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1.
J Gambl Stud ; 40(3): 1499-1516, 2024 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-38724823

RESUMEN

Although ubiquitous in numerous nightlife cultures, poker-machines present a high risk for problematic use and addiction. Previous research has demonstrated that gambling cues (e.g., flashing lights) can activate gambling urges in poker-machine gamblers. However, the processes that contribute to the maintenance of cue-reactive urges to gamble remain unclear. Consequently, the present study explored whether positive schizotypy predicted gambling urge, and whether cue-reactive altered state of awareness, cue-reactive altered time sense, and cue-reactive absorption mediated this relationship. Seventy adults aged between 19 and 68 (M = 48.86, SD = 12.82) participated in an online cue-reactivity experiment. Participants first completed the Problem Gambling Severity Index and the Unusual Experiences subscale of the Short Oxford-Liverpool Inventory of Feelings and Experiences. Subsequently, at three time points (i.e., baseline, directly after a neutral cue, and directly after a gambling cue) participants completed the Altered State of Awareness, Altered Time Sense, and Absorption subscales of the Phenomenology of Consciousness Inventory and a visual analogue scale measuring cue-reactive urge to gamble. It was found that positive schizotypy was significantly positively correlated with cue-reactive urge to gamble. Additionally, cue-reactive altered state of awareness, cue-reactive altered time sense, and cue-reactive absorption mediated this relationship. The theoretical, clinical and practical implications are discussed.


Asunto(s)
Señales (Psicología) , Juego de Azar , Humanos , Adulto , Masculino , Juego de Azar/psicología , Femenino , Persona de Mediana Edad , Conducta Adictiva/psicología , Anciano , Adulto Joven , Trastorno de la Personalidad Esquizotípica/psicología
2.
Addict Behav ; 112: 106598, 2021 01.
Artículo en Inglés | MEDLINE | ID: mdl-32889441

RESUMEN

Multiline slots are popular electronic gaming machines. Research suggests that particular outcomes on these games, namely losses disguised as a wins or LDWs, may make these games particularly alluring to gamblers. LDWs occur when one wins less than they wager, but the machine celebrates these net losses with flashing lines and winning sounds (e.g., bet a dollar, win back a dime). Players are known to somatically, psychologically, and behaviourlly miscategorize LDWs as wins rather than losses. Furthermore, LDWs lead players to overestimate how many times they thought they won during a playing session - leading to what is known as the LDW-triggered win-overestimation effect. In this paper, we analyzed experienced players' win-overestimates from 13 studies after playing slots with different LDW percentages. The combined data showed an inverted U-shaped function for win-overestimates. There appears to be a "sweet spot" for the LDW-triggered win-overestimation effect; wherein, a moderate number of LDWs maximizes this effect, but a high number of LDWs decreases the effect. In Study 2, we confirmed with 132 experienced gamblers that there appears to be maximal win overestimates at around 19.6% LDWs. We conjecture that a high number of LDWs may lead players to see a disconnection between the running total on the machine going down and the number of "wins", leading to more accurate win estimates. This inverted "U" effect for win-overestimates parallels previous research showing that gamblers continue to play for longer during a losing streak following a playing session with a moderate (versus low or high) number of LDWs. LDW-triggered win-overestimates may contribute to the allure of multiline slots -games that cause significant problems for a subset of gamblers.


Asunto(s)
Juego de Azar , Refuerzo en Psicología , Humanos , Recompensa
3.
J Gambl Stud ; 37(2): 403-425, 2021 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-32965629

RESUMEN

Losses disguised as wins (LDWs) are slot machine outcomes where players gain fewer credits than they wager. Despite being losses, slot machines celebrate LDWs with positive sounds and animations, leading gamblers to respond to them as wins. It is unknown how manipulating the sound following LDWs may influence gamblers' behaviour. In Experiment 1, participants played two conditions on a realistic slot machine simulator: a (standard) positive sound condition (LDWs paired with positive sound, losses paired with silence), and a negative sound condition (LDWs and losses paired with negative sound). We measured participants' behavioural responses [post-reinforcement pauses (PRPs)], win estimates, and subjective experience. In the negative sound condition, participants behaviourally responded to LDWs in a more loss-like and less win-like fashion, as measured by PRPs. Win estimates were reduced, and subjective experience was significantly impacted, but only when the negative sound condition was played second. In Experiment 2, we employed a much more subtle manipulation, pairing only LDWs with negative sound, and observed similar effects. Through these two experiments, we show that pairing LDWs with negative sound is an effective way to modify players' responses to LDWs, causing them to respond to them more like the losses they are, rather than the wins they seem.


Asunto(s)
Nivel de Alerta/fisiología , Juego de Azar/psicología , Refuerzo en Psicología , Recompensa , Adulto , Humanos , Masculino , Estimulación Luminosa , Juegos de Video/psicología , Adulto Joven
4.
Addiction ; 115(9): 1719-1727, 2020 09.
Artículo en Inglés | MEDLINE | ID: mdl-32056323

RESUMEN

BACKGROUND AND AIMS: Cues associated with winning may encourage gambling. We assessed the effects on risky choice of slot machine of: (1) neutral sounds paired with winning, (2) casino-related cues (such as the sound of coins dropping and pictures of dollar signs) and (3) relative payouts. DESIGN: Experimental studies in which participants repeatedly chose between safer and riskier simulated slot machines. Safer slot machines paid the same amount regardless of which symbols lined up. Risky machines paid different amounts depending on which symbols lined up. Effects of initially neutral sounds paired with the best payout were assessed between-groups (experiment 1a) and within-participants (experiment 1b). In experiment 2, pairing of casino-related audiovisual cues with payout was assessed within participants, and cue timing was assessed between groups. SETTING: A university research laboratory in Edmonton, Canada. PARTICIPANTS: Undergraduate students (n = 630 across three experiