social report - Norsk Tipping
Transcription
social report - Norsk Tipping
s o c i a l r e p ort 2007 S o c i a l r e p o rt 2007 2007 s o c i a l r e p ort social report Contents 04 A changing money game market 06 Events of 2007 08 Our contribution to society 10 Social responsibility 1 4 60 years of profits 1 6 Our customers 22 Responsible gaming 28 Secure gaming 32 New gaming terminals 34 A positive social participant 38 Our employees 44 Our retailers 48 Our suppliers 50 The environment 54 Important jobs in 2008 58 Assurance statement from DNV for 60 years we have returned our whole profit to society Our social remit Norske Tipping AS NO-2325 Hamar, Norway Tel: +47 62 51 40 00 Fax: +47 62 52 71 52 Org no: NO 825 836 613 MVA www.norsk-tipping.no Avt. nr. 241 641 Our vision is that “we give the dream a chance. This refers not only to the roughly 1.5 million Norwegians who buy excitement from us every week and dream about a big win, but also to the thousands of children, young people and adults who give their dreams a chance in a mini-pitch, a sports centre or a cultural arena. This illustrates the dual nature of our social remit – offering exciting and attractive games within responsible limits, while simultaneously creating major value for sport and culture. We are the Norwegian government’s most important instrument for ensuring that money games are conducted in responsible and regulated forms. We will help to channel people’s desire for gaming into games which do not create social problems. That represents a demanding job at a time when new technology is making the whole world a single gaming market – in which responsibility is not always the guiding principle. Contact social report: [email protected] • Design and production: Creo Communication • Photos: Dag Thorenfeldt • English translation: Rolf E Gooderham • Printer: RK Grafisk 2007 2007 s o c i a l r e p ort social report 2007 A changing money game market Games played both for money and for entertainment are experiencing strong growth and major changes internationally. New technology promises to turn the whole world into a single market. These developments demand that we are aggressive, creative and responsible when performing our important social task in coming years. 2007 Responsibility and social benefit “Channelling” is a term used when talking about the implementation of government policy on money games. It means directing the desire of Norwegians for gaming towards the country’s legal money games. Our business is founded on responsibility and social benefit, and our entire profit is paid to sport and culture. By contrast, profits from internet games go to their owners. Communicating this difference to customers is important in order to build support for the role we have been assigned by the government. Responsible gaming is a competitive factor Responsibility runs like a red thread throughout this social report, and we have commissioned Det Norske Veritas to document that responsibility is not just a fine word for us. The subject of problem gaming attracted little attention a few years ago. That has now changed completely. Synovate’s survey for 2007 (see page 22) shows that more Norwegians than before regard gaming as a controversial activity. In such circumstances, responsible gaming provision and enhanced corporate social responsibility (CSR) become very important competitive factors. Through a strong emphasis on responsible gaming provision, we will sustain a broad appeal with the Norwegian public in coming years. New technology – new opportunities Developments and competition mean that we must offer new games while making it possible to play via new channels, such as mobile phones. A clear trend can namely be seen towards offering games to new groups and via many channels. But the common feature of all our games is that they must not encourage compulsive gaming. Technological developments are certainly not without their problems. That has also given us the opportunity to create tools which can help players take responsibility for their own gaming behaviour and set limits on their own playing. Technology has also come up with instruments able to identify aspects of a game which can create problem behaviour. We will be adopting such tools. Competition We launched Keno in 2007 as our first new game since 2001. Development is under way to provide new offerings which can make our range more attractive and thereby support Norwegian sport, culture and – from next year – other voluntary organisations in fulfilling their social roles. An important recognition for us as a state-owned gaming company is that our exclusive right to conduct money games will not be worth much if we fail to respond to the challenges presented by the many large companies fighting us over our customers. This social report also indicates how we will manage that job. 2007 s o c i a l r e p ort social report Events of 2007 A lot went in our favour during the year. According to a recent survey, the number of compulsive gamers has declined by 45 000. The government’s decision to give us an exclusive right to operate gaming machines was found to accord with the European Economic Area agreement, and our new Keno game was a success. Norwegian policy accepted by Efta Court The Efta Court delivered a judgement on 14 March which stated that the government had not contravened the EEA agreement by giving us an exclusive right to operate gaming machines for money. This represents an acceptance of the view that such exclusive rights are a suitable regulatory tool for combating the social problems created by the private gaming machine market. Revenues from these machines had grown over a few years to three times the size of our total turnover. The Norwegian Supreme Court subsequently confirmed the Efta judgement. Ban on private gaming machines A ban on using banknotes in private gamine machines was introduced in 2006. This resulted in a 40 per cent decline in calls to our helpline for compulsive gamers. The machines were prohibited from 1 July 1007, which further reduced calls to the helpline. We were asked by the Ministry of Culture and Church Affairs to launch a project for replacing the machines with new gaming terminals designed to avoid social problems. See page 32. Decline in compulsive gamers We commissioned Synovate and the Norwegian National Centre for Addiction Issues to carry out a survey of gaming habits and compulsive gaming in Norway. With 3 000 respondents, this followed up a similar poll in 2005 and showed that the number of compulsive gamers had declined by 45 000 people. See page 22. The survey also found that 0.4 per cent of the Norwegian population, or 15 000 people, play so much on the internet that it affects their education or work, that others have reacted to their behaviour, that they have been forced to lie and that they themselves think they devote too much time to web games. Most of them are young men under the age of 24. Twenty per cent of on-line gamers play more than four times a day. Chief executive resigned Our long-serving president and CEO, Reidar Nordby Jr, resigned in November. This followed revelations that he had received benefits from the company in the form of gardening work on his private property which exceeded the level agreed with the board. He accordingly chose to resign. in a report which we have submitted to the Ministry of Culture and Church Affairs. On the basis of this review, the board has tightened up our routines and controls. Turnover topped NOK 10 billion We exceeded an annual turnover of NOK 10 billion for the first time on 18 December. All our games achieved good growth during 2007. Keno introduced The odds-based number game Keno was launched in November. This is our first new game since 2000. A total of 185 000 customers had played up to 31 December. Turnover was about NOK 11 million per week, with daily draws on the Norwegian Broadcasting Corporation (NRK). Vibeke Engskaug won NOK 1 million and became our first Keno millionaire Proposal to halt payment processing for illegal web games The government presented a proposal in November to ban processing of payments to and from gaming companies which are not licensed to offer games in Norway. This was justified on the grounds that web games are undermining Norwegian gaming policy. The proposal was circulated for consultation with a deadline of 13 February 2008 for responses. A Bill will then be prepared for submission to the Storting (parliament) in the spring of 2008. In the wake of this affair, we commissioned consultants Ernst & Young to review our routines. The results of this work are presented 2007 2007 s o c i a l r e p ort social report How we created the value How we distributed the value Games revenue Customers wagered the following amount on our games: The value created was distributed to national and local government, employees, the company and retailers, but by far the largest share went to socially beneficial purposes. 10 388.4 Our total value creation was NOK 4 049.4 million Other revenue Excluding pure games income, our other revenue and financial income came to: 247.8 Prizes More than half the games revenue went to winners as prizes: -5 510.4 Consumption of goods and services In order to offer customers exciting games and develop new ones, we spent the following on goods and services, development and other items: 1 076.4 Value created We thereby created a total value of: 4 049.4 Value distributed to national and local government Total income tax deductions for employees, payroll tax and employer’s contributions to pension funds paid to national and local government amounted to: 95.6 Value distributed to employees Total pay and pensions (excluding tax deductions) for employees amounted to: 134,1 Value distributed to retailers Our retailers – almost 4 000 in number – received commissions amounting to: 720.1 Value retained by us To permit the continued development of our company and our products, the following allocation was made to the investment fund: 219,0 Value distributed to beneficial purposes By far the largest portion of the created value went to socially beneficial purposes, and totalled: All figures in NOK millr 2 880.6 2007 2007 s o c i a l r e p ort social report Corporate social responsibility – a systematic and long-term job Responsibility has been a guiding principle for our business since it was established in 1948. We must make money and create value for society, but cannot be indifferent to the way we do this. Society has great expectations of us, which have been reinforced by the attention given to problem gaming in recent years. Our room for manoeuvre is heavily influenced by the frame conditions set for our business by the government. Our legitimacy will always depend on people knowing what we stand for and seeing the value of our contribution. Our approach Work on CSR forms an integral part of our business, and is rooted in our core values, vision and overall strategies. Our core values are: • interaction – acting for mutual benefit, a commitment to inter disciplinary processes, knowledge sharing and teambuilding • commitment – encouraging enthusi asm and a proprietary attitude, pro viding good role models, enjoying work, and caring for and about each other • courage – accepting criticism and new ideas, daring to make choices and decisions, challenging and del egating responsibility and authority, and willingness to take risks • performance – creating results and exploiting the organisation’s full potential For us, CSR involves a commitment “to conduct our business in a fashion which meets or exceeds the ethical, commercial, legal, social and environmental expectations which society has of us”. The board and chief executives are ultimately responsible for development of and compliance with rules and guidelines. Our work on CSR is a continuous process. We take a long-term approach, and our efforts are 10 purposeful and systematic. They rest on the following processes: 1. identify requirements and expectations from our stakeholders 2. develop targets 3. revise and update strategies and action plans for CSR 4. entrench, develop and implement measures 5. measure and report through an annual social report 6. evaluate work on CSR on the basis of feed back from our stakeholders and verification of our social report. We have a committee for CSR, with representatives from all our business areas. This body advises the whole organisation. It develops plans and strategies, and entrenches work on CSR. Since our creation in 1948, we have made a total profit NOK 78 billion of more than Our action plan in this area is based on specific measures and challenges, and responsibility for executing it rests with our various business areas. Central responsibility for coordination rests with the department for information and external relations. Entrenchment with our management is secured through regular meetings with the chief executive, reporting to our senior management team and participation in our strategy and planning processes. Decentralising operational work on CSR requires the establishment of clear performance parameters for the business in this area. That work has begun, and will be completed during 2008. 