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Control 03

Time controls, from a nudge to a locked door

Spending controls limit the money; time controls limit the sitting. They come in three strengths, they are often lumped together in one settings screen, and only the strongest of them actually stops anything.

Three time controls, in ascending order of force
ControlWhat it doesDoes it stop play?
Reality checkShows elapsed time, and often net position, at intervals you choose or the operator setsNo
Session timerCounts down a chosen duration and raises a notice when it expiresNo
Cool-off or time-outLocks the account for a set short period, from hours to a few weeks, and should stop marketingYes
Self-exclusionA formal block over months or years that normally cannot be lifted earlyYes

Why the first two are still worth turning on

A reminder is not a barrier, and calling it one would be dishonest. But the specific failure these tools address is not weakness; it is the loss of a clock. Long sessions are characterised by a distorted sense of elapsed time, and a figure that says four hours and forty minutes is information the player genuinely did not have. It changes decisions often enough to be worth the two clicks, and it costs nothing.

The limits of information are equally worth stating: a notice is dismissed with a single click, it can be configured to intervals so long it rarely appears, and it says nothing about the balance. Anyone expecting a reality check to intervene is expecting the wrong category of thing. The intervention is the cool-off.

Cool-off: short, sharp and usually not reversible

A time-out locks the account for a fixed short period, commonly from a day upwards and in some jurisdictions for a number of weeks, and it normally takes effect at once. Marketing should stop for the duration, and an honest implementation will not let you shorten it once it is running. It is the right instrument for the specific situation where the money controls are fine but the next few days are not: a bad run, a stressful week, a payday that should not be spent.

Because it is short and its start is immediate, a cool-off is the cheapest strong action available in most accounts. It is worth knowing where that button is before you need it, in the same way you would know where the fire exit is in a room you spend time in.

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