The two are now one event. The association of gambling and alcohol is
also further established. Patrons choosing to buy a package are making a
rational economic choice, for the meals are indeed inexpensive.
Although the opulence of
several venues in lower socio-economic areas did not reflect their environment,
the prizes did. For example, prizes of packages of meat and basic food items
were awarded in a hotel located within suburbs highly populated with
pensioners. Prizes in affluent areas were bottles of wine and flowers. Many of
the prizes displayed in glass cabinets were reminders of carnival prizes.
Information Provided by the
Venues regarding Gambling Activities
Rather than a ‘leisure
activity of choice’ the selective information provided by the venues erodes the
gambler’s opportunity to make informed choices. The casino had several
Break-Even Services cards discreetly placed by coffee machines and telephones.
The gambling industry’s Smart Play pamphlets were also discreetly scattered
within the gaming rooms. However, only one of the other 18 venues observed had
Break-Even Cards and they were placed in front of the exchange teller. Only one
other had a Smart-Play pamphlet on display, and this ‘one’ pamphlet was placed
on a high ledge in the front bar where there were two poker machines. Not that
the pamphlet discloses the financial threat of playing anyway. Instead if
informs players how to play, how to budget money, advises not to gamble
on credit (but at the same time Eftpos machines are provided in venues),
provides the phone numbers of rehabilitation services, and clearly indicates
that poker machine playing is financially profitable and fun. It also asserts
that the machines are not preprogrammed and that the venue has no control over
the outcome of the game. Considering that the machines are programmed to pay
out only a certain percentage (see Chapter Four), this claim could be
questioned. The payout ratio and its outcomes are obvious omissions in the
pamphlet.
Information provided by the
venues was in the form of instructions where ready cash was available. The
exchange tellers – where notes are converted into coins for playing and placed
into cups, were enclosed with glass partitions. Below the names given to the
exchange tellers such as ‘The Mint’ and the ‘The Treasury’ were signs such as
‘Want Cash’! The Eftpos machine, Ready Teller, can be found just outside the
door of the gaming room. An arrow on the signs pointed in the direction and
further signs indicated the path to follow to the Eftpos machines and Ready
Tellers which were all located just outside gaming room entrances, and for most
hotels within or between the dining room and the gaming room. The machines made
available cash from a wide variety of banking institutions.
The information that was
not provided was just as noticeable as the information provided. Missing was
precautions about the ‘hazards’ of the poker machines. Instead the information
was about easily accessible and available wealth – the large amounts advertised
on the machines, pictures of previous winners, the prizes that could be won
were openly displayed (for example, an expensive car in the Casino, tables and
glass cabinets full of prizes), and the proliferation of coupons and raffle
tickets.
Control and Responsibility of
the Gaming Industry
The selective omission and
commission of information provided by the venues indicates that they are aware
of the possibility that correct information would diminish the gambling dollar,
thus their profits. It also is a reflection of their control over the gambling
arena, and a lack of responsibility. Their control is also reflected in the
fact that, as revealed above, clocks have not been installed in gaming rooms.
Eftpos machines are still in Hotels (and are still being installed), and the
rooms are still dark and womb-like. Within the first two years of the introduction
of poker machines, concerned gambling voices made recommendations to
governments and the gaming industry, to have clocks installed in the venues,
remove Eftpos machines, and provide players with natural lighting. As this
field observation has shown none of the above have been implemented in the
venues observed, and concerned voices are still making the recommendations
(Anglican Community Services, 1997). Having control represents power, and power
without responsibility is a grave concern.
Utility (and
abuse) of the Knowledge of Human Sciences
The entire environment from
the economic incentives advertised externally on the venues to the staff’s role
in keeping players at the machines clearly indicated the gambling industry’s
knowledge and utilisation of human sciences. As already indicated in Chapter
Four poker machines are purposefully programmed with a constellation of
selectively chosen psychological theories of human nature on the basis of their
potential to arouse basic human qualities which incite play and continuous play
– for example, the psychology of the near miss, the psychology of naming, and
behavioural reinforcement theories. These psycho-structural characteristics
were observed and experienced during the field observation.
Although gambling is
strongly promoted as a leisure activity, appealing to the motives of leisure
which is highly valued, the economic gains were the most frequently used and
highly emphasised, demonstrating the gaming industry’s understanding of the
importance of money in people’s lives. Gambling is primarily about money – the
betting of money differentiates gambling from play and the ‘excitement’ of
gambling is the ‘wins’, not the losses. Economic appeals exploit the fact that
besides economic gain being highly valued in out capitalist society, every
person in out society is dependent upon money for survival and to fulfil basic
human needs – shelter, food, clothing etc. Thus attempts to gain money are very
rational decisions. But, as already illustrated, commercial gambling is
programmed for the punter to lose. However, to extract the gambling dollar, the
gambling industry presents gaming as an economically rational activity, and use
strategies to promote the notion.
Evidence of the gaming
industry’s understanding of the need to promote gambling as a rationally economic
activity were: the noise of the poker machines indicating winners to further
reinforce the impression that everyone is winning; the announcements of winners
over loud speakers; the use of reinforcing names on poker machines and
promotions (Jackpot), and exchange tellers (The Mint); posting the photos of
winners within the venues; and the open display of prizes (cars, photos of
people enjoying holidays in the sun).
The venues also provide the
impression that a person is being economically rational by patronising their
venue. For example the cheap meal packages, free drinks, free stakes with which
to play, and cheap entertainment.
The venues understanding of
human needs was also evidenced by the gaming staff ensuring that every player
is attended to, feels welcome, and made important. A family-like atmosphere is
attempted to be created fulfilling human needs of acceptance, warmth, and
approval.
Discussions
with Key Informants in Gambling Services
Another example to further
the argument that the gaming industry utilises and abuses the knowledge of
human sciences was revealed through discussions with key figures in gambling
services, one a world renowned gambling authority. The key informants wished to
remain anonymous.
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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 5: THE SCAPE-GOATED
CHAPTER 7: QUESTIONNAIRE SURVEY
CHAPTER 8: CONCLUSION