11 2007 2007 s o c i a l r e p ort Values base and ethical platform We have established principles for our work on CSR (see page 13). We also observe our own code and the government’s guidelines for marketing, as well as in-house guidelines in a number of areas. In addition, we have undertaken to comply with the guidelines for responsible gaming provision provided by the World Lottery Association (WLA) and the European Lotteries (EL). Dialogue with stakeholders Dialogue with those who are affected by or affect our business is fundamental for our work on CSR. In this dialogue, we draw on such inputs as regular surveys which identify what society needs, demands and expects of us as a responsible games provider. The goal is to secure an objective picture of the issues we face, and apply this knowledge to our further development. Dialogue in 2007 CUSTOMERS Our responsibility to customers is about offering attractive games in a responsible way. Regular customer satisfaction surveys give us valuable feedback on the job we do. Read more on page 19. RETAILERS AND SUPPLIERS The retailers are the cornerstone of our distribution system, and our face to many thousands of customers every day. We conduct regular surveys of retailer satisfaction, which provide us with feedback about our performance as a service provider. Read more on page 46. We have worked to reduce our total procurement costs. A procurement policy has been developed, and we pay close attention to complying with the regulations on public procurement. Read more on page 48. social report EMPLOYEES Communication with our employees takes place continuously through job reviews, departmental and town meetings, employee surveys, our intranet and our house journal. Read more on page 39. RESPONSIBLE GAMING We are in close dialogue with a number of organisations and advisers/researchers in Norway and abroad who provide valuable input about society’s expectations of us and about our opportunities for fulfilling these. Read more on page 22. All dialogue and relevant surveys from 2007 have been reviewed. The factual data have been used as the basis for prioritising stakeholders and their expectations, and form the foundation for our 2008 action plan on CSR. Reporting and move to a new standard We have elected to publish an annual social report which describes how we relate to our various stakeholders. We will now convert to reporting in accordance with the Global Reporting Initiative (GRI), which consists of a selection of principles plus recommendations for a reporting standard. The latter aims to establish a global norm for sustainability reporting. This means that we report in terms of a triple bottom line – financial, environmental and CSR. The goals have been discussed, and the measures adopted are entrenched in and followed up by our business areas. We have opted to let an external assessor review this report before publication. In our view, this enhances the document’s credibility, objectivity and quality. It also provides us with an important tool for continuous improvement of processes leading up to reporting. 12 This report is divided into three sections. The first describes the society in which we operate and our work on CSR, and provides an overview of the principles and guidelines which govern our work. Part two reports on the basis of financial, CSR and environmental goals and measures, broken down by our stakeholders. The third section contains a GRI index and an overview of our key activities in 2008. Experience in 2007 Some goals and measures we aimed to implement were not achieved. But processes have been initiated, and we are working to fulfil these ambitions in the longer term. In other areas, we did more than originally planned and have become involved in new areas. It transpires that, even if we choose to concentrate on specific targets, the ability to change priorities along the way and seize new opportunities as they arise is important. This new report is an extension of our binding long-term work on CSR. These efforts will enhance our ability to attain overall commercial goals. What we did in 2007 What we plan to do in 2008 • • • • • • • • • • • Began work on incorporating CSR in our functional and work descriptions Held capability meetings for the management team and employees to entrench our responsibility platform. This work was pursued continuously throughout the year Initiated the development of educational concepts on CSR and responsible gaming provision Initiated the development of performance parameters for all bottom lines Adopted the GRI as a new standard for social reporting Pursued dialogue with our stakeholders and worked to entrench our role in society Continue work on establishing systems and processes for an active dialogue with our various stakeholders. Investigate whether they receive relevant information and can exert influence. This will be measured in our annual social accounting Update and entrench the principles for CSR and make them available to our employees Continue to incorporate and entrench work on CSR in our business operations Integrate CSR and responsible gaming provision in our management and reporting systems Establish our social reporting within the GRI standard and self-defined parameters. Set clear targets which specify responsible gaming provision 2007 Commitments in many areas Work on CSR involves a number of goals and commitments, including: • responsible product development • safe and secure game management • prevention of problem gaming • creating predictable revenues for good causes • responsible marketing • responsible adoption of new technology • efficient procurement • environmental operation • being a good employer Our customers Players Winners Players at risk Our world Government Society The environment Beneficiaries Media Interest groupsr Our organisation Employees Unions Our partners Retailers Suppliers Our principles for CSR • • • • • • • • • • We will conduct our business in a manner which fulfils or exceeds the environmental, ethical, commercial and social expectations which society has of us We will base our operations on responsibility, integrity and openness We will listen to society at large and seek to balance the interests of different groups in a way which secures a long-term perspective and legitimacy We will satisfy customer needs for entertainment and excitement within a secure and socially responsible framework. We will contribute actively to combating potentially undesirable aspects of our games We will offer our employees a good and safe working environment, where consideration for each member of staff occupies a central place Our relationships with suppliers and partners will be based on honesty, integrity and predictability over mutual requirements and expectations We will act responsibly and cautiously towards the environment We will develop our operations within a socially responsible framework in order to secure stable long-term funding for beneficiaries We will have an open social reporting and communication 13 2007 s o c i a l r e p ort social report Gaming enjoyment builds society Our whole profit is devoted every year to socially beneficial activities in Norway. It would hardly be possible to find a sports facility in the country which has not been helped in this way, while a large share of the available funds is earmarked for various cultural activities. Sporting and cultural purposes currently receive an equal share of our profits. We are distributing NOK 1 250 million to each category this year. The division is determined on an annual basis by the government. In addition, NOK 219 million from the Extra game is distributed by the Norwegian Foundation for Health and Rehabilitation (SHR). Measures financed in this way included 88 PhD students in 2007. NOK 78 billion in 60 years Ever since we opened for business in 1948, the idea has been that the profit from our operations would be channelled directly back to the Norwegian people. During our 60 years of activity, we have returned more than NOK 78 billion (in today’s value) to various purposes. Sport and research initially benefited from our profits through the distribution formula. The latter has been amended by the Storting on several occasions over the years, and will be changed again in 2009 to include voluntary groups and organisations. Sport will then receive 45.5 per cent, culture 36.5 per cent and socially beneficial and humanitarian organisations 18 per cent, after up to 0.5 per cent of our total profit is applied to combating problem gaming. Sport Norway is a small nation, but lies among the world’s best in many sports. This partly reflects a conscious commitment to both elite and mass participation sport, good sporting facilities, a huge voluntary commitment and a good financial base. The last of these derives to a great extent from our profits. Every time a Norwegian does well in sport, our players know that they have contributed a little to this special moment. About NOK 700 million was devoted in 2007 to building sports centres. Funds were also allocated to various sports at both elite and mass participation levels. Norwegian antidoping efforts received more than NOK 24 million in 2007 (see www.antidoping.no). The introduction of a “grassroots share” was announced in the White Paper on the voluntary sector. The government wants participants in our games to be able to decide that five per cent of their stake will go directly to a local club team, society, organisation or the like. This scheme will be initiated once a register of cultural associations and voluntary groups and societies has been created. We are working on the technical solutions. Culture That part of our profit devoted to cultural purposes is distributed partly over the 14 central government budget and partly to designated cultural measures. This selection is made by the ministry. The following measures receive earmarked funds: the Cultural Schoolbag, cultural buildings and the Volunteer Fund. The last of these is a grant scheme aimed at local cultural activities among children and young people. This pot totals NOK 155 million, with virtually all the money going to people below 26 years of age. Since the scheme started, some 8 000 amateur groups have been among the recipients. NOK 180 million has been provided for the Cultural Schoolbag. This aims to expand cultural provision in primary and secondary schools in everything from theatre and dance to music, so that the children themselves can participate actively in various cultural projects. A pilot project will also be conducted in the further education sector to see whether it should be included in the Cultural Schoolbag scheme. NOK 1 250 billion of the 2007 profit goes to sport and NOK 1 250 billion to culture Funds for cultural buildings provide grants for the construction of cultural centres as well as regional meeting places and arenas for culture. This item totals NOK 125 million. 15 2007 2007 s o c i a l r e p ort social report 2007 Best for positive customer experiences 1.8 million player card Norwegians have a Best for positive customer experiences About 1.5 million Norwegians participate in one or more of our games every week, and 1.1 million are registered players. This makes us by far the largest provider of money games in Norway. Our goal is to be among the best in the country for creating positive customer experiences. Gaming is, and should be, an enjoyable experience in everyday life. We want our customers to have a healthy attitude to money games, and will strike a good balance between gaming and CSR. More competition and smaller player base Increased competition from gaming operators who are not permitted to operate in Norway presents us with a particular challenge. Their Norwegian turnover increased by NOK 1.7 billion in 2007, or more than 19 per cent. Our other challenge is the general decrease in the player base for our traditional games. This means that a steadily declining proportion of the population is buying our products. However, the overall picture conceals variations. Viking Lotto, Oddsen and Flax increased their player base somewhat, but not sufficiently to offset the decline for Lotto, Extra and Joker. However, the launch of Keno helped to add about 50 000 people to the total player base and thereby restore it to the 2005 level. The overall player base declined by 80 000 from 2006 to 2007. The trend of recent years, particularly in 2007, makes it clear that the player base can only be expanded through a constant renewal of existing products and the launch of new games which appeal to new target groups. The goal is to persuade people who currently play with actors operating outside 16 17 Norwegian regulation to turn to a range of attractive and responsible games we provide. Big renewal in 2007 Despite the decline in the player base, we enjoyed an increase in turnover during 2007 for all our games. This largely reflected the renewal of the existing range and improved availability through more sales channels. We introduced a new game – Keno – in November. This is a daily odds-based number game, with draws on NRK. The player determines how many numbers they want to wager on, and what the row price should be. The more the numbers and the higher the row price the player wagers on, the higher the prize if