REPORT 3: PREDICTING PROBLEM GAMBLERS: Analysis of industry data

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1 REPORT 3: PREDICTING PROBLEM GAMBLERS: Analysis of industry data Gambling machines research program 28 November 2014 Authors: David Excell, Georgiy Bobashev, Daniel Gonzalez-Ordonez, Heather Wardle, Tom Whitehead, Robert J. Morris, Paul Ruddle

2 Contents Executive Summary... 5 Introduction... 6 About the research... 6 Policy context... 6 The research process... 6 About this Report... 8 About the Research Organisations... 8 Unique Contribution... 9 Definitions & Assumptions Gaming Machines in Great Britain Methodology Predictive Models Terminology Model Development Approach Target Variable Data Pre-processing Model Complexity vs Model Information Measuring Model Performance Data Industry Data Data Request Data Received Data Quality Survey Data Proxy Sessions Measurement of Harm Markers Between-Session Markers Within-Session Markers Data Analysis Results Baseline Player Baseline Session Baseline Summary Player Analysis (Registered Play)... 41

3 Using Between Session Markers Incorporating Within-Session Markers Session Analysis (Unregistered Play) Additional Experiments Removing multiple loyalty cards PGSI Problem Gambling Threshold Predicting PGSI Screening Question Responses Gambling Type Analysis Factor Group Analysis Debit Card Usage Discussion Can we identify harm? Research Implications Multiple Variables Registered vs Non-Registered Play Mandatory ABB Limits Research Limitations Future Research Recommendations Conclusion About Featurespace About RTI References Document Information Document History Appendix A Calculating Proxy Sessions Appendix B - Measurement of Harm Markers Between Session Metrics ) Frequency of Play ) Duration of Play ) Net Expenditure ) Levels of Play Engagement ) Number of Activities/Games Types Undertaken ) Chasing Within Session Metrics... 97

4 1) Debit Card Payment Reloading and Switching ) Debit Card Payment Decline ) Variability In Staking Behaviour ) Use of Autoplay ) Play of Multiple Machines Simultaneously ) Stake Size ) Game Volatility ) Way Game Played (e.g. number of bets per stake) ) Cash-Out Appendix C Representativeness of Loyalty Card Data Appendix D Candidate Predictive Modelling Approaches Explored by RTI Appendix E Example of transformed between session variables

5 Executive Summary The Responsible Gambling Trust has been challenged by the Responsible Gambling Strategy Board to answer the following two questions: Is it possible to distinguish between harmful and non-harmful gaming machine play? If so, what measures might limit harmful play without impacting those who do not exhibit harmful behaviours? Focusing on the first of these questions, this report confirms that it is possible to distinguish between harmful-and non-harmful gaming machine play. The research effort undertaken to deliver this report required the skilful processing and analysing of a large dataset using machine learning methods. By focusing on problem gambling behaviour survey data, this advanced technological approach has produced a step-change in the way gambling behaviour and specifically problem gambling behaviour is understood. Furthermore, new insights into gambling behaviours have been identified and are detailed in this report. For example, researchers have discovered which Problem Gambling Severity Index questions are most predictive of problem gambling behaviour; indicative of problem gambling; and the need to consider a range of variables when attempting to distinguish between problem and non-problem gamblers. This has fundamental implications for operationalising the research and developing intervention strategies, the most critical of which is that a focus on a single factor such as reduction of stake size will not effectively prevent or reduce gambling harm. From this research it is not possible to state categorically whether only gaming machine play predominantly contributes to problem gambling status, or whether this is accounted for by participation in multiple forms of gambling. Readers should not assume that problem gambling status is causally and predominantly related to gaming machine play. Indeed, given the complexity of problem gambling and gambling behaviours in general, the researchers have concluded that any corporate responsibility strategy must take a balanced, rounded approach. That is, that by factoring in the environment, the individual player, and the product being played to provide a complete view rather than focusing on a single variable the gambling industry will be able to significantly improve the detection rate of problem gamblers and the minimisation of gambling related harm. Finally, consideration has been given to the second question-- what measures might limit harmful play without imp acting those who do not exhibit harmful behaviours? although answering this does not contribute to a significant portion of this report. The researchers conclude from their analysis that operators will face trade-offs in delivering harm minimisation interventions, as some amount of non-problem-gamblers will inevitably receive interventions which are unnecessary. Therefore all interventions must be carefully evaluated in a live environment to measure their effectiveness.

6 Introduction About the research Policy context This report forms part of series of research projects commissioned by the Responsible Gambling Trust to explore the extent to which industry data generated by machines in bookmakers can be used to identify harmful patterns of play. In recent years, there have been increasing c better understand how consumers play machines. It is hoped that, by analysing transactional data, it will be possible to identify patterns of play that indicate someone is experiencing problems or harm from their engagement in gambling. Industry and regulators alike are keen to see if this is possible. If so, a potential new range of responsible gambling measures, tailored towards and intervening with the individual, could be developed. To date, regulation of machines tends to be conducted at a high level, making generalisations that focus on restrictions of stake, prize, speed and number of machines. There is no regulation that is tailored towards individual players. The Gambling Commission (the industry regulator) considers that a mix of macro (i.e., stakes and prizes) and micro (i.e., the individual) regulatory approaches may be patterns of play and, if so, what types of interventions could be introduced that intercede with gamblers experiencing problems. A further concern is to ensure that any individual-led policies intervene with those experiencing problems, whilst allowing those who are not experiencing problems to play without onerous intervention. The objectives set by the Responsible Gambling Strategy Board (RGSB) for the broader research programme were: Can harmful and non-harmful gaming machine play be distinguished?, and If so, what measures might limit harmful play without impacting those who do not exhibit harmful behaviours? The RGSB (Responsible Gambling Strategy Board) is the body responsible for setting strategic objectives for gambling research and policy and advising the Gambling Commission on these issues. To meet these objectives, a series of research projects was planned by the research team, a consortium of NatCen Social Research, Featurespace, Geofutures, and RTI International. These projects focus mainly on the first objective, though consideration is also given to the second. Other research projects (called contextual projects in the broader research programme) contribute to the second objective; for example, by looking at how people understand certain types of player messaging (see Collins et al, 2014). The research process To meet the objectives set by the RGSB, a number of project stages were undertaken and three related reports have been published. The project stages are shown in Figure 1.

7 Figure 1 - Research project stages In meeting the objective set by the RGSB, the first step was to consider what patterns of play might indicate that someone was experiencing harm. This involved a theoretical review, a rapid evidence review and consultation with key stakeholders to develop a set of metrics (or markers) which may exist within industry data and might indicate that someone was experiencing harm. The results of this stage are published in Wardle, Parke and Excel (2014), called Report 1 in this series (See Wardle, Parke & Excell, Report 1: Theoretical Markers of Harm). The next step was to consider whether the markers of harm identified from the review were actually evident in industry-collected data. This part of the research was Markers section of this report. Early analysis suggested that some of the markers of harm identified in the review could be measured using industry data and therefore further exploration of the data was warranted. A critical question for this research centred on examining the potential patterns of harm identified in theoretical markers of harm from existing academic literature and expert opinion. It was necessary to determine if these theoretical markers of harm were actually patterns of play exhibited by those experiencing harm from gambling. A crucial aspect of this is determining the extent to which potential patterns of harm differentiate between those experiencing harm and those who do not. To explore this, more detail is needed about the player and the extent to which they are experiencing gambling-related problems. This information can only be obtained by communicating directly with players. The study by NatCen, which is documented in Report 2, fills that gap. It reports survey findings from individuals who have loyalty cards for Ladbrokes, William Hill, or Paddy Power. Using loyalty card holders as a sampling frame for a survey meant that we could link their survey responses with data collected and recorded for their loyalty card. The loyalty cards for bookmakers operate in much the same way as other loyalty cards (like Tesco Clubcards or Nectar cards) where every transaction (where the card is used) is recorded for an individual. This means it is possible to track the frequency and duration of time spent on machines, so long as individuals used their loyalty card when playing. Using this data has considerable benefits over traditional survey approaches, as it is widely accepted that estimates of gambling expenditure obtained through surveys are inaccurate.

8 The study document in this report has one primary aim: to discover if, by combing the survey results obtain by NatCen from loyalty card holders with the data held by the industry, it is possible to distinguish between harmful and non-harmful play through the identification of specific patterns in a player s behaviour. It is important to note that a majority of surveyed loyalty card holders participated in multiple forms of gambling. Therefore it is not possible to state categorically whether only gaming machine play predominantly contributed to their problem gambling status, or whether that status can be accounted for by participation in multiple forms. Within that goal, the aims of this report are to: provide a description of the data and context to the gambling environment from which the data was obtained; provide an overview of the methodology used to analyse the data; report on the initial findings that lead to the conclusion that industry data was suitable for further analysis to understand harmful play; report on the analytics performed and provide a discussion on how the results should be interpreted, and suggest recommendations on how the results could be used and further explored. Report 2 and Report 3 (this report) should be viewed together and it is these two reports in combination which aim to meet the research objectives set out by the RGSB. About this Report The objective of this report is to describe the findings of the research undertaken and ensure that the results can be understood by a wide range of interested stakeholders. A significant proportion of the research effort undertaken to deliver this report has been the sophisticated manipulation and analysis of a large volume of data using state-of-theart processing systems and statistical algorithms. A summary of the technical review of the analytical techniques and processes described has been purposely excluded as it would not enhance the understanding of the research for a majority of the readers. About the Research Organisations The research documented in this report has principally been carried out by an international team of researchers from Featurespace and RTI International, in tandem with invaluable input and guidance from NatCen. Featurespace took on the role of working with the industry to obtain and process their data, and then worked in conjunction with RTI to analyse the patterns within the data. NatCen undertook the loyalty card surveys and provided analysis of the responses to help guide the data analysis. With the time-limited nature of this research program, having two organisations working in parallel with varying backgrounds in the application of data analytics enabled different approaches to be explored independently. Results were then compared and

