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Between-Session Chasing of Losses and Wins in An Online Ecasino
Between-Session Chasing of Losses and Wins in An Online Ecasino
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5 authors, including:
All content following this page was uploaded by Ke Zhang on 24 May 2023.
1
Centre for Gambling Research at UBC, Department of Psychology, University of British
2
The Rights Lab, Department of Psychology, University of British Columbia, Vancouver,
B.C., Canada
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Djavad Mowafaghian Centre for Brain Health, University of British Columbia, Vancouver,
B.C., Canada
APA Citation: Zhang, K., Rights, J., Deng, X., Lesch, T., & Clark, L. (2023, May 24).
osf.io/v87yk.
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Funding: The Centre for Gambling Research at UBC is supported by the Province of British
Columbia government and the British Columbia Lottery Corporation (BCLC; a Canadian
Crown Corporation). LC holds a Discovery Award from the Natural Sciences and
Research, a fellowship supported by the BCLC and adjudicated by the UBC Faculty of Arts.
2022), a fellowship supported by the BCLC and adjudicated by the UBC Faculty of Arts.
LC is the Director of the Centre for Gambling Research at UBC, which is supported by
funding from the Province of British Columbia and the BCLC. The Province of BC
government and the BCLC had no role in the preparation of this manuscript, and impose no
Center for Responsible Gaming (US) and Scientific Affairs (Germany), and has received fees
for academic services from the International Center for Responsible Gaming (US),
GambleAware (UK) and Gambling Research Exchange Ontario (Canada). LC has received
royalties from Cambridge Cognition Ltd. relating to neurocognitive testing. KZ and LC have
not received any further direct or indirect payments from the gambling industry or groups
The dataset for this study was provided to the researchers by the BCLC, under a Non-
Disclosure Agreement that prohibits further data sharing. We would like to thank the Social
Responsibility and Data Analytics teams at BCLC for their willingness to share the data, and
2
For correspondence: Luke Clark email luke.clark@psych.ubc.ca; Ke Zhang email
kezhang0904@gmail.com
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Abstract
defining feature of disordered gambling. Yet chasing is also a complex and multi-faceted
behavioural phenotype; for example, gamblers may chase winning outcomes as well as
dataset of online gambling data, comprising 1,909,681 eCasino sessions played by 15,544
Canada. Analyses distinguished sessions on slot machines (as the reference category),
blackjack, roulette, video poker, probability games, or mixed sessions. Overall, gamblers
returned more slowly after losing sessions, and more quickly after winning sessions, across
most product categories. For every standard deviation increase in the prior session net loss,
slot machine gamblers took 8.59% longer to return to the website (b = 0.08, p < .001). For
every standard deviation increase in the prior session net win, slot machine gamblers returned
6.68% faster (b = -0.07, p < .001). Loss chasing intensities in blackjack, probability, video
poker, and mixed sessions did not differ significantly from slot machine sessions, but roulette
was associated with a shorter interval to return (b = -0.13, p < .001). Similarly, win chasing
intensities across blackjack, probability games, and video poker did not differ significantly
from slot machine sessions, but roulette (b = -0.08, p < .001) and mixed (b = -0.02, p = 0.009)
sessions were associated with shorter intervals to return. Average behavioural patterns
provide limited evidence for loss chasing in the interval between sessions, but gamblers
return faster after larger wins. Although slot machines are commonly considered as high-risk
gambling products, in our analyses online roulette was associated with the greatest chasing
intensities.
