Recall of electronic gaming machine signs: A static versus a dynamic mode of presentation

Authors

  • Sally Monaghan School of Psychology, University of Sydney, Sydney New South Wales, Australia. E-mail: <email xlink:href="mailto:alexb@psych.usyd.edu.au">alexb@psych.usyd.edu.au</email>
  • Alex Blaszczynski School of Psychology, University of Sydney, Sydney New South Wales, Australia. E-mail: <email xlink:href="mailto:alexb@psych.usyd.edu.au">alexb@psych.usyd.edu.au</email>

DOI:

https://doi.org/10.4309/jgi.2007.20.8

Keywords:

electronic gaming machines, gambling, responsible gaming signage, cued recall, free recall

Abstract

This study compared differences in rates of free and cued recall for messages displayed on electronic gaming machines (EGMs) delivered in one of two display modes: static or dynamic. Rates of recall were investigated in a laboratory setting using 92 university students (75.0% female) with a mean age of 19.3 years (SD = 2.4 years). The static mode consisted of a fixed government-mandated message placed on the frame of an EGM directly next to the gaming buttons. In the dynamic mode, an identical message was presented in the form of a translucent display scrolling across the screen during play.

Results showed that significantly more of the information presented in dynamic mode was recalled, and with greater accuracy, in both free recall and cued recall conditions compared with static government-mandated messages. It was concluded that the method of displaying signs influences awareness and recall of harm minimization messages.

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Published

2007-06-01

Issue

Section

Original Article

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