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Profits from Gambling Addicts

The Demographic Sources of Ontario Gambling Revenue

This report prepared for the Ontario Problem Gambling Research Centre found that 60% of machine revenue was derived from problem gamblers and that 35% of total gambling revenue was derived from moderate and severe problem gamblers. The Demographic Sources of Ontario Gambling Revenue

Nova Scotia Video Lottery Players’ Survey

This study by the Nova Scotia Department of Health found that only 4% of net gambling machine (or so-called “video lottery”) revenue was derived from “casual” players, even though they comprise 75% of players. Meanwhile, 96% of the revenue was derived from under 6% of the population who were classified as “regular gamblers.” About 16% of these regular gamblers were “problem gamblers” and they alone generated 53% of machine revenues even though they make up under 1% of the total population. Nova Scotia Video Lottery Players' Survey

Costs and Treatment of Pathological Gambling

This study by Henry Lesieur from the Annals of the American Academy of Political and Social Sciences found that pathological and problem gamblers account for an average of 30.4 percent of total gambling expenditures in the four U.S. states and three Canadian provinces he examined (the low was 22.6 percent, the high was 41.2 percent in Louisiana). The study identified which games were associated with problematic play and identified “video machines” (as opposed to old-style slots) in that group. Lesieur concluded: “When a state decides to shift from lotto to instant or scratch lottery tickets to video machines as a revenue-raising measure, it is taking a greater and greater percentage of money from problem gamblers.” Costs and Treatment of Pathological Gambling

Survey of the Nature and Extent of Gambling and Problem Gambling in the Australian Capital Territory

This study by Australian Institute for Gambling Research and the University of West Sydney reported that 48% of gambling machine revenue and 37% of all commercial gambling revenue was attributable to problem gamblers. Survey of the Nature and Extent of Gambling and Problem Gambling in the Australian Capital Territory

Northern Territory Gambling Prevalence Survey

This study by the School for Social and Policy Research at Charles Darwin University found that 43% of gambling machine revenue derived from problem players. Northern Territory Gambling Prevalence Survey

Australian Government Study Reveals Up to 75 percent of Total Machine Losses Are Paid By Moderate and High Risk Problem Gamblers

This 2010 report from the Productivity Commission of Australia (the Australian Government’s independent research and advisory body) provides an in-depth analysis of the effects of the predatory gambling industry on the nation. Gambling, and specifically “pokies” or video slot machines, became pervasive across almost the entire Australian nation by 1995. Community backlash against slot machines in Switzerland caused the nation to ban slot machines outside of casinos in 2005. Widespread concerns in Russia about gamblers losing their life savings and becoming destitute caused that country to ban all gambling, other than in four highly remote regions. Due to increased problem gambling, Norway banned all video slot machines in 2007 and Internet gambling in 2009. The Norwegian gambling authority is implementing “less aggressive” (slower play, low maximum loss rates) gambling machines in smaller numbers than the banned slots. The major conclusions from the Australian report are: * Gambling now costs Australian society about $4.5 billion dollars per year, the bulk of costs deriving from video slot machines. These costs exceed benefits when “excess” losses by problem gamblers is included. Cost per year per adult translates to $210. $1 U.S. dollar = $1.08 in Australian dollars as of Oct 23, 2009. * 42 to 75 percent of total machine losses are paid by moderate and high risk problem gamblers. * Gambling machines, as contrasted to other forms of gambling such as lottery or tables games account for around 75–80 percent of ‘problem gamblers’ and are found to pose significant problems for ordinary consumers. * About 2.5 percent of Australian adults are now problem gamblers. * 8 to 15 percent of Australian problem gamblers seek treatment. “Internationally, around 6-15 per cent of people experiencing problems with gambling are reported to seek help from problem gambling services...People experiencing problems with their gambling often do not seek professional help until a ‘crisis’ occurs — financial ruin, relationship break down, court charges or attempted suicide — or when they hit ‘rock bottom.’ * Help services for problem gamblers using them have worked well overall, but they relate to people who have already developed major problems and are thus not a substitute for preventative measures. * The potential for significant harm from some types of gambling is what distinguishes gambling from most other enjoyable recreational activities — and underlines the communities’ ambivalence towards it. While many Australians gamble, they remain skeptical about the overall community benefits. For instance, one survey estimated that around 80 percent of Victorian adults considered that gambling had done more harm than good (with little difference between the views of gamblers and non-gamblers). Looking at all Australian surveys, roughly 80 percent of the public wants to see video slot machines removed or their numbers reduced. * Many people who do not fit the strict criteria for problem gambling are found to experience significant harms. For example, of those people who said that gambling had affected their job performance, some 60 percent were not categorized as ‘problem gamblers.’ * 39 percent of high risk problem gamblers suffered adverse effects on workplace performance. * Had there been full knowledge at the time about the harmful effects of substantially increasing accessibility to gaming machines in the 1990s, a different model of liberalization, with less widespread accessibility, may well have been seen as appropriate. Western Australia did not follow the approach of other jurisdictions and appears to have far fewer gambling problems. * The effect of widespread gambling machine availability on the economy can be seen in Australia, where gambling losses reached 3.1 percent of household consumption, 6.3 percent in Northern Australia. * Beyond the powerful example provided by the early liberalization experiences of Australia, there is a broad range of evidence suggesting a link between proximity and harm. * 60 percent of Australian teens gamble on video slot machines by the time they are 18 years of age. Over 60 percent of Aussie teens have gambled in some form before they reached 18 years. * Increased knowledge of gambling in children may have the unintended consequence of intensifying harmful behavior, a risk that should be considered in the design (or even in considering the introduction) of school-based programs. Nevertheless, several insights emerge from the drug, alcohol and driver education literature that may increase the effectiveness of any school-based gambling education programs and potentially reduce the risks of adverse behavioral responses: a school-based education program may be more effective if accompanied by a corresponding change in societal attitudes and a media campaign. For instance, the relatively greater success of school-based tobacco programs (compared with alcohol) is attributed to the fact that these were accompanied by consistent anti–smoking messages in the general media and to the emergence of a strong anti–smoking social movement. * Australian gamblers are estimated to lose A$790 million per year, about 4 percent of the size of legal gambling, in illegal online gambling and Internet casinos. * The report found that slot machines are between 6 and 18 times more risky than lotteries * Around 50 per cent of gaming machine gamblers have false beliefs about how gaming machines work, which pose risks to them...'Faulty cognition' about slot machine design is strongly associated with problem gambling. 33 percent of high-risk problem gamblers, 20 percent of moderate risk, and 5 percent of recreational gamblers believe that a gambler is more likely to win on a slot machine after losing many times in a row. Some groups of consumers — such as people with intellectual or mental health disabilities, poor English skills, and those who are emotionally fragile (say due to grief) — may be particularly vulnerable to problems when gambling. Australia's Gambling Industries 2010 Report Vol. 1 Australia's Gambling Industries 2010 Report Vol. 2