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1.1 Introduction
1979; Zhang & Clark, 2020). Broadly speaking, it refers to the persistence or escalation of
betting in an effort to recover the gambler’s debts. From this perspective, chasing is
that gamblers may also chase in response to winning outcomes (O’Connor & Dickerson,
2003). In the DSM-5, the chasing item specifically refers to a gambler who "often returns
another day to get even" (section 312.31; American Psychiatric Association, 2013). Indeed,
this ‘between-session chasing’ is the most frequently endorsed item among the nine DSM
items for gambling disorder (Sleczka & Romild, 2021; Toce‐Gerstein et al., 2003). The
primary aim of the present study was to characterize between-session chasing tendencies in a
large ‘behavioural tracking’ dataset of online gamblers, examining the time interval between
consecutive sessions as a function of the amounts lost and won. In light of the close links
between chasing and gambling problems, the study also aimed to compare chasing intensities
across gambling product types, to derive insight into the potential risks associated with
Lesieur, 1979; O’Connor & Dickerson, 2003; Sleczka & Romild, 2021; Temcheff et al.,
2016). For example, Temcheff et al., (2016) surveyed 8,674 college athletes. Among women,
a chasing item was the only item that distinguished those with and without gambling
problems, while three other items were better differentiators among men. A Swedish
longitudinal survey also highlighted that the endorsement of chasing behaviour is a stable
predictor of the risk of transitioning to more severe gambling problems over a 5 year period
(Sleczka & Romild, 2021). Survey data, while valuable, are reliant upon self-report, with
well-established biases (Braverman et al., 2014). A small number of studies have examined
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chasing using field data from (land-based) casinos (e.g., Flepp et al., 2021; Forrest &
McHale, 2016; Kainulainen, 2020; Narayanan & Manchanda, 2012; Wardle et al., 2014,
2014). Measuring the time interval between visits as an index of chasing, these studies found
that gamblers took longer to return after a losing session, and time interval increased as a
function of the amount lost (Forrest & McHale, 2016; Kainulainen, 2020; Narayanan &
Manchanda, 2012). Conversely, gamblers returned more quickly (i.e. chased) after a winning
session. Chasing might also be expressed as increasing the overall bet amount over
successive visits. Tracking slot machine engagement in a Swiss casino, a small loss (i.e.,
below the median loss of USD 188) did not change the subsequent bet amount, whereas a
larger loss (i.e., exceeding the median loss amount) reduced the subsequent bet amount
(Flepp et al., 2021). Thus, the aggregate profile in land-based gambling indicates win
With the expansion of online gambling availability over the past decade, the present
dataset from the eCasino section of PlayNow.com, the provincial gambling platform in
British Columbia, Canada. Across many jurisdictions, people who gamble online are often
younger, more likely to be male, and come from more affluent socioeconomic backgrounds
than land-based gamblers (e.g., those who frequent local casinos, Gainsbury et al., 2012;
Gainsbury et al., 2015). Online gamblers also have a greater risk of disordered gambling than
land-based gamblers (e.g., Papineau et al., 2018), and in the most recent provincial data for
BC, 24% of online gamblers were classified at high-risk for gambling problems on the
Problem Gambling Severity Index (Ipsos, 2020). Compared to behavioural tracking in land-
based casinos, the online environment presents a more direct means of linking gamblers’ (de-
identified) accounts with their gambling behaviour (Deng et al., 2019). For example, from the
timestamps on each gambling decision, we can aggregate data into sessions of gambling and
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then operationalize between-session chasing as the time interval between successive visits to
the website.
A further objective was to examine differences between gambling product types. Past
behavioural tracking studies have rarely distinguished game type in analyses of chasing
(Forrest & McHale, 2016; Wardle et al., 2014). Some studies have focussed on single games
(Flepp et al., 2021; Kainulainen, 2020; Narayanan & Manchanda, 2012), such that it is
unclear how observed patterns would generalise to other games. Different forms of gambling
vary in their structural characteristics (Griffiths, 1993), in ways that are likely to influence
chasing and the potential for disordered gambling. For example, it is well recognized that slot
machines have a range of features including a fast and continuous speed of play, and intense
audiovisual stimulation, which may foster psychological states of immersion (Dixon et al.,
2014, 2018; Dowling et al., 2017; Murch & Clark, 2021). In a survey study, slot machine
gamblers were more likely to "keep playing to try to win back their losses", compared to
gamblers on other products including roulette and blackjack (Gainsbury et al., 2014). The
five game types: slot machines, blackjack, roulette, video poker, and probability games (e.g.,
pachinko, reactors). Slot machines were the most popular game type in our data, representing
57% of sessions, and given that our predictions for slot machines were also best informed by
prior research, slot machines were used as the reference category for the analyses by product
type. We hypothesized that among online gamblers, the time interval between sessions would
decrease as a function of the amount lost in the prior session (H1: loss chasing), and would
decrease as a function of the amount won in the prior session (H2: win chasing). In our
predictions for the effects of game type, we hypothesized that slot machine sessions would be
associated with the shortest between-session intervals, as a function of the amount lost (H3:
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loss chasing by game type) and amount won (H4: win chasing by game type) in the prior
session.
