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Author(s):  
Martin Adam ◽  
Konstantin Roethke ◽  
Alexander Benlian

AbstractTo augment traditional monetization strategies, digital platform providers increasingly draw on gamblification (i.e., the use of gambling design elements). By means of gambling design elements (e.g., lottery tickets, scratch cards, loot boxes), platform providers do not only entertain users but also incentivize them to purchase digital products. Yet, despite the increasing prevalence of gamblified digital platforms, little is known about how gamblification influences user purchase behaviors. Drawing on prospect theory, we investigate gamblification in the form of loot box menu designs and the associated effects of uncertainty, loss experience and behavioral control on user purchase behavior. Specifically, we conducted a contest-based online experiment with 159 participants, finding that platform providers can profit from offering loot boxes with certain (vs. uncertain) rewards in loot box menus. Furthermore, this effect intensifies when participants previously experienced a loss and decreases when they perceive to have more control over the result. Thus, our findings provide theoretical and practical insights for a better understanding of gamblification in general and of loot box menu designs for enhancing digital business models in particular.


2020 ◽  
Vol 45 ◽  
Author(s):  
Madison Stange ◽  
Michael Pinnau ◽  
Michael Dixon

Although many types of scratch cards exist, research on gamblers’ physiological responses to scratch card wins, losses, and near misses has been limited to a single type of game. We created two distinct scratch card types. In a “Match Three” game, we expected arousal to rise with each successive matching symbol—hence arousal would change even before the final outcome was known. In a “Number Matching” game, where players were given a set of lucky numbers and hoped to find a match within a scratch-off play area, we expected arousal to rise only once a match was made. A near miss in a Match Three game involved uncovering two large-prize symbols (but not the third). A near miss in a Number Matching game involved just missing a match (lucky number 18, uncovering a 17). For each game type, participants played four cards (small win, near miss, and two losses) while their physiological arousal was recorded. Participants rated each outcome on a number of subjective measures. For wins, arousal changes occurred as predicted (pre-outcome changes for Match Three vs. only post-outcome changes for Number Matching games). Participants rated near-miss outcomes in both card types as being more subjectively arousing, disappointing, negative, frustrating, and urge inducing than for regular losses, but we found no strong evidence for physiological near-miss effects. We provide evidence that the structure of scratch card games influences the timing of individuals’ physiological responses to various outcomes.RésuméBien qu’il existe de nombreux modèles de cartes à gratter, les recherches menées jusqu’ici sur les réactions physiologiques des joueurs face à un gain, une perte ou un quasi-gain se limitent à un seul type de jeu. Nous avons conçu deux jeux de cartes à gratter distincts. Le premier était un jeu « à trois correspondances »; nous nous attendions à ce que le degré d’excitation monte à chaque apparition d’un symbole identique - et ce, avant même que le résultat final soit connu. Le second jeu consistait à donner aux joueurs un jeu de chiffres chanceux avec instruction de dévoiler un chiffre correspondant dans la partie à gratter de la carte; nous nous attendions à ce que l’excitation monte seulement après le dévoilement d’une correspondance. Dans le premier jeu, un quasi-gain consistait en la découverte de deux symboles représentant un lot important (mais pas du troisième). Dans le second jeu, un quasi-gain consistait en l’obtention d’un nombre très proche du chiffre gagnant (obtention d’un 17 alors que le gagnant est le 18). Les participants ont été invités à gratter quatre cartes par jeu (un petit gain, un quasi-gain et deux pertes) tandis qu’on enregistrait leurs réactions physiologiques, puis à donner une évaluation subjective de chaque résultat. Les réactions anticipées se sont produites dans le cas des gains (soit avant le dévoilement du résultat dans le premier jeu et seulement après dans le second). Peu importe le type de carte, les sujets ont qualifié le quasi-gain, comparativement aux pertes régulières, d’expérience excitante, décevante, négative, frustrante et propre à attiser le désir de jouer, mais nous n’avons recueilli aucune preuve de réaction physiologique dans ce cas précis. Selon nos conclusions, la structure des jeux de cartes à gratter a une incidence sur le moment de la réaction physiologique aux différents résultats de jeu.


