Responsible gaming messages are often used as a tool to enable informed decisions and promote appropriate gaming behavior. It is generally accepted that players have different risks of developing gaming problems and that they need various tools and resources to minimize damage. It can therefore be assumed that messages on responsible gaming should be tailor-made and aimed at specific groups of players. This project aimed to understand the hypothetical differences between player cohorts and to obtain qualitative feedback on archetypical targeted messages that are used to increase the use of tools for responsible
gaming.