9 the differences and similarities understood. This also provided additional oversight in terms of quality assurance to ensure valid results were produced. Unique Contribution A unique contribution to the understanding of problem gambling is provided in this report. These contributions are summarised below: It is the first time that the five largest operators in Great Britain have made their data available for analysis by independent researchers. It is the first time in the world where land-based industry data from multiple operators has been analysed alongside a problem gambling screening score obtained by interviewing individuals. This has provided an incredibility rich data set which has the potential to unlock a whole range of new research initiatives. A number of studies have been completed previous, but the size of these samples has been significantly smaller. The research is based on a significant sample size (n = 3,988) compared to existing studies which have been limited to, at most, a few hundred individuals.

10 Definitions & Assumptions These terms have the following meaning within this document: Term ABB AUC Definition Association of British Bookmakers ( Area Under the Curve. This is a measure of the accuracy of the predictive model. A model which makes random guess would have an AUC score of 0.5. A model which produces a 100% accuracy would produce an AUC score of 1.0. A full description is provided in the Methodology section. B2 B3 Baseline Bet DCMS False Negative False Positive Gaming Machine High volatility game When calculating the improvement of a model, the minimum value of 0.5 for an AUC score is taken into consideration. Therefore if Model A has an AUC score of 0.55 and Model B has an AUC score of We would calculate the improvement as (( )-( ))/( ) = 100% B2 is a category of game available on the Gaming Machines studied in this research project. The key characteristics of a B2 games are that the maximum stake is 100, the play cycle must last at least 20 seconds and the maximum prize is 500. B3 is a category of game available on the Gaming Machines studied in this research project. The key characteristics of a B3 games are that the maximum stake is 2, the play cycle must last at least 2.5 seconds and the maximum prize is 500. Within this report we have developed baseline models which are used as a reference point for comparing the improvements generated by the models created in this report. This relates to a single game on the Gaming Machine where the player has staked a particular amount. Department of Culture, Media and Sport A false negative is a problem gambler who has been incorrectly identified as a non-problem gambler. A false positive is a non-problem gambler who has been incorrectly identified as a problem gambler. A touch screen electronic gaming machine featuring both B2 and B3 category games as defined by DCMS regulation. 1 A game in which the prizes are in-frequent and higher amounts LBO Licenced Betting Office 1 These Gaming Machines are colloquially and unofficially known as FOBTs, or Fixed Odds Betting Terminals. A more detailed description of the type of games available on Gaming Machines, and the differentiation between B2 and B3 games, will be provided in the next report.

11 Low volatility game A game in which the prizes are frequent and lower amounts than Month(ly) A calendar month, for example, 1-Sept to 30-Sept 2013 PGSI Playing Day RGSB Problem Gambling Severity Index Day of the week in which a registered player has had at least one session on a machine. Responsible Gambling Strategy Board ( ROC Receiver Operating Characteristic This is a commonly used graphical method to show the performance of a predictive model. A full description is provided in the Methodology section. Sensitivity Session Specificity Stake Time Periods True Negative True Positive Week(ly) that is the proportion of correctly identified problem gamblers. A continuous period of machine activity from a player. Equ that is, the proportion of correctly identified non-problem gamblers. Amount of money the customer is risking on a bet. All time periods are in this report are either shown using the unit of days, or in the format D.hh:mm:ss where D is the total number of whole days and hh, mm, ss represent the number of hours, minutes and seconds respectively. A true negative is a non-problem gambler who has been correctly identified. A true positive is a problem gambler who has been correctly identified. The period from Monday to Sunday.

12 Gaming Machines in Great Britain The focus of the Machines Research Programme commissioned by the Responsible Gambling Trust was to understand if harmful and non-harmful play could be distinguished on the gaming machines operated by Licenced Betting Offices in Great Britain (England, Scotland and Wales). Great Britain has one of the most gambling diverse markets in the world, with a wide range of gambling channels, including Retail (e.g. Casinos, Licenced Betting Offices, Bingo Halls, and Arcades), Internet, Mobile, and Telephone betting. There is also a wide range of products offered, including but not limited to, Sports Betting, Casino Games, Poker, Bingo, Lottery and Scratch Cards. Licenced Betting Offices (LBOs) are retail premises that offer facilities to place a bet; that is, making or accepting a bet on the outcome of a race, competition, or other event. As of October 2014, there are 9,508 registered LBO premises in Great Britain, a majority of which are located on the high-street and residential areas. The five largest operators of LBOs are Betfred, Gala Coral, Ladbrokes, Paddy Power and William Hill. Within their retail premises, these operators generate -The- Licence Betting Office is restricted to four physical Gaming Machines. Each of the five operators also provides remote gambling services. In many town centres, it is not uncommon to see a combination of LBOs located within a short distance from each other. For a detailed analysis of the spatial distribution of the LBOs, please refer to the contextual report generated by Geofutures published as part of this research programme. There are two primary gaming machine suppliers in the Great Brian LBO market: Scientific Games and Inspired Gaming. The Gaming Machines are modern gaming terminals offering graphically rich content across a number of different game types. Images of machines from the two primary suppliers are shown in Figure 2. Figure 2 - Gaming Machine terminals that generated the data studied in this research. Inspired gaming terminals are shown on the left and a Scientific Games terminal shown on the right. The games offered by a Gaming Machine can fall into the following categories defined by regulation: B2, B3, B4, C and D. A significant proportion of the stakes placed on the gaming machines are from games that fall into the B2 or B3 categories. Full technical

13 standards for these categories can be found on the Gambling Commissions website 2, but a summary of the salient points is provide below: B2 Category Games. These games have a maximum stake of 100 and a maximum prize of 500. The game cycle must last at least 20 seconds. The most popular style of B2 Category game is Roulette. B3 Category Games. These games have a maximum stake of 2 and a maximum prize of 500. The game cycle must last at least 2.5 seconds. The typical B3 style The analysis completed as part of this research did not explicitly look at the difference between B2 and B3 playing characteristics. However the inputs into the predictive models included metrics about the proportion of bets on the different content categories. One of the key contributors to the successful completion of this research programme was access to player card data. There is no regulatory requirement for Gaming Machine operators to monitor which players are using their gaming machine products. Therefore, at the time when this research was commissioned, the player cards had been implemented as loyalty card schemes to facilitate player insight and marketing. This has meant that the operators have independently implemented their own schemes with different degrees of data capture and data quality. However, there are some commonalities when the same Gaming Machine supplier has been used between been run by Ladbrokes since Both Paddy Power and William Hill introduced their loyalty schemes in 2013, and Gala Coral introduced their Coral Connect scheme early in An example of the player cards provided by the industry is shown below in Figure 3. Some of the loyalty card programmes bridge the gap between retail and remote gambling, enabling the players to transfer funds between the channels. For the time period studied in this research, loyalty card data was only available from Ladbrokes, Paddy Power and William Hill. 2 aspx

14 Figure 3 - Example Loyalty Cards from Ladbrokes, William Hill, Gala Coral and Paddy Power.

15 Methodology In this section, a brief overview is provided on the methodology and techniques used to analyse the data to answer the research question. The aim of this section is to provide enough background knowledge to the reader to aid in the interpretation of the results presented later in the report. We also explore some of the complexities of the data modelling approach in the context of distinguishing between harmful and non-harmful gaming machine play. The approach used to examine the performance of the predictive models is provided and explains how different trade-offs can be made when applying predictive models in an operational environment. The data analysed in this process had some unique challenges that need to be considered when designing the methodology. The key challenges were: Data volume: Just under 10 billion data records were provided for this analysis. Analysing this volume of data required consideration of how to store, access, and process it efficiently and accurately. Data Skewedness: When investigating the data there is often a significant difference between the mean and median values of the data. This shows that there is a small number of extreme values which can alter our perception of what the majority of customers are doing. Representativeness of Registered Players: When comparing sessions generated by registered and non-registered players, we observed that registered sessions provided an oversessions, compared to the entire data set. Detail of this analysis is provided in Appendix C. Predictive Models In its simplest form, a predictive model takes a range of characteristics as inputs and looks at how well a prediction can be made from them. A predictive model can be as be male. This predictive model is making an assumption that all males have hair shorter than 5cm. In the real-world, inaccurate predictions would be produced by only applying this rule. Increasing the number of input characteristics and the complexity of interpreting the relationships within the data allow accuracy to be improved. Terminology To measure the quality of a predictive model, the target that we are trying to predict needs to be defined. For this research, we have defined our target as predicting problem gamblers. In predictive modelling t that we have correctly identified someone as a problem gambler and a negative -problem gambler. When we have four metrics to quantify the quality of the output: True Positive: The correct identification of a problem gambler. True Negative: The correct identification of a non-problem gambler.

