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Predicting the outcomes of Gaming Referenda

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Title: Predicting the outcomes of Gaming Referenda


1
Predicting the outcomes of Gaming Referenda
  • Ercan Sirakaya
  • Texas AM University, USA
  • Dursun Delen
  • Oklahoma State University, USA
  • Hwan-Suk Choi
  • University of Guelph, Canada

APacCHRIE Sixth Biennial Conference on Tourism
in Asia May 27-29, 2004 Phuket, Thailand
2
Outline
  • Introduction
  • Significance
  • Purpose of the Study
  • Methodology
  • Model
  • Results
  • Discussion

3
Introduction
  • Many small communities throughout the US are left
    in backwash despite extensive infusions of state
    and federal funds
  • the development of a community depends on
    diversification of its economic base
  • communities with heavy tourism activity may be
    able to overcome the problem of seasonality and
    economic instability by diversifying their
    product and adding new products for tourist
    consumption
  • Las Vegas and Atlantic City are classic examples
    of the ability of gambling to support year-round
    tourism

4
Introduction cont
  • many communities offer a variety of incentives
  • One example can be found in the strong support
    for abolition of laws prohibiting gambling
  • Proponents of gaming argue gaming-tourism can
    create significant positive long-term
    sociocultural-benefits
  • better living conditions,
  • more leisure opportunities,
  • stronger cultural identity, etc.) and
  • economic-benefits
  • improved job opportunities,
  • better standard of living,
  • increased disposable income,
  • increase in tax revenue, and more) for many
    communities (Roehl 1999).

5
Introduction cont
  • Opponents argue
  • gambling activities defy religious beliefs and
    work ethics,
  • invite political corruption,
  • swindling, money laundering and organized crime,
  • erode traditional family and societal values and
    responsibilities,
  • perpetuate activities of illegal and criminal
    nature, and
  • instigate irresponsible behavior (DiClemente,
    Story and Murray. 2000 Giacopassi, Nichols and
    Stitt 1999 Gupta and Derevensky 1998 Roehl
    1999 Winters and Anderson 2000).

6
Status of Gambling in the US
  • total revenues 68.7 billion, a 158 increase
    over the 1990 figures (American Gaming
    Association 2002a, 2003).
  • In 2001, direct employment in the casino
    industry 364,000 with wages totaling 11.5
    billion.
  • 3.6 billion in taxes revenue

7
Introduction cont
  • There are limits to the public's acceptance of
    gambling, and attempts to pass gambling laws may
    fail and/or create divisions within communities
    unless the factors behind public
    support/opposition of gaming are understood
  • There is a need to assess the determinants that
    differentiate a community that passes a gambling
    ballot from a community that strongly opposes
    gaming.

8
Significance
  • Ascertaining these determinants would help
    identify communities with high acceptance
    probability before a gaming ballot comes to a
    vote thereby preventing potential conflicts and
    divisions between the industry and communities.

9
Past Studies
  • Few studies in tourism have tested models to
    predict community support for commercial gaming.
  • Silverberg and Ulbrich (1996) used secondary data
    collected in South Carolina (US) to build a model
    for predicting ballot outcomes.
  • This effort, though commendable, suffered from a
    lack of conceptual framework and
    multicollinearity problems of variables.

10
Purpose
  • The present study was undertaken in order to gain
    an understanding of the factors affecting both
    legalization and prohibition of gaming activities
    by using a computational tool (ANN).

11
Conceptual Model
12
Artificial Neural Network Model
  • Artificial Neural Networks has been shown to be
    superior when compared to other forecasting
    techniques in analyzing data with
    multicollinearity problems (Uysal and Roubi
    1999).
  • ANN are capable of predicting new observations
    (e.g., ballot outcomes) from other observations
    (on the same or other variables) after executing
    a process of so-called learning-from-
    existing-data (Haykin 1998).

13
Study Method
  • Data both primary and secondary data collection
    techniques.
  • e-mail survey of all 50 state-election offices
    and related divisions.
  • 64 ballots of twenty-two states proposing gaming
    ballots between the years 1919 and 1998 were
    extracted from the information received.
  • only the results of gambling related ballots
    proposed during 1990s were used (14 states with
    24 ballot results California, Colorado, Florida,
    Georgia, Louisiana, Nebraska, New Jersey, North
    Dakota, Oklahoma, Ohio, South Dakota, Texas,
    Utah, and Washington)

14
Variables Used
  • Ballot Type I (Gambling) Unary encoding (UE)
  • Ballot Type II (Wagering) Unary encoding (UE)
  • Percent population voted
  • Medium family income
  • Percent population church members
  • Percent population male
  • Poverty level
  • Unemployment rate
  • Percent population minority (non-white)
  • Percent population older than 45
  • Metropolitan statistical area (MSA) Unary
    encoding (UE)
  • Not MSA Unary encoding (UE)

Note dependent variables are percent nay votes
and percent yes votes. The data set includes
1287 records from 1287 counties.
15
Steps in Neural Network Modeling
  • Step 1. Observations with missing and/or null
    values were removed from the dataset.
  • Step 2. Observations (rows) in the data set were
    randomized among themselves.
  • Step 3. The randomized data set (1287 records)
    was split into three separate data files
  • training data, cross-validation data, and testing
    data.
  • the data set was split into three parts using the
    following percentages 60 for training (773
    observations), 20 for cross validation (257
    observations), and 20 for testing (257
    observations).

16
Steps in Neural Network Modeling
  • Step 4. Sensitivity analysis was performed to
    determine the cause and effect relationship
    between the inputs and outputs of a trained
    neural network model.
  • Step 5. To establish reliability, data were
    converted to binary classification problem

17
ANN Architecture Specifications
  • Multi Layered Perceptron (MLP) with one hidden
    layer was used.
  • The input layer included PEs for 12 independent
    variables with 10 PEs in the hidden layer.
  • The output layer included only one dependent
    variable nay- or yes-votes in percentages.

18
ANN Architecture Specifications
19
NN Training/Testing Results
  • Two neural network models were trained one for
    percent- nay-votes (Model-1) and another for
    percent-yes-votes (Model-2) using data from 1287
    individual counties in the U.S.
  • approximately 82 accuracy
  • the calculation of the accuracy of the model
    prediction in terms of what the actual vote (for
    versus against) would turn out to be for both
    models

20
NN Training/Testing Results
  • Out of 257 test data records, in Model-1
    (percent-nay-votes) the trained neural network
    predicted the 201 counties against vote-turn-out
    accurately, and
  • in Model-2 (percent-yes-votes) the trained neural
    network predicted 198 counties for vote-turn-out
    accurately.
  • This finding indicates that in each of the two
    models, on average, the neural network models
    predicted the vote outcome accurately for four
    out of every five counties on the data set that
    they have never seen.

21
Sensitivity Analysis on Neural Network Model
  • Sensitivity analysis is a method for extracting
    the cause and effect relationship between the
    inputs and outputs of a trained neural network
    model (Davis 1989)

Figure 4. Sensitivity Values for percent Yes
presented in a Column Plot
22
Sensitivity Analysis on Neural Network Model
Figure 5. Sensitivity Values for Percent Nay
resented in a Column Plot
23
Implications
  • Theoretical standpoint
  • a significant relationship between abolition of
    prohibitionary laws for gaming and
    socio-demographic and geographic variables.
  • increased proportion of minority populations
    within a geographical space gave rise to
    legalization of gaming
  • proximity to population centers (operationalized
    as MSAs) was an important variable for
    legalization of gaming (confirmed Lanes research
    1993). A lottery adoption study conducted by
    Filer et al (1988) also reported similar results.

24
Implications
  • Theoretical standpoint
  • As with earlier studies (Curriden 1993 Shapiro
    1996), increased church memberships within the
    general public was also found to be a sensitive
    variable to changes in voting behavior toward
    gaming.
  • This study supports the findings of Martin and
    Yandle (1990) who estimated the probability of
    the occurrence of lottery in a state. Their
    results suggested that the percentage of a
    states population that is Baptist was negatively
    related to the likelihood of occurrence of a
    lottery.

25
Implications cont
  • Practical standpoint
  • Be able to assess communities with high
    probability of passing gaming ballots (e.g., with
    the help of GIS).
  • resources devoted to promoting gambling can be
    efficiently utilized and potential conflicts that
    may arise between the industry and the
    communities may be prevented before a promotional
    campaign is initiated.

26
Conclusion
  • one can speculate on the directionality of the
    sensitivity values. For example, areas where
    there is a proportionally higher church
    membership, gaming proposals, regardless of their
    gaming type, are expected to be rejected.
  • Increases in minority populations and gaming
    proposals in metropolitan counties versus rural
    areas can result in the acceptance of wagering
    laws.

27
Limitation
  • unlike regression analysis, sensitivity analysis
    does not allow the researcher determine the
    direction of the effects.
  • Artificial neural networks are known as a
    black-box approach to solving complex problems.
    Though empirical results are generally favorable
    compared to other techniques, they lack the
    theoretical explanations of independent
    variables.

28
Further Studies
  • examine voting outcomes based on various types of
    gaming.
  • variables expected to explain the acceptance of
    low impact gaming (e.g., bingo, lottery, horse
    racing) might be very different than the
    variables used in predicting casino gambling.
  • Other lines of research should be directed toward
    improving the forecasting ability of the models.
    Including other variables, newly developed
    techniques such as genetic algorithms or rough
    sets and/or collection of primary data can help
    improve predictive power of current models.

29
ANY QUESTIONS?
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