the numbers come up. Player cards A new-generation player card was launched in October 2005. Providing an electronic ID, this meets our requirements and those of our customers for greater security, simpler prize management, greater flexibility and improved control. By January 2008, we had almost 1.8 million customers with player 2007 s o c i a l r e p ort social report cards. About 90.5 per cent of all our games were played in registered mode during 2007. That puts us in first place worldwide for registered play. The figure also includes Flax, which can only be played unregistered. We are going a step further in 2008 with plans to require that all our games other than Flax are played in registered mode. The player card opens a number of opportunities for our customers. An identity check conducted when the card is issued ensures that we have correct information about the player. And registered games will automatically enforce the 18-year age limit for Oddsen. Registered gaming will also help to prevent money laundering, because players must identify who they are. Customer programme We work continuously through our customer programme to create and maintain good relations with players. This programme involves following up players with player cards, based on our knowledge of customer behaviour – such as information on customer status and gaming behaviour. We want to provide customers with the right information at the right time and through relevant communication channels. A fundamental aspect of the programme is that customers consent to inclusion. We communicated with customers in 2007 via newsletters sent by e-mail and via mobile phones. Winner follow-up Everyone who wins more than NOK 2 million is offered free financial advice and guidance by external advisors to help them tackle their new financial position. That gives them a better basis for making the right financial choices. A total of 261 people won more 18 than NOK 2 million in 2007, and guidance was provided to 109 of them. Advertising and marketing We are a big advertiser in Norway. After some years of reduced spending on marketing, we restored our 2007 advertising budget to the 2004 level. That increase reflected the need to provide information and market support for renewals, changes and campaigns related to the games and for the introduction of Keno. It should be noted in this context that Norway’s overall advertising market expanded by 46 per cent from 2003 to 2007, while our growth of about three per cent over the same period was much weaker. This means that we have become less visible in the overall advertising picture. Marketing is necessary for our ability to channel money game activities by Norwegian players into gaming areas which build on responsibility. Our advertising spend amounts to roughly 1.8 per cent of our turnover – in other words, a relatively small proportion compared with other large buyers in the Norwegian advertising market. We have a big responsibility for informing the players who use our games and products. This applies to details of jackpots, for instance, and to other conditions relating to the games. The Ministry of Culture and Church Affairs has developed guidelines for marketing state-run games. These are supplemented by our own code of practice. Comments by the Gaming Board The Norwegian Gaming Board is responsible for supervising that our marketing complies with the regulations. Its report is consid- ered by the Ministry of Culture and Church Affairs, which concluded that our marketing for the first half of 2007 was by and large conducted in a satisfactory manner. However, it noted that the Gaming Board’s report specified that we “on a number of occasions have failed to explain the probability of winning specific prize payouts highlighted in the marketing”. The board also commented that some of our advertisements failed to show the date for final payment of specific prizes. plaining the probability of winning specific prizes. With effect from January 2008, we announce on the radio only that a jackpot exists and say nothing about its size. Leaving out probability information in certain communication channels reflects a failure either of our in-house routines or of radio announcements relating to jackpots in reporting on the probability of winning and the final date for paying a jackpot. Although radio announcements have lacked the required information about the probability of winning specific prizes, we would emphasise that these details have been provided in other media. In our view, therefore, players have had good overall access to such information in virtually all campaigns. We implemented a number of measures in 2007 to ensure that marketing through different media channels complied with the regulations. Particular attention was paid to ex- Our advertising films have often been among the most popular in Norway. We received two Norwegian Silverfish awards for the month’s best advertising film in 2007, relating to Flax and Keno respectively. Advertising films for Lotto and Joker have also been well received. Auditing and guidelines We plan to review our marketing code in 2008. This supplements and amplifies the government’s guidelines for marketing state-controlled money games adapted to new media channels and communication expressions. Measuring customer satisfaction The Norwegian Customer Satisfaction Barometer measures customer and retailer satisfaction with us twice a year. Similarly, we measure satisfaction among our users on the basis of the customer service experience (CSE). The results for 2007 are presented below. If we look solely at the CSE, the survey Customer satisfaction (CS) with Norsk Tipping Group Retailer players Web players CSE CS 1st half 07 68 66 78 CS 2nd half 07 67 68 84 Targe 70 70 80 (80-100 = Meget fornøyd. 70-79 = Fornøyd. 60-69 = Likegyldig <60 = Misfornøyd 19 CS 06 63,1 66,2 82,5 2007 shows that players and retailers were very satisfied with what they got. The figures show that we failed to hit our targets for the other performance criteria. At the same time, the results are better across the board than in 2006. 2007 s o c i a l r e p ort social report Other facts about customers, market and games 2006* 2007* Total players (2007 shows registered players) 2 430 443 1 679 168 Average stake per player per week (NOK)107107 Average stake per player per year (NOK)3 958 5 596 Total number of prizes paid29 904 652 Number of prizes paid per week (average) 81 930 Total value of prizes paid (NOK) 5 438 911 201 Value of prizes paid per day (NOK) (average) Abt 14 000 00014 901 126 Number winning NOK 1 million or more324333 Share of registered players by turnover 88.2%90,45% Average number of players per week (registered plus estimated unregistered)1 073 790 Average number of players per day (registered plus estimated unregistered)330 000 Calls answered within 20 seconds by customer service (share) 71.4% 72.3% E-mail queries answered by customer service within two hours (share)98.3%99.3% * Figures for 2006 and 2007 are not comparable. Whilst the 2006 figures are estimates, those for 2007 are based on registered games. Players per game (1 000s) Average stake per week Game 2006* % of NT 2007* % av NT Player base total No of reg total estimated players reg players Tipping35815%29017,27% Oddsen25811%17310,32% Lotto1 964 81%1 59494,93% Viking Lotto 81433%1 043 62,14% Joker95639%1 207 71,89% Extra 80633% 853 50,78% Flax91137% 87937% Keno19711,72% ** Game 2006* 2007* Tipping 65 49 Oddsen214176 Lotto 54 47 Viking Lotto 5829 Joker2713 Extra3020 Flax 80198 Keno - 55 * * * Figures for 2006 are based on market analyses and may accordingly contain some margin of error. The 2007 figures show registered players. Note that the same people can be included in the player base for several games ** Keno was launched in week 45. 20 • • • • • What we did in 2007 Keno was introduced Extra acquired a new TV concept, a new prize and more prize chances Oddsen was improved with more play options at the weekends We continued to develop our range of games for mobiles We organised a special Lotto festival in September, with draws for a NOK 1 million prize every day for a fortnight. We also introduced the concept that “one number is enough” Ethical guidelines for marketing • Communication about games will be legal, honest, inoffensive and non intrusive • Our marketing communication will not be misleading • We will be fully open about the prob ability of winning for all our games • We will be especially careful in all our marketing with respect to children, young people and particu larly vulnerable groups • Youngsters below the age of 18 will not play a key role in game advertising • Our marketing communication will not encourage people to play beyond their means • Information on unfortunate player behaviour and help for vulnerable groups will be readily available What we plan to do in 2007 • • • • • • • • Continue work on product development and renewal of existing games with a view to reversing the negative trend in the player base. An important aspect of this will be renewal of the TV draws Prepare for the introduction of the “grassroots share” Prepare to adopt registered mode for all our games, with the exception of Flax Launch our new gaming terminals to replace the old gaming machines Follow up with another Lotto festival Continue developing supplementary services associated with the existing games portfolio Pursue various activities relating to our 60th anniversary – including a campaign for Tipping (the football pools), which has also existed for 60 years Consider the creation of, and particiption in, a new international game in cooperation with other state-owned gaming companies in Europe * The 2007 figures are based on registered players and calculated as registered total turnover divided by the total number of players and by 52 weeks. No account has been taken of unregistered turnover, which comprises about 10 per cent. Figures for Flax are based on market analyses. The figures are not comparable with 2006. ** Keno was launched in week 45. 21 2007 2007 s o c i a l r e p ort social report We know that gaming can lead to problems, and meet this fact head-on Responsibility will always be fundamental to our business. We will not only develop safe and attractive games, but also ensure that our players display healthy gaming behaviour. Generally speaking, two main types of problems are associated with gaming: • gaming can lead to compulsive play • gaming can be exploited for financial crime and money laundering. We respond to these issues through purposeful and systematic efforts on responsible gaming provision and gaming security. Our goal is to be among the best providers of responsible gaming – nationally and internationally. This attitude will be demonstrated in all our activities – from product development, marketing and communication to the message conveyed through TV draws and sales in the retailer network. in 2005 was a single unemployed young man with low income and education, resident in an east Norwegian town. Many of the same characteristics could be observed in the 2007 survey, but the picture of the typical problem player had become more diffuse. 2005 83.1% 85.2% 80% 60% 40% 20% 11.4% 10.6% 3.6% 0% Fewer compulsive players Synovate and the Norwegian National Centre for Addiction Issues carried out a survey of gaming habits and compulsive gaming in Norway for us. With 3 000 respondents, this followed up a similar poll in 2005. The findings showed that 85 per cent of the population has no gaming problems. A further 1.7 per cent can be defined as compulsive gamers, while 2.6 per cent are at risk of becoming compulsive. Compared with 2005, this represented a significant decline of 1.2 percentage points in the proportion of Norwegians who have problems with gaming. That corresponds to 45 000 fewer people with gaming problems in 2007 than in 2005. The typical problem player 2007 100% Play without any problems Low-risk player 2.6% Players at moderate risk 1.9% 1.7% Problem players Distribution of the population over the age of 15 by degree of problems with gaming Problem gamers spend an estimated 12 times more on money games than others. The survey estimates that they spend about NOK 16 000 a year on gaming. According to the survey, 0.4 per cent of the Norwegian population, or 15 000 people, play so much on the internet that it affects their education or work, that others have reacted to their behaviour, that they have been 22 forced to lie and that they themselves think they devote too much time to web games. Most of them are young men under the age of 24. Twenty per cent of on-line gamers play more than four times a day. High expectations of responsibility Within the space of a few years, the attention paid by society to problem gaming has gone from little or none to very great. An important contribution to this debate has been the use of gaming machines. That has prompted a change in attitude to gaming. What was previously regarded as harmless fun is now seen much more as a controversial activity. According to the 2007 Synovate survey, only about one Norwegian in five now regards gaming as harmless fun. This means that we must be prepared for great expectations related to the actions we take to combat social problems related to gaming. An overview of the games cited in calls to our helpline during 2007 is provided on pages 26-27. NOK 12 million for research into, information on and prevention of problem gaming We know that problem gaming will occur as long as games are available in society. We are not intended or qualified to treat compulsive players. That must be done by professionals. Our role is to heighten the awareness of players so that they have their gaming under control and do not run into problems with money games. 