Preliminary
Report of The Quinn-Pike Video Gaming Study
Submitted
by Cathy Pike, PhD. and Frank L. Quinn, PhD.
December 22, 1997
The Quinn-Pike Video Gaming Study is a survey of video gambling
involvement across the 46 counties of South Carolina. The data that are reported here are from a
study of individuals at playing locations in South Carolina. Data analyses are in the early stages.
This report is a preliminary report of those findings. Additional analyses and further results will
be included in a final report of this study.
Frank Quinn, PhD developed the research design,
conducted the research, and administered data collection through the auspices of Carolina
Psychiatric Services, P.A. [9 Richland Medical Park, Columbia, S. C.; also founder of South
Carolina Center for Gambling Studies ]. Cathy Pike, PhD served as a research consultant and
developed the informed consent form, the survey instrument, and analyzed and reported the
research results. Copies of the informed consent form and survey questionnaire are located in
Appendix A.
Research Method
Each of the 46 counties in South Carolina were
included in the sampling design for this study. A random selection of playing locations for
each county was drawn from records of the South Carolina Department of Revenue. Approximately
50 research assistants, most of whom were graduate students, participated in collecting the
data for this study. Generally, one research assistant was assigned to collect data from a
random list of playing locations in each county. These locations included casinos,
convenience stores, restaurants, bars, and other sites in which video gaming devices were
located and known to the South Carolina Department of Revenue. A few counties had
substantially larger numbers of playing locations, and larger samples were collected in these
counties to account for these differences. Two to three research assistants were assigned to
collect data in these counties. Each was provided a random list of playing locations for the
county from which they collected data.
Before beginning data collection, the research
assistants participated in training sessions on the methods to be used in the research.
Research assistants were instructed to sample no more than 2 persons from each of the
randomly sampled playing locations. Virtually all of the data were collected on November 7,
1997. In a few cases, some data were received within the week following November 7, 1997 and
this was due to practical issues related to the research.
Results
The Sample
A total of 553 people were sampled from playing
locations in all South Carolina counties. (Detailed socio-demographic information for this
sample is located in Appendix B.) The vast majority of respondents were South Carolina
residents (N=484, 91.3%). Sixty-two percent of respondents (N=338) were males, and
approximately 38% (N=207). were females. Almost 67% (N=364) of respondents were white, about
29% (N=160) were African-American, and about 4% (N=9) reported ethnicity as "other".
Respondents ages ranged from 17 to 79 years (mean=36.57, median=33.0). Fifty-five percent of
respondents (N=300) were either single or divorced, while 45% (N=245) were married or living
with a partner. Respondents reported that their number of dependents ranged from none to 11
(median=2).
About 50% of respondents (N=271) reported that
their educational level was 12 years or less, while about 50% (N=273) reported some form of
post-secondary education, e.g., technical training or some college, baccalaureate degree, and
graduate education. About 21% of the sample (N=115) reported having some military service.
Most of the respondents were employed (79.5%, N=435). The number of years that they had been
employed in their current job ranged from 0 to 45 years (mean=7.34, median=4.0). About 48% of
the respondents (N=249) reported having individual incomes of less than $20,000 per year and
about 49% (N=257) reported their annual incomes as ranging from $20,001 to
$60,000.
Extent of Video Gaming
Involvement
A primary purpose of this study was to examine the
extent of video gaming involvement and problem gambling among players in South Carolina.
Several variables from the survey instrument provided preliminary information about the
extent of video gaming involvement and problem gambling among players. The sample included
all respondents who reported ever having played video gaming devices. Variables that measured
gambling involvement included those that measured frequency of play, the longest period of
time that respondents had played video gaming devices, the number of times respondents had
lost more than $50 in one sitting, and the number of times that respondents had won more than
$125 in one sitting. Additional variables that suggest the potential for problem gambling
were analyzed by groups: The total playing sample, women players, and African-American
players. Information on video gaming inducements reported by respondents are provided as
well. Additional information about the extent of video gaming involvement is located in
Appendix C.
Approximately 38.6% (N=174) of those who had ever
played video gaming devices reported that they played 2 or more times per week. Of these, 13%
reported playing video gaming devices 4 or more times per week; and 5.8% reported that they
play every day. More than a quarter (25.6%) of the sample reported that they have played for
5 or more hours in one sitting. Of those who had ever played video poker devices, 64.8%
(N=269) reported that they had won more than $125 in one sitting. In addition 68.6% (N=289)
of the sample reported losing more than $50 in one sitting.
Several variables were analyzed to provide
preliminary information about the extent of problem gambling among video gaming device
players in South Carolina. These variables were analyzed for all respondents in playing
locations who said they had ever played video poker devices. In addition to the total sample
percentages of respondents who have ever played video gaming devices, women and
African-Americans were examined separately to provide information about gender and ethnic
differences with regard to problem gambling. Table 1 below presents this
information.
