Impact of Electronic Gaming Machines on Community Gambling Behavior

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This research report explores the community's perception of gambling and electronic gaming machines (EGMs), focusing on the Joondalup area. The study begins with an introduction to gambling, its various forms, and its impact on society, highlighting both positive and negative consequences. A comprehensive literature review examines the existing research on gambling, including the rise of EGMs, their addictive nature, and their effects on individuals and communities. The research methodology includes both qualitative and quantitative approaches, with data collected through questionnaires from a sample of 20 respondents. The report aims to identify the community's views on EGMs, considering factors such as gambling-related harm, participation rates, and social support. The findings are summarized to determine whether the community views EGMs positively or negatively, offering valuable insights into the social and economic impacts of gambling.
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RUNNING HEAD: GAMBLING IN THE COMMUNITY
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Gambling in community: What do the locals think?
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Table of Contents
1. Introduction..............................................................................................................................2
2. Purpose of the Research...........................................................................................................3
2.1 Literature Review..............................................................................................................3
2.2 Research Objectives..........................................................................................................5
3. Research Design.......................................................................................................................5
3.1 Research Methodology.....................................................................................................6
3.2 Sampling Method..............................................................................................................6
3.3 Data Collection.................................................................................................................7
4. Summary..................................................................................................................................7
References........................................................................................................................................9
Appendix........................................................................................................................................11
Questionnaire.............................................................................................................................11
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1. Introduction
Gambling is considered as the staking or betting of something of value with hope of
financial or materialistic Gaming and gambling are the two similar terms and gaming is defined
as all the forms of gambling in which results are uncertain such as gaming machines that can be
used for gambling or betting on the games. There are various forms of gambling and the most
impacted one is electronic gambling (Downs, 2010). The gaming market or electronic gaming
market consists of various types of machines such as slots, poker machines or pokies. Gambling
impacted in the community or on society in negative as well as positive terms. Gambling in
Australia is taken as the major problem because in Australian society 80% of the adults are
engaged in the activities related to gambling once in a lifetime (Bryant, 2019). Due to
involvement of adults in these activities it impacted on the families, communities like causing
financial problems, headache, family issues, depression and nausea and also impacted on the
social and health status of individuals (Catford, 2012). These increasing negative impact of the
gambling resulted in the problem gambling in Australia. Problems gambler is the term that is
used for individuals who are most addicted to gambling and due to that facing lots of problems in
leading their life. Some of the positive impacts of gambling in the society are increasing job
opportunities for local community in clubs and pubs, tax provision, growth of economy and
income growth (McMullan, Miller, & Perrier, 2012).
This research proposal aims are to identify the views of local community about electronic
gambling machines and further report aims to analyses the impact of gambling on the community
and society. The report consist of a brief literature review on gambling and the negative and
positive impact of gambling on the society, further using primary and secondary data research is
conducted to know the perception of the community for electronic gambling machine (EGM) in
the city. Data is collected through questionnaire and sample of 20 respondents is taken through
random sampling method and then on the basis of study of secondary data and primary data a
summary is given whether community perceived use of EGM as a positive status or negative
status.
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2. Purpose of the Research
This section consist of clarification on the concept of gambling and its impact on the
society and community in Australia and how gambling affected individuals life in a positive and
negative way, further various types of gambling activities are explained and objectives of this
research is stated below. The concept of gambling is explained with view of different authors and
scholars cater in order to evaluate in such a manner so that a deeper understanding and better
insight can be developed.
2.1 Literature Review
Gambling become the most popular activities in the countries and most popular form of
gambling is electronic machine gambling (Humphreys, 2010). “The world gaming machine
market comprises a range of different types of machines in terms of technology, winnings,
payout rates and the range of bets. These machines can be classified as pachinko machines,
amusement machines with prizes and high-intensity gaming machines”. Electronic gaming
machines (EGM) are the technological innovation over the world in the gambling activities
(Delfabbro & King, 2012).
Orford (2019) includes that EGM innovation consists of some advances such as payout
intervals, credit wins, jackpots, rapid playing speed, bank note acceptors and multiplier potential
in terms of multi-line and multi credit machines. EGM’s have five virtual reels and three rows
that displayed on the monitor and in reels each slot depicts a set of symbols and electronic reels
are in same position after every spin by the gambler. The symbol that comes decide the chances
of winning of an individual and all the outcomes are unrelated or independent and result
displayed on a monitor screen and connected to a control system. Gambling leads to some
positive as well as negative outcomes (Orford, Griffiths, Wardle, Sproston, & Erens, 2009).
Gambling problems cause issues to the families and communities and its addiction lead to
serious effects such as failed relationship, huge debt and loss of jobs. Access gambling can
destroy the life of an individual and leads to serious harm to adults of communities. argued that
gambling or various forms of gambling also leads to many advantages to the community such as
increasing job opportunities to local community people in clubs and pubs and increasing income
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of the state or city and overall economic development due to tax provision on gambling
activities.
In current scenario worldwide, legalized gambling has positive impacts on every citizen
of the nation and on number of communities. “Many communities that are suffering from social
and economic problems considered gambling as the panacea to those ills. Indeed, a number of
communities plagued by high unemployment have found a form of economic renewal through
gambling, particularly through the development of destination resorts. In addition, state, local,
and tribal governments have received substantial revenues from taxes on gambling enterprises
and lottery receipts. However, there are costs associated with these decisions and gambling
cannot be considered a panacea for all economic problems in a community” (Hing, Russell,
Tolchard, & Nower, 2016).
Gambling in Australia is from the major activities and it has been identified that
approximately 80% of the adults in Australia engaged in gambling activities once in a lifetime
(Armstrong, Thomas, & Abbott, 2018). In Australia, gambling expenditure was $32 billion in
2016-2017, that means on an average an adult gambled for $2500 (Productivity commission,
2019). “It is estimated that there are between 100,000 and 180,000 Australian adults suffering
severe problem gambling. In addition there are between 150,000 and 250,000 at moderate risk of
problem gambling. The social cost of problem gambling in Australia is estimated at $6.7 billion
per annum” (Productivity Commission, 2019). It is researched that half of the young people in
Australia involved in gambling by the age of 15 years and by the age of 19 years number
increase to 79% and out of that 4% young Australian develop problem gambling or addiction of
gambling. The most famous way gambling activity in Australia was sports betting and through
that country generated $4 billion per annum (Abbott, Stone, Billi, & Yeung, 2016).
Nower & Blaszczynski, 2010 argued that communities in Australia are affected in the
greater way due to gambling despite of its positive impact on economic growth. Electronic
gambling machines played major role in increasing activities of gambling in the communities
and due to that most of the families loss their young adults because of severe health issues and
social issues that lead to depression and anxiety state in an individual and eventually resultant in
loss of lives and low standard of living and spread negativity amongst the member of
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community. Ariyabuddhiphongs, 2016 evidence that EGM is the addictive nature of electronic
gaming, it is researched that “EGM gamblers progressed to pathological gambling in 1.08 years,
while gamblers on ‘traditional’ forms of gambling progressed to pathological gambling in 3.58
years”. Further it is concluded that the rate of problem gambling examined higher in the
locations where EGMs are more whereas adoption rate of gambling activities was 18.6% EGMs,
40.5% lotteries, 16.2% scratch tickets and 10.20% and 4.42% for sports racing and casino games
respectively (Maharaj, Rossen, & Wong, 2012). These figures indicate that lotteries were the
activity with higher involvement but this was a low risk gambling activity and didn’t consider
that indicate that involvement of people in EGM was more. There is no doubt that electronic
gambling machines are inducing or creating more problem gamblers in the community
(Dowling, Smith, & Thomas, 2009). EGMs are reason behind the problem gambling and its
consequences are tolerated by the communities but other forms of gambling are also associated
and impact the communities further innovation in gambling also contribute in the problem
gambling behavior and this affect local community to the greater extent (Subramaniam, et al.,
2015).