Australia’s National Gambling Report 1999

According to this report prepared by the Productivity Commission of Australia, it is estimated that severe and moderate problem gamblers made up only 4.7% of the population, but contribute 33% of net gambling revenues and 42.4% of gambling machine revenue. Australia's Gambling Industries 1999 Report Vol. 1 Australia's Gambling Industries 1999 Report Vol. 2 Australia's Gambling Industries 1999 Report Vol. 3

Montana Gambling Study Commission Report

This report prepared by the University of Montana's Bureau of Business and Economic Research for Montana Gambling Study Commission found that gambling addicts account for 36% of video gambling revenues. Montana Gambling Study Commission Report 1 Montana Gambling Study Commission Report 2 Montana Gambling Study Commission Report 3 Montana Gambling Study Commission Report 4 Montana Gambling Study Commission Report 5 Montana Gambling Study Commission Report 6 Montana Gambling Study Commission Report 7 Montana Gambling Study Commission Report 8

Predatory Gambling & Addiction in Rhode Island

Dr. Bob Breen, a psychiatrist from Rhode Island Hospital, wrote a letter in March 2011 to Rhode Island Governor Lincoln Chafee explaining that 50% of the state's gambling revenue comes from addicts and warning that allowing table games would create 1,000 to 2,250 new addicts. Bob Breen Letter to RI Governor Chafee

Problem Gamblers Can’t Judge the Cost of Electronic Gambling Machines

According to the Australian Productivity Commission, people often underestimate how much people spend on various items, like transportation, clothing, etc. "For gambling, if we say we have spent $100, on average we have really spent $735. Then there are the pokies [electronic gambling machines]. On average, if pokie players say they have spent $100, they have actually spent $3448. That's not a misprint: they are apparently aware of just 2.9 per cent of what they are losing." Would receipts or a record of spending help people become more aware of how much they spend? Absolutely. Problem Gamblers Can't Judge Cost of Electronic Gambling Machines

Why It’s Time to Disrupt the “Business as Usual” Approach to the Government Policy of Predatory Gambling

This MUST-READ report by Charles Livingstone and Richard Woolley provides what may be the best analysis about how almost 100% of the responsibility for problem gambling is placed on the backs of the afflicted citizens. Predatory gambling operators and the government accept virtually no responsibility.  The report also shows why it is time to disrupt this "business as usual" approach promoted by those who profit from the failed government policy of predatory gambling. Risky Business: A Few Provocations on the Regulation of Gaming Machines

Addicts make up nearly 50% of Alberta’s gambling revenue

A study from the University of Lethbridge shows that in Alberta, the Canadian province that gets the most revenue from gambling, addicts fund nearly half of the gambling profits. This is especially astounding, considering gambling addicts make up only 2-3% of the population, leading to what researchers call an "ethically problematic" situation. 2013 Addicts fund nearly half of gambling revenue

Report shows staggering costs of problem gambling

This report, by The Victorian Competition and Efficiency Commission, estimates the cost of problem gambling to be as high as $2.8 billion in Victoria, Australia. Excess gambling by problem gamblers accounts for up to $1.4 billion of this, with the rest coming from the intangible costs for problem gamblers' mental health and familial stability. This article by The Age summarizes the report's findings. 2013 Cost of problem gambling could be as high as $2.8b- report

Casino data can be used to spot and prevent problem gambling

According to this article from The Wall Street Journal, the same data casinos use to track customers' gambling habits can be used to actually help gambling addicts. According to the article, "A group of addiction scientists and industry consultants say they can use casino customer-tracking information to create computerized models that can spot and warn people with high risk profiles. The new research essentially turns the industry's own data, often used in connection with loyalty cards to identify and pamper the best customers, on its head." This data could be a  huge help in fighting the estimated 8 million problem gamblers in this country. It's a wonder why casinos haven't been using this data to help problem gamblers all along... Researchers Bet Casino Data Can Identify Gambling Addicts

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