Netflix’s ‘Gambling, Explained’ and the Evolving Public Perception of Gambling
Netflix’s ‘Gambling,
Explained’ and the Evolving Public Perception of Gambling
Eliscia Siu-Lin Liang Sinclair
and Luke Clark
“The gambling
industry is built on losers”
Netflix’s Gambling,
Explained
How to cite: Sinclair, E. S.-L. L., & Clark, L. (2021). Netflix’s ‘Gambling, Explained’ and the Evolving Public Perception of Gambling. Critical Gambling Studies. https://doi.org/10.29173/cgs128
This non-peer reviewed entry is published as part of the Critical Gambling Studies Blog.
Gambling, Explained is the fourth installment in
Netflix’s limited docuseries Money, Explained, which
features other episodes
on credit cards, retirement, and student loans. Gambling is often
sensationalized in Hollywood films (e.g., Casino Royale, The Hangover,
Ocean’s Eleven), but the portrayal of gambling within popular
culture, including film, TV and music, provides a barometer of how well public
perceptions of gambling align with current academic discussions of gambling and
its associated harms. Our lab at the University of British Columbia recently
got together (online) to watch and critique Gambling, Explained. Our
positions inside of academia offer a perspective on the episode, and this blog
outlines some of what we found interesting. Overall, Gambling, Explained
packs a vast amount of content into a succinct 22 minutes, and our lab
consensus was that Netflix did a commendable job accurately representing the
facts and current research around gambling.
The episode opens with one of the enduring paradoxes of gambling
behaviour: the contrast of society’s preoccupation with winners, against the
mathematical reality of long-term losses. This segues swiftly to an explanation
of Social Casino Games, which are digital games that structurally resemble
casino gambling products, but where individuals do not have the opportunity to
bet or win real money, although they can make in-game purchases. There have
been concerns for several years that Social Casino Games may serve as a gateway
to real-money gambling, with some evidence for ‘migration’ over a six-month
follow-up (Kim et al., 2014). The description of Social Casino Games in Gambling,
Explained is adequate but brief, and it could have dug deeper on the
psychological significance of why people engage with such products even when
money is (largely) removed from their operation. Links could have been made to
other contemporary angles on the “gamblification” of video games such as the
debate around video
game loot boxes (Larche & Dixon, 2021).
For a Netflix series with such high visibility, the inclusion of
testimonials from individuals with lived experience of gambling harm is a major
strength, highlighting the consequences and social impact of problem gambling.
One person featured sought treatment for their gambling problem because their
habit “hurt everyone [they] knew”. Another admits to falling prey to erroneous
beliefs about luck, chance, and control, that pervade the gambling experience
(e.g., the gambler’s fallacy, the illusion of control), which
are portrayed in the show using some powerful animations. This person
asserts that the “availability of gambling is terrible”, and that with newer
online gambling opportunities, people will be able to gamble with newfound
ease. Now in recovery, they describe how gambling almost cost them everything:
“I lost my house, I lost my car, I lost my belongings, my kids’ belongings, my
husband’s belongings”.
One topic that piqued our interest in relation to some of our own
research was Natasha Dow Schüll’s explanation of “The Zone”. Schüll’s book “Addiction
by Design” has inspired much recent research on slot machine gambling, and
in Gambling, Explained, she is an engaging interviewee. “The zone is not
where you are even worried about winning or being in control. You really just
want to keep going”. While intriguing, this statement may not be entirely correct
from a psychological standpoint. In a recent paper from our own lab, Murch et
al. (2020) investigated whether slot machine gamblers were “zoned out”, like
Schüll suggests, or “zoned in” – a cognitive state of intense focus and high
attention to performance. Using eye-tracking during the use of an authentic
slot machine housed in the lab, this study found that recreational gamblers who
were more immersed made more eye movements (‘saccades’) overall and paid
greater attention to ‘performance’ information in the game (i.e., their
remaining credit). It’s not clear if these results would necessarily apply to
higher-risk levels of problem gambling (PGSI 8+) who were excluded from the
study for ethical reasons, but our data favour this ‘zoned in’ account of
immersion as a state of attentional hyper-focus (Murch & Clark, 2021).
