Indigenous card gambler profiles in north Queensland.
Breen, Helen
Abstract: Card gambling has been engaged in by Aboriginal and
Torres Strait Islander people in northern parts of Australia for
centuries but limited information is available explaining the games and
the gamblers. To deepen our understanding of card gambling, this paper
uses a public health approach to analyse card gambler profiles in north
Queensland. Three typical profiles emerged from the results and have
been labelled social, binge and committed gamblers. They have also been
identified as being positioned along a public health continuum of
gambling from healthy at one end (gambling in low-risk situations) to
unhealthy (gambling in high-risk situations) at the opposite end. A
model of these gambler profiles explains the gambler's
participation, behaviour, motivations and outcomes on the continuum.
Potentially, and in consultation with local communities, these findings
could help to inform the development of culturally appropriate public
health strategies for specific groups of card gamblers.
Introduction
Gambling on games of chance such as cards is a very old pastime and
exchange system best understood within the culture in which the gambling
takes place. In northern parts of Australia, Indigenous card gambling
has been a leisure and resource exchange activity for a very long time
(Berndt and Berndt 1946-47; Blainey 1975; Christie et al. 2010;
Macknight 1976). However, apart from mostly ethnographies of single,
remote communities (Altman 1985; Goodale 1987; Martin, D 1993; Phillips
2003), Indigenous card gambling has attracted little research attention.
There is very limited information about who typically participates in
card gambling, their gambling behaviours and motivations, and the
consequences experienced by gamblers and others. To make a contribution
to knowledge on this topic, the aim of this paper is to identify and
explain selected aspects of Indigenous Australian card gambling by
taking a public health approach. Specifically, the purpose is to explore
and analyse card gambling participation and outcomes in several
locations in north Queensland.
This paper first reviews Indigenous Australian card gambling
literature and a public health model useful for investigating gambling.
It is followed by a detailed description of the research methods and
analysis used in this research. The results are presented and themes
summarised in a table. The results are analysed and discussed
concurrently. The paper ends with conclusions and implications.
Indigenous card gambling background
'Some Aboriginal groups of northern Australia gambled at cards
at the first time of contact with Europeans, a practice introduced by
Asian traders' (Binde 2005:6).
The widely held view that gambling was introduced into Australia by
British colonists in the late 1770s is in contest. In fact, there was
long and repeated contact in the north between Indigenous Australians,
Melanesians and Asian traders and fishermen, especially those from
Macassar in south Sulawesi (Christie et al. 2010; Macknight 1976). Based
on shipping records and sea captains' letters, from at least the
1670s, the Macassans sailed annually to settle in northern Australia
during monsoon season and returned home in the dry. While here, they
gathered trepang (edible sea slugs) for Chinese markets and traded with
local Indigenous Australians (Macknight 1976). Some Indigenous
Australians visited Macassar (Harney 1969) and returned with new ideas,
carvings, songs and even myths (Blainey 1975). One introduced activity
was card games and gambling on cards. Cards were played with Indigenous
Australians for gain, where the winnings were used to pay for resources
and workers (Macknight 1976). Cards were also played for recreation
(Berndt and Berndt 1987). Sociability was as important as commodity
exchanges. The Macassan enterprise ended in 1907 when the South
Australian Government (then with legal control of the Northern
Territory) increased taxes and fees for trepang collection (Rolls 1992).
As a consequence, this flourishing international trade, which was
carried on for hundreds of years, closed down. Nevertheless, some
practices, including card games and gambling, remained with northern
Indigenous groups.
Colonisation brought settlement of land by Europeans and
cataclysmic change for Indigenous Australians. In the north,
colonisation was later than in the south-east but Indigenous people
suffered the same (Broome 2001). Traditional hunting, food gathering and
housing became harder to access. With dispossession, Indigenous
Australians needed money to live but lacked official status for paid
work, health care and housing (Broome 2001). Under state protection
acts, Indigenous people needed permission to earn and spend money
(Haebich 1988). Gambling became 'the socially acceptable means of
acquiring the resources necessary for living. The card ring became
institutionalized' (Foote 1996:185).
Although Tonkinson (1974) suggests that card gambling displaced Indigenous ceremony and ritual as a community activity in Central
Australia, for the Wik people at Aurukun on Western Cape York, David
Martin (1993) found cards held cultural meanings involving personal
identity, autonomy and social relatedness. Similarly, in Arnhem Land for
the Gunwinggu people, card gambling was reported to contribute to shared
social meanings at Momega outstation (Altman 1985). On Melville Island,
while card gambling was viewed by Tiwi people as work, it also met some
of their social needs in achieving self-identity (Goodale 1987).
Gambling was a general means of redistributing money within some
Kimberley communities (Hunter 1993). Thus, card games and gambling
adapted and evolved depending on the situation. From her childhood,
Lockyer (1999) recollects card games being played for recreation, with
and without money. She describes tea drinking, smoking, children
playing, babies being fed, constant talk, gossip, teasing and fun.
Social, collective and exchange processes were woven into card games.
Other card game recollections can be found in biographies and
autobiographies (see, for example, Dodd and Vaughan 1985; Gnibi Langford
1994; Grant 2002; Hagan 2005; Keefe 2003; Morgan 1989; Randall 2003).
Card games form a significant part of Indigenous communities'
gambling repertoire (CIRCA 2011).