2.2 Research Objectives
This research aimed to explore the areas in order to meet the gap in knowledge
through exploration of issues related to gambling in the community. Mainly the study
aimed
To review the literature in a systematic way on gambling in local community that
includes impacts of gambling on the health of individuals in local community and
exploration of risk factors involved.
To explore the risk factors in relation to Australian communities and its
connection with the wellbeing and health of communities.
To know the Joondalup community perception related to gambling activities and
mainly related to use of Electronic gaming machines in the city and in relation to
that all the issues are identified like gambling related harm to communities,
gambling participation of adults, and social support.
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3. Research Design
This section consists of various tools that are used in this research and a brief discussion
and justification is given on the techniques and tools used for data collection. The section
explained reason of all the methods that are selected in completing this research proposal and to
achieve the aims of research. “Effective research depends on the use of best technique in
evaluation and examination of data. In this report sample size of 20 people is taken from the
population (Joondalup) to get the desired result. The justification of each of the research methods
has been provided as this brings about clarity in the research”. Research design includes the
material required in order to complete or achieve the objective of research. In order to understand
the topic or concept of gambling and its impact on community of Australia exploratory research
is done. “The exploratory research is done to know or understand the topic or to gain knowledge
about the topic so that work can be proceed according to the objectives or aim of research. By
using a proper design for conducting research, the person who conducts the research will identify
clearly the components that are used in the research with the help of relevant data and provide a
proper support in drawing a conclusion” (Flick, 2015).
3.1 Research Methodology
Research is done using qualitative method and quantitative method. Both these methods are
used in this research as to know the impact and perception of local community about electronic
gambling machines proper understanding of gambling concept is required and knowledge about
its negative and positive outcome is needed for that quantitative method is used that include
collecting data from the authenticated sources about the gambling activity in Australia and its
impact in the communities further qualitative method is used that include use of questionnaire to
conduct a survey from the population of Joondalup Australia in order to understand the
perception of the local community about EGMs. The questionnaire is the best way to know the
behavior and view of individuals about a particular activity or thing and its impact on them.
Respondents give their view on the problems that they face because of electronic gambling
machines and the outcome that they will face if gambling machines will increase in city and
more people will engage in the gambling activities.
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3.2 Sampling Method
Sampling is the way by which sample is taken for survey from the population so that fair
and true outcome can be generated from the research without any biasness and by giving equal
opportunities of selection from population (Lim & Ting, 2012). “Out of the diverse sampling
methods that exist while doing the research, some of them are used that are non-probability and
random sampling technique. The notion of random sampling helps the person who conducts
research to assemble material from large group of population. Therefore, all the member of the
sample has the equal opportunity of being chosen. The type of the analysis work is elevated
because of the use of non-probability sampling”. Random sampling method is used in this
research as 20 people are selected randomly from the population of Joondalup to know their
perception or to know local community views on electronic gambling machines. The target
population is the families who affected by gambling and the individuals who are gamblers and
non-gamblers. So that positive and negative impact both can be considered.
3.3 Data Collection
In this research data is collected through two methods that are primary and secondary
methods. Primary method includes collection of data through interviews and surveys with the
help of set of questions that is questionnaire. Questionnaire consists of set of questions that is
filled by the respondents or sample size that is taken out of the population. This is the fresh data
that is collected according to the objective of research and analyzed to achieve the research aims.
Further secondary data is accessed from online sources or books or articles to gain more
knowledge about the topic. Both the method of data collection is used in this report secondary
data is presented in the above section named literature review and primary source is presented in
appendix.
4. Summary
It is analyzed from the above research data that EGMs have negative impact on local
community and most of the individuals affected or become a problem gambler because of high
involvement in electronic gambling machines that leads to addictive gambling and impact the
health and social status of a person. In spite of positive impact of EGMs in the community in
relation to job opportunities for local community people are not accepting the use of EGMs to
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greater extent because at last it will resultant in problem gambling or addictive gambling. From
the analysis of Australian data related to gambling expenditure and involvement it is understood
that communities in Australia are affected by various activities of gambling and community in
Joondalup will also have negative impact if pub is open with more EGMs. Local communities in
Australia have negative views about gambling and activities related to gambling because of its
adverse effect in the wellbeing. Hence, considering the analysis from the above research it can be
concluded that local council should not adopt this option and stop the establishment of pubs with
EGMs as if this is done this will be more criticized by the local community.
