Linking Loyalty Programs To Responsible Gaming Tool Use
Wohl (2017) ‘Evidence Exchange Report’ Linked here
“For a Responsible Gaming orientated loyalty scheme, in addition to (Or instead of) receiving points for money spent gaming, players would receive reward points for, among other things, setting a limit on the amount of money and time spent gaming, adherence to those limits, watching educational videos, and using a budgeting tool.”
Arguments For Responsible Gaming Tools
“Rewarding players for using Responsible Gaming tools will provide them with added value for money spent gaming. This is important because customers expect to receive superior value for their money and when value is not perceived, customers will stop purchasing and using a company’s products.
Companies need to maximise the perceived value of the product or services they offer. Rewarding Responsible Gaming will add value and thus should entice some players to use Responsible Gaming tools that might otherwise be ignored. That is, players may begin to see the presence of Responsible Gaming tools as an opportunity for reward as opposed to an annoying aspect of the game. The net effect may be greater use of Responsible Gaming tools.”
Best Practice Recommendations
Responsible Gaming Best Practices for Player Incentives: Land-based Venues (2013) - Centre for the Advancement of Best Practices Linked here
“Ensuring Marketing Incorporates an RG Perspective
Beyond the provision of good consumer information, there are also ways that loyalty programs and incentives can be managed in a way which reduces the risk of gaming problems. These include:
“Optimising RG in the Earning and Redemption of Rewards
“At-Risk Players
“Self-Excluded Players
Lottery Example
Veikkaus Oy - Veikkaus Points - Link to report
Veikkaus Oy was the Finnish national betting agency, owned by the government, with an exclusive betting licence to lotteries and sports betting in Finland. In 2017, the company merged with RAY and Finito, to become a new company: “Veikkaus”. Unfortunately, Veikkaus did not continue this scheme after the merger. The practice is however worth knowing.
The scheme - Veikkaus points
Veikkaus Oy had a gamified loyalty programme which was based on CSR and RG topics. This programme was used to educate players, share knowledge about Veikkaus beneficiaries, campaigns, products and more. It was invented as a channel for engaging customers, and significantly did not reward for increased levels of gaming.
How did it work?
Customers earned points from different ‘missions’. These missions were for example watching videos, collecting ‘Lotto’ balls on the website and completing a test on game addiction. Points earned from these missions could be redeemed against small prizes, such as movie tickets and coffee cups; or customers could select to be entered into a raffle for bigger prizes such as a bike.
These missions were not just offered on the website, but across Veikkaus channels, for example social media and at points of sale. Customers were not only rewarded for playing, but rather for being active otherwise. Thus, a customer playing a lot of Lotto and a customer playing less were on the same page.
Monitoring and Evaluation
The programme had proved to be a success, some examples of statistics which show this are (Statistics from 2016):
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