Preliminary findings suggest that approximately
20% of players (1 in 5) are problem gamblers. Further analyses of the data are expected to
provide more specific information about the extent of problem gambling. The percentages of
women responding "yes" to potential problem gambling variables tend to be slightly lower but
are similar to the total sample. In addition, African-American players appear to suffer
substantially greater problems that the total sample with regard to problem gambling. For
each of the variables examined with regard to problem gambling, African-Americans reported
"yes" with substantially higher percentages than the total sample percentages. For two
variables, their percentages were more than twice as large as the total
sample.
Table
1
Percentages of Players Responding "Yes"
to Questions Related to Problem Gambling
Survey Item Number
|
Survey Item Statement
|
Percent of Total Sample
|
Percent Women
|
Percent
African-
Americans
|
8.
|
"I have thought about ways to get money to play video gaming
devices."
|
19.0%
|
16.4%
|
40.6%
|
15.
|
"I have spent the last dollar in my pocket while playing video
gaming devices."
|
33.4%
|
25.9%
|
41.6%
|
16.
|
" I have sold things to get money to play video gaming
devices."
|
8.1%
|
7.9%
|
16.5%
|
20.
|
"I have had problems with loved ones because of my playing video
gaming devices."
|
14.3%
|
16.4%
|
21.9%
|
22.
|
"I have borrowed from friends or family to play video gaming
devices."
|
19.0%
|
14.7%
|
30.5%
|
38.
|
"I have felt guilty about playing video gaming
devices."
|
28.3%
|
21.9%
|
35.5%
|
39.
|
"I have
felt depressed about playing video gaming devices>"
|
14.3%
|
12.7%
|
20.0%
|
40.
|
"I
have wished I could stop playing video gaming
devices."
|
18.5%
|
17.4%
|
24.8%
|
43.
|
"I have considered suicide at least once because of video gaming
devices."
|
5.3%
|
3.1%
|
8.7%
|
In addition to examining individual variables
related to problem gambling, two analyses examined the extent of problem gambling for the
past 4 years that video gaming devices have been legal in South Carolina. A Kruskal-Wallis
test was computed for variables that measured problems related to the emotional allure
(Interest) of video gaming devices by years of playing. Groups for this analysis were
respondents reporting that they had played video gaming devices for 1,2,3, and 4 years. The
results were significant (p <.000) and indicated that those in the groups who have been
playing video gaming devices the longest scored highest in emotional allure (Interest).
However, the greatest number of respondents (41.7%) reported that they had played video
gaming devices for only 1 year. Almost 29% reported playing for 2 years, and 18.6% had played
for 3 years. Those with the highest scores on problems related to the allure of video gaming
devices, those who reported playing for 4 years, comprised only 10.9% of the sample. The
scores increased substantially beyond the first year of playing video gaming
devices.
A second Kruskal-Wallis test examined variables
that measure problems associated with the consequences (Effects) of video gaming devices
across groups of respondents who had played for 1, 2, 3, and 4 years. The results of this
test also were significant (p <.015). Again, those who had played the longest scored the
highest on consequences related to problem gambling. As was the case with the Interest
variables, the greatest number of respondents were those who had played for shorter periods.
Almost 42% of the sample had played for only 1 year, while an additional 28.8% had played for
2 years. About 18.4% had played for 3 years. The group scoring the highest on video gaming
consequences, those who had played for 4 years, comprised only 11% of the total sample.
Similar to the 1st analysis, scores indicating problems related to the consequences of video
gaming devices increased substantially beyond the 1st year of playing.
A number of potential inducements were examined in
this study for those respondents who had reported that they had ever played video gaming
devices. Respondents were asked which of these had been made available to them by playing
houses and encouraged them to play longer or more often. A total of 15 potential inducements
were examined. Of these, 8 are illegal in South Carolina. The illegal inducements include the
following: free or discounted food, alcohol on site, large jackpots, bonus systems,
advertising, owners covering or holding checks, owners giving easy credit, and sexual
companionship. Table 2 lists the percentages of players who responded that these illegal
inducements had been made available to them and encouraged them to play longer or more
often.
The category having the greatest proportion of
respondents reporting having received illegal inducements was for alcohol on site, and it
comprised almost 47% of the sample. Large jackpots was the second highest proportion at
43.5%. The availability of bonus systems comprised 22.4% of the sample. Over 11% of players
reported owners giving easy credit, while 9% reported owners covering or holding checks.
Approximately 10% reported that sexual companionship had been made available to them and
encouraged them to play longer or more often.
Approximately 78% of players reported having
received 1 or more illegal inducements. Nearly 55% of the players reported having received 2
or more illegal inducements. Of these 28% reported having received 3 or more illegal
inducements.