Card gambling has both positive and negative outcomes. Positive
outcomes include social interaction (AHMRC 2007), the opportunity to win
money and to fundraise (McDonald and Wombo 2006), building numeracy skills (Baturo and Cooper 2007), promoting some resource redistribution
(Christie and Greatorex 2009) and access to credit (Hunter and Spargo
1988; Phillips 2003). Protective factors reported to be associated with
card gambling include having role models, relatedness (family kin group
and cultural support) and resilience (learning from others, individual
resilience and family support to curtail gambling) (Breen 2012).
Negative outcomes from card gambling have been reported as higher
anxiety scores, compromised nutrition and impaired parenting for
gamblers (Hunter and Spargo 1988), psychological pressure for sharing
resources (Hunter 1993) and addiction (Christie and Greatorex 2009).
Further negative outcomes include some exploitation of women by men
seeking money (McKnight 2002), an outflow of family money (AHMRC 2007),
social dysfunction and child neglect (McDonald and Wombo 2006; Wild and
Anderson 2007), reduced community development through demand sharing and
an inability to save (Hunter and Spargo 1988) and creating a diversion
from cultural activities (Berndt and Berndt 1946-47). Some negative
generational outcomes associated with card gambling include a heightened
likelihood of future gambling and school absenteeism (Breen 2012).
Identifying typical card gambling participation, behaviour and
motivations should expand current understanding about gambling outcomes.
A broader understanding is important for developing culturally
appropriate public health gambling services and resources to assist
people in controlling their gambling and reducing negative outcomes
(CIRCA 2011).
The main purpose of adopting a public health approach to health
care management is to improve a population's health status (WHO
1986). When gambling is treated as a population concern, it becomes a
public health issue (CIRCA 2011; Productivity Commission 2010). As such,
all health experiences and influential environments should be considered
when assisting gamblers maintain a balanced lifestyle and minimise risks
of harm (Productivity Commission 2010). Thus, a public health
investigation analyses influences and assists gamblers to find ways of
moving from less healthy or less controlled gambling to healthier or
more controlled gambling (Shaffer and Korn 2002). Using a continuum of
gambling behaviours, Korn and Shaffer (1999) describe healthy gambling
as a pleasurable experience in a low risk situation where people know
the odds of winning and spend reasonable amounts of money. Unhealthy
gambling, at the other end of the continuum, leads to people
experiencing gambling-related problems. The Productivity Commission
(2010) reported that gambling problems can be seen on a spectrum of
increasing severity, from no risk gambling to a heightened risk of
gambling-related problems and then gambling with significant risk, with
accompanying and increasing harmful outcomes (Productivity Commission
2010).
Generally, higher levels of at-risk and problem gambling have been
reported for Indigenous Australians. Using responses from one question
about gambling problems in the Negative Life Event Scale, and data from
the 2003-04 National Aboriginal and Torres Strait Islander Health Survey
and the 2006 General Social Survey, Stevens and Young (2009) reported a
national problem gambling rate of 13.5% for Indigenous Australians,
ranging from 8.3% to 24.5% for different jurisdictions. Using different
methods, the Productivity Commission (2010) estimated that 0.5% to 1.0%
of people nationally suffered significant gambling problems and 1.4% to
2.1% experienced moderate gambling risks. Although not directly
comparable, wide differences in available gambling prevalence data
indicate the need for research into Indigenous gambler behavioural
characteristics to attempt to identify and reduce harms associated with
problematic gambling.
Targeted public health strategies can be developed for a range of
different gambler groups. One target group includes those negatively
affected by gambling but not requiring assistance (primary prevention).
A second group comprises those at risk of developing gambling problems
in the future (secondary prevention). A third group is made up of those
who need counselling or treatment for their gambling problems (tertiary
intervention) (Korn and Shaffer 1999). Using the continuum model opens
the way to investigate influences that affect gambling by each group.
Methods
The research design, setting, sample, interviews and analysis will
now be explained. A qualitative research design, considered a culturally
sensitive and sharing method by Karen Martin (2003, 2008), was used to
build relationships and goodwill in this research. Relationships form
the basis of Indigenous philosophies and life (Atkinson 2002).
Respectful co-operative qualitative research is especially appropriate
for gaining in-depth understandings. It focuses on how people interpret
and analyse their own situations to give meaning to their lives (Denzin
and Lincoln 2008). Qualitative research values individual perspectives
and experiences. Thus, this investigation sat within an interpretive paradigm using a social constructivist approach (Guba and Lincoln 1989).
Social constructions were built by asking Indigenous Australians about
their experiences and perceptions of card gambling in north Queensland.
Based on national statements (NHMRC 2007), Indigenous guidelines
(AIATSIS 2002, 2011) and health-related Indigenous research guidelines
(NHMRC 2003), ethics approval was gained from the researchers'
University Human Research Ethics Committee. At the same time permission
was granted by Indigenous Elders and traditional owners in each location
for a non-Indigenous researcher to conduct this project. Adhering to
protocols was important for culturally safe research conduct (Rigney
1997). Adherence to ethical spirit and integrity (Davis and Holcombe
2010) facilitated the processes of engagement.
In Queensland the Indigenous population (3.6%) is high compared
with 2.5% of the national population (ABS 2006). Across the state, three
north Queensland research sites were chosen, the Gulf, Eyre and
Rainforest regions of Aboriginal Australia (ABS 2006; Horton 1996).