23 2007 2007 s o c i a l r e p ort social report We pursue the following measures to promote responsible gaming • • • • • • • • • • • • • • Our market communication is open about the probability of winning We will not market our products to children and young people Marketing will not encourage people to play beyond their means We do not allow anyone below the age of 18 to play Oddsen or any game conducted via the internet or a mobile phone Our player card is a smart card which provides a secure ID for the player, makes playing secure and guarantees safe transfer of prizes. It also provides a good overview of playing history Only one player account can be created per player An upper limit has been imposed on wagers per combination per terminal per day for playing Oddsen with retailers The player account can hold a maximum of NOK 10 000 We have our own guidelines for work on responsibility We take account of the risk of compulsive gaming when developing new games We cooperate with other public centres of expertise in Europe, such as the Norwegian National Centre for Addiction Issues, Sweden’s Gaming Institute and Nottingham Trent University We list our helpline number on our own website, on our coupons and on other printed information materials, and provide regular information about the number in our external magazine We educate our retailers and employees about problem gaming Up to 0.5 per cent of our profit is devoted to the action plan on compulsive gaming instituted by the Ministry of Culture and Church Affairs and the Gaming Board. This money is devoted to research, information and preventive measures. 24 Our business rests on self-imposed guidelines. We also observe the guidelines and standards developed by the World Lottery Association (WLA) and European Lotteries (EL), of which we are members. We moved to the WLA’s Level 4 in 2007, its highest certification level for responsible gaming. This means that we have undertaken to observe the WLA’s standards and routines for responsible gaming provision at the highest level. When we can document that these guidelines have been implemented, which must be certified by an independent third party, we can adopt a logo which confirms that certification. This process must be repeated every second or third year. Our responsibility platform A responsibility platform is entrenched in our whole business to ensure that this aspect is taken into account throughout our value chain. Conducting registered games through the mandatory use of a player card provides the basis for further development of this platform. Work related to responsibility builds on the principal areas outlined below. Research Our work on responsibility is based on consistent and durable efforts. All decisions in this area build on accepted national and international knowledge. When we develop new games and manage existing production, we collaborate with the internationally recognised psychologists Thomas Nilsson at Sweden’s Gaming Institute and Mark Griffith and Richard Wood at Nottingham Trent University in the UK. In 2007, this collaboration dealt primarily with work related to the new gaming terminals and the launch of the Keno game. We joined the newly-established International Responsible Gaming Organisation (IRGO) in 2007. Backed by some of the world’s leading researchers into problem gaming, this body’s job is to convert research findings into practical action and to familiarise gaming companies and governments with international scientific findings. The IRGO held its constituent meeting in Stockholm during October 2007, with 114 delegates from 23 nations. A collaboration across sectors and disciplines has thereby been established. Marketing and availability Many foreign gaming companies want to recruit Norwegians as their customers, and effective marketing is needed to channel players towards our range. This marketing must not be aggressive or encourage people to play beyond their means. We seek in all our communication and marketing to comply with the government’s guidelines and our own ethical standards for marketing. We regularly report on our communication measures to the Norwegian Gaming Board. We also participated in conferences at home and abroad to secure expertise on responsibility in general and compulsive gaming in particular. Technological progress makes its mark on games, which move into new environments – the internet, mobile phones and shops. Games become more readily available, and researchers say this will increase the risk of problem gaming. We are in a phase where we are developing systems which will help players to have a conscious attitude to the scale of their gaming. They allow players to set personal limits and thereby gain control over their activity. Game design Development of our new games is an extensive process. We want to adopt newlydeveloped tools such as GAM-GaRD to enhance awareness of a responsible approach to developing, launching, distributing and evaluating new types of games and services. This tool indicates whether elements in a game could cause vulnerable people to turn into compulsive players. It also shows how the game can be modified to make it secure. Another tool is Playscan, which can demonstrate player behaviour over a period and which can predict with a high degree of certainty whether players are developing compulsive behaviour. We want to use behavioural data to identify which factors promote unfortunate gaming behaviour, and to adopt corrective measures in time. This will ensure that none of the games we launch and operate conflict with our responsibility platform. Close collaboration is sought here with recognised researchers and specialists on compulsive gaming. Education and information We will be open about the probability of winning and the laws of chance. The number of our helpline will be printed on customer materials. Our goal is to ensure that players are correctly informed as a basis for making conscious choices about their own gaming. We provide continuous information on responsibility and compulsory gaming through in-house and external publications, and have produced a number of brochures and presentations on this topic. All employees and retailers are educated about responsible gaming. We have launched a revision and updating of our educational concept, and are introducing certification for personnel and retailers. This work will be completed in 2008. 25 2007 Every new employee is briefed about our work on responsibility, security, goals, visions and strategies. The whole workforce was invited in 2007 to take part in a professional updating on responsibility. Speakers included Mr Nilsson from Sweden’s Gaming Institute and representatives from Svenska Spel. Dialogue with specialists on compulsive gaming We want an open and honest dialogue with our stakeholders. We have held meetings to exchange views with the Norwegian National Centre for Addiction Issues, Norway’s only facility with cutting-edge expertise on compulsive gaming. We also organised a meeting at Hamar in December with various interest groups to seek a dialogue on issues related to problem gaming and our role. Challenges and issues were raised by both sides. Calls to the helpline Statistics from the helpline show that the number of calls from or about individuals fell by 42 per cent after gaming machines were banned on 1 July. During the second half, relatively more of the calls related to men and the average age declined. This is because calls about gaming machines fell sharply and games such as poker accounted for a larger proportion of the conversations. 2007 s o c i a l r e p ort social report Main problem game in first calls to the helpline Developments from 2006 to 2007 1st half 2nd half 2007 Main problem game No Percent No Percent No Percent Gaming machines253 60%14 6%267 40% Bingo machines27 6%16 6% 43 6% Bingo 51%31% 81% Poker 8220%114 46%19629% Casino games 41%17 7%213% Odds19 5%2912% 48 7% Tipping 61%9 4%152% Lotto / Extra3 0.7%31% 6 0.9% Keno 0 0% 5 2% 5 0.7% Horse betting143%18 7%32 5% Scratch cards1 0.2% 42% 5 0.7% Other money games 61%18 7%24 4% Total 420 100% 250 100% 670 100% Main problem game Banknote ban 1 July Gaming machine ban 1 July in first call 1st half 06 2nd half 06 1st half 06 2nd half 07 Gaming machines 71127025314 Poker 58 68 8214 Bingo/bingo machines* 5303219 Odds/betting22232538 Horse betting 16 51418 Casino games3 4 417 Scratch cards331 4 Lotto/Extra / Keno 323 8 Other money games 7 8 618 Not stated129131 Total 840 422 433 251 1 2007 * Bingo machines were first registered separately from the second half of 2006. Source: Helpline for compulsive gamers, call statistics 2007. The table shows which were the only or biggest problem money game(s) in conversations where the game was mentioned for the first time. What we did in 2007 Main problem game played on the web/mobile 1 halvår 2007 2. halvår 2007 Totalt 2007 Poker 82112194 Casino games/gaming machines 131730 Odds/betting 81624 Horse betting 51 6 Lotto/Extra/Keno13 4 Bingo2 02 Other money games 61420 Tota 117 163 280 1) Fourteen conversations have been excluded because no main problem game was specified or the caller was uncertain. Thirteen of these were received in the first half. 26 • • • • • Defined our responsibility platform Financed a new money game survey about Norwegian gaming habits and compulsion Were updated on research into and knowl edge of compulsive gaming nationally and internationally Initiated a process of revising and updating all information and educational materials relating to responsible gaming Had a dialogue and meetings with specialists on compulsive gaming in Norway. • • • • • • • What we plan to do in 2008 Pursue purposeful communication with various interest organisations and centres of expertise on compulsive gaming Work purposefully to spread knowledge of compulsive gaming throughout the organisation Develop e-learning modules on responsibility. Certify our employees and retailers Adopt and comply with industry standards for responsibility (WLA, EL) Finance a new survey on money games Develop and implement responsibility tools Update guidelines for responsible gaming provision 27 • Participate actively in a Nordic forum for CSR and responsible gaming provision, together with the other state-owned gaming companies in this region 2007 s o c i a l r e p ort social report Gaming security An important foundation for our work on responsible gaming provision is provided by gaming security. This concept has several aspects. Gaming security is primarily about protecting the integrity of our games – ensuring that sales, conduct (draws, winner selection and registration of results) and payment of prizes accord with game rules and our in-house guidelines. ore than m t e b r e v e N . “.. rules on e h T . d r o f f a n you ca tended in e r a s r e g a w maximum ...” c li b u p e h t t c e t to pro Responsible gaming since 1948 Responsible gaming provision was an issue from the very first round of the pools. The Pools ABC (right) was intended to advise people and prevent them staking more than they could afford. Links • WLA: http://www.world-lotteries.org/ • EL: http://www.european-lotteries.org/ • IRGO: http://www.internationalresponsible-gaming.org/ 28 It is also about making sure that everyone concerned complies with the regulations – that retailers do not permit people to play on credit, that they do not sell age-restricted games to underage customers, or otherwise breach their duties. And it is about ensuring that the games are not misused by criminals for such purposes as money laundering. Finally, gaming security is about protecting players against possible abuse, either through their own unfortunate excessive gaming or through the misuse of their player card or identity. Our approach We work along several lines and with various approaches to maintain security in all these areas. • Information and education: The basis for gaming security is that everyone knows which rules apply and the responsibility they bear for preventing breaches of the security rules. • Surveillance and reporting of non-conformances: Unusual behaviour often provides the first sign that something is wrong. If we pick this up, we will always conduct further investigations to check whether the abnormal activity is mere chance or has other causes. • Draws: A representative for the Gaming Board is present when we handle equipment used to make all physical draws. • Unclaimed prizes: Prizes which remain unclaimed by the deadline are paid into a special fund. This money can be utilised in accordance with regulations issued by the Ministry of Culture and Church Affairs, with prizes in campaigns as one application. To prevent a prize being claimed by somebody without entitlement