Author(s):  
Bernadeta Lelonek-Kuleta ◽  
Rafał P. Bartczuk ◽  
Michał Wiechetek ◽  
Joanna Chwaszcz ◽  
Iwona Niewiadomska

This study estimated the levels of involvement in e-gambling and problem e-gambling in Poland and identified selected sociodemographic variables associated with e-gambling activities. The study was conducted using a representative sample of the adult inhabitants of Poland (n = 2000). The survey contained questions measuring three aspects of gambling (involvement in e-gambling, types of e-gambling activity, and problematic e-gambling). Results suggested that 4.1% of respondents were involved in e-gambling and 26.8% of them could be classified as problem gamblers. The most popular e-gambling games were lotteries and sports betting. Gender, age, size of city of residence, level of education, and income were identified as significant predictors of involvement in e-gambling. The results indicated that men, younger people, and people who earnt less were more often involved in e-gambling. Having children, playing online scratch cards, and online sport betting—but not online lotteries—turned out to be typical for problem online gamblers. The prevalence of problem gambling among Polish e-gamblers suggests that extended research in this area is needed.


Author(s):  
Madison Stange ◽  
Dan G. Brown ◽  
Kevin Harrigan ◽  
Michael Dixon

Scratch cards are a pervasive form of gambling in the Canadian marketplace. Despite their widespread appeal, we are only beginning to understand the influence of their structural characteristics on the player. The most widely studied of these characteristics is the near-miss, a game outcome in which the player gets two of the three needed symbols to win a jackpot prize. Although other authors have noted the existence of these outcomes in scratch cards, no systematic investigation has been undertaken to understand their occurrence in these games. We present the results of an analysis to determine the frequency of these outcomes using two samples (sample A, n = 41; sample B, n = 61) of a popular scratch card game available in Ontario, Canada. Our results suggest that certain scratch card games may be designed to include more pairs of jackpot symbols (i.e., more near-miss outcomes) than any other symbol pair. In the game that we analyzed, the top prize symbol occurred more often than any other symbol and appeared to be manipulated to appear in clusters of two, creating many near-miss outcomes to the jackpot prize. This work has strong implications for the study of gambling behaviour, responsible gambling strategies, as well as for the scientific investigation of scratch card games. Les cartes à gratter sont une forme très répandue de jeux sur le marché canadien. Malgré leur grand attrait, nous commençons à comprendre l’influence de leurs caractéristiques structurelles sur le joueur. La caractéristique la plus étudiée parmi elles est un résultat s'approchant du résultat gagnant; le joueur obtient deux des trois symboles nécessaires pour gagner un gros lot. Bien que d’autres auteurs aient noté l’existence de ce genre de résultats dans des cartes à gratter, aucune enquête systématique n’a été entreprise pour comprendre leur occurrence dans ces jeux. Nous présentons les résultats d’une analyse pour déterminer la fréquence de ces résultats en utilisant deux échantillons (échantillon A, n = 41; échantillon B, n = 61) d’un jeu de cartes à gratter populaire, vendu en Ontario, au Canada. Selon nos résultats, certains jeux de cartes à gratter peuvent être conçus pour inclure plus de paires de symboles pour le gros lot (c’est-à-dire des résultats plus proches) que n’importe quelle autre paire de symboles. Dans le jeu que nous avons analysé, le symbole du prix le plus élevé était présent plus souvent que tout autre symbole et semblait être manipulé pour apparaître en grappes de deux, créant de nombreux résultats proches du résultat gagnant. Ce travail a de fortes répercussions pour l’étude du comportement du jeu, du jeu et des stratégies responsables, de même que pour l’étude scientifique des jeux de cartes à gratter.