These settings included a sparsely populated northern remote area with
few gambling opportunities and unreliable communications; a western
regional mining town with most forms of gambling except for casinos; and
a populous city on the eastern seaboard with all forms of gambling
available.
In order to find people with in-depth gambling information, groups
thought to he knowledgeable about Indigenous gambling were contacted.
Personal contacts and local telephone books were used to lead to the
selection of information-rich cases (Patton 1990). Snowball sampling was
used to contact potential participants. This process continued until
saturation was reached and no new nominations were made. Repeat visits
were made to each region. Contact was maintained between and after
visits.
The sample included 60 Indigenous Australians (35 women and 25
men), with 13 refusals. There were 35 people from the Rainforest region,
18 from the Eyre and 7 from the Gulf regions. All participants were
adults aged over 18 years. Two personal questions were asked, one about
roles in the community and one about current gambling status. Some
participants reported having multiple roles, such as being a member of a
justice group, a representative of a community agency and an Elder,
while others were simply community members. All had been gamblers but
some were non-gamblers now. Two people reported they had received help
for gambling problems. Results could not be generalised as this was a
purposive, self-selected sample.
All interviews were held with individuals face to face. They were
conducted at mutually suitable places and times. The research was
explained and people were free to withdraw at any stage. Appropriate
consent forms were explained and signed. Set questions were asked about
gambling participation, behaviours, motivations and outcomes. To ensure
responsive interviews, neither the exact wording nor the order of
questions was pre-determined. Questions became more open-ended and
responses more considered as interviews progressed. On local advice,
digital recordings were not made; instead, field notes were written
during the interview. These were read back immediately for both parties
to amend or approve. Printed transcripts were later sent to
participants. Although Christie et al. (2010) state that Yol0u people
insist that they be identified as the source of their comments, for
these research participants, personal gambling information was regarded
as confidential and sensitive. Despite arguments by Christie et al.
(2010) and Holcombe (2010), most people desired anonymity, so codes
replaced names.
The interview data were analysed using thematic analysis, a method
for identifying, analysing and reporting themes by organising and
describing the data set in detail and by interpreting various aspects of
the research topic (Braun and Clarke 2006). Using sentences and
paragraphs, data were coded manually into themes. Multiple codes were
used to ensure that meaning was not lost. The coding was repeated using
a software program, NVivo V8 (QSR International 2008). This was
effective in handling data volume and ensured that all themes were
included. Themes were sifted, reviewed and drawn together to find
results. Thematic analysis protects anonymity as all results are grouped
and presented by themes rather than by individual narrative or case
analyses.
Results
A range of key themes emerged from participants' responses,
which explained card gambling participation, gambling behaviour,
motivations and consequences. The themes and their sub-themes, explained
below, are:
* Theme one: card gambling participation--explanations of historic
and cultural influences, game preferences and players
* Theme two: card gambling behaviour--descriptions of gambling
behaviour, frequency, duration and expenditure
* Theme three: motivations for card gambling --explanations
including winning, socialising, passing time, escape and distraction
* Theme four: card gambling consequences--descriptions of positive
and negative outcomes.
Theme one: card gambling participation
This theme includes historical and cultural influences, game
preferences, player characteristics, proportions of players and access
to card gambling. Explaining historical and cultural influences, four
women shared their recollections about socialising, storytelling,
reciprocity, kinship and community networks linked to cards and
gambling. These women felt that card gambling was linked to their
long-held sense of kinship and community but perceived a trend of
winning emerging as a modern replacement. One explained (BfI054):
In the old days it was all about socialising and
interacting within families. It's a very Murri
thing to do, time to talk. Gets people out
of their house and away from boredom for
a while ... Small amounts of money might be
wagered, if indeed any money was wagered at
all, [now] mini-casino card playing for high
stakes.
Popular games were cut'em, kuunkan and kabu, in that order.
About half the research participants said that Indigenous cards were
preferred over commercial card games. Cut'em, also called katan or
cut, was described as a game of chance. Both women and men played
cut'em, a fast game of variable stakes. Up to 50 people could play
in one game, including a banker. When large pools of money were at
stake, these games became loud and animated.
In contrast, kuunkan, also called kuncan, is a game of skill. It
appeared as a variation of the game gin rummy. Women tended to play
kuunkan in slow daytime games. However, women and men played it together
at night and at weekends in fast, high-stakes games. Players formed a
set of cards in one suit. A skilled player counted and discarded high
cards early. Some might enter a game based on the value of the pool.
While about four to six players actually played cards, the game was
extended by side bets around the card ring.
Kabu, also known as karbu, cuboo and two-three card game, is a game
of chance played by women and men. It was a variable-speed game with
variable stakes. Players were dealt three cards and added cards to get
the number nine or multiples of nine to win. Kabu was both a low and
high stakes game. Large amounts of money were won when 12 players
gambled using large stakes.
When asked 'who usually gambles on cards?' the strongest
response from the majority of people was that women gamble. Evidence of
this was seen in responses from every research location: 'It is
women who mostly gamble' (AmI020, BfI049), and 'Women are the
biggest gamblers playing cards' (CmNI028). Some participants
reported that women with strong religious beliefs did not gamble, while
for others card gambling was a prominent activity. In some families
generations of women gamble together; grandmothers, mothers and
daughters. Some men gambled on cards, but 'It's a
predominantly female pastime or domain' (AmI083).