Gambling, Explained interviews Mike Robinson, a
behavioural neuroscientist, who introduces dopamine’s relationship to gambling
- “It’s all about the pause … We start getting a flutter of dopamine in
anticipation of the possible reward”. This prompts the documentary to delve
into the famous neuroscience experiments by Schultz et al. (1997), which were
one of the building blocks of the modern field of decision neuroscience, and
helped to clarify the relationships between dopamine cell firing, reward, and
expectancy. According to this study, over the course of learning, the dopamine
signal from cells in the Ventral Tegmental Area tracks back from ‘unconditioned
stimuli’ (a pleasant fruit juice) to conditioned stimuli that predict reward,
but are not inherently rewarding in themselves (such as the spinning reels of
the slot machine). After learning, these neurons only fire to the conditioned
stimuli, not the reward. We felt that the account in Gambling, Explained
did not handle some of the nuances to these data in perfect terms. The episode
describes dopamine activity as “a reaction associated with pleasure in humans”,
whereas Schultz’s data and the reinforcement learning account specifically
highlights how dopamine activity is driven by prediction rather than pleasure.
Dopamine is not the ‘pleasure chemical’ and the dopamine system
represents how to ‘get to’ rewards in the world (Chen, 2018). Despite this
oversight, the graphical depiction of the Schultz experiment is accurate and
concise.
For such a mainstream series, perhaps the most surprising topic to be
featured in Gambling, Explained is that of industry funding of gambling
research and the associated debate around conflicts of interest. Schüll
explains “industry capture” as a process by which specialized gambling research
bodies distribute funds derived from gambling revenue, a system that may be
prone to subtle biases towards certain lines of enquiry, such as understanding
individual risk factors for gambling problems, while failing to support
research on the harmful ingredients of the gambling products created by the
industry. The ICRG (International Center for Responsible Gaming, in the US),
RGF (Responsible Gambling Fund, in the UK), and NAGS (National Association for
Gambling Studies, in Australia) are named as examples of such funding
structures. Again here, the brief coverage in Gambling, Explained
perhaps inevitably overlooks some of the nuances to this debate. A recent
editorial (Nature, 2018) also acknowledged that “it isn’t appropriate
for research related to a major social and public-health problem to be so
heavily dependent on the very industry that enables it” but highlights how
gambling research is a small and underfunded field. Gambling currently falls
between the cracks in many federal systems for research funding, such as the US
NIH (National Institute of Health).
Another recent article describes how the consequences of
industry-funding can be to make the evidence base “narrow in scope, often
methodologically weak, and [focus] on problematising individuals while
deflecting attention from harmful products…” (van Schalkwyk et al., 2021). To
overcome a dichotomous view of gambling -- that it is either safe or
pathological -- van Schalkwyk et al. (2021) suggest governing bodies take a
public health approach to gambling regulation, an important contemporary
development that Gambling, Explained fails to mention. The public health
approach recognizes that gambling harms come about from the combination of
several factors (e.g., product features and environmental access) besides
individual risk, as well as the concept and distribution of ‘harms’ as distinct
from clinical symptoms.
Gambling, Explained briefly introduces another
hot topic in the form of financial speculation. Former MIT Blackjack Team
member Semyon Dukach, part of the team the movie 21 was loosely based
on, asserts that “day trading isn’t investing, day trading is actually
gambling”. Day trading has become more popular during the pandemic, driven in
large part by the accessibility of apps such as Robinhood and WealthSimple
which offer commission-free trading and fractional shares (Nova, 2020). One of
the authors was exposed to the Robinhood craze when their co-worker casually
mentioned losing $3,000 on Robinhood. They had been swept up by the recent
GameStop frenzy and held onto their stock for too long, with the price
eventually dropping substantially. Indeed, most individuals who invested in
GameStop actually ended up losing money (Brown, 2021).