16 False Positive: The incorrect identification of a non-problem gambler as a problem gambler. False Negative: The incorrect identification of a problem gambler as a nonproblem gambler. In this report, these results are presented as a rate. This enables us to understand the proportion of problem gamblers/non-problem gamblers that would be identified (either correctly or incorrectly). The rates are defined as: True Positive Rate (TPR) True Negative Rate (TNR) False Positive Rate (FPR) False Negative Rate (FNR) The objective of the predictive model is to maximise the true positive and true negative rates while minimizing the false positive and false negative rates. It is useful to note that there is a relationship between the rates, such that: True Positive Rate = 100% False Negative Rate True Negative Rate = 100% False Positive Rate As these variables are related, if we achieve a high true positive rate we also have a low false negative rate. In Report 2 of this research programme, and also in other problem gambling literature, definitions using the terminology introduced above: Sensitivity = True Positive Rate Specificity = True Negative Rate

17 Model Development Approach To process of turning raw data into a predictive model takes a number of defined steps. This process is described below: 1. Data Validation and Preparation In this step, the received data was validated to ensure it is consistent with expectations (e.g. the format, number of records, etc.) and converted into a common format so that the data from each supplier could be analysed as a whole, rather than independently. In this step the proxy session algorithm was also used to assign individual machine events to a player session. 2. Variable Calculation In this step, a number of session and player level variables were calculated. The majority of the variables calculated were based on the theoretical makers of harm identified in Report 1. Analysis of each of the variables is provided in Appendix B of this report. 3. Data Pre-processing In this step the variables were transformed using a number of approaches to help the predictive models distinguish between different types of behaviour. More detail of these transformation approaches are provided below. 4. Dataset Selection When verifying or testing a predictive model it is important that the data used to build the model is not included. The entire data is therefore divided into three separate datasets for training, verification, and testing. Depending on the analysis, players or sessions were randomly allocated to the different datasets. In this research project, the training dataset contained 50% of the data, and the remaining data was allocated to both the verification and test datasets, which received 25% each. 5. Model Training In this step, the predictive modelling algorithms analyse the available data and determine which player patterns are most likely to relate to the target variable: in this case, our problem gambling label. In this process a number of models were generated, relating to different algorithms, parameters for those algorithms, input data, and transformations to the data. A range of predictive modelling algorithms used by RTI is described in Appendix D. 6. Model Validation Within the data validation phase, we examined all of the predictive models which had been trained to see which had the best performance on the validation data set. 7. Model Testing To confirm the accuracy of the model and to help understand its capabilities, it was testing on the final test dataset. 8. Cross validation Finally, to ensure that the original random allocation of data repeated the training and testing phases using the model specification that delivered the best accuracy. The details of the validation process was a 10- fold cross validation. Cross validation is the process whereby the data is of positive and negative examples. K-1 buckets are then used to train the model and then the accuracy of the model is tested on the remaining bucket. testing. The process described above has been designed to avoid one of the key issues of - number of input variables, such as were present in this research project. The concept of over-fitting when building a predictive model relates to the performance of the model when it is applied to new data that was not used in the training process.

18 Ideally, when a model is built it will learn patterns which define a generalised relationship between the inputs (gambling data) and the target output (problem gambling). When generalised relationships are identified the model should produce consistent performance across the test data and new data as it is processed. In exist only within the training data. The model is then expecting to see these same performance will be impacted. Target Variable In this report we examine two different outcomes: Whether someone is a problem gambler Whether a session of play comes from a problem gambler. To define a problem gambler, we are utilising the Problem Gambling Screening Index obtained from the survey results in the loyalty card data. Participants in the survey who - in the survey and how the score is derived is provided in the following section. Determining whether someone is a problem gambler is important for understanding the utility of using loyalty cards to collect data across multiple gambling sessions. To determine whether someone is a problem gambler we have analysed all of the data associ measure the accuracy of this prediction, we compare the predicted label to the actual label for that player. Determining whether a session comes from a problem gambler is important for understanding how well problem gambling can be identified when a loyalty card is not used. A majority of the data currently being generated by the gaming machines is not linked to a loyalty card, highlighting the need for this analysis. To determine whether a session of play comes from a problem gambler we analyse the activity associated with that session and generate a single prediction. To measure the accuracy of this prediction we compare the predicted label to the problem gambling label for the player who generated the session. The limitation with this approach is that we are making an assumption that every time a problem gambler plays on the machines they are exhibiting problem gambling behaviours. Data Pre-processing Before producing the predictive models, a number of pre-processing tasks were tested to see if they could improve the performance of the model. The pre-processing tasks involved transforming the input values so that they could be compared in different ways. This is often required, as it is in our case, when there is a non-linear relationship between the input data and what is being predicted. As an example, a 2 increase in stake might have a different predictive ability if the increase is from 2 to 4, compared to an increase from 20 to 22. This effect is further confounded in our case where the data is highly skewed with a small number of significant outliers.

