The Case for Using Personally Relevant and Emotionally Stimulating Gambling Messages as a Gambling Harm-Minimisation Strategy (open access)

Harris, A., Parke, A., & Griffiths, M. D.
Emotions typically exert powerful, enduring, and often predictable influences over decision-making. However, emotion-based decision-making is seen as a mediator of impulsive and reckless gambling behaviour, where emotion may be seen as the antithesis of controlled and rational decision-making, a proposition supported by recent neuroimaging evidence. The present paper argues that the same emotional mechanisms can be used to influence a gambler to cease gambling, by focusing their emotional decision-making on positive external and personally relevant factors, such as familial impact or longer term financial factors. Emotionally stimulating messages may also have the advantage of capturing attention above and beyond traditionally responsible gambling messaging. This is important given the highly emotionally aroused states often experienced by both gamblers and problem gamblers, where attentional activation thresholds for external stimuli such as messages may be increased.

Using Gambling Simulators to Foster Awareness About Gambling Risks: A Focus on Emotions

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Stemming from an interest in developing suitable didactical tasks to prevent gambling abuse during the school years, this article explores the use of an Android app that simulates the outcomes of a well-known Italian instant lottery. Some features that characterize the phenomenon of gambling abuse are sketchily recalled, the Android app is presented and an example from a classroom task is discussed. We conclude that the simulator contributes to developing statistical literacy, as traditional random generators do, and also exploits emotional reactions, such as shock, which allow curiosity to emerge and pave the way towards deeper understanding.

Source: Andrà, C., Parolini, N., & Verani, M. (2015). Using Gambling Simulators to Foster Awareness About Gambling Risks: A Focus on Emotions. Digital Experiences in Mathematics Education, 1–20.