Author(s):  
Madison Stange ◽  
Dan G. Brown ◽  
Kevin Harrigan ◽  
Michael Dixon

Scratch cards are a pervasive form of gambling in the Canadian marketplace. Despite their widespread appeal, we are only beginning to understand the influence of their structural characteristics on the player. The most widely studied of these characteristics is the near-miss, a game outcome in which the player gets two of the three needed symbols to win a jackpot prize. Although other authors have noted the existence of these outcomes in scratch cards, no systematic investigation has been undertaken to understand their occurrence in these games. We present the results of an analysis to determine the frequency of these outcomes using two samples (sample A, n = 41; sample B, n = 61) of a popular scratch card game available in Ontario, Canada. Our results suggest that certain scratch card games may be designed to include more pairs of jackpot symbols (i.e., more near-miss outcomes) than any other symbol pair. In the game that we analyzed, the top prize symbol occurred more often than any other symbol and appeared to be manipulated to appear in clusters of two, creating many near-miss outcomes to the jackpot prize. This work has strong implications for the study of gambling behaviour, responsible gambling strategies, as well as for the scientific investigation of scratch card games. Les cartes à gratter sont une forme très répandue de jeux sur le marché canadien. Malgré leur grand attrait, nous commençons à comprendre l’influence de leurs caractéristiques structurelles sur le joueur. La caractéristique la plus étudiée parmi elles est un résultat s'approchant du résultat gagnant; le joueur obtient deux des trois symboles nécessaires pour gagner un gros lot. Bien que d’autres auteurs aient noté l’existence de ce genre de résultats dans des cartes à gratter, aucune enquête systématique n’a été entreprise pour comprendre leur occurrence dans ces jeux. Nous présentons les résultats d’une analyse pour déterminer la fréquence de ces résultats en utilisant deux échantillons (échantillon A, n = 41; échantillon B, n = 61) d’un jeu de cartes à gratter populaire, vendu en Ontario, au Canada. Selon nos résultats, certains jeux de cartes à gratter peuvent être conçus pour inclure plus de paires de symboles pour le gros lot (c’est-à-dire des résultats plus proches) que n’importe quelle autre paire de symboles. Dans le jeu que nous avons analysé, le symbole du prix le plus élevé était présent plus souvent que tout autre symbole et semblait être manipulé pour apparaître en grappes de deux, créant de nombreux résultats proches du résultat gagnant. Ce travail a de fortes répercussions pour l’étude du comportement du jeu, du jeu et des stratégies responsables, de même que pour l’étude scientifique des jeux de cartes à gratter.


2017 ◽  
Vol 17 (2) ◽  
pp. 332-334 ◽  
Author(s):  
Nuno Rodrigues-Silva
Keyword(s):  

2016 ◽  
Vol 1 (3) ◽  
pp. 73
Author(s):  
Besa Shahini ◽  
Emil Frasheri

Gambling research has grown dramatically over the past 2-3 decades, however a lack of consensus regarding the risk factors and gambling etiology related to youth problem gambling still remain. So a better understanding of the nature of youth problem gambling could help us to clarify the etiology of gambling problems. Understanding gambling subtypes is necessary to improve our understanding of the etiology of problem gambling. The prediction of problem gambling is related with the participation in gambling activities. It is necessary to obtain a structure of gambling activities, in order to better understand gambling related problems and to treat problems in a more specified manner. The aim of the study was to determine the appropriate structure of gambling activities using factor analysis in a confirmatory framework. Students are a particularly interesting population in which to study gambling. The research utilized a cross-sectional design and self-report questionnaires. The study concludes that the two-factor solution better represents the chance-and skill-based gambling activities. The first factor is most strongly associated with chance-based activities (lottery, bingo, scratch cards). The second factor is most strongly associated with activities that require some degree of skill (poker, roulette, sport bet, racing, etc. ).


2015 ◽  
Vol 32 (1) ◽  
pp. 187-203 ◽  
Author(s):  
Madison Stange ◽  
Candice Graydon ◽  
Mike J. Dixon
Keyword(s):  

2013 ◽  
Vol 8 (S1) ◽  
Author(s):  
John Bradley ◽  
Craig Jones ◽  
Sarah Jones ◽  
Carol Foster ◽  
Paul Jordan

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