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Interactive
television quizzes as gambling: A cause for concern?
E-mail: mark.griffiths@ntu.ac.uk
Abstract
Recently, there has been a significant
increase in the number of
Keywords: gambling, interactive television, premium-rate
telephone lines, lotteries
Background
Interactive television (i-TV) services are
increasingly being linked to actual television programmes (Griffiths,
2006). Over the last few years in the
This innovative form of interactive viewing
experience raises many questions about whether viewers are being exploited or
whether such programming is just another enjoyment-enhancing dimension of the
viewing experience. However, there is a fine line between customer
enhancement and customer exploitation (Griffiths, 2003).
Programmers will argue that when viewers ‘put their money where their
mouth is’ the viewing experience is enhanced. This is very similar to
the gambling industry's maxim that’ it matters more when there's money
on it'. However, callers are charged at a premium rate (usually between 75p
and £1.50 per call) even if they fail to get through to register their
answer. Typically, on failing to connect, callers get a recorded message
Many may argue that this type of practice is
exploitative. Furthermore (and beyond the scope of this paper), there may be
issues surrounding those individuals who begin to feel part of the show by
continually ringing in and starting to build pseudorelationships with the
presenters.
The similarities of i-TV quizzes to gambling
experiences have not gone unnoticed by those of us in the
Before we
examine this issue further, note that no empirical research has been carried
out in this area and that the role of this paper is to raise some potential
issues of concern based on what we know about other forms of remote gambling.
The paper is not about trying to create a ‘moral panic’ but
attempts to explore issues surrounding the psychosocial impact of i-TV's
links with gambling and gambling-type games.
I-TV's
gaming and gambling
In the UK, uptake of interactive digital
television is crucial to government plans for universal Internet access and
for turning off the analogue signal by 2010, and i-TV gaming and gambling (including
pseudogambling experiences such as i-TV quiz shows) are likely to flourish
(Griffiths, 2006). It should also be noted that there are two possible routes
that i-TV gambling/gaming can take. Firstly, there is television quiz show
participation, which may feature gambling and/or gambling-like experiences.
Secondly, there is the option of using the television as a medium on which to
gamble. Although the emphasis in this paper will be on television quiz show
participation, it is clear that issues surrounding psychosocial impact on
users and social responsibility of the industry appear to apply to both
equally.
To grow fast in an evolving digital
landscape, television companies are formulating strategies for targeting
particular segments of the industry. Platform operators appear to be deploying
consumer-driven applications such as gaming (including both i-TV
participation quizzes and more traditional forms of gambling via the medium
of television). An environment has been created where content originators and
channel operators can innovate and profitably create interactive broadband
content. I-TV is seen
Through the television remote control,
Are i-TV quiz shows a form of gambling?
I-TV quiz shows share many of the dimensions
of i-TV gambling and also raise the same concerns when talking about
vulnerable and susceptible populations. The combination of gambling's
impulsive nature, the general public's appetite for quiz trivia, and the
ubiquity of television may prove hard to resist for many viewers. There are
two main reasons why i-TV quiz shows could be viewed as a form of gambling.
Firstly, at a very simple level it could be
argued that in many i-TV quizzes, viewers are participating in a lottery. For
instance, viewers are typically asked to call a premium-rate telephone line
to answer a very simple question (e.g., ‘Rearrange the following
letters to make the name of a top rock group—STOLLING RONES’). A winner is then chosen from all those viewers with the correct answer. This,
to all intents and purposes, is a lottery. However, unlike lotteries, those
participating do not know what their probability of winning is.
Secondly, it could also be argued that
viewers are staking money (through the cost of the premium-rate telephone
call) on the outcome of a future event (i.e., whether they will get the
correct answer). Such a scenario could be defined as a form of gambling. It
is clear that the gambling-like analogy is present, as the newly formed UK
Gambling Commission is already examining these types of quiz shows and is
likely to make regulatory recommendations for them to be included within the
gambling legislation. The
Vulnerable
populations
Whether i-TV
quiz participation is a bona fide form of gambling or not, there are a number
of reasons why the social impact of i-TV quizzes should be monitored. For
instance, i-TV quiz shows appear to be being introduced with little concern
for the psychosocial implications that may affect a small percentage of the
population. Bringing such activities to a television set in the home carries
with it a special social responsibility. For instance, there are issues about
consumer protection for vulnerable populations, e.g., adolescents, problem
gamblers, and the intoxicated (Griffiths & Parke, 2002).
It could be argued that the viewers who
participate in late-night and ‘through-the-night’ interactive
quiz programming (like The Mint, Make Your Play, Quiz Call, The Great British Quiz) may be some of the most vulnerable and
susceptible. These viewers are more likely to be those who do not work and
therefore are on low incomes and can least afford to participate (e.g., the
unemployed, the retired and elderly). Viewers may also be making decisions to
play in an intoxicated state (as these programmes typically start just as
people get in from an evening's drinking) and/or in a state where they are
not fully alert (i.e., at 3 in the morning). They may also be participating
because they think their chances of winning are better in the belief that
there are very few other people awake at 4 a.m. In fact, this latter point
highlights the fact that no-one participating has any idea what the odds are
of winning.