19 A range of transformations have been tested in the model building process. Each of these is listed below with a brief explanation: Unmodified No modification is made to the underlying variable and it is fed directly into the model. Absolute Value When a variable takes on negative and positive values, the absolute value can be taken to reduce the range from zero to a positive can be taken to change the meaning of the value. For instance, if a player has three sessions with net expenditure of - 200, - 5 and 250, taking the absolute value transforms this data to 200, 5 and 250. For the original data set we could interpret this as two losing sessions and one winning session. With the transformation the interpretation changes to one session with minimal change in financial outcome and two sessions with a large change in financial outcome. Winsorized This is a process where extreme values or outliers are removed from the output to prevent those values from dominating the patterns learnt by the model. Log For variables where there is a large number of samples that take on small values, and there is a small number of samples which take on high values, taking the log of these values can provide a more informative scale for a predictive algorithm. As an example, if we had the raw values 10, 100, 1000 and 3 as inputs into the predictive algorithm. Zero Indicator For variables that have dominating proportion of zeroes (e.g. number of games at the highest stake, amount won in a session, etc.), the hat has a category for zeroes, and the rest of the values are aggregated based on the quartiles of the remaining data. Grouped This is the process where a variable which can take on many values (such as the amount won on a game) is reduced down into a smaller number of groups (such as a small, medium and large win). In statistics, this Model Complexity vs Model Information When building a predictive model, there is often a trade-off to be made between the underlying complexity of the patterns and the degree of explanation that can be extracted from the model. In this research, we have used a hierarchy of models based on different predictive algorithms that will lead us to a more accurate separation between problem and non-problem gamblers. Measuring Model Performance To understand the performance of the predictive models we have used the Receiver Operator Characteristic (ROC) Curve. The ROC curve was first used in World War II for the analysis of radar signals and today is commonly used to evaluate the performance of machine learning techniques. Figure 4 provides an example ROC curve with the performance of three models included. The false positive rate is plotted on the

20 horizontal axis and the true positive rate is plotted on the vertical axis. This enables us to compare the performance of correctly identifying problem gamblers (the true positive rate) against the impact of incorrectly identifying non-problem gamblers as problem gamblers (the false positive rate). The points on each of the curves correspond to the performance of the model at different thresholds. A threshold is used to make the discrimination between a problem and non-problem gambler (e.g. players scoring higher than the threshold are labelled as problem gamblers). The higher thresholds are on the left of the curve, and decrease as you follow each of the curves to the right. In an ideal world, we would produce a model as close to possible to point A in the figure. Generating models that perform near this point is very rare. This is a model operating position which has a true positive rate of 100% and a false positive rate of 0%, perfectly distinguishing between problem and non-problem gamblers. At points B and C, we are operating at the two extremes of either predicting everyone to be a non-problem gambler (point B) to predicting everyone to be a problem gambler (point C). Model 3 has been included in this diagram to show what would be achieved by just measuring the accuracy of a models whose output was a random guess. If a model has a similar performance to Model 3, it shows that the input variables could not be used by the predictive modelling algorithm to make an informed prediction. Ideally, we want our models to deliver a performance as far away from this as possible. Models 1 and 2 are two models that are able to make informed predictions. In this case Model 1 is outperforming Model 2. This can be seen in the figure as the curve corresponding to Model 1 is higher than the curve for Model 2. By having Model 1 and 2 on the same ROC curve it is possible to see the impact of the improved accuracy between the models. If previously we had been using Model 2 to identify problem gamblers, we could have decided to operate at point D. By looking at the vertical and horizontal axes we can see that this point generated a true positive rate of 60% and a false positive rate of 30%. That is 60% of the problem gamblers where correctly identified and 30% of our non-problem gamblers where incorrectly identified as problem gamblers. If we now want to move to our more accurate Model 1, we have two choices. Firstly, we could decide to move to point E. This would enable us to identify the same proportion of problem gamblers (60%) but instead we would reduce the incorrect classification of non-problem gamblers from 30% to 10%. Alternatively, we could decide to move to point F. This would enable us to keep the same false positive rate (30%), but we would be correctly identifying a higher proportion of problem gamblers (improving from 60% to 90%). Alternatively, it would be possible to trigger one intervention for customers that have a score at or above point E (where we are more confidently identifying problem gamblers) and then a second, potentially softer intervention for customers who fall between the boundaries of points E and F. Finally, to compare the different models it is useful to have a single figure which describes their performance. In this report we have used the Area Under the Curve (AUC) metric. This value ranges from 1 (a model which produces no errors) to 0.5, the performance of Model 3. In our example, Model 1 has an AUC value of 0.85 Model 2 has an AUC value if 0.70.