1.2 Methods
The study used a behavioural tracking dataset obtained from PlayNow.com, the online
gambling website operated by the British Columbia Lottery Corporation (BCLC). This
account, which allows the website to track individual users over time, and generates a
detailed, time-stamped records of bet-by-bet data. The dataset was de-identified by the BCLC
Data Analytics team by randomly assigning each gambler a unique ID. The University of
British Columbia’s Behavioural Research Ethics Board gave ethical approval to store and
analyse this secondary dataset for research purposes. The dataset spans from 2014-10-01 to
the ‘eCasino’ section of PlayNow.com. During the time period under scrutiny, the eCasino
contained 244 individual games classified into five main product categories: slot machines,
session as starting when the gambler logs on to the website and initiates betting, and ends
when the gambler logs off from the website or when the gambler is inactive for 30 minutes
(in which case they are logged off automatically). This time window is one session. During a
session, gamblers can play one game type (79% of sessions), or place bets across multiple
product categories; we refer to the latter as “mixed” sessions (21% of sessions). Thus, the
aggregated session data comprised six categories: slot machines, roulette, blackjack, video
poker, probability games, and mixed sessions. Slot machines were the most popular product
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To be included in the between-session chasing analysis, we selected users who visited
the eCasino more than five times during the 11-month data window. This represents an
arbitrary threshold (although see Finkenwirth et al., 2021; Percy et al., 2016), but between-
session chasing analyses inherently requires more than one session. We excluded a further
gambler who was an outlier in terms of high bet frequency. This resulted in an analytical
1.3.1 Variables
The analysis aimed to measure how prior session outcomes impact the time to return
to the online gambling platform. The time interval (Time to Return, in hours) between the end
of the prior session and the start of the next session is the main dependent variable. We
applied a natural log transform on the Time to Return because of its positive skewed nature in
distribution, with most gamblers returned in modest time intervals, but some gamblers
returned to the eCasino after extremely long intervals. A faster time to return reflects a
• Game: the six product categories comprised slot machines, probability games,
• Outcome Dummy: because the net outcome can be a win or a loss, which might lead
A negative net balance refers to a net loss. A positive net balance, which also includes
two ways to interpret both loss chasing and win chasing tendencies. We used loss as
reference Outcome Dummy (loss = 0, win = 1) to interpret loss chasing tendency, and
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we used win as reference Outcome Dummy (win = 0, loss = 1) to interpret win
chasing tendency.
• Outcome: the net outcome of the prior session. The net outcome is the total paid
amount minus the winning amount. The values were squared and then square rooted
to obtain exclusively positive values for analysis (see also Leino et al, 2016).
