Abstract

The purpose of gambling regulation can be to ensure revenue for the public, to prevent crime and gambling problems. One regulatory measure involves restriction of what games can be offered in a market. In this study, the effects of two regulatory market changes are investigated: First, a restriction of availability when slot machines were banned from the Norwegian market in 2007, and second the introduction of regulated online interactive games to the same market in 2014. Data collected from the general population in the period from 2005 through 2018, comprising 2,000 respondents every year, are used to investigate how participation in gambling changed over time. The respondents were asked if they took part in various games or lotteries. Logistic regression analyses were used to predict the proportion participating in five groups of games and if changes in participation coincided with major market changes. The first change was associated with a reduction in gambling on slot machines as well as a reduction in gambling participation overall. Following the slot machine ban, results show an increase in women participating in games offered in land-based bingo premises. A general increase in gambling on foreign websites was also seen, albeit much smaller than the reduction in slot machine gambling. The increases can partly be explained as substitution of one type of gambling with another. New regulated online interactive games were introduced in 2014. Despite the relatively large growth of such games internationally, Norway included, increased online gambling in general and an increased marketing of foreign gambling websites, the participation on foreign websites seemed stable. However, the overall participation in online interactive games increased. The introduction of the regulated alternative seems to have had a channelizing effect. Overall, the changes in gambling participation coinciding with two major regulatory changes can be explained by transformations of physical and social availability, and in terms of mechanisms outlined by the model of total consumption.

Highlights

  • IntroductionOne is to ensure revenue for the public in terms of taxes or as income for good causes

  • Data which are not presented in these tables show that for the specific groups, a large majority of gamblers participate within other games or game groups, varying from 92.5% for slot machines and interactive video terminals (IVTs) Multix (n = 1,509) to 98.7% (n = 796) for the online interactive games

  • The data analysis predicted a certain increase in female participation in games in land-based bingo premises and a general increase in gambling on foreign websites following the ban

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Summary

Introduction

One is to ensure revenue for the public in terms of taxes or as income for good causes Another is to prevent criminal actions related to gambling activities, whilst a third is to prevent gambling problems or to reduce negative consequences of gambling, for both individuals and societies [1]. A high threshold for participation is seen for games where gambling procedures or rules are difficult to comprehend (cognitive accessibility). New gambling products may serve as substitutes for existing ones. “cannibalization” occurs when new products or services to a varying degree substitute existing products or services [3]. From this it seems conceivable that removal of gambling products may lead to substitution by increased gambling on other gambling products

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