Occasionally, however, everyone gambled on cards. About half the
research participants in all locations observed that, while gambling was
usually an adult activity, in some places almost everyone, old and
young, gambled on cards. Card gambling was often intergenerational and
trans-generational, across several generations. Its popularity was often
linked to family gatherings and the arrival of visitors. Visitors from
other regions often went to the card game to find people and sometimes a
place to stay. Explaining the significance of the card game as a meeting
place, one man explained, 'used to be big card schools on the site
of the park ... If anyone came into--to find someone or just wanted to
look for someone they would usually go there first' (AmI030). While
card gambling provided social opportunities, it had practical outcomes
as well.
Estimating the proportion of people who gambled on cards, the
research participants reported a range between 25% and 65%. One person
observed, '25 to 30% of adults ... are regular card gamblers, 50 to
60% are periodic card gamblers, about two thirds of adults gamble. A few
don't gamble at all. These are the Uniting Church mob and some
older folk who are housebound' (CfI041). Thus, card gambling was
reported as an occasional pastime for the majority of adults.
In terms of access to card gambling, two types, physical and social
access, were described by participants. Physical access includes
convenience, proximity, availability and opportunities to gamble, while
social access includes appeal, ease of use and acceptance (Productivity
Commission 1999). Research participants described card gambling as being
physically available in private and public spaces, with some location
differences. In the city and regional town, about one-third of research
participants reported that, over time, card gambling had been forced
into homes. The use of the legal move-on power was behind the shift from
public to private sites. For the remote location about one-third of the
research participants described card gambling locations as 'a
backyard, under a tree, in a carport' (BfI049). Children were
sometimes seen playing about outside while their parents, mostly
mothers, played cards.
Focusing on social access and processes within card games, one
person explained that gamblers 'play in the homes or on the veranda
where they socialise ... but everyone knows they are there. To find
people to get important documents signed ... we go to the card game to
find that person. They can be important people in this community or
ordinary community members' (CfI094). Entrepreneurial people had
access for business purposes. Some prepared meals and drinks to sell to
card players. Access appeared to be democratic. Card gambling circles
had wider social and economic utility than just gambling.
Theme two: card gambling behaviour
This theme includes behavioural characteristics of card gamblers,
including their gambling frequency, duration and expenditure. For
frequency, gambling peaks were reported by about half the participants
as occurring on payday in the three research locations. Payday gambling
was explained as 'Peaks on pension or payday, 20 or so play in a
ring but only about five on a slack day just before payday'
(AfI030). Depending on the frequency of payday, more card gambling
occurred when people had funds. One man described a typical card
gambling pattern as 'always later in the week Wednesday, Thursday
or Friday nights. People on full employment get paid generally on
Thursdays, people on pensions get paid on Wednesday every second
week' (AmI106). Access to money in pay week produced noticeable
peaks in card gambling activities.
The duration of card gambling was described in each research
location as either short or long sessions. Sessions were long if winning
but short if losing: 'Games can go for six hours to three days in
remote areas depending on what money is floating around. If the whole
pot goes early then it's a short game' (AmI083). About
one-third of the research participants reported shorter sessions as
about three hours. One person (AmI107) described this typical pattern:
The money comes in about 11am and most
people go off and get their kids' things that
they need first. Then at about 1pm they will
start gambling. If they have a win they will
go home soon after that. They will have
cleaned 'em up and maybe won a few thousand
dollars.
Family care appeared to dictate shorter sessions, as gambling
usually ended when school finished. Within certain family and social
limits, some used the card ring for discussion and consultation plus the
opportunity to win money. Card games regulation was explained as
'They might set time limits for stopping, for meals and breaks and
for starting again ... family card groups, mostly tea drinkers who use
cards as a social time to get together to discuss family politics to
talk over community matters and get several opinions on issues and
problems' (AfI004).
In contrast, longer low-stakes card gambling sessions were played
predominantly by women. These sessions included 'betting regularly
and for long periods but not for big pots' (AmI034). Women might
play for 12 hours but stop to prepare and consume food and drink and
care for children. Players could become engrossed in cards and play all
day or all night. Social engagement in card games for long periods
appeared to be a regulated collective activity for these women.
Altogether different were longer high-stakes card gambling sessions
held at night and played by men and women. They regularly gambled to win
money. Longer high-stakes sessions were explained thus: 'Gambling
school could start about 4pm as pay is given out about 3.30pm and
continues till about 2 or 3am on Wednesday and Thursday nights,
depending on whether they are high roller or not, high rollers are
experienced big gamblers' (AmI104). Some people come and go, but
others stay till the end of the game. A losing gambler might wait
'until someone feels sorry for them and throws them some
"chop", something to get started again ... about 10-12 might
sit on the blanket at one time' (AmI107). These longer card games
usually involved some sharing of money to keep the games alive. Having a
sufficient number of players was vital for cards and, besides, the loser
today might be the winner tomorrow. Thus tolerance was often shown to
losers.
Some organised weekend card games were said to be held every two or
three months in regional towns and remote locations by approximately
one-quarter of the research participants. A sporadic high-expenditure
card gambling pattern called 'binge gambling' (BfI054, AmI037)
was apparent to some. Binge gamblers were seen as people who gambled
intensively in irregular bouts over a short time and then ceased
gambling till the next event. Binge gambling was conducted under
continuous conditions. Gamblers could win large amounts of money,
estimated as between $400 and $5000, in one night. No sharing or
recycling of winnings occurs as the winner takes all. An entry stake of
about $100 was charged. Excitement and sociability were associated with
these inter-community games. Describing these sessions, a neighbour
explained, 'There is plenty of excitement, rowdy, some brawls.
