Title: Predicting the outcomes of Gaming Referenda
1Predicting 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
2Outline
- Introduction
- Significance
- Purpose of the Study
- Methodology
- Model
- Results
- Discussion
3Introduction
- 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
4Introduction 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).
5Introduction 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).
6Status 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
7Introduction 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.
8Significance
- 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.
9Past 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.
10Purpose
- 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).
11Conceptual Model
12Artificial 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).
13Study 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)
14Variables 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.
15Steps 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).
16Steps 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
17ANN 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.
18ANN Architecture Specifications
19NN 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
20NN 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.
21Sensitivity 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
22Sensitivity Analysis on Neural Network Model
Figure 5. Sensitivity Values for Percent Nay
resented in a Column Plot
23Implications
- 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.
24Implications
- 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.
25Implications 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.
26Conclusion
- 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.
27Limitation
- 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.
28Further 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.
29ANY QUESTIONS?
No to war, and human suffering.