Research Projects

Current research programmes and projects are listed below. Published research can be found on the Research publications page.

Gambling Harms

The role of neuromodulation, cognitive processing and behavioural inhibition in problem gambling (PhD study) – Elena Gomis, University of East London

Gambling on civvy street: Assessing the impact of gambling-related problems on UK armed forces veterans and their families (PhD study) – Glen Dighton, Swansea University

Problem gambling and family violence – a life course analysis (PhD study) – Lucy Pointon, Sheffield Hallam University

Patterns of Play

Assessing the impact of social media upon gambling behaviour and the potential for social media to be used to promote positive gambling behavioural changes (PhD study) – Scott Houghton, Northumbria University

Online initial analysis - Natcen; Professor David Forrest & Professor Ian McHale, University of Liverpool;

Phase 1: Exploring online patterns of play.

The specific objectives of this phase of this research are to understand: What the basic patterns of play are within online gambling; How these patterns of play vary for different types of people; How patterns of play vary among different products and characteristics; What types of behaviours are associated with problem or at-risk gambling. 

Analysis of Bank Transactional Data: Feasibility Study - Behavioural Insights Team

The purpose of the project is to better understand patterns of gambling transactions and how they might relate to wider financial behaviour. Core objectives are to explore:   

  1. What bank transactional data can tell us about the ways that different consumers gamble, and how they interact with gambling products  
  2. The extent to which blocking facilities are utilised, and by whom. 

What works in industry based harm minimisation

Evaluation of the impact of Multi-Operator Self-Exclusion Schemes (MOSES) - Ipsos MORI

The Commission, RGSB, and GambleAware want to ascertain the impact and effectiveness of self exclusion schemes.  The research will be used to inform regulatory policy or good practice guidance and will also be used by industry to improve the functioning of the schemes.   

Phase 1

  • Research into overall awareness of self-exclusion, MOSES, and barriers to their use • Preliminary qualitative research with MOSES users where sample can be acquired • Scoping potential approaches and outcome indicators for later evaluation phases

Phase 2 

  • Process and initial impact evaluations of MOSES 

Phase 3

  • Completion of impact evaluations of MOSES • Follow-up work on awareness and barriers to self-exclusion

The effects of gambling marketing and advertising on children, young people and other vulnerable people - University of Stirling Consortium; Ipsos MORI Consortium; Scotcen/ Natcen

To examine the effects of gambling-related marketing and advertising on children, young people and other vulnerable people

Remote Interventions, Phase 2 - Aisling Ní­ Chonaire, Behavioural Insights Team

The project builds on the Behavioural Insights team’s project that finished in October 2018. Phase 2 continues to focus on what works to reduce risky play. The interventions include two distinct behavioural streams: Commitment devices (CD) and Anchoring. Trialling:

1. Anchoring, deposit limit

2. (CD) Personal treatment arm

3. (CD) Self Persuasion  

Safer Gambling Messaging, Phase 2 - Revealing Reality; Behavioural Insights Team

The aim of this project is to work collaboratively with operators to demonstrate and share more widely with the industry and other stakeholders what safer gambling messaging is possible and feasible for operators to produce, implement and test in their own spaces

Safer Gambling App – EROGamb 2.0 (Powerful Social Norms, Meaningful Transparency and Data-Informed Behavioural Change for Responsible Online Gambling) - Professor Raian Ali, University of Bournemouth

This project builds on the EROGam 1.0 project which uses on-line gambling data to enable individuals to see and understand their gambling behaviour, and to be in control of their gambling. 

  

Research Project: 

Safer Gambling App – EROGamb 2.0 (Powerful Social Norms, Meaningful Transparency and Data-Informed Behavioural Change for Responsible Online Gambling) 

Research Objectives 

This project builds on the EROGam 1.0 project which uses on-line gambling data to enable individuals to see and understand their gambling behaviour, and to be in control of their gambling. 

Value of Contract/ Grant Awarded (£)

£279,839 

Project Delivery Partner(s) 

University of Bournemouth 

Principal Investigators 

 

Professor Raian Ali,  

Dr Emily Arden-Close,  

Dr John McAlaney,  

Dr Elvira Bolat 

Research Method(s) 

 

Qualitative  

Quantitative 

Completion Date 

 

Autumn 2021 

 

 

The gaming gambling mergence - A mixed-methods investigation into the gaming/gambling interface - Dr Helen Lloyd, & Dr James Close, University of Wolverhampton

To enhance knowledge and understanding of gambling-related harms by exploring how both gamers and gamblers interact with monetized gaming features with chance based elements (aka ‘loot boxes’), which problem gamblers (including adolescents) are disproportionately susceptible to purchasing

The impact of message framing on problem recognition amongst problem and at-risk gamblers - Professor Antony Moss & Professor Ian Albery, London South Bank University; Briony Gunstone, YouGov

The overarching objective of this project is to determine whether the framing of information related to gambling impacts on the degree to which individuals are willing to recognise the existence of these problems. 

Treatment and support

Development of harm reduction interventions for bespoke risk environments in the changing landscape of gambling and gaming (PhD study) – Jamie Torrance, University of Wales

Gap analysis and needs assessment - ACT Recovery; NatCen

The purpose of this project is to describe the nature of unmet need in terms of geography, demographics and severity of harm for treatment and support for gambling problems for policy-makers and practitioners to inform future treatment related grant-making and fundraising decisions.

Treatment & Support demands - Survey - Briony Gunstone & Gavin Ellison, YouGov

The research is aiming to a) confirm the size and geographical distribution of the ‘problem gamblers’ and ‘affected others’ audiences, and b) explore the experiences of this group. The key objectives of the project include estimating the proportion of the problem gambling population that is and is not currently not receiving any form of treatment or support. Additionally, there is a gap in evidence regarding the geographical distribution of the target population, and how that affects the demand for support at local level. Ultimately, the research findings will inform developments in relation to creating a national, integrated ‘place-based’ service. 

 

Treatment & suppport demands: Mapping - UCL Consultants

Maps of Survey Outputs and Gamble Aware Support

Infrastructure Interactive choropleth mapping of: 

1. Gambling risk scores using deciles or similar scaling, by Lower Super Output Area (LSOA).

2. Point map of locations of gambling treatment centres and support services.

Evaluation of GambleAware Funded Treatment System - Leeds Beckett University

Develop an evaluation framework & carry out an independent evaluation of the current treatment and support system for those affected by difficulties with gambling.

Lived Experience

Infrastructure and Engagement - Kings College London

To design a framework in which the voice of people with lived- experience of gambling related harms, is built into research, education and treatment at every level. This study will consist of a literature review and two workshops

Early intervention, prevention and raising awareness - Beacon Counselling