The ambiguous nature of gambling is a running theme in Gambling,
Explained, and Dukach discusses the time he spent at MIT playing blackjack,
a game that can involve considerable skill. Certainly, blackjack benefits from
knowledge of the optimal betting strategies across different hand values, but
Dukach focuses instead on card counting as “keeping track of the cards that
come out of the deck, because that affects the probability of the cards
remaining in the deck”. We felt that this section was a little misleading.
Since the notorious MIT
incident, casinos have taken various steps that largely negate the
effectiveness of card counting, such as the use of multi-deck shoes and
automatic shufflers (Schwartz, 2018). These changes to the game have driven
some blackjack players away and suggest that the MIT strategy is no longer
viable.
In continuing with its examination of skill-based gambling, the psychologist
and professional poker player Maria Konnikova, author of “The Biggest Bluff”,
is interviewed. Konnikova asserts “[she’s] not a gambler, [she’s] a poker
player” - a common statement among poker players that is echoed in John Dahl’s
movie Rounders (“Why do you think the same five guys make it to the
final table of the World Series of Poker every single year? What, are they the
luckiest guys in Las Vegas?”). Both poker and blackjack are not solely
games of skill, however. Pluribus, a computer program developed at Carnegie
Mellon University, was able to win against skilled opponents - but not every
time, which is a key distinction from chess-playing AIs. As with its
explanation of cognitive distortions, the use of cartoon animations to convey
the different levels of chance and skill across blackjack, poker, chess, and
financial investment is a particular strength of Gambling, Explained.
Illustrating its contemporaneousness, Gambling, Explained closes
by briefly touching on the effects of the COVID-19 pandemic on the gambling
industry. With people left bored, anxious, and socially isolated, trading on
Robinhood as well as online gambling are asserted to have soared in the United
States. Research looking at the effects of COVID on gambling has been a moving
target throughout the pandemic, and multiple studies have described an overall
reduction in gambling frequency and expenditure, albeit juxtaposed with an
increase in problematic gambling in a vulnerable minority; including younger
males in a review by Hodgins & Stevens (2021) and gamblers with higher PGSI
scores at baseline and lower income in Xuereb et al. (2021). With the closure
of land-based casinos during lockdown periods, there is some evidence of a
migration to online gambling (Price, 2020; Xuereb et al., 2021), and during the
first 6 weeks of emergency measures, individuals with depression and moderate
and severe forms of anxiety were more likely to gamble online and be classified
as high-risk (Price, 2020). Charting the longer-term impact of the pandemic on
gambling behaviours and harm will remain a research priority for some years to
come. Dukach’s final line in the episode “humans gamble because life is a
gamble – the future is always uncertain” has never seemed so true.
Acknowledgements
The authors would like to thank Spencer Murch for helpful input on a draft.
Conflict of Interest Declaration
Luke Clark is the Director of the Centre for Gambling Research at UBC, which is supported by funding from the Province of British Columbia and the British Columbia Lottery Corporation (BCLC), a Canadian Crown Corporation. The Province of BC government and the BCLC had no role in the preparation of this article and impose no constraints on publishing. LC has received a speaker/travel honorarium from the National Association for Gambling Studies (Australia) and the International Center for Responsible Gaming (US), and has received fees for academic services from the International Center for Responsible Gaming (US), GambleAware (UK) and Gambling Research Exchange Ontario (Canada). He has not received any further direct or indirect payments from the gambling industry or groups substantially funded by gambling. He has received royalties from Cambridge Cognition Ltd. relating to neurocognitive testing. Eliscia Siu-Lin Liang Sinclair has no disclosures.
Eliscia
Siu-Lin Liang Sinclair is an undergraduate Research
Assistant at the Centre for Gambling Research at UBC, Department of Psychology,
University of British Columbia, Vancouver, British Columbia, Canada
Luke Clark is
the Director of the Centre for Gambling Research
at UBC, Department of Psychology, University of British Columbia, Vancouver,
British Columbia, Canada Djavad Mowafaghian Centre for Brain Health, University
of British Columbia, Vancouver, British Columbia, Canada
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