to it, investigations are conducted into how unregistered prizes are claimed over a period and the scope of such claims by comparison with the normal level. • Sanctions: Respect for the prevailing regulations also depends on our willingness to impose sanctions in the event of breaches. In 2007, for instance, 37 retailers lost the right to sell our games for a 14-day period because of their failure to comply with routines for checking customer age when selling Oddsen. • Dialogue: The police and public prosecution service have provided information from time to time which indicates that our games are being used to launder criminal spoils. Contact with these law enforcement agencies is important both for tackling specific cases and for identifying possible general issues which need to be followed up. We also assist police investigations into other cases. • Risk analyses: Systematic risk identification is an important preventive measure. During 2007, for instance, we conducted an extensive risk assessment involving all our departments – partly to identify the risk that our games and systems might be misused. The assessment showed that we have an acceptably low level of risk for internal dishonesty 29 2007 related to our games and gaming systems. New reviews are being conducted in certain areas to provide quality assurance that the level of security is sufficiently high. • Security requirements for gaming companies: We have opted to adopt the WLA’s security control standards (SCS) as the minimum level for our measures in this area. These measures are based on our goals, limits for accepting risk and risk assessments. We are certified every year by Det Norske Veritas in relation to our compliance with the SCS. We are currently certified to the 2003 version until the end of May 2008. We will conduct a new certification in accordance with the 2006 version before the current certificate expires. Misuse of the new player card We uncovered two major cases in 2007 related to theft and misuse of player identities. Our player cards contain a digital electronic ID, which means that a lost or stolen card can be used by criminals to take up loans, establish credit and buy goods over the internet. This was what had happened in the two incidents. We also had some cases of people stealing from a player account. Because prizes larger than NOK 10 000 are paid to the player’s bank account, the size of such thefts will be limited. We initiated a number of measures in 2007 to prevent such incidents, and are constantly considering further action. These cases illustrate how important it is that players take as much care of their cards as they would of debit or credit cards. Many of our players have not been aware that their card can be used as an electronic ID in other contexts, and have therefore failed to appreciate the importance of having it blocked should it go missing. A well-known problem in 2007 s o c i a l r e p ort social report this context is that people forget to remove the card from the reader at the retailer. These findings prompted us to conduct an information campaign to make players and retailers aware of the issue. We have also modified the card readers so that they sound a warning if the card is not removed when the transaction has been completed. We meet regularly with Buypass to follow up issues relating to the electronic ID function. Every week, 1.5 million Norwegians play one or more of our games Unusually high playing activity We conduct activities to combat excess play. Naturally, it is not up to us to decide how much people want to wager, or where the pain threshold lies in individual cases. But we write to heavy gamers, informing them how much they have spent and where help can be obtained if they feel that their gaming has got out of control. Should their gaming continue at the same high level, the person will receive a second letter. One consequence of this routine is that we end up writing to a number of player groups or others who deliver games collectively on one player card, and who are consequently not in any risk zone with regard to their level of play. 30 2007 Letters to heavy gamers 2004 2005 2006 2007 (from 1 June) Letter 1 1836 5793 Letter 2 19 62 As the table shows, the number of letters has risen every year since 2004. Because we know nothing about the personal financial position of the players, their other gaming behaviour or whether they are individuals or groups, it would not be reasonable to conclude that problem gaming is on the increase. When the number of letters is related to the fact than about 1.5 million customers play our games every week, it also confirms that the proportion of heavy gamers is very low. What we did in 2007 What we plan to do in 2008 • • • • Pursued activities relating to the security of player cards Following a comment from the Office of the Auditor General, we conducted a process for identifying our potential in-house risks. This analysis was carried out department by department, and em braced the whole organisation. It will be followed up with the preparation of specific improvement plans, and the analysis process will be repeated at regular intervals We focused on gaming security together with the big chains. This occurred partly through contact with security personnel at the chains in connection with the investigation of breaches, and partly through activities aimed at identifying security challenges which can be specifically addressed for the individual chain In cooperation with the Gaming Board, we held a number of meetings to follow up operations and plan changes. Constant contact has also been maintained with the board on following up non-conformances in business processes during the year • • • • • Initiate measures and processes to establish a broad collaboration with the chains on joint targets and action over gaming security Implement systems for identifying operators when personal player cards (chip and pin) are used for specific transactions with the player account and card. The purpose is to prevent misuse and eliminate vulner abilities Continue follow-up of and cooperation with Buypass on security and operational non-conformances in the use of player cards and accounts Work with the Gaming Board to coordinate changes in the games, follow up nonconformances at an overall level and update/amend guidelines and routines Carry out a risk assessment to specify the risk of breaches at the retailer level, and adopt possible measures. The aim is to prevent misuse of our games and systems 31 2007 s o c i a l r e p ort social report 2007 New gaming terminals in 2008 Gaming machines were banned in Norway from 1 July 2007, and we are due to introduce new gaming terminals about a year later. This launch will represent the biggest reputational challenge in our history. Society has great expectations that these terminals will avoid the kind of social problems associated with the old machines. • Games are being developed with a longer We will therefore be introducing gaming terminals which differ very considerably duration, less emphasis on gambling and from the old machines, both in appearance greater focus on entertainment. Their develand not least in content. Mandatory use of opment rests on international research findplayer cards, cash-free terminals, behaviourings to limit the risk of compulsive gaming. al tools and games with high entertainment • Fewer locations and terminals. The first new value will be key aspects. gaming terminals will be installed in the autumn of 2008, with the roll-out taking six Some important project principles to 18 months depending on how many local • Gamers must use our player card. Requiring operators we decide to have • The terminals will be tied to a central that all play be in registered mode permits age to be checked and allows the use of network. This provides full overview and behavioural tools which can limit excessive control, and possible changes can be made gaming. Players can set personal limits on immediately on all gaming terminals • Rational operation ensures predictable revhow much they can wager and how long they can play, for instance. Through the enue for the beneficiaries card, they can also exclude themselves from • The terminals are flexible and can be integaming for periods. Information stored in grated in various gaming settings the card provides players with an overview of their own player behaviour over time. This will help them to take responsibility for Work on the new terminals resumed after their own scale of play the government won its case in the Efta • Payments in and out can only be made with Court and the Supreme Court. During the the player card. The player takes money from autumn of 2007, the project concentrated their player account, and prizes are returned on conceptual development and worked in to it. This solution means that the terminals close contact with the authorities to finalwill contain no money, reducing the amount ise the business model. Some work has been of theft. This will also be a substantial opcompleted, but much remains to be done erational advantage, partly through reduced before the roll-out begins in the autumn of administration for the local operator 2008. 32 We are confident that we are now developing an exciting terminal which will be well received by the players, the local operators (retailers) and public opinion. Gaming terminals •An exciting new form of entertain- ment, where the player can choose between many different games. •Because this concept is very different from the old gaming machines in terms of both content and appearance, we have renamed the machine a gaming terminal. •That provides a better description of the concept. •The terminals can also be used to play our traditional games, such as Lotto, Extra, Tipping and so forth. •They will primarily be located in kiosks and various kinds of restaurant. Nobody will be able to use our new gaming terminals without a player card 33 2007 s o c i a l r e p ort social report 2007 Playing a positive social role The cornerstone of our communication strategy towards customers, the media, politicians and interest organisations is to explain what we stand for and to highlight the value added by our business to sport and culture. We give the dream a chance A survey carried out for us by Synovate and the Norwegian National Centre for Addiction Issues in 2007, with 3 000 respondents, showed that we enjoy broad support for our social remit. This remit is to serve as the government’s instrument for ensuring that money games are conducted within an acceptable framework, while simultaneously offering entertaining games which generate a profit for good causes. Some of the survey’s findings are listed below. • • • Eight out of 10 Norwegians associate money games with support for good causes. Eighty-two per cent of the population agreed wholly with the statement that “profits from money games go to good causes”. Only seven per cent disagreed Three out of four Norwegians agree wholly or partly that money games should be conducted under strict state control Sixty-two per cent agreed that more control should be exercised over where, when and how much people played games. Another Synovate survey on the images of major Norwegian companies confirmed our broad popular support. Read more on page 37. Communication challenges Solid support for our role from society at large is required in order to legitimise our business. The challenge in 2008 is greater than before. Launching the new gaming terminals will be the biggest reputational challenge we have ever faced. See page 32. Our efforts to ensure legitimacy are also under challenge from steadily rising competition in the Norwegian gaming market, both from the emergence of Norwegian actors who compete directly with our products and because Norwegian gamers are opting to play with foreign web companies. We fulfil dreams A survey of the way our profits are applied can be found – in Norwegian only – at www.spillemidlene.no, along with information on procedures for seeking grants. Another Norwegian-only website, www.idrettsanlegg.no, details every facility which has received gaming funds. NOK 1 250 000 000 was distributed to sports in Norway during 2007, with an equal sum for cultural purposes. Go to page 14 for a more detailed presentation of the contribution our profits make to society. 