There may also be issues surrounding the type
of payment used to participate. When viewers spend money participating in
i-TV quizzes, they are using a form of electronic credit payment that
eventually ends up on their monthly telephone bill. In effect, viewers are ‘gambling’
with virtual representations of money. Psychologically, this is akin to chips
being used in casinos and tokens being used on some slot machines. In
essence, chips and tokens disguise the money's true value (i.e., decrease the
psychological value of the money to be gambled) (Griffiths,
2003). Tokens and chips are often regambled without hesitation, as the
psychological value is much less than the real value. For most gamblers, it
is very likely that the psychological value of virtual money or electronic
credit used to pay for i-TV quizzes is less than that of ‘real’
cash (and similar to the value of chips or tokens in other gambling
situations). Gambling with virtual representations of money may lead to a ‘suspension
of judgment’ (Griffiths, 2003). The suspension of judgement
refers to a structural characteristic that temporarily disrupts the gambler's
financial value system and potentially stimulates further gambling. This is
well known by those in both
Remote media, spending, and trust
It has been suggested that people may spend
more money on particular kinds of remote media. For instance,
Social responsibility and i-TV gaming
As there is little to stop innovative
developments in i-TV gaming from moving forward, all interested stakeholders
must start to think about the potential psychosocial impacts, and all
companies (who, in effect, are gaming operators) must have social
responsibility codes in place to ensure that viewers are not being exploited,
that games are fair, and that there are protective measures in place for
vulnerable individuals. I-TV gaming and gambling (including both i-TV quiz
participation and more traditional i-TV gambling) are likely to bring about
new and more immediate interactive opportunities. Viewers will eventually be
able to make spontaneous bets during sporting events, everything from whether
someone will score from a penalty in the World Cup final through to whether
someone will sink a particular putt in the US Open Golf Championship.
A 2002 ‘white paper’ (Design
guidelines for interactive television gambling) by Stephen Voller of TV
Compass (cited in Griffiths (2004)) did at least try to address some of
the issues raised by the introduction of interactive gaming services. As
Voller notes, when interactive gaming technology is brought into households,
the operators have a duty to act responsibly. This applies equally to i-TV
quiz participation. Voller has argued that systems that allow gaming access
should have a particular requirement to provide controls that reduce the risk
of gaming-related social problems. The six broad design criteria are access,
reality checks, separate payments, messages, information, and self-exclusion
periods.
Access. No-one under 18 years of age should be able
to gamble. Therefore, to access the gambling functions, there should be a
regularly changing PIN code with only three
Reality checks. The technology must allow reality checks
(such as a built-in pause every 20 minutes to help overcome the engrossing
and intensive nature of gambling) to give gamblers time to reflect on their
actions.
Separate payments. On opening credit card accounts
there should be a customer-led credit limit for a predetermined period of
time. It is crucial to separate the setting of credit limits from the
gambling process itself so that people cannot just press a button on their
remote to raise credit limits.
Messages. During the gambling process there should be
socially responsible gambling messages displayed at significant points in the
gambling process (e.g., ‘Bet with your head, not over it’ when
first accessing the gambling platform). Further messages could automatically
scroll down the screen at regular intervals.
Information. All systems should be able to provide easy
access to information such as account details, the amount won or lost in a
session, and advice on where to go for help in case of a gambling problem.
Furthermore, there should be no encouragement to reinvest winnings or chase
losses.
Self-exclusion periods. Households should easily be able
to exclude themselves from the gambling process (which may include returning
the remote control itself) and not be able to reapply for an agreed-upon
minimum period.
Most of these are broadly applicable to those
playing i-TV quizzes. Hopefully, social responsibility measures being
introduced by operators in relation to television quizzes will help minimize
the potential problems brought about by (what is in effect at present) an
unregulated form of gambling.
The
future of i-TV gaming
In future, television viewers are more likely
to participate in a much wider array of events than interactive quizzes and
sporting events. This is likely to be via credit payment directly through
their digital interactive service. This may include popular
In the
Final
thoughts
The issue of
i-TV quiz participation can also be framed more widely in a contemporary
society that is increasingly governed by virtual processes. The kind of
manipulation that is involved in getting people to respond to an event, even
if they have to pay to respond, is achieved by offering a prize that the
individual is very unlikely to win. In getting people to respond through this
kind of process, the entrepreneurial operators are assured that they will
have increased financial revenue through the money they raise by facilitating
people to voluntarily behave in these ways. This opens up a discourse
examining the ways that people are intentionally manipulated to behave in
ways that cost while promising an improbable outcome. This may help us
construct useful models which could help us understand and provide insight
into gambling behaviours. It also invites discussion of what policies should
inform the ways that media such as television and the Internet engage and
prime people who have become ‘enchanted’ by a theatrical
experience to behave in ways that, if not inevitable, are statistically
predictable. There may even be factors of vulnerability that correlate with
the likelihood that people will act that way.
References
Griffiths,
M.D., & Parke, J. (2002). The social impact of Internet gambling. Social
Science Computer Review, 20, 312–320.
Griffiths,
M.D. (2003). Internet gambling: Issues, concerns and recommendations. CyberPsychology
and Behavior, 6, 557–568.
Griffiths,
M.D. (2004). Interactive television gambling: Should we be concerned? World
Online Gambling Law Report, 3 (3), 11–12.
Griffiths, M.D. (2006). Interactive television and gaming. World Online Gambling Law Report, 5 (2), 12–13.
Parke,
J., & Griffiths, M.D. (2007). The role of structural characteristics in
gambling. In G. Smith, D. Hodgins, & R. Williams (Eds.), Research and
measurement issues in gambling studies (pp. 211–243).
Acknowledgements: The author would like to
thank the editorial board for their very helpful suggestions in revising this
paper.
*******
Manuscript history: submitted January 3,
2007; accepted February 22, 2007. This article was not peer-reviewed.
For
correspondence: Mark Griffiths, PhD, Professor of Gambling Studies,
International Gaming Research Unit, Psychology Division, Nottingham Trent University, Burton Street, Nottingham, NG1
4BU UK. Telephone: 0115-8485528, e-mail: mark.griffiths@ntu.ac.uk
Competing interests: None.
Mark Griffiths, PhD, is professor of gambling studies at the
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