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Featured researches published by Hannah Thorne.


BMC Public Health | 2015

Understanding gambling related harm: a proposed definition, conceptual framework, and taxonomy of harms

Erika Langham; Hannah Thorne; Matthew Browne; Phillip Donaldson; Judy Rose; Matthew Rockloff

BackgroundHarm from gambling is known to impact individuals, families, and communities; and these harms are not restricted to people with a gambling disorder. Currently, there is no robust and inclusive internationally agreed upon definition of gambling harm. In addition, the current landscape of gambling policy and research uses inadequate proxy measures of harm, such as problem gambling symptomology, that contribute to a limited understanding of gambling harms. These issues impede efforts to address gambling from a public health perspective.MethodsData regarding harms from gambling was gathered using four separate methodologies, a literature review, focus groups and interviews with professionals involved in the support and treatment of gambling problems, interviews with people who gamble and their affected others, and an analysis of public forum posts for people experiencing problems with gambling and their affected others. The experience of harm related to gambling was examined to generate a conceptual framework. The catalogue of harms experienced were organised as a taxonomy.ResultsThe current paper proposes a definition and conceptual framework of gambling related harm that captures the full breadth of harms that gambling can contribute to; as well as a taxonomy of harms to facilitate the development of more appropriate measures of harm.ConclusionsOur aim is to create a dialogue that will lead to a more coherent interpretation of gambling harm across treatment providers, policy makers and researchers.


Journal of Gambling Studies | 2016

Hierarchy of Gambling Choices: A Framework for Examining EGM Gambling Environment Preferences

Hannah Thorne; Matthew Rockloff; Erika Langham; En Li

This paper presents the Hierarchy of Gambling Choices (HGC), which is a consumer-oriented framework for understanding the key environmental and contextual features that influence peoples’ selections of online and venue-based electronic gaming machines (EGMs). The HGC framework proposes that EGM gamblers make choices in selection of EGM gambling experiences utilising Tversky’s (Psychol Rev 79(4):281–299, 1972). Elimination-by-Aspects model, and organise their choice in a hierarchical manner by virtue of EGMs being an “experience good” (Nelson in J Polit Econ 78(2):311–329, 1970). EGM features are divided into three levels: the platform—including, online, mobile or land-based; the provider or specific venue in which the gambling occurs; and the game or machine characteristics, such as graphical themes and bonus features. This framework will contribute to the gambling field by providing a manner in which to systematically explore the environment surrounding EGM gambling and how it affects behaviour.


Journal of Gambling Studies | 2017

Environmental Factors in the Choice of EGMs: A Discrete Choice Experiment

Matthew Rockloff; Neda Moskovsky; Hannah Thorne; Matthew Browne; Gabrielle M. Bryden

EGMs are a form of entertainment, and the gambling environment is an important contributor to the overall experience. Logically, to select a play-environment, EGM gamblers must choose the platform through which to access the EGM (e.g., internet, mobile application or land-based venue), a particular provider (e.g., specific website, app vendor or branded casino), and the game itself (e.g., based on graphical theme or bonus features; Thorne et al. in J Gambl Stud, 2016. doi:10.1007/s10899-016-9601-2). A discrete choice experiment was conducted to identify the features of the platform, provider and game that are most strongly preferred by EGM gamblers. Participants were 245 EGM gamblers from clubs in Victoria, Australia and 7516 EGM gamblers from an Australian online panel. Results indicate that the ideal environment for the average gambler consists of: gambling at a club that is close to home; with a group of friends; in a relatively quiet place that has air conditioning, cheap food and a large space to play in; on a classic game with quality animations and small bet sizes; where you feel safe and secure; and where there is a wide variety of other games to play when you are done. Segmenting these results by problem-gambler status highlights important differences in preferences between problem and non-problem gamblers. Problem gamblers are less likely to give weight to the company they share and have a preference for larger venues. Using a powerful paradigm from marketing research, the present study was able to determine the relative value of different features of the EGM gambling environment, and also contributes important insight towards what constitutes a safer environment for recreational play.


Journal of Gambling Studies | 2017

Electronic Gaming Machine (EGM) Environments: Market Segments and Risk

Matthew Rockloff; Neda Moskovsky; Hannah Thorne; Matthew Browne; Gabrielle M. Bryden

This study used a marketing-research paradigm to explore gamblers’ attraction to EGMs based on different elements of the environment. A select set of environmental features was sourced from a prior study (Thorne et al. in J Gambl Issues 2016b), and a discrete choice experiment was conducted through an online survey. Using the same dataset first described by Rockloff et al. (EGM Environments that contribute to excess consumption and harm, 2015), a sample of 245 EGM gamblers were sourced from clubs in Victoria, Australia, and 7516 gamblers from an Australian national online survey-panel. Participants’ choices amongst sets of hypothetical gambling environments allowed for an estimation of the implied individual-level utilities for each feature (e.g., general sounds, location, etc.). K-means clustering on these utilities identified four unique market segments for EGM gambling, representing four different types of consumers. The segments were named according to their dominant features: Social, Value, High Roller and Internet. We found that the environments orientated towards the Social and Value segments were most conducive to attracting players with relatively few gambling problems, while the High Roller and Internet-focused environments had greater appeal for players with problems and vulnerabilities. This study has generated new insights into the kinds of gambling environments that are most consistent with safe play.


International Gambling Studies | 2017

Traditional and innovated gambling products: an exploration of player preferences

Belinda Goodwin; Hannah Thorne; Erika Langham; Neda Moskovsky

Abstract There is concern that recent innovations of traditional face-to-face gambling products may lead to increased harm because of the tendency for innovated products to share certain structural features with electronic gaming machines (EGMs). The VICES framework focusses on several mechanisms known to influence gambling behaviour: visual and auditory enhancements, illusions of control, cognitive complexity, expedited play and social customization. The current study applied the VICES framework to an investigation of player experiences with both traditional and innovated gambling products. Through a series of six focus groups (N = 40) with regular bingo, poker and casino table game players and sports bettors, we examined the characteristics of innovated gambling products and their influences on player experience and the risk of gambling harm. Findings suggest that traditional games are perceived as more social, more enjoyable and less harmful. This was largely attributed to the low social interaction, expedited play and increased potential for consumption that is associated with EGM-type gambling activity. Further, we suggest that VICES, pending some revision, is a valid and applicable framework by which to identify characteristics of innovated products that influence player experience and behaviour.


Archive | 2016

Assessing gambling-related harm in Victoria: a public health perspective

Matthew Browne; Erika Langham; Vijay Rawat; Nancy Greer; En Li; Judy Rose; Matthew Rockloff; Phillip Donaldson; Hannah Thorne; Belinda Goodwin; Gabrielle M. Bryden; Talitha Best


Journal of Gambling Issues | 2017

Preferred electronic gaming machine environments of recreational versus problem gamblers: An in-venue mixed methods study

Hannah Thorne; Belinda Goodwin; Erika Langham; Matthew Rockloff; Judy Rose


Archive | 2018

Effects of wagering marketing on vulnerable adults

Nerilee Hing; Alex Russell; Matthew Rockloff; Matthew Browne; Erika Langham; En Li; Lisa Lole; Nancy Greer; Anna Thomas; Rebecca Jenkinson; Vijay Rawat; Hannah Thorne


Archive | 2018

Mobile EGMs apps – the perfect substitute or the perfect storm?

Matthew Rockloff; Nancy Greer; Tess Armstrong; Hannah Thorne; Erika Langham; Matthew Browne; Neda Moskovsky; Belinda Goodwin; En Li


Journal of Gambling Studies | 2018

Gambling and Sport: Implicit Association and Explicit Intention Among Underage Youth

En Li; Erika Langham; Matthew Browne; Matthew Rockloff; Hannah Thorne

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Matthew Rockloff

Central Queensland University

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Erika Langham

Central Queensland University

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Matthew Browne

Central Queensland University

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En Li

Central Queensland University

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Belinda Goodwin

University of Southern Queensland

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Judy Rose

University of Queensland

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Neda Moskovsky

Central Queensland University

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Gabrielle M. Bryden

Central Queensland University

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Nancy Greer

Central Queensland University

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Phillip Donaldson

Central Queensland University

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