Older kids watch younger kids. Keep inside the yard. Games can last
three or four days' (BfI047).
For card gambling expenditure, two obvious patterns were explained
as lower and higher range spending, from $5 to $500. Lower range
expenditure on card gambling, reported by the majority of research
participants, was estimated at $5 to $20. It was described as
'social ... a long-standing activity in many Indigenous
households' (AfI004). Sometimes card players did not gamble; they
just played cards and talked. Most gamblers set affordable spending
limits, having met their commitments first. In the remote location about
10% of participants said that small winnings were redistributed or
'recycled' (CfI051) throughout their social group or
community. Sometimes a portion of the game was set aside for charity,
such as to help an aunty pay a large telephone bill, particularly if she
had a lot of relatives staying with her. Lower expenditure involved
discretionary or budgeted funds, which were sometimes recycled in remote
locations.
Switching to higher range card gambling expenditure, this was
reported as up to $500 per session by approximately half the research
participants and 'sometimes $100 for each bet' (AmI104). Some
high-expenditure card gambling was identified by nearly one-quarter of
the research participants in regional and remote locations as
'mini-casino gambling' (AfI018). This gambling was intense and
continuous, somewhat similar to casino gambling, where the gamblers were
said to 'never leave their money on the mat' (CfI094), but
where winnings might be $10 000 to $15 000. One woman who lived near a
house hosting mini-casino-style card games called her street
'Casino Street' (BfI047). Losers could leave the game with
debts. Some winners returned home with their winnings and some took them
to other card gambling sites, while others went into commercial venues
to try their luck.
Some entrepreneur-organised weekend card gambling was mentioned by
approximately one-quarter of the research participants. They could be
three-day events where a matriarch or patriarch organised and controlled
the game in his or her house. One woman explained: 'serious
gambling group has players from other locations and communities joining
in, money chasers, big dollars on offer ... big stakes card games. An
experienced person sets up a site as a card house. They take a
percentage out of the game to pay ... overheads ... for themselves. It
is very competitive, individualist play' (AfI004). With large sums
of money at stake, some winners were invited to continue gambling
elsewhere, ensuring returns for the entrepreneur.
Theme three: motivations for card gambling
Important card gambling motivations were reported to be to win and
to socialise (both equally important) by about three-quarters of
research participants. To pass the time was next in importance,
mentioned by about half the participants. This was followed by the joint
motivations of escape and distraction supported by about 15% of the
participants.
The opportunity to win money at cards was important in all research
locations. The theme of gambling to win comprised sub-themes: the
opportunity to make purchases, to reciprocate past debts, to be seen as
lucky and for excitement. Many people described card gambling as being
motivated by winning to make money and by hoping to remove economic
barriers and raise their living standards. This was explained as
'in a barren economic landscape this is one opportunity to get
ahead' (AmI031). Some people took gambling risks to fulfil their
aspirations for a better life, especially those in difficult economic
and social circumstances.
Winnings helped raise funds for purchases or repayments. A win at
cards might help buy cigarettes, alcohol or other purchases. A win could
produce enough money for reciprocation and to repay loans and favours.
Being seen as lucky meant that some gamblers were asked to play cards
for others. A person who regularly won at cards may do this 'to
maintain their status as a winner or lucky person' (AmI107). A
lucky aunty once gave one participant's mother about $200 to $300
after a big card win. Providing benefits enhanced the gambler's
self-esteem and raised obligations for the receiver. Gambling provided
excitement. The thrill that accompanied wins was perceived as 'the
rush of adrenaline' (CfI041).
Equally important in all three research locations was gambling to
socialise. Socialising comprised several sub-themes: social interaction,
to disseminate information and as a collective activity. Meeting up with
family, relatives and friends at a gathering where cards are played was
a normal part of life for some. Card gambling was an opportunity for a
'show and tell session' (CfI051) and for social processes to
occur, especially if people had not seen each other for a while.
Communication was integral to card gambling. In remote areas the card
ring was a key information-sharing network. Two research participants
used the card ring for communication: 'Get information in and about
the community, share information. Justice groups target gamblers, gives
them specific information and you know it will disseminate through their
groups' (CfI051) and 'The Justice group is able to disseminate
information through the card rings telling one or two players something
important and they will tell the rest' (CfI041). For some, card
gambling was perceived as being connected to a shared Indigenous
collective activity. One person remarked that it might have started as
'Social, this then becomes the culture' (AfI085). Connecting,
communicating and sharing were important elements of social card
gambling.
Gambling on cards to pass the time and reduce boredom was reported
by about one-third of the research participants. Under-employment and
unemployment contributed to gambling activities when people had plenty
of time and boredom was high. In the remote location, several people
emphasised a lack of alternative recreation. A participant noted that
'There is little choice in recreation, no transport, no other
activity. No continuous activities happen on a regular basis. This is
especially the case for [people] over 18 years' (CfI053). Card
gambling was recreation for the elderly who were unable to fish or
undertake traditional physical activities.
Card gambling was also said to provide an escape from crises
according to about 10% of the research participants. These motivations
were described as solace for dealing with problems, including mental
health crises. One person said that, with alcohol restrictions,
'gambling has replaced alcohol as relief ... [for people] trapped
in a cycle of hopelessness and despair' (BfI054). However, gambling
to escape appeared to create additional problems such as addiction. As
an escape, card gambling provided some short-term relief from negative
life issues.