Outcome values were standardized with respect to individual gamblers’ mean of loss
loss (or win) amount for that gambler over the 11-month data. This standardized
within person method versus standardized across persons is more in line with our
research interest: how individual gamblers reacted to the prior outcome changes if
In addition to the effects of interest (prior outcome, game type), we covaried for other
time-related nuisance variables that could impact when gamblers start a new session:
• Session Order: the order of the current session in any given day (e.g., 2014-10-21
that a larger session order (i.e. more frequent return) predicated an increasingly small
reducing in the time interval to return. Because given the fixed time window in a day,
the more frequent the gamblers returned, the less time was left for the returning
sessions in the given day, hence if the gamblers were to return, they returned
exponentially faster in the later sessions. Additionally, we also tested other models
with linear Session Order or quadratic Session Order, but the model with Log(Session
Order) gave the best model fit by BIC, hence our choice of using Log(Session Order)
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• Start hour: we anchored time of the day by the session’s start time and classify it into
the following periods: morning (12:00 AM – 8:59 AM), early daytime (9:00 AM – 2
1.3.2 Analysis
We used R (Version 4.1.1; R Core Team, 2021) and Python (Version 3.6) for all
analyses. For each session, there is information on the time to return, the outcome, the game
types, session order, and the time-related nuisance variables. This creates a two-level
hierarchical data structure: level 1 contains the sessional variables, which are clustered by
gambler ID at level 2. Since there could be random differences in sessional variables between
gamblers, we used a multilevel linear model to handle the random effect of gamblers’
customer IDs.
To test our hypothesis that prior loss and game impacted the Time to Return to the
website, we specified our model as follows, and for simplicity, the model equation does not
represent all of dummy codes for all the categorical variables with more than 2 categories:
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𝐿𝑜𝑔$𝑇𝑖𝑚𝑒 𝑡𝑜 𝑅𝑒𝑡𝑢𝑟𝑛!"# / =
𝛽$" +
𝛽%" 𝑂𝑢𝑡𝑐𝑜𝑚𝑒!"(#'%) + 𝛽)" 𝑂𝑢𝑡𝑐𝑜𝑚𝑒 𝐷𝑢𝑚𝑚𝑦!"(#'%) + 𝛽*" 𝐺𝑎𝑚𝑒!"(#'%) +
𝛽+" 𝑂𝑢𝑡𝑐𝑜𝑚𝑒!"(#'%) ∗ 𝑂𝑢𝑡𝑐𝑜𝑚𝑒 𝐷𝑢𝑚𝑚𝑦!"(#'%) +
𝛽," 𝑂𝑢𝑡𝑐𝑜𝑚𝑒!"(#'%) ∗ 𝐺𝑎𝑚𝑒!"(#'%) +
𝛽-" 𝑂𝑢𝑡𝑐𝑜𝑚𝑒 𝐷𝑢𝑚𝑚𝑦!"(#'%) ∗ 𝐺𝑎𝑚𝑒!"(#'%) +
𝛽." 𝑂𝑢𝑡𝑐𝑜𝑚𝑒!"(#'%) ∗ 𝑂𝑢𝑡𝑐𝑜𝑚𝑒 𝐷𝑢𝑚𝑚𝑦!"(#'%) ∗ 𝐺𝑎𝑚𝑒!"(#'%) +
𝛽/" 𝐵𝐶 ℎ𝑜𝑙𝑖𝑑𝑎𝑦!"(#'%) +
𝛽0" 𝑆𝑡𝑎𝑟𝑡 ℎ𝑜𝑢𝑟!"(#'%) +
𝛽%$" 𝑊𝑒𝑒𝑘𝑒𝑛𝑑!"(#'%) +
𝛽%%" 𝐿𝑜𝑔(𝑆𝑒𝑠𝑠𝑖𝑜𝑛 𝑂𝑟𝑑𝑒𝑟) +
𝑒!"
where 𝑖 indicates session, 𝑗 indicates Gambler ID, 𝑡 indicateds time of the session. For Game
type, online slot machines were set as the reference game (slot machines = 0). At level 2 of
random factors, the model allowed random intercepts and random slope of 𝑂𝑢𝑡𝑐𝑜𝑚𝑒!"($%&) ∗
𝑂𝑢𝑡𝑐𝑜𝑚𝑒!"($%&) and 𝑂𝑢𝑡𝑐𝑜𝑚𝑒 𝐷𝑢𝑚𝑚𝑦!"($%&) varying by 𝐺𝑎𝑚𝑏𝑙𝑒𝑟 𝐼𝐷, and such random
slope allowed the degree of win and loss chasing to differ randomly across persons.