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References
Productivity commission. (2019, 08 26). Retrieved from pc.gov.au:
https://www.pc.gov.au/inquiries/completed/productivity-review/report/2-healthier-australians
Productivity Commission. (2019, 08 26). Retrieved from pc.gov.au:
https://www.pc.gov.au/news-media/speeches/data
Abbott, M., Stone, C. A., Billi, R., & Yeung, K. (2016). Gambling and problem gambling in
Victoria, Australia: Changes over 5 years. Journal of Gambling Studies, 47-78.
Ariyabuddhiphogs, V. (2011). Lottery Gambling: A review. Journal of Gambling Studies.
Armstrong, A. R., Thomas, A., & Abbott, M. (2018). Gambling participation, expenditure
and risk of harm in Australia, 1997–1998 and 2010–2011. Journal of Gambling Studies, 255-
274.
Bryant, N. (2019, 08 26). Australia in thrall of gambling mania. Retrieved from Newsbbc:
Available at: http://news.bbc.co.uk/1/hi/world/asia-pacific/6313083.stm
Catford, J. (2012). Battling big booze and big bet: Why we should not accept direct funding
from the . Health Promotion International, 307-310.
Delfabbro, P., & King, D. (2012). Gambling in Australia: Experiences, problems, research
and policy. Addiction, 1556-1561.
Dowling, N., Smith, D., & Thomas, T. (2009). Electronic gaming machines: Are they the
‘crackcocaine’ of gambling? . Addiction, 33-45.
Downs, C. (2010). Mecca and the birth of commercial bingo 1958-1970: A case study.
Business History, 1086-1106.
Flick, U. (2015). Introducing research methodology: A beginners guide. London: sage
Publications.
Hing, N., Russell, A., Tolchard, B., & Nower, L. (2016). Risk factors for gambling problem.
Journal of Gambling Studies, 511-534.
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Humphreys, A. (2010). Consumption Practices. Journal of Consumer Behavior, 490-510.
Lim, W. M., & Ting, D. H. (2012). Research Methodology: A toolkit of sampling and data
anlaysis. London: Routledge.
Maharaj, A. S., Rossen, F., & Wong, A. S. (2012). The Impact of Gambling and Problem
gambling on communities. Auckland: Auckland Uniservices.
McMullan, J. L., Miller, D. E., & Perrier, D. C. (2012). “I’ve seen them so much they are just
there”: . International Journal of Mental , 829-848.
Nower, L., & Blaszczynski, A. (2010). Gambling motivations, money-limiting strategies, and
precommitment preferences of problem verus non problem gamblers. Journal of Gambling
Studies, 361-372.
Orford, J. (2019). The Gambling Establishment: Challenging the Power of the Modern
Gambling Industry and its Allies. London: Routledge.
Orford, J., Griffiths, M., Wardle, H., Sproston, K., & Erens, B. (2009). Gambling and
Problem gambling. London: Routledge.
Subramaniam, M., Wang, P., Soh , P., Vaingankar, J. A., Chong, S., Browning, C. J., &
Thomas, S. A. (2015). Prevalence and determinants of gambling disorder among older adults:
a systematic review. Addictive Behavior, 199-209.
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Appendix
Questionnaire
1. Due to gambling you affected your work life or family life?
Yes No
2. Did gambling ever affected your personal life?
Yes No
3. Is electronic gambling harmful for community?
Yes No
4. Due to electronic gambling how many times you financed your resources?
0 2 more than 2
5. Did electronic gambling machines addict you towards gambling?
Yes No
6. Have you ever tried to commit suicide or harmful activities as a result of loss in electronic
gambling?
Yes No
7. Are you a problem gambler or gambled to escape problems, boredom, loss and trouble?
Problem gambler Non Gambler
8. Do you think electronic gambling machines have positive impact on the community?
Yes No
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