21 100% A F C 80% True Positive Rate 60% 40% E D 20% B 0% 0% 20% 40% 60% 80% 100% False Positive Rate Model 1 Model 2 Model 3 (Random) Figure 4 Example Receiver Operator Characteristic Curve

22 Data In this section, a description of the data used to complete this research is provided. This covers both the data obtained from the industry along with the loyalty card survey One key conclusion about the data used as part of this project is that although it is significant in volume (over 9.5 billion individual gaming machine events 3 ), the breadth of the variables in each of these events is limited. For each event we only know the time when the event took place, the location where it took place, the type of event (cash in, cash out, bet, win), the game being played, and the value of the transaction (e.g. the amount staked or the amount won). Industry Data The data used to generate this report was supplied by the five major Licensed Betting Offices in the UK (Betfred, Coral, Ladbrokes, Paddy Power and William Hill), and their gaming machines suppliers (Inspired Gaming and Scientific Games). The relationship between the LBOs and the gaming machine suppliers is shown in the table below: Gaming Machine Supplier Licensed Betting Offices Inspired Gaming 1. Betfred 2. Paddy Power 3. William Hill Scientific Games 1. Coral 2. Ladbrokes Data Request Timeframe The time period covered by the data used in the research is 10 months from 1 September 2013 to 30 June For the initial evaluation on the suitability of the available (1 September 2013 to 30 November 2013). It is important to note that the initial sample of loyalty card holders to survey was drawn from the first 3 months of data used in the evaluation phase. Data Attributes The primary set of data requested from the industry (where available) was: 1. Players The attributes recorded for each registered player. 2. Shops The attributes for each store which contains a Gaming Machine, 3. Machine Events The transactional data captured on each Gaming Machine, for example: records relating to players putting money in and taking money out of the machine, placing bets, and associated winnings. 3 A machine event refers to action which is recorded on the machine, such as a note being inserted, a bet placed or money being won.

23 4. Games The games available on each Gaming Machine, in particular the legal category of the game, the type of game, and the theoretical RTP (Return to Player) at different stake levels. The secondary data request was also comprised of: 1. Payment data Transactions relating to debit card transactions (both failed and successful) which are used to fund activity on the machines. 2. Self-Exclusion Registered players who have self-excluded. 3. Player Limits Registered players who have specified limits on their play. 4. Responsible Gambling Any information relating to players receiving/viewing literature related to problem gambling. 5. Online Transfer account. 6. Sports Trading Data The number of bets, turnover and winnings per day per shop. 7. Customer Contact Data associated with contact with registered players, e.g. marketing material, complaints, etc. 8. Promotions Data relating to player bonuses, free bets, etc. 9. Player Surveys Info players. 10. Market reviews Reports and literature relating to the impact of promotions. Data Received Featurespace received varying levels of granularity in the data from each of the operators based on the underlying sophistication of their Gaming Machine offering. Rather than detail the specifics of the data received from individual operators, general parameters are listed below. Overall, we received data relating to: 333,091 uniquely identifiable customers 4 8,289 unique shops 32,650 unique Gaming Machines 9,550,448,367 analysed machine events, including 6,768,053,704 bets 661 different games 5 Specifically for the surveyed customers we had 3,988 loyalty card holders 4,374 unique shops that these players gambled at 524,277 gaming machine sessions 35,668,298 bets placed 4 This does not mean that the study corresponds to 333,091 individuals. An individual person may have relationships with more than one operator or may have used different loyalty cards during the three month period. 5 This is the number of unique games across the suppliers, but they may have very similar games across both (e.g. Roulette will be included twice, once for its Inspired Gaming implementation and once for its Scientific Games implementation).

24 Some important notes about the received data: During the period for which we obtained data, Betfred did not operate a loyalty scheme. Therefore no Betfred customers were included in the loyalty card survey. During the initial 3 months for which data was requested, Coral did not operate a loyalty scheme but had an internal system for recording repeat activity of customers. These labels have been included when calculating the between session metrics for the evaluation of the industry data. No Coral customers were included in the loyalty card survey. Paddy Power and William Hill introduced their loyalty card schemes in 2014 and therefore some of the behaviours associated with the early period of received data may not be indicative of long term customer usage. The loyalty scheme used by both Paddy Power and William Hill collects minimal information about the player (e.g. only their mobile phone and/ on registration, so are not guaranteed to be accurate. After receiving the data, Featurespace transformed the data from the gaming machine suppliers and the operators into a common format so that data could be used to calculate metrics across the entire data set. Data Quality In general, no significant data quality issues have been identified that would invalidate the results produced as part of this research. Minor issues were experienced, and a brief description is provided below. In most of the cases, we have been able to either work around the issue or have excluded the problematic data from the analysis. In future research, resolving these data issues may enable the performance of the predictive models to be improved. Debit Cards It was known at the start of the project that there was not a precise method for matching transactions on the gaming machines to debit card transactions recorded by the electronic point of sale systems. A precise match is not possible as these two systems work independently. After a player has made a deposit, either the full or partial amount is manually transferred onto the machine by a member of staff. To identify debit card occurred in the same shop, at approximately the same time and for approximately the same value. This requirement to search introduces a degree of error within the data. Online Transfers We needed to further clarify with the operators how the transfers between funds used on the gaming machines to online accounts can be accurately matched. Within the timeexplored. Operator and Supplier Data Matching We have experienced issues with matching identifiers for players and shops in the data supplied by the machines suppliers and the operators. This meant for a small subset of the data a full set of attributes could not be obtained. Timestamps We were made aware by one of the suppliers that they experience errors with the timestamps associated with the recorded machine of the research presented in this report.