We reparametrized the model in two ways, one with Outcome Dummy set to the
reference category for loss sessions (loss = 0, win = 1), and another set to the reference
category for win sessions (loss = 1, win = 0). We used R (version 4.2.1) and the lme4
package (Bates et al., 2015) for the analysis. In developing our analysis pipeline, we
attempted a generalized linear mixed model with a gamma distribution, but the model failed
to converge due to the complexity. Across all analyses, we use p = 0.01 as the cut-off alpha
level to determine statistical significance, as a more conservative threshold given our large
data size. Log-transforming the dependent variable makes the model estimates are not
intuitive for interpretation, thus we presented the results section with transformed estimated
coefficients using 100 ´ (𝑒 ( − 1), which allowed us to show the impact of the independent
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1.4 Results
For descriptive statistics, we report medians due to the heavy skewness of the data. In
Table 1, we show the average net outcomes, and time to return, for the different product
categories. On average, gamblers lost the most (Median = $-35.04) in mixed sessions. Online
slot machines – as the most played game category - ranked second (Median = $-26.95).
Gamblers lost the least on roulette (Median = $-10.00). In terms of the time to return,
gamblers returned slowest overall after roulette sessions (Median = 144.86 hours) and
returned fastest after probability game sessions (Median = 86.29 hours). The time to return
was intermediate for slot machine sessions (Median = 127.05 hours), which ranked third
Figure 1 shows the time to return as a function of the prior session outcome in losing
(Figure 1a, left) and winning (Figure 1b, right) sessions. The x-axis depicts the standardized
loss (win) amount based on the distribution of outcomes for that individual gambler over the
data window. Thus, zero constitutes their personal average loss (win) amount, and a positive
outcome indicates the gambler lost (won) more than their personal average. For the loss
graph, a downward slope would indicate that gamblers return faster as a function of larger
prior net loss, i.e. loss chasing, whereas an upward slope would indicate that gamblers return
After losing the prior session, gamblers returned more slowly across all game
categories, with the single exception of roulette. The model uses slot machines as the
reference category (see Table 3a). For a standard deviation increase in the prior session net
loss, average gamblers playing slot machine sessions were estimated to took 8.59% longer to
return to the platform. Compared to slot machines, blackjack (p = 0.740), probability games
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(p = 0.157), video poker (p = 0.103) on average did not differ significantly in the loss slopes.
Mixed sessions on average were marginally faster in comparison to slot machine sessions (p
= 0.015), but this was not significant at the conservative threshold. For roulette, average
gamblers were estimated to returned faster overall as a function of the amount lost: a standard
deviation increase in the prior loss were estimated to reduce the time to return to another
downward slope was significantly less steeper than slot machine’s upward slope (p < .001),
indicating that gamblers in roulette sessions were less sensitive to the prior loss than gamblers
For the analyses of win chasing, average gamblers were estimated to returned faster as
a function of the prior amount won across all game categories, thus indicating a propensity
for win chasing (see Figure 1, Table 3b). For a standard deviation increase in the prior win,
average slot machine gamblers were estimated to took 6.68% less time to return. The rates of
win chasing differed by game categories: for mixed sessions and roulette, the slope for win
chasing was on average significantly steeper than for slot machines (mixed, p = 0.009;
roulette, p < .001). For mixed sessions, a one standard deviation increase was associated with
an average 8.23% shorter time to return, and for roulette, an average 13.59% shorter time to
return. Blackjack (p = 0.222), probability (p = 0.324), and video poker (p = 0.012) sessions
1.5 Discussion
The DSM-5 operationalizes chasing as often returning to the casino another day
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provincial gambling website in BC, Canada, our analyses refine the understanding of
between-session chasing by measuring the time taken for online gamblers to return after
winning or losing sessions, across a number of different gambling products. Our results
showed that gamblers on most game types returned more slowly after losing sessions, and
more quickly after winning sessions. Our findings that gamblers, at least at an aggregate
level, did not typically return faster after losses, but did chase their winning sessions, are
consistent with previous research that measured the interval between sessions for land-based
casinos, betting shops, and online horse-racing games (Forrest & McHale, 2016; Kainulainen,
2020; Narayanan & Manchanda, 2012). In our data, roulette was a notable exception: this
game had the longest intervals between sessions overall, but was the only game to show loss
chasing as a function of the amount lost, as well as significantly steeper slopes (in
comparison to slot machines) for both loss chasing and win chasing as a function of the
In sharp contrast to loss chasing, win chasing -- defined as a faster time to return as a
function of the previous amount won -- was a consistent pattern across all gambling product
categories. In a previous field study from Swiss land-based casinos, windfall wins also
carried over to impact the amount bet on the subsequent casino visit (Rüdisser et al., 2017).
