Hidden in the Dark: Dim Ambient Lighting Increases Game Play Duration and Total Spend. Jasmina Ilicic, Stacey M. Baxter. Journal of Gambling Studies, December 10 2019. https://link.springer.com/article/10.1007/s10899-019-09921-5
Abstract: It has been suggested that much like commercial environments (e.g., retailing), the situational characteristics of gambling environments form an important determinant of gambling behavior. However, no research has examined whether ambient lighting in gaming venues can have unintended consequences in terms of gambling behavior. The results of three experimental laboratory studies show that game play duration and total spend increase when ambient lighting is dim (vs. bright). Process evidence suggests that this phenomenon occurs as ambient lighting influences risk-taking, which in turn increases game play duration and total spend. Further, evidence is provided that the effect of dim (vs. bright) ambient lighting reduces risk-taking and subsequent game play duration and total spend when an individual’s self-awareness is facilitated (i.e., screening between gaming machines is removed). This research has implications in terms of public policy regarding the determination of minimum lighting levels in venues as a means to decrease gambling-related harm. Moreover, while gaming venues can use these insights and their ambient lighting switches to nudge individuals toward reducing their game play duration and total spend, gambling-afflicted consumers can opt for gambling venues with bright ambient lighting and those without screened gaming machines.
Keywords: Gambling Ambient lighting Risk-taking Self-awareness Game play duration Total spend
General Discussion
We introduced ambient lighting in gaming venues as an important sensory situational char-acteristic that can be easily adjusted to influence gambling behavior in terms of game play duration and total spend. Results of this research provide evidence that dim ambient light-ing can cause increased gambling behavior in terms of game play duration and total spend, whereas bright ambient lighting can decrease game play duration and total spend. We pro-vide evidence of the process underlying this effect, which we confirm is risk-taking. Dim ambient lighting, as opposed to bright ambient lighting, enhances risk-taking propensity, increasing subsequent game play duration and total spend. Further, we propose and dem-onstrate that the negative effect of dim ambient lighting on risk-taking and on subsequent game play duration and total spend is attenuated when self-awareness is facilitated through the absence of screening between machines. In other words, risk-taking and subsequent game play duration and total spend is decreased when individuals are made more self-aware through the absence of screening between gaming machines in dim lighting con-ditions. Our results provide insights into reducing gambling-related harm in gaming ven-ues and also provide interesting insights for public policy related to luminance levels and screening in gaming venues.In light of our findings, gaming venue operators could encourage more responsible gambling behaviors by adjusting their ambient lighting levels to reduce gambling-related harm to their customers and to decrease their risk-taking propensity. As such, we suggest the following guidelines be adopted by gaming venues to encourage responsible gambling behavior:1. Ensure that ambient lighting levels are bright.2. Use lighting adjusters to increase the lux within gaming venues or alter the bulbs used to brighter levels.3. Avoid the use of screening between gaming machines, which increases risk-taking and gambling behavior in dim ambient lighting conditions.We also suggest that our findings have important implications for public policy and regulations in the gaming industry. We suggest that public policymakers review the dim-luminance lighting level requirements for gaming venues. Brighter ambient lighting is suggested in order to reduce the harm associated with dim ambient lighting on gambling behavior. Furthermore, public policymakers should incorporate screening requirements into regulations. Specifically, we suggest the removal of screening between machines to create an open space that enhances self-awareness and reduces gambling-related harm.Research has found that lighting plays a significant role in influencing gambling behav-ior (e.g., Stark et al. 1982; Griffiths and Parke 2003; Spenwyn et al. 2010). Researchers have typically examined the effect of lighting in terms of the colors that are emitted from gaming machines themselves. For example, research suggests that individuals take greater risks and bet more frequently when gambling on machines that omit red, rather than blue, light (Stark et al. 1982). However, our research extends this body of work by providing evidence that the situational characteristics of ambient lighting within gaming venues can influence gambling behavior in terms of game play duration and total spend. This is espe-cially important for gaming venue managers in adjusting lighting levels to nudge more responsible gambling behavior.
Limitations and Directions for Future Research
This research is not without limitations. This research was conducted within an artifi-cial environment in a controlled laboratory setting. Although a controlled environment is desirable to be able to make casual inferences regarding the effects of ambient lighting on game play duration and total spend, the laboratory environment did not represent real-life gaming environments that include sounds, smells, flashing and colored lights from gam-ing machines, and a variety of gaming machine options available. We suggest that future research conduct a field study in which the ambient lighting levels are adjusted in real gam-ing venues, collecting data regarding game play duration and total spend, as well as other key gambling-related measures, such as numbers of bets and types of bets. Although it is acknowledged that field studies are difficult to implement, venue operators may be more willing to cooperate if only one smaller room were used as a test. This would minimise the impact of the study on operations.Our research is also limited as it only included a student sample and was conducted in Australia. We argue, however, that adolescents or young adults are particularly susceptible to the harm associated with situational characteristics that may encourage gaming machine use, as research shows that electronic gaming machine players are more likely to be in the 18- to 24-year-old age group (Delfabbro 2012). We also suggest that Australia is a par-ticularly vulnerable country to examine, as it holds the 2016 record in terms of losses per inhabitant; losing on average A$990 per adult resident, half of which is due to gaming machines (Pancani et al. 2019). Future research should explore the effects of ambient light-ing on gambling behavior across a wider sample of individuals, as well as across a variety of countries, to examine whether there are any age-related or cultural differences that may be observed.Furthermore, our study examined only two levels of luminance (i.e., 500 lux (bright) and 40 lux (dim)). Future research should examine varying levels of luminance to identify the point of luminance at which ambient lighting can have negative effects on gambling-related behavior. This would also have important implications regarding the specificity of luminance levels for public policy regulations.
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