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Return-to-Player Percentage in Gaming Machines: Impact of Informative Materials on Player Understanding
Kate Beresford1, Alexander Blaszczynski2
1Faculty of Science, Brain and Mind Centre, School of Psychology, The University of Sydney, 94 Mallett Street, Camperdown, Sydney, NSW, 2050, Australia.
Abstract:
The addictive potential of electronic gaming machines (EGMs) is currently explained within a cognitive-behavioural framework. This framework explains that various erroneous cognitions regarding players' likelihood of winning contribute to persistent EGM gambling behaviour. Related to these cognitions is the pervasive misunderstanding among players regarding the operation of EGMs. However, little research has focussed specifically on player understanding of the theoretical proportion returned to players over the lifetime of a machine; return to player percentage. This study aimed to investigate the extent to which players understand the concept return to player percentage presented in different educative formats. A sample of 112 university students were randomly allocated to one of four conditions pertaining to a different mode of information delivery; infographic, vignette, brochure, or mandated legislation (control). Participants completed post-intervention measures to determine changes in knowledge. As predicted, participants exhibited a lack of understanding of the concept of return to player at baseline. However, contrary to predictions, exposure to any of the experimental conditions did not result in a greater understanding of return to player than controls. The study findings emphasise the difficulty individuals have in understanding complex concepts related to return to player percentages when presented in current formats and content. Treatment and responsible gambling policies need to adopt strategies to effectively improve knowledge of this aspect of the structural characteristics of gaming machines.
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