One possible explanation for these win chasing patterns is the house money effect, which
describes how risk taking can increase because windfall wins are not yet internalized as the
gamblers’ own funds; any loss of such windfalls would not hurt as much as the loss of one’s
personal funds (Peng et al., 2013). As a cognitive explanation, one might expect such effects
to be short-lived; our observations of between-session chasing of wins over the order of days
points to other explanations, in our view. Another possibility is a wealth effect, by which an
increase in personal wealth encourages larger spending in the future (Mehra, 2001). In the
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context of gambling sessions, prior wins increase financial resources to allow a faster time to
return.
In contrast, we did not observe faster return times after losing sessions for most online
casino games. With increasing loss amounts in the prior session, gamblers took longer to
return to the website, indicating an absence of loss chasing. In the break-even effect,
individuals typically increase risk-taking when losing in an effort to recover their losses, but
this should only occur when the losses are of an extent that can be recovered. Larger,
irrecoverable losses may discourage additional risk-taking (Thaler & Johnson, 1990). In our
data, the time intervals to return did not get faster with increasing amounts lost (except for
roulette, discussed below), and this might be because further risk-seeking did not offer the
potential to break-even. We note that this kind of psychological explanation, based on the
break-even effect, requires significant cognitive processing, to calculate the difference from
one’s reference point (e.g., initial gambling account balance, current account balance, desired
wins; Imas, 2016), and the possible impact of a large win to offset that difference.
Alternatively, longer return times after losing could also be driven by financial constraints:
after significant losses, the gambler may simply lack the financial resources to continue
gambling (i.e. the opposite of the ‘wealth effect’ described above for win chasing). The time
to return may be exogenously imposed by the need for further income (e.g., their next
merging gambling data with banking information (Muggleton et al., 2021): for example, if
the longer return times are due to insufficient funds, gamblers may be more likely deposit
funds into their gambling account following pay days, which would be visible in the banking
data.
We examined loss chasing and win chasing tendencies across roulette, blackjack,
probability games, video poker, and mixed sessions, in comparison to slot machine sessions.
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Slot machines are considered to have among the highest risk potential for any form of
gambling (Meyer et al., 2011), and accordingly, we expected slot machine sessions to be
associated with the shortest times to return. Overall, we found little support for this
hypothesis; times to return did not differ significantly between blackjack, probability, video
poker, and slot machines. Notably, roulette as a gambling product category displayed shorter
time intervals to return compared to slot machines, as a function of both losing and winning
sessions, and roulette was the only game type where time to return decreases as a function of
the prior amount lost. This uniqueness of roulette should be considered in the context of
roulette having the longest overall times to return of any eCasino product category, as well as
the smallest net loss amounts compared to other products (Table 1). These differences may
render roulette gamblers more sensitive to the moderation by outcome, such that each unit of
loss would result in larger change in time to return. In terms of structural characteristics, we
note that these effects pertain to online roulette, and this is a faster game than land-based (i.e.