34 35 2007 s o c i a l r e p ort Funds for health and rehabilitation In addition to our contribution to sport and culture, about NOK 200 million of our profit goes to the Norwegian Foundation for Health and Rehabilitation (SHR). These funds come from the Extra game, which helps to give it a positive reputation. Players perceive Extra as a pleasant game in which generosity, participation and the social aspect are more important than large money prizes. A relaunch of Extra in a new guise, with revised rules and an increased probability of winning generated increased turnover last year. TV broadcasts of the Extra draw were watched by an average of 430 000 viewers per week. Great media attention The resignation of chief executive Reidar Nordby Jr attracted great media attention towards the end of the year (see the chapter on events on page 6). This case also prompted the media to dust off old stories which could present us in a negative light, and is therefore likely to have weakened our reputation. This will be investigated in our social accounting, which is conducted every other year and is due in the spring of 2008. However, it is worth noting that the volume of positive coverage increased significantly from 2006 to 2007. The first Lotto festival, with daily draws, was one of the events which generated numerous positive media reports. Much positive coverage was also achieved by the cultural projects we supported. That applied particularly to the Dream Grant and the presentation of the first Golden Schoolbag award as part of the Cultural Schoolbag. social report Norsk Tipping i mediene 2007 2006 Antall oppslag om Norsk Tipping 52273243 Antall positive oppslag31192374 Antall negative oppslag1951 791 Positive oppslag i prosent 60 73 Annonseverdi for positive oppslag24,3 mill19,6 mill Selected sponsorship and promotional projects Our collaboration with the Football Association of Norway (NFF) primarily helps to provide us with attractive gaming targets throughout the summer. Through the NFF’s agreement with TV2, we also collaborate closely with that broadcaster. This contributes to good promotion not only of our products but also of the values-based projects embraced by the collaboration which reflect our desire to present our role as a responsible social player. One of these is Fair Play, for which we are the general sponsor. The programme builds attitudes against bullying and racism. Measures during 2007 included Colourful Football tournaments, Ganging Up Against Bullying schools, Fair Play tournaments and so forth. A total of 45 000 elected officials have attended Fair Play courses over three years. This programme is presented – in Norwegian only – on the www.fotball.no and www.motmobbing.no sites. Our extensive collaboration with the Norwegian Confederation of Sports (NIF) and the Norwegian Olympic Committee (NOK) focuses on specific projects. Some of these are outlined below. The Club in My Heart, where we help to encourage mass participation sport 36 The Knowledge Tour disseminated information on important areas to be tackled by Norwegian sports over the next few years. It also provided sports officials with information about our significance for Norwegian sporting life. The tour visited Bergen, Sogndal, Sarpsborg, Stavanger, Bodø, Steinkjer, Kristiansand, Hamar, Alta, Oslo and Dram• men. Topics covered were open and inclusive sports, rules on children’s sport and the • rights of young participants, voluntary participation and our significance for Norwegian sporting life. Some 1 000 people attended this year’s tour, and their feedback was almost wholly positive. Collaboration with the NIF/NOK also involves close cooperation with 15 sports associations. In addition, we contribute to disseminating knowledge about preventing sports injuries in cooperation with the Oslo Sports Trauma Research Centre. See www. klokavskade.no (in Norwegian only) • Agreement was reached in 2007 with the Norwegian Handball Federation on extending Fair Play to this sport. That included the pro• grammes on respect for referees, respect on the pitch and respect in indoor stadiums. The goal is to strengthen the reputation of both the federation and our company as important social actors. Magazines about Fair Play in both football and handball were produced during 2007. Our collaboration with the cultural sector aims to raise the status and image of its participants, to build relationships, and to promote our role as a committed and socially responsible actor. Some important projects in 2007 are listed below. • The Norwegian Council for Music and Art Schools received NOK 180 million in gaming funds for the Cultural Schoolbag, a project which helps 620 000 children to experience art and culture at school. • The Dream project was implemented in collaboration with the Norwegian Band Federation. Support was provided for three large Dream events, as well as 75 smaller local concerts. All these events contributed to numerous and wholly positive media reports. One concert was also covered by NRK TV. Cooperation, promotion and events The 10 largest cooperation and sponsorship agreements: Image survey of major Norwegian companies 2007 We came eighth in the 2007 image survey of major Norwegian companies, compared with ninth in 2006. We have seen a downward trend in this ranking over recent years. Synovate, which carries out the survey, believes that the reason is the gaming machine issue and the general debate on monopolies. It nevertheless notes that we are positioned at the topmost level of this image survey. We came seventh for CSR and ethics (2006: sixth). This ranking was described as flattering in relation to our business today and in the future. We were second (2006: third) for financial performance, reflecting our reputation for doing extremely well financially. Combined with a very good ranking for the other factors, we are seen as a company with a rounded and solid image. We were fourth for advertising and information, and eleventh for environmental awareness – both unchanged from 2006. Partners • Football Association of Norway • Norwegian Confederation of Sports • The Norwegian Ice Hockey Federation • The Norwegian Handball Federation • Norwegian Council for Music and Art Schools • Norwegian Band Federation • St Olav Festival in Trondheim • By:Larm and Oslo Music Festival • Queen Sonja International Music Competition • Elverum Music Festival 37 2007 What we did in 2007 • • Highlighted our CSR through sponsorships and other communication Launched a detailed review of our com munication strategy, with a clear emphasis on CSR What we plan to do in 2008 • • • • • • Compile a social accounting Conduct new surveys of attitudes to gaming and the scope of problem gaming, partly to identify the impact of removing gaming machines in Norway for a period Complete our new communication strategy and entrench this in the organisation Educate the whole workforce on our ethical guidelines Pursue communication measures to support the legitimacy of the exclusive right model Pursue PR activities for our games to boost our commercial strength, and implement image-building campaigns centred on our good causes 2007 s o c i a l r e p ort social report 2007 Our employees Well-being, pride commitment Pride at and commitment to their jobs characterise the attitude of our employees, according to the working environment survey carried out in the autumn of 2007. Conducted in cooperation with TNS Gallup, this poll was based on written and anonymous responses. No less than 85 per cent of our staff participated. The survey sought to chart the working environment, goal attainment and performance, management, and our values, culture and ethics. and • • • • 38 The survey generally yielded very good results. Converting all the responses to indices for comparison with other enterprises shows that we are among the top 20 per cent of companies in northern Europe. Positive responses to the following questions make a particular contribution to pushing up the results: I am proud to work for Norsk Tipping I always get help and support from those around me at work I look forward to going to work every day I feel that my job is meaningful to me • I have good opportunities to work independently. It transpires that our working environment is characterised by well-being, pride and commitment, and is probably an important reason why our sickness absence is still well below the national average. TRI*M index 78 Norsk Tipping 2007: 73 62 Average Norway 59 Northern Europe Top 10% Top 33% 58 Average 51 Bottom 33% 39 Bottom 10% Benchmarked against the TNS international experience database. Source: TNS Gallup The working environment survey shows that we are one of the best Norwegian companies to work for. Improvement areas Naturally, the survey also identified certain areas where improvements are needed. A more detailed analysis of the measures we should adopt at a general level and those which should be directed at specific departments will be conducted during the first few months of 2008. This work will lead to a specific action plan. Support will be provided by Right Management, our partner for management development. 39 Equality and diversity We give weight to equal treatment of our employees. So it is positive that the working environment survey showed that employees do not experience any form of discrimination on the basis of gender, sexual orientation and/or ethnicity, and that women and men have equal opportunities. Nor were any cases of discrimination or bullying identified by other means in 2007. In addition to having an inclusive workplace (IA) agreement, we issue an annual report on our work with integration and diversity to the Directorate of Integration and Diversity. We do not have many employees with minority backgrounds. A recruitment guide has been developed which requires that applicants with such backgrounds who are otherwise qualified for the advertised post must be called to an interview. We consider it desirable to increase the number of women in senior posts. Our hierarchical gender distribution is currently unbalanced, with men over-represented at the topmost levels. Women are over-represented in the rest of the workforce. 2007 s o c i a l r e p ort social report Development of female pay as a proportion of male Senior management Middle managers/sr specialists Gender distribution by job level Senior manager Middle manager/ Jr specialist/ Employee sr specialist team leader Women14%23%33% 60% Men 86% 77% 67% 40% Fifty-two per cent of our employees are organised in two unions, the Norwegian Union of Government Employees (NTL) and the Norwegian Society of Engineers (Nito), which have negotiating rights. We are a member of the Spekter employer’s association. Focus areas Substantial work was done during 2007 in a number of areas to improve the working environment, continue developing capabilities and strengthen management of human resources at every level. We gave priority to revising our ethical guidelines and entrenching these through in-house educational measures. We also conducted an in-house professional programme for managers and specialists, covering the following subjects: the importance of setting good targets, innovation, capability development, and cooperation and communication. These topics reflected improvement areas identified by the intellectual capital (IC) rating compiled in 2006. Total 42% 58% A separate report and action plan on health, safety and the environment (HSE) is prepared every year, and provides a detailed overview of work in this area. No special issues were identified in 2007. nates our operational work on HSE, and is responsible for facilitating health-promoting measures and activities to encourage healthy living by our employees. This person also participates in the working environment committee and our Akan committee for prevention of alcohol and drug problems in the workplace. The healthy living coordinator holds monthly meetings with human resources managers to follow up cases of sickness absence and to assist with workplace customisation. A special programme was implemented for people on long-term sick leave in 2007. Participants were initially wholly incapacitated but could all be redefined as partially incapacitated over the period of the programme. Generally speaking, we have a very extensive HSE programme. This is based on principles for prevention, customising and monitoring. The healthy living coordinator coordi- A first-aid course was conducted during 2007 with a focus on dealing with specific illnesses such as epilepsy, diabetes and heart attacks. HSE We collaborate well with our employees through the work environment committee, which comprises an equal number of workforce and management representatives. The employee members are elected by the unions and represent all personnel 40 Specialists Employees What we did in 2007 What we plan to do in 2008 • • • • • • • • • • • • • Implemented safety training for all employees and managers Developed new and more specific ethical guidelines, which describe expectations for the individual employee in a clearer way Developed an educational programme for managers and employees based on the new ethical guidelines. The management course was conducted in October, with the remaining workforce taking the programme in January 2008 Developed proposed guidelines for capability development, which will be implemented during 2008 Conducted a professional management development programme with contributions from in-house and external resources. About 60 managers and specialists took part Implemented a procurement process which led to Right Management being selected as our new partner for management and employee development Prepared functional and responsibility descriptions for all our employees Entrenched our identify and produced a booklet on its content. All employees have taken a course on this 0 0 0 0 20 20 20 20 40 40 40 40 60 60 60 60 80 80 80 80 100 100 100 Seven per cent of our workforce are employed in part-time jobs or have had their working hours reduced at their own request. There are no differences in benefits or rights between full- and part-time workers. 