25 It is also worth noting that some attributes are likely to be over-represented by loyalty card contextual research completed as part of the overall research program, we know that approximately one in three individuals has multiple loyalty cards. However, and more importantl when they play on the machines so we are only capturing a portion of their gaming machine activity. Survey Data To complete the data set required to undertake the research, the Loyalty Card Survey data generated by NatCen was merged with the industry data. Full details of the survey process and a complete analysis of the survey data is provided in Report 2. The most important component of the loyalty card survey data that is used in this report is the Problem Gambling Screening Index (PGSI). The Problem Gambling Screening Index is generated by asking the following nine questions to the loyalty card holder about their gambling activity over the last 12 months: 1. How often have you bet more than you could really afford to lose? 2. How often have you needed to gamble with larger amounts of money to get the same feeling of excitement? 3. How often have you gone back another day to try to win back the money you lost? 4. How often have you borrowed money or sold anything to get money to gamble? 5. How often have you felt that you might have a problem with gambling? 6. How often have people criticized your betting or told you that you had a gambling problem, regardless of whether or not you thought it was true? 7. How often have you felt guilty about the way you gamble or what happens when you gamble? 8. How often has your gambling caused you any health problems, including stress or anxiety? 9. How often has your gambling caused any financial problems for you or your household? For each question the participant can select from the answers in the table below. The table also shows the score associate with each response. Response Score Almost always 3 Most of the time 2 Sometimes 1 Never 0 Table 1 - PGSI Question Responses and Scores To generate the PGSI score, the individual scores from the responses to the questions are summed together. The possible range of PGSI scores therefore ranges from 0 to 27. The PGSI specification has provided thresholds with which to label different severities of gambling related risk as listed in Table 2. This table also shows the number of survey participants that fall into each category.

26 Gambler Types PGSI Score Survey Participants Problem Gambler 8 or above 951 Moderate Risk Between Low Risk Between Non-Problem Gambler Table 2 - Gambler Types as defined by the PGSI Score and the number of survey participants that fall into each category. Proxy Sessions The gaming machines operated by the LBOs in Great Britain to do not require a player to insert their loyalty card before they begin playing. It is possible for the player to insert or withdraw their card at any point of their session. Therefore if a session is only defined during the period when the card was actually inserted, it is possible for some player activity to be excluded from our analysis. To overcome this problem, an algorithm was developed to predict when sessions started and ended on the machine. A session generated by this process is referred to as a proxy session. A loyalty card player is then associated with each proxy session where their card was inserted for at least one event within the calculated proxy session. Using a proxy session to identify player sessions has limitations but on the whole we research. While full details of how the proxy sessions are determined is provided in Appendix A, the key variables used in this process are the balance of the machine, the time since the last event on the machine and the type of event taking place. For example, a cash-in event is more likely to indicate the start of a session than is a stake event.

27 Measurement of Harm Markers The first step in this research programme generated a list of the many theoretical markers of harm or patterns of play that might indicate that someone had problems with their gambling. The evidence review suggested that these were all plausible but it wa patterns look like. The second step of the research program was to complete a preliminary analysis of industry data to see if it was possible to calculate these metrics from industry data and if these metrics showed sufficient statistical variance to suggest that by applying predictive modelling we would be able to distinguish between harmful and non-harmful play. The preliminary data analysis contained 2.6 billion data records of gaming data from the period 1 September 2013 to 30 November The markers in this report are broken down into two categories term behaviour across multiple gaming sessions; and 2) within session markers which From this preliminary analysis we did find that it was possible to calculate a large proportion of the metrics and that they demonstrated sufficient statistical variance to give us confidence that predictive modelling would be successful. A summary of the characteristics found for each of the markers is provided below. A full description of this analysis is provided in Appendix B. Within the scope of the preliminary session we also examined the representativeness of registered sessions (where a loyalty card is present) compared to unregistered sessions (where a loyalty card is not present). We found that registered sessions oversessions, in that they are often longer and involve more money and bets. A full description of this analysis is provided in Appendix C. Between-Session Markers These metrics included frequency and duration of play, net expenditure, levels of play engagements, number of activities/games types undertaken, and chasing. Based on these metrics, we can construct a view of the behaviour of a typical player compared to that of a 90 th percentile player (those who experience the most losses). This provides a snap-shot view of both average and extreme play. Use of player loyalty cards, some of which are employed only once, impacts the calculation of these figures downwards so that values may seem low.

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