casino) roulette, and is also accompanied by a higher degree of audiovisual feedback. There
is limited research considering the specific product risks associated with online roulette, or
indeed for any individual categories of online casino products. It is possible that online
gamblers who prefer roulette may display distinct psychological characteristics; for example,
Bonnaire et al., (2009) reported that gamblers of table games, including roulette, showed
lower levels of depression and alexithymia compared to gamblers of slot machines and
racetrack gambling. Our findings for roulette arose from exploratory analyses, and our
predictions were of intensified chasing on slot machines, and so these findings for online
overarching hypothesis that chasing tendencies differ across gambling product types, which is
relevant to developing algorithms for detecting high-risk gambling from tracked data (Edson
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A number of limitations should be noted. Our dataset derived session aggregates from
fine-grained bet-by-bet data, but dates back to 2014-2015 and the online gambling landscape
has continued to evolve since that time. As with most analyses of behavioural tracking data, it
is possible that customers within our dataset held accounts on other gambling platforms
(Behavioural Insights Team, 2021), and visits to those other websites would not be
represented in our time to return variable. Mitigating this limitation, PlayNow is the only
licensed online gambling website in BC, so would be expected to hold greater market capture
than private operators in other jurisdictions. Third, our analyses focus on time to return as a
chasing may alternatively be measured in the bet volume over successive sessions (Auer &
Griffiths, 2022; Flepp et al., 2021) and that a range of further behavioural markers exist to
characterize within-session chasing tendencies (Chen et al., 2022; O’Connor & Dickerson,
2003). We are exploring these alternative expressions in ongoing research, which also
incorporate self-exclusion data (Deng et al., 2021; Finkenwirth et al., 2021) as a marker of
disordered gambling.
18
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Table 1. Descriptive statistics of session data by product type.
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Table 2. Summary of between-session across game types. Note: ✔ ‘ ’ indicates the presence
of chasing under the chasing measurement, and ✖ ‘ ’ indicates the absence of chasing under
the measurement. It should be noted that these symbols do not represent statistically
significant effects and they only represent numerical directions of chasing under each
measurement.
Between-session Chasing
Time to Return
Loss Chasing Win Chasing
slots ✖ ✔
mixed ✖ ✔
roulette ✔ ✔
blackjack ✖ ✔
probability ✖ ✔
video poker ✖ ✔
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Table 3. Between-session chasing regression results, with (a) losses as the reference level, and (b) wins as the reference level.
a: the reference of loss
Term estimate std.error statistic p-value conf.low conf.high
(Intercept) 5.78 0.01 568.55 < .001 5.76 5.80
Outcome 0.08 0.00 24.61 < .001 0.08 0.09
Outcome Dummy – win -0.70 0.00 -198.74 < .001 -0.70 -0.69
Blackjack 0.14 0.01 13.15 < .001 0.12 0.16
Probability -0.14 0.01 -21.90 < .001 -0.15 -0.13
Mixed -0.01 0.00 -2.48 0.013 -0.02 0.00