Theme four: card gambling consequences
The research participants identified positive and negative card
gambling consequences. Positive consequences included social and
cultural reassurance, enhanced collective culture and reduced alcohol
consumption. On the contrary, negative consequences were said to be
financial hardship, neglect of children, violence and demands for
sharing by the gambler.
As positive consequences, card games provided the opportunity for
social and cultural assurance. Going to a commercial gaming venue could
be a daunting experience because of cultural, social and physical
barriers. However, card games were comfortable, being settings where
dress codes and appearances did not apply. People simply enjoyed the
games, gossip and companionship: 'Card games are one of the few
places to find Indigenous friends' (BfI044).
Culturally, card games such as cut'em, kuunkan and kabu were
seen as being exclusively owned, organised and played by Indigenous
Australians. Some participants felt that these card games belonged to
them and were, in a cultural sense, private games. Card gambling was
also appreciated for camaraderie, a recreational activity incorporating
acceptance and inclusiveness. One woman described a sense of cultural
reassurance as ownership, where 'Gambling is seen as the one thing
they haven't taken away, taken away kids, grog etc.' (AfI103).
The feeling of control over card gambling was contrasted against a lack
of control over other matters.
Extended family and community collective strength was apparent when
families shared their winnings: 'If one person gets it, the
extended family will share it, up to 20 people' (CfI053). Sharing
resources is integral for a collective culture. Recycling card gambling
winnings testified to the depth and breadth of belonging to a family and
a community. Some card gambling raised funds for community concerns. A
reflection on sharing was the observation that 'Aboriginal way, to
share food, share house, share resources widely' (CfI052).
Alcohol consumption was usually not tolerated at the card ring
according to several participants. Card gambling required concentration
and focus without disruptions by alcohol-fuelled players. In the remote
location this was serious: 'Gamblers are non-drinkers. Alcohol
drinkers are not gamblers' (CfI041). Some reformed drinkers were
observed to substitute gambling for drinking. People in card gambling
rings often regulated the level of alcohol being consumed in its
vicinity.
In contrast, negative consequences arising from card gambling were
said to be financial hardship, neglect of children, violence and demands
for sharing by the gambler. Card gamblers endured financial hardship if
they spent more than they could afford. In one case, both husband and
wife were reported to occasionally spend two entire wages on card
gambling, resulting in major financial difficulties. Others sought
loans, which were not always repaid. One woman who no longer gambled on
cards described her experience: 'If I won, people would ask me for
a loan. I'd give it to them and then they wouldn't pay it
back. I lost too much time chasing up loans' (BfI057). Card
gambling losses resulted in a drain of resources, especially when
chasing losses had a higher priority than meeting financial commitments.
Some gamblers focused on their individual needs and gambled continuously
and this had ripple effects for others, including children.
Neglect of children due to card gambling was reported by
participants to include children staying up late, losing sleep, missing
school, being hungry, eating large quantities of take-away food and
being potentially vulnerable to abuse through a lack of adequate
supervision. A child support worker said that, in his experience,
'Children are present at the game, given $100 to get the minivan
into town to get food. Often get take-away food, not good for nutrition.
Children neglected and abuse problems can arise' (BmI089).
Highlighting the importance of children's issues, participants
emphasised their physical safety, emotional welfare and mental health
state. One possible solution proposed by a research participant was,
'At some card games it's Centrelink money on the table. The
government needs to protect kids from adults who gamble excessively by
taking rations money from their payments' (BfI057). Children were
seen to be most affected by adult gambling losses.
Violence--generally male violence against women--was reported by
several research participants to result from women's card gambling.
Explaining the effect of some gambling and other addictions as violence,
one person said, 'alcohol, gambling, domestic violence, all common
in the risk takers' (AmI029). Card gambling losses held a double
jeopardy for women when violence followed. Risk-takers were both
perpetrators and victims of violence.
Occasionally, loan demands were made by gamblers for extra gambling
funds. Talking about his/her own family, one person said that while most
people set money limits, some don't because they demand and expect
loans from family and kin. Explaining this delicate cultural and
financial balance, one person (CfI053) observed:
Regular gamblers ... put big money in the
centre, if not they borrow from a family
member. Some family members give it and
some are reluctant to give. Grandmothers
don't like to give, it's the only little bit they
have. Each person makes a judgment on who
it is, who wants to borrow.
Pressure to care for family members was said to worry the elderly.
Cultural reciprocity meant that people usually helped others if they
asked for assistance.
Demand sharing was also called humbugging: 'Humbug payment is
money given to relatives who have no pensions, no ... jobs, no family
allowance payments ...' "No" is not an option for these
relatives given their kinship obligations', said one participant
(AmI031). Demand sharing was perceived to lead to a cycle of dependency
for givers, receivers, their families and their communities. Describing
negative outcomes of humbugging in a community close to a large mine,
one person (AfI030) reported:
If Indigenous mine workers go home to their
local community, they suffer from being
pestered by their relatives for money and
goods. For some it all gets too much so they
catch the [free corporate] jet into--to get
away from the harassment. However the
family on the community loses its father, a
wife loses a husband. In--they have some
peace and meet their friends, other miners, to
relax. Four communities affected here.
For some, the burden of gambling losses was borne by others as
gambling habits were reinforced.
Analysis and discussion
Drawing together these results, several Indigenous card gambler
profiles can be seen emerging. Two strong yet contrasting profiles have
been labelled social and committed gamblers. A further distinctive but
discrete profile has been labelled a binge gambler.
The first gambler profile, labelled social card gamblers here, can
be seen in those who gamble to socialise, pass the time and win
occasionally. These gamblers, mostly women, play with low stakes
(usually less than $25), in leisurely sessions with familiar groups.
While gambling they share news, seek views and discuss community
matters. These findings support Hunter and Spargo (1988) and Phillips
(2003), with women being more constant gamblers. Socialising at cards
was endorsed by Dodd and Vaughan (1985:47), where everyone gathered to
'talk and get the latest gossip'. Similarly, for McDonald and
Wombo (2006), card gambling provided social interaction, leisure and
sporadic financial benefits. Children still play around the outside of
card games as they did earlier (Berndt and Berndt 1987; Goodale 1987;
Keefe 2003; Lockyer 1999). Winners were expected to play until the end
of the game so losers had an opportunity to win something back. Some
redistribution of winnings occurred over a long time when members of the
group remained constant. Although redistribution is disputed by Stevens
and Young (2009), in this research some redistribution of winnings was
evident, supporting previous findings (Altman 1985; Christie and
Greatorex 2009).
The group influence of card gambling was strong and appeared to be
informally regulated by social and collective norms. Social card
gambling normally included consideration for others, having refreshment
breaks and caring for children. At a functional level, card gambling
here seems to facilitate the social processes of communication and
consultation and to underpin some community decision making. Collective
norms such as these have always been part of Indigenous Australian
culture. That they are revealed here should be no surprise to Indigenous
Australians but they appear not to have been published in academic
literature before.
Gambling consequences for social card gamblers included comfort in
undertaking an activity that belonged solely and culturally to
Indigenous Australians. Social card gambling appeared to enhance
collective networks and relationships, as found earlier by Altman (1985)
and David Martin (1993). However, the self-regulation and group
regulation processes of maintaining control over gambling expenditure,
limiting session length, not tolerating alcohol use and protective care
giving of children demonstrate some of the strengths of collective
culture in action, allowing people to enjoy and sustain their card
gambling.
One implication from these findings for public health policy and
decision makers is to see this
group as a primary prevention target. Primary prevention strategies
aimed at social gambler groups might include culturally appropriate
messages to support and extend their control over gambling while
maintaining community recreational benefits. If encouraged, this group
is one that could disseminate these messages to ensure that all
community members have the opportunity to hear and learn about
responsible gambling practices.
In contrast, the second gambler type, labelled a committed gambler
here, appears to gamble to win money. These gamblers play with high
stakes (more than $25), in long intensive sessions, showing high
gambling involvement. Availability of card games in some locations, as
Phillips (2003:58) noted, was 'always there'. Winners kept
their winnings, usually money but sometimes valuable assets. Earlier,
Berndt and Berndt (1946-47:248) called card games 'insidious'
because players became so immersed that they excluded other activities.
However, they did acknowledge, as did Goodale (1987), that card gambling
was a means of making money and was perceived as a form of work.
Committed gambling yielded some positive outcomes when large
amounts of money were won but negative consequences were more long
lasting. Financial difficulty, the most problematic outcome, was
commonly linked to chasing losses, often with borrowed money. Credit
purchase problems and lack of money for food as a result of card
gambling were found to contribute to poverty and disadvantage (AHMRC
2007; Hunter and Spargo 1988; McDonald and Wombo 2006). Ripple effects
of gambling losses were described by Phillips (2003) as being similar to
passive smoking affecting those closest to the gambler first (his or her
family) and then those around the gambler (community members). Similar
effects were reported in this research. Children on the edge of card
games were sometimes overlooked due to the high level of intense
activity and game length, as found by Wild and Anderson (2007). Ignoring
children during card games was raised by Hunter (1993), McDonald and
Wombo (2006) and Phillips (2003) as neglect of their physical, emotional
and psychological welfare. Risks to children were intensified by any
lack of supervision.
Demand sharing put 'relentless pressure' on people to
provide money or resources to gamblers (Martin, D 1993:106) and
contributed to male anxiety levels (Hunter 1993). In this research a
distinctive feature of Indigenous Australian collective culture,
reciprocity, seemed to be overturned by some gamblers to meet their
individual needs. Vulnerable groups such as the elderly, who may have a
small but reliable income, appear to be exploited by some gamblers
demanding funds based on traditional and kin obligations. Such action
detracts from family and community cohesion and reduces traditional
Indigenous values of sharing and caring for others. Demand sharing for
gambling purposes appears to damage long-held Indigenous Australian
principles of reciprocity.
From a public health perspective, committed gamblers could benefit
from tertiary prevention strategies such as culturally appropriate
assistance from health workers or treatment from gambling counsellors.
Their families and community groups may also be helped with primary
prevention strategies, such as ways to say 'no' respectfully
to demands for funds, developed in consultation with Elders and
traditional advisers.