100 Pay differentials between men and women have declined substantially over the past five years, particularly in the lower ranks where the differences were previously greatest. (based on average pay) Offer modules in practical human resources management to managers with such responsibilities as and when required Priority measures based on the working environment survey will be implemented at both departmental and general level Our core values will be clarified in such a way that employees can identify and comply with them in a positive manner We will implement measures in line with our HSE plan, and continue our healthy living commitment to prevent sickness absence and contribute to a good working environment Because our organisation is constantly changing, functional and responsibility descriptions need to be continuously revised. As in earlier years, development reviews will be conducted with all employees 41 2007 s o c i a l r e p ort social report Employees by gender 2006 number/share Women135 / 42% Men189 / 58% 2007 number/share 134 / 42% 188 / 58% 20-29 30-39 40-49 50-59 60- % av kjønn % av ansatte This corresponds to 317 work-years for 2007 Managers by gender Senior Senior Middle Middle Team leaders* Total Total managers 2006 managers 2007 managers 2006 managers 2007 2007 2006 2007** Women14%14%23%22%31%22%23% Men 86% 86% 77% 78% 69% 78%27% Sickness absence The table below shows the development of our sickness absence compared with the national average (Statistics Norway) from 2003 to 2007. Sickness absence 2002-2007 88 Total 15 95 131 64 17 322 66 44 Norsk Tipping Total 134 188 322 43 4. kvartal 07 3. kvartal 07 2. kvartal 07 1. kvartal 07 4. kvartal 06 3. kvartal 06 2. kvartal 06 We have a total sickness absence of 4.8 per cent in 2007. Short-term absence totalled 1.1 per cent. We apply Statistics Norway’s methodology for calculating sickness absence. “Temporary part-time” differs from “part-time” in that these employees have themselves requested reduced working hours for a period. 42 1. kvartal 06 4. kvartal 05 3. kvartal 05 2. kvartal 05 1. kvartal 05 4. kvartal 04 3. kvartal 04 2. kvartal 04 1. kvartal 04 part-time work Number Percent 14 10% 3 2% 17 5% 4. kvartal 03 Part-time Number Percent 5 4% 0 0% 5 2% 3. kvartal 03 Full-time Number Percent 115 86% 185 98% 300 93% 2. kvartal 03 1. kvartal 02 Employees by full- and part-time work 1. kvartal 03 Statistics Norway 22 Gender Kvinner Menn Totalt 0,3% 1,6% 1,2% n.a n.a 10 10 Employees by age 0,7% 0,3% 0,7% 1,5% 2,7% 2,2% 1,5% 1,6% 0,5% 0,3% 0,7% 1,6% 0,5% 0,3% 3,0% 1,1% 1,6% 5,2% 4,8% 3,0% 3,2% 5,0% 3,1% % of age group External turnover represents employees who leave/join us. In-house turnover refers to job changes within the company. *Team leaders (new category from 2007) – managers with responsibility for organising and leading the work of a small team. They do not necessarily have human resources responsibility. **The total for 2007 is not directly comparable with 2006 because team leaders have been included. The comparable figure for 2007 is 22 per cent women and 78 per cent men Age Number Women Men 20-29 8 7 30-39 30 65 40-49 47 84 50-59 38 26 60- 11 6 Total134 188 External and in-house turnover by gender and age group External turnoverIn-house turnover % of women % of men % of age group % of women % of men Age 4. kvartal 02 2003312 2004373 2005367 2006324 2007322 2007 Turnover by age group and gender (at 31 December) 3. kvartal 02 All employees 2. kvartal 02 2007 2007 s o c i a l r e p ort social report Retailers – our face to the customer More than 93 per cent of our sales take place through the network of almost 4 000 retailers. We can therefore safely say that they represent our most important channel to the customer Our challenge with regard to retailers – as we formulated it in 2007 – is even clearer this year: “Shops are increasingly run today as part of retail chains, and the four largest of these in Norway (ICA, NorgesGruppen, Coop and the Reitan group) account for the bulk of our turnover. Below these big chains come a number of individual stores with their own identity. We must accept that these differ fairly considerably. More distinct branding by the different chains also makes demands on how we fit in, and presents us with challenges in preserving our identity within the various groups.” In other words, we must continue our efforts to ensure that money games are given priority as a product category and that we are seen as a clear sender. That calls for close dialogue and contact with the chains and retailers. Further development of retailer network Our turnover grew by eight per cent in 2007. The retailers were paid a total of NOK 720 million in commission. At a time when competition is getting tougher, we must ensure that being one of our retailers remains attractive. Through good marketing and an attractive range of games, we will satisfy customer needs and expectations and create a good result for the retailers and the beneficiaries. 44 Challenges at the till We want to develop gaming concepts tailored to the requirements of our retailers and customers. The most important project for renewing the retailer channel is a concept for sales at the till in grocery stores. Our aim is to test this out during 2008. Continuous dialogue and contact meetings are pursued with retailers and chains with the aim of following up and developing the retailer channel. Various activities and training courses are also pursued to ensure implementation and responsibility in the retailer network. 3 973 retailers accounted for 93% of our games turnover Digital communication Most of our retailers have installed digital flat panel displays. This opens an entirely new way of communicating with customers. We control the content of the display, which ensures that the retailers get correct and updated messages. This solution also saves them time when following up campaigns, and represents an environment-friendly alternative. The displays significantly cut the production of printed campaign material. Another effect is to reduce transport requirements and thereby emissions. 45 2007 2007 s o c i a l r e p ort Retailer training All new retailers must take a mandatory basic course. In the event of changes/transfers of ownership, retailers are required as a minimum to attend a one-day course on games and responsible gaming. Each retailer has a person responsible for gaming, who must at least have taken our basic course, and who is responsible for training other shop staff. Thirty-five two-day basic courses were held in 2007, with a total of 570 participants. In addition, 12 one-day courses on games and responsible play were provided for 113 participants. We have also developed a course which can be applied in-store. Eight of these were held, with a total of 40 participants. Subjects covered range from practical exercises on retailer work to ethics and responsible gaming. To strengthen the quality of our retailers even further, we intend to introduce a webbased e-Learning programme which also incorporates a certification scheme. This will be important in enhancing the capabilities of those involved in selling our products every week, who total more than 15 000 people. Enforcing the 18-year age limit for Oddsen We imposed an age limit of 18 years for playing odds-based games from 1 January 2005. Retailers, game managers and other point-of-sale staff must check the ID of all people under the age of 23 who want to play Oddsen. Through an external partner (G45), we conduct spot checks of our retailers to identify possible breaches of routines for enforcing the age limit. A total of 208 checks were carried out by G45 in 2007, based on a random representative sample of retailers. These checks led to social report the imposition of sanctions on 35 retailers, who lost the right to sell Oddsen for 14 days. It is worth noting that we do not check whether games are sold to people under 18, but whether our routines – which require everyone under the age of 23 to be asked for their ID – are being observed. We will make registered gaming mandatory during 2008. This means that people must have a player card to play. When a player card is issued, an ID check is run to ensure correct information about the holder. Registered gaming will automate checking and enforcement of the 18-year age limit for Oddsen. Retailer satisfaction We carry out regular surveys of overall retailer satisfaction with us, and two of these were conducted in 2007. An average retailer satisfaction of 72.9 per cent was achieved during the year (2006: 75.4). A score of 70-70 means satisfied. We fell short of the target, which was 75 per cent. Appointment of retailers We set strict financial and suitability standards for appointing retailers. New appointments are made on commercial criteria, a policy which is questioned from time to time. Trond Giske, minister of culture and church affairs, answered a question on this issue in the Storting on 26 April 2006, when he said in part: “Agreements on establishing the retailer network form part of Norsk Tipping’s commercial operation, which are a matter for the company itself. New retailers are accordingly appointed on commercial criteria.” Taking account of such considerations as sector, location, opening hours, customer flow, sales area, net goods turnover and the competitive position in the relevant area, we decide whether the commercial basis exists for appointing a new retailer. We also conduct credit evaluations of the relevant applicant and assess their ability and willingness to give priority to gaming in line with our commercial and ethical standards and values. Participation in Mercury programme We cooperate with the Mercury programme when appointing retailers with shops in outlying districts. This programme is an important part of the Ministry of Trade and Industry’s commitment to small communities. The local shop plays a key role in efforts to create solid local communities with access to a good range of products and services. The Mercury programme aims to integrate training and information for retailers and consultants, so that gaming turnover is assessed on the same terms as other commodity categories. The criteria for being Group CS 1st half CS 2nd half Goal 2007 2007 Overall retailer satisfaction with us 74 72 75 Customer service experience – satisfaction of players and retailers with our customer service 78 84 80 46 CS 2006 75,4 82,5 appointed as a retailer under this programme are determined primarily by the requirements specified for inclusion in Mercury. A total of 137 new retailers were appointed in 2007, including 11 as a result of cooperation with Mercury. Just over 275 retailers are covered by this programme. To develop capabilities in gaming and responsible gaming, we participated at all the Mercury programme’s area meetings in 2007. What we did in 2007 • • • Developed a new distributor concept for sales in grocery stores. This is ready for testing Installed digital flat panel displays with retailers Developed a system and concept for e-learning and certification of retailers What we plan to do in 2008 • • • Test and customise a new distributor concept for selling games in grocery stores Implement a new system and concept for e-learning and certification of retailers Introduce mandatory registration for all games except Flax 2007 We have 3 973 retailers in all Number of retailers per county: Number of retailers per umbrella chain County No of retailers Akershus291 Aust-Agder98 Buskerud193 Finnmark114 Hedmark201 Hordaland365 Møre og Romsdal284 Nordland277 Nord-Trøndelag127 Oppland207 Oslo352 Østfold204 Rogaland288 Sogn og Fjordane137 Sør-Trøndelag239 Svalbard1 Telemark150 Troms164 Vest-Agder127 Vestfold154 3 973 Umbrella chain Number of retailers Reitan group 745 Norges Gruppen1 653 COOP 665 ICA Norge AS 449 Other grocery stores12 BK-Gruppen Gyda38 Best 6 Select Service Partner 8 Other convenience stores204 Esso 42 Shell26 Statoil 44 Other 4 Not in an umbrella chain 77 3 973 Turnover per channel 2006 2007 Retailers9 1519 696 Internet 463 664 Mobile phones 5 29 Total9 619 10 388 47 Change +6% +8% 2007 s o c i a l r e p ort social report NOK 200 million saved over three years – and continued focus on quality collaboration Ensuring that as much as possible of our profit will be available for distribution to sport and culture is an important responsibility. It calls for close attention to costs. At the same time, we know that the quality of our collaboration with suppliers is crucial for the value we get back. In other words, we must be as efficient as possible in order to ensure that we do not use money and resources unnecessarily. We must simultaneously develop relationships with our suppliers in a way which means that we jointly stretch as far as we can to achieve results which benefit society. NOK 200 million saved Since we became subject to the Act concerning Public Procurement in 2005, we have saved NOK 200 million through improved buying. This has been achieved by working along three axes: • clearer testing of the need for all purchases • opening the purchase of all goods and services to competitive tender • a clear process for negotiating the terms of all purchases New procurement policy We purchase goods and services worth some NOK 850 million every year, and have registered just over 1 300 suppliers. With procurement on this scale, quality and efficiency can only be achieved by developing good routines and a systematic approach. We introduced a new overall procurement policy in 2006, which was revised and improved in 2007 on the basis of the experi- ence we had gained. The policy builds on the Public Procurement Act, and its most important elements are: • all purchases above NOK 500 000 must be put out to public tender • a log must be kept and competitive bids obtained for all purchases between NOK 100 000 and NOK 500 000 • all suppliers must be treated equally – the rules do not permit preference to be given to local firms, for instance • the procurement department is process leader for all purchase above NOK 500 000, and must also be involved in all other purchasing. Although no exact survey has been conducted, we know that some minor direct purchases made in 2007 breached this policy. With the tightening of procedures now being made, and as all employees are trained in the new procurement rules, the intention is that all purchases during 2008 will accord with the approved guidelines. Procurement in 2007 A total of 33 public invitations to tender were issued in 2007, covering such areas as: • advertising services • retailer interiors • group travel for retailers and prizewinners • organisation development 48 • • • bank services architectural services advisory services relating to game and concept development. In addition, we conducted more than a 100 minor competitions and placed a large number of orders and calls under existing contracts. The new requirement to log all procurement above NOK 100 000 will be implemented and monitored. New and improved routines for contract follow-up have been introduced, and standardised contract templates developed. We have also been very active in improving all aspects of the procurement function, such as: • planning and preparation of action plans for procurement • • • • improving our electronic archive of contracts communicating and informing both in-house and to suppliers expanded invoice checking quality assurance and efficiency improvements for procurement processes. In addition to observing the procurement guidelines, it is also important that both employees and suppliers observe ethical guidelines. We had initially planned a number of activities relating to this issue with our suppliers. However, that work was postponed while we revised our ethical guidelines in 2007 – including those related to procurement and supplier contracts. Most of our suppliers are Norwegian companies. They are subject to Norwegian law, and we have for that reason not conducted a systematic review to identify possible breaches of human rights. Feedback from the Auditor General In Document 1 for 2006, the Office of the Auditor General noted that we made some major purchases which were not advertised in accordance with the regulations, and that written contracts had not been signed with several big suppliers. We sorted out these issues in 2007, and took action to ensure future quality assurance of routines. Expanded invoice checks and quality assurance of all our agreements where among the measures adopted. Our procurement policy was also amended to secure better professional purchasing quality and to clarify responsibility for observing the regulations. Possible comments for 2007 will be submitted to the Storting in October 2008. What we did in 2007 • Our procurement policy with associated guidelines was revised in December • Our ethical guidelines, which also embrace procurement rules, were completed in December • Plans were developed to extend the use of procurement tools • A review of all our existing contracts was pursued throughout the year, and will continue in 2008. New and improved routines for contract follow-up and contract templates were introduced • A guide for supplier development was developed as an aid for such activities as managing important purchase contracts and supplier relationships with the aim of enhancing quality and delivery accuracy • We announced and conducted more than 30 tendering processes in accordance with the public procurement regulations What we plan to do in 2008 • Our procurement department held mandatory meetings in the first week of January with all employees involved in this activity. Revision of the policy and the new ethical guidelines were among the topics discussed at these information sessions Our suppliers by size Category No of Share of suppliers total number All1 318100% >1.7 NOK mill 523.9% 0.5 - 1.7 NOK mill 58 4.4% NOK 5 000 - 500 000 721 54.7% <NOK5 000 kr 48736.9% Purchases Share of total less VAT purchases (in NOK 1 000) 682 298100% 580 376 85.1% 54 123 7.9% 46 930 6.9% 869 0.1% 49 • • • • 2007 We will conduct an analysis during the first half-year to provide a decision base for introducing new and more efficient electronic tools We have developed a mandatory course for all employees to provide general information about the regulations, logging, division of responsibilities, ethics and morality. At 31 January, 40-50 personnel had completed this programme. The goal is for all employees involved in the purchase of goods and services to take the course during the year A tool developed for our procurement portal, which is used to register all purchases above NOK 100 000, will be introduced from 1 January Improve existing tools and processes, including measures to ensure compliance with the revised procurement policy, further standardisation and efficiency improvements for processes and tools, better communication and sharing of capabilities within the procurement department and with other colleagues, create a structure for supplier development and drive its adoption, implement a new electronic tool for mini-competitions, improve invoice checking with the emphasis on traceability, and prepare a transition to electronic invoicing 2007 s o c i a l r e p ort social report 2007 Every little helps We have reduced our own energy consumption by 12% from 2006 We are not involved in any form of production which causes emissions to the air or discharges to the water. Nonetheless, we have a conscious attitude to our environmental impact through resource consumption, transport and waste creation. Our impact on the environment relates primarily to the printing and distribution of coupons and the Oddsen programme, transport, energy consumption in our own premises and waste management. Printing of coupons and Oddsen programme We distributed 170 million coupons and about 15 million Oddsen programmes in 2007. We expect the 2008 figure for coupons to be closer to 180 million because of Keno, with its daily rounds. Helping to ensure that these are printed in an environmentally good and acceptable manner is important for us. We accordingly require that our sub-contractors for these products meet environmental standards. Our contractual requirements specify, for instance, that all coupons and game programme must be printed on unbleached recycled paper and with non-toxic ink. Our coupons and programmes have been certified to the Nordic Swan label since 2004. This confirms that production of coupons and Oddsen programmes satisfies a number of environmental standards, and that they are printed on Nordic Swan-labelled paper. Our contract with sub-contractors for coupons and Oddsen programmes specify that “the supplier works in compliance with Norwegian public law and statutory regulations. Deliveries must satisfy the requirements of version 3.2 of the Nordic Ecolabelling criteria document on ecolabelling of printed materials”. We are involved in a tendering process on the distribution of coupons, where environmental measures are a separate item. The installation of flat panel displays at all our retailers, 50 51 which took place in 2007, will contribute to a significant reduction in the distribution of brochures and other materials. The number of coupons has increased over the past year, partly because of the introduction of Keno. We pay constant attention to reducing the printing and distribution of coupons, but have no specific performance targets. Transport We have our own transport policy. Our employees use public transport whenever appropriate. One of our own vehicles will preferably be used for business trips where a car is needed. To help reduce carbon emissions, our company cars have diesel engines. Energy and management We have good routines for efficient energy consumption, and have invested over a number of years in various technological solutions to cut energy usage. Installing time switches in part of our premises during 2007 provides a further reduction. Energy consumption in our own premises during the year amounted to 4 755 megawatt-hours, a reduction of 570 megawatthours from 2006. This decrease reflects better control of electricity consumption, including recovery of surplus heat in the operations room. Electricity meters have been installed. s o c i a l r e p ort social report 2007 6000 5000 4000 3000 2000 0 1000 Energy consumption offices, megawatt hours 350 300 250 Figures for waste management We delivered 114 tonnes of waste in 2007, which broke down as follows: Mixed food waste 69.5 tonnes Wood 6.5 tonnes Paper/cardboard36.0 tonnes Blank plastic foil1.0 tonnes Glass/metal1.0 tonnes Recycling of materials We have had a permanent agreement since 2004 with the Materialretur company, and pay a fee to ensure that the packaging from our products is recycled. Materialretur collects the packaging fee needed by materials companies to organise collection and recycling schemes. 52 200 150 100 0 50 Waste management We have good routines for dealing with waste. All refuse is sorted and organised for recycling: • fluorescent tubes are treated as hazardous waste and placed in a separate container • residual waste is sorted at the reception point • paper and cardboard are placed in their own container • we have a separate refrigerated room for food scraps and wet waste. 2007 Recyclable coupons distributed What we did in 2007 • Worked purposefully on energy-saving measures • Facilitated the introduction of district heating • Began work on introducing time manage ment of lighting, which will be introduced as the remaining departments are refurbished The impact of our operations on the environment will be a small as possible What we plan to do in 2008 • Introduce new waste collection routines aimed at increased recovery • Replace ventilation fans in the rest of our premises • Install time switches in the rest of our premises • Install a new cooling system • Pursue a tendering process for coupon distribution which includes environmental measures • Continue efforts to reduce the production and distribution of coupons • Introduce a return scheme for terminals. Reach agreement with an approved supplier 53 2007 s o c i a l r e p ort social report 2007 Important tasks in 2008 The football pools, our oldest game, can celebrate its 60th anniversary in 2008 We were established in 1948, which means we can now celebrate being a source of pleasure and profit for 60 years. Our oldest game, the football pools, can also celebrate its 60th anniversary. We have produced an anniversary book, which was published to coincide with the celebrations at the end of March. Registered gaming We want to introduce mandatory used of player cards for all our games (apart from the Flax scratch card, where this is not technically possible). We will thereby become the first country in the world with all gaming in registered mode, which provides effective age control while giving players opportunities to regulate their own gaming behaviour. other year and is due to be carried out in the spring of 2008. Responsibility platform Work on CSR and responsible business operation will continue to be pursued with great vigour. (See page 22) Gaming at the till We are working with a pilot project on selling games at the till in grocery stories. This will involve various quick-play variants of Extra, VikingLotto and Keno. Our goal is to test this out during 2008. Introduction of gaming terminals To ensure revenues for voluntary groups and associations, our gaming terminals will replace the old machines which were prohibited on 1 July 2007. New study of problem gaming We financed surveys of compulsive gaming and attitudes to gaming in 2005 and 2007. A similar study will be carried out in 2008 before the new gaming terminals are rolled out. This will pick up the effect of the ban on gaming machines. Researchers worldwide are awaiting the findings of this survey with great interest, since it will measure the effect in a whole nation. Reputation survey Both the introduction of Keno and the Nordby affair are expected to have affected our reputation. This will be investigated in our social accounting, which is compiled ever 54 55 Grassroots share The government wants participants in our games to be able to decide that five per cent of their stake can go to a specified club, society, organisation or the like. We are working on this scheme. 2007 s o c i a l r e p ort social report NOK 16. 4 million is spent on inclusion measures and outdoor activities for children and young people 56 57 2007 2007 s o c i a l r e p ort social report 58 59 2007