Roulette 0.31 0.02 19.09 < .001 0.28 0.34
Video poker 0.01 0.01 0.54 0.586 -0.02 0.04
BC holidays – Yes 0.05 0.01 7.27 < .001 0.03 0.06
Early daytime 9am - 2pm -0.08 0.00 -22.45 < .001 -0.09 -0.07
Late daytime 3pm - 6pm 0.03 0.00 7.73 < .001 0.02 0.04
Night 0.53 0.00 140.19 < .001 0.52 0.54
Weekend – Yes 0.05 0.00 18.78 < .001 0.04 0.05
Log(Session count) -0.23 0.00 -93.33 < .001 -0.23 -0.22
Outcome:Outcome Dummy – win -0.15 0.00 -30.51 < .001 -0.16 -0.14
Outcome:Blackjack 0.00 0.01 -0.33 0.74 -0.02 0.01
Outcome:Probability 0.01 0.01 1.42 0.157 0.00 0.02
Outcome:Mixed 0.01 0.00 2.44 0.015 0.00 0.02
Outcome:Roulette -0.13 0.02 -8.41 < .001 -0.16 -0.10
Outcome:Video poker 0.02 0.02 1.63 0.103 -0.01 0.05
Outcome Dummy - win:Blackjack -0.15 0.01 -16.18 < .001 -0.17 -0.14
Outcome Dummy - win:Probability 0.10 0.01 10.58 < .001 0.08 0.12
Outcome Dummy - win:Mixed 0.06 0.01 8.59 < .001 0.04 0.07
Outcome Dummy - win:Roulette -0.29 0.02 -16.55 < .001 -0.33 -0.26
Outcome Dummy - win:Video poker 0.04 0.02 2.69 0.007 0.01 0.07
Outcome:Outcome Dummy - win:Blackjack -0.01 0.01 -0.71 0.477 -0.03 0.02
Outcome:Outcome Dummy - win:Probability -0.02 0.01 -1.60 0.109 -0.05 0.01
Outcome:Outcome Dummy - win:Mixed -0.03 0.01 -3.60 < .001 -0.04 -0.01
Outcome:Outcome Dummy - win:Roulette 0.05 0.02 2.53 0.011 0.01 0.10
Outcome:Outcome Dummy - win:Video poker 0.03 0.02 1.12 0.261 -0.02 0.07
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b: the reference of win
Term estimate std.error statistic p-value conf.low conf.high
(Intercept) 5.09 0.01 485.57 < .001 5.07 5.11
Outcome -0.07 0.00 -16.07 < .001 -0.08 -0.06
Outcome Dummy – loss 0.70 0.00 198.74 < .001 0.69 0.71
Blackjadddck -0.02 0.01 -1.79 0.073 -0.04 0.00
Probability -0.04 0.01 -4.11 < .001 -0.06 -0.02
Mixed 0.05 0.01 7.45 < .001 0.03 0.06
Roulette 0.01 0.02 0.75 0.452 -0.02 0.05
Video poker 0.05 0.02 2.86 < .001 0.02 0.09
BC_holidays – Yes 0.05 0.01 7.27 < .001 0.03 0.06
Early daytime -0.08 0.00 -22.45 < .001 -0.09 -0.07
Late daytime 0.03 0.00 7.73 < .001 0.02 0.04
Night 0.53 0.00 140.19 < .001 0.52 0.54
Weekend - Yes 0.05 0.00 18.78 < .001 0.04 0.05
Log(Session count) -0.23 0.00 -93.33 < .001 -0.23 -0.22
Outcome:Outcome Dummy - loss 0.15 0.01 30.51 < .001 0.14 0.16
Outcome:Blackjack -0.01 0.01 -1.22 0.222 -0.03 0.01
Outcome:Probability -0.01 0.01 -0.99 0.324 -0.04 0.01
Outcome:Mixed -0.02 0.01 -2.63 0.009 -0.03 0.00
Outcome:Roulette -0.08 0.02 -4.75 < .001 -0.11 -0.05
Outcome:Video poker 0.05 0.02 2.51 0.012 0.01 0.09
Outcome Dummy - loss:Blackjack 0.16 0.01 16.18 < .001 0.14 0.17
Outcome Dummy - loss:Probability -0.10 0.01 -10.58 < .001 -0.12 -0.08
Outcome Dummy - loss:Mixed -0.06 0.01 -8.59 < .001 -0.07 -0.04
Outcome Dummy - loss:Roulette 0.29 0.02 16.55 < .001 0.26 0.33
Outcome Dummy - loss:Video poker -0.04 0.02 -2.69 0.007 -0.08 -0.01
Outcome:Outcome Dummy - loss:Blackjack 0.01 0.01 0.71 0.477 -0.02 0.03
Outcome:Outcome Dummy - loss:Probability 0.02 0.01 1.61 0.109 -0.01 0.05
Outcome:Outcome Dummy - loss:Mixed 0.03 0.01 3.60 < .001 0.01 0.04
Outcome:Outcome Dummy - loss:Roulette -0.05 0.02 -2.53 0.011 -0.10 -0.01
Outcome:Outcome Dummy - loss:Video poker -0.03 0.02 -1.12 0.261 -0.07 0.02
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Figure 1. Between-session chasing by game type. Note: The shaded area is
standard errors.
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