Table
2
Percentages of Those Reporting Having
Received Illegal Inducements
TYPE of
INDUCEMENT
|
PERCENTAGE of
PLAYERS
|
Free or
discounted food
|
29.6%
|
Alcohol on
site
|
46.9%
|
Large
jackpots
|
43.5%
|
Bonus
systems
|
22.4%
|
Advertising
|
12.9%
|
Owners
covering or holding checks
|
9.0%
|
Owners
giving easy credit
|
11.5%
|
Sexual
companionship
|
10.2%
|
Seven variables examined inducements that are
legal in South Carolina but were reported by players as having encouraged them to play longer
or more often. Table 3 lists the percentages of players who responded that these had been
made available to them by playing houses and encouraged them to play longer or more
often.
Having video machines close to home was by far the
category with the greatest proportion of players (61.9%) reported having this inducement
available and that it encouraged them to play longer or more often. This is not a surprising
finding, given the South Carolina Department of Revenue's estimate that approximately 31,000
machines are located within South Carolina. The 2nd highest category for these inducements
was having friendship or social ties with employees of playing houses (35.9%). This category
was followed closely by about 34% of players who said they were encouraged to play longer or
more often because the playing houses were exciting places to be. Approximately 24% of
players reported having received information when machines were "hot".
Table 3
Percentages of Players Reporting Legal
Inducements
TYPE of INDUCEMENT
|
PERCENTAGE of PLAYERS
|
Alcohol setups
for "brown bags"
|
5.8%
|
Exciting place
to be
|
34.4%
|
Video machines
close to home
|
61.9%
|
ATM machines in
or near location
|
35.0%
|
Information when
machines are "hot"
|
24.4%
|
Friendship or
social ties with employees
|
35.9%
|
Treated
like a special person
|
15.1%
|
Discussion
The information reported here is based on
preliminary analyses of the data. However, these analyses provide 4 major indications about
video gambling among players in South Carolina: (1) extent of gambling on video gaming
devices, (2) general signals of problem gambling, (3) problem gambling with regard to the
number of years having played video gaming devices, and (4) regulatory issues related to
video gaming devices.
First, a substantial number of respondents in
playing locations have played video gaming devices and do so on a regular basis. More than
one-third of the players in this study reported that they play 2 or more times per week. Of
these, 13% reported playing 4 or more times per week, and nearly 6% reported that they played
every day.
Second, approximately 1 in 5 of these players are
problem gamblers. The percentages of women evidencing problem gambling tend to be slightly
lower than those in the total sample but do not differ substantially from those of the total
sample. In addition, African-Americans are disproportionately affected by problem gambling.
African-American players comprised only about 20% of those who had ever played, but they had
the highest proportion of players evidencing problem gambling.
Third, those respondents who had been playing for
4 years evidenced significantly more problem gambling than those playing a shorter period of
time. A distressing finding from these analyses relates to the proportions of years that
respondents have played video gaming devices. A considerably higher proportion of players
have played for only 1 year, while the scores on problem gambling are substantially higher
for those having played 2 or more years. This suggests the possibility that South Carolina
has only begun to bear the consequences of video gaming.
Fourth, regulation of video gaming is a problem
within South Carolina. Substantial proportions of players reported that illegal inducements
have been made available to them and encouraged them to play longer or more often.
Approximately 78% reported 1 or more illegal inducements. Nearly 55% of the players reported
having received 2 or more illegal inducements. Of these, 28% reported having received 3 or
more illegal inducements. In addition, substantial proportions of players reported
inducements that are not illegal but have been made available to them and encouraged them to
play longer or more often. Another regulatory issue relates to state laws specifying total
legal winnings and losses per sitting. Almost 69% of players reported that they had won more
than $125 in one sitting, and 68.9% had lost more than $50 in one sitting.
Taken together, these 4 major indications suggest
that the current involvement of players of video gaming devices and their levels of problem
gambling are substantial. Attempts to regulate gambling on video gaming devices by setting
limits for total legal winnings and losses per sitting have been unsuccessful. The future
levels of problem video device gambling that will be sanctioned and tolerated within South
Carolina depend on the wisdom of decisions that are made in the present.
APPENDIX A
[an example of the one-page informed consent form...
I've not posted it on this web site]
[and an example of the two-page, about 100-item interest survey
checklist form... I've not posted them on this web
site]
APPENDIX B
[Seven pages of data analysis tables... I've not posted them on this web site]
APPENDIX C
[Twenty pages of data analysis tables... I've not posted them on this web site]
***give me your comments about this
page***
check out the Highest
TRUTH
Posted on
this web site, 23 Sept. 1999, by Dr. EBS, in gratitude
[check out
why] to Dr. Frank Quinn.
|