A third card gambler profile emerging from this study was labelled
an occasional binge card gambler. Binge card gamblers were seen as a
combination of social and committed card gamblers. They usually gambled
as social gamblers (smaller stakes, slower games), but occasionally had
a gambling binge or bout and then gambled like committed gamblers
(higher stakes, faster games). Two types of card gambling have been
recognised by Altman (1985:56), who saw card gambling as a 'leisure
activity' involving small stakes and as a 'business
activity' using larger stakes. However, it was not clear if the
same or different people engaged in both types of gambling. Similarly,
Goodale (1987:7) recognised two gambling modes, one considered to be
'work' and another that was more relaxed, 'fun' and
'family'. Goodale (1987) identified the same people playing
for both work and leisure while playing the same card game. However, the
style and mood of the games changed distinctly from fun to intensely
focused games when played for work.
Binge gambling appeared to be connected to social events. Stevens
and Young (2009) found that people who attended events were more likely
to experience or know people experiencing gambling problems and
speculated that this was because they had more opportunity to gamble.
However, in this study binge gambling provided gamblers with excitement,
a distraction and temporary escape from problems. Those who attended
social events often had an opportunity to gamble, but not all people who
attended special events were binge gamblers. Further, any gambling
problems they experienced were likely to fluctuate. Public health
secondary prevention strategies such as early intervention may be
appropriate to reduce the risk of gambling escalation. Community group
regulation of gambling, seen in social gambling, could be usefully
transferred to this group.
In summary, these three card gambling profiles can be seen as a
range of healthy to unhealthy gambling behaviour and displayed on a
continuum of gambling (Figure 1) (Korn and Shaffer 1999). The social
card gambler is positioned at one end of the continuum (the healthy
end), while the committed card gambler is positioned at the opposite end
(the unhealthy end). Binge card gamblers are positioned in the middle
because they shift from social to committed gambling depending on their
varying motivations, behaviours and opportunities.
The continuum of card gambler profiles represents a model of
gambler profiles including their participation, behaviours, motivations
and outcomes, moving from healthy gambling or gambling in low-risk
situations through increasing levels of gambling to unhealthy gambling
or gambling in high-risk situations (Korn and Shaffer 1999:330;
Productivity Commission 2010). Gambling outcomes vary from recreational
to harmful. This model is a simple representation of a culturally
complex and evolving phenomenon. Although limited by a single
interpretation, this model is based genuinely on the research
participants' responses. It provides us with a better understanding
of card gambling processes and outcomes, moving beyond words to a more
considered and theoretical analysis of the qualitative data (Creswell
2003).
[FIGURE 1 OMITTED]
For limitations, a purposeful sampling technique was used to
identify and interview Indigenous Australian research participants in
north Queensland about gambling. Different interpretations may have been
drawn if the interviews were conducted with other Indigenous Australians
and by another researcher. The geographic and demographic contexts in
which the research was undertaken meant that generalisability could not
be claimed even though these findings may have relevance for different
groups of Indigenous gamblers in different locations. As a
non-Indigenous Australian, conducting research with Indigenous
Australians is limited by different life experiences and opportunities.
In trying to produce a truthful account of how gambling has affected
people's lives, deep insights have been created of how the world
feels from an Indigenous Australian view but this reality may not be
captured adequately in words.
Conclusions and implications
These research findings indicate that some aspects of Indigenous
Australian card gambling are closely bound to culture. The social card
gambler profile highlights the collective nature of traditional culture,
where socialising, consultation, care for others, self-regulation, and
group regulation of behaviour and resources are highly valued. This
typical profile supports and reinforces Indigenous culture by having a
positive attitude for the welfare of others, regulating behaviour for
the common good and being considerate about the use of resources.
However, aspects of the committed card gambler profile, such as demand
sharing for gambling funds and long absences from family and children
while gambling, are quite the opposite. Here, some collective elements
of traditional culture have been turned into individual pursuits
dictated by the need to continue gambling. The cost of following these
individual pursuits appears to cause damage to the tradition of cultural
reciprocity and increase health and welfare risks for the gambler and
the gambler's family and community.
Identifying gambler profiles such as these is valuable because they
provide an explanation of a variety of contemporary views about
Indigenous card gambling and gamblers. This variety reveals that
Indigenous card gambling is not homogeneous, as was implied in past
research. Understanding distinctive differences between gambler profiles
has potentially important public health implications, which may lead to
an in-depth understanding of the development of gambling-related
problems among Indigenous card gamblers. A further implication is that
culturally effective public health strategies may be created from
consideration and use of this information.
This model of gambler profiles separates the profiles on the basis
of the healthy and unhealthy gambling at about the middle of the
continuum. However, the separation into gambler profiles is not fixed,
with boundaries between them hazy and with change occurring gradually.
Potentially many more gambler profiles could be found in these hazy
areas. Thus the model is flexible. The gambler profiles are subject to
variable cultural, social, political, economic and environmental
influences. Although it is not representative of all Indigenous
gamblers, this abstract model of gambler profiles can be adapted to
analyse different groups of Indigenous gamblers and for more general use
in gambling research.
Acknowledgment
The author acknowledges and thanks the research participants from
north Queensland for their generosity of spirit and co-operation.
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Dr Helen Breen
Centre for Gambling Education and Research, Southern Cross
University
Helen Breen, PhD, is a Senior Lecturer at the School of Tourism and
Hospitality Management, Southern Cross University, and an Australian
Research Council Postdoctoral Research Fellow at the Centre for Gambling
Education and Research.
As a social scientist, she has more than 15 years of research
experience in the field of gambling and six years of research experience
with Aboriginal people who are involved with or interested in gambling.
Breen's research for her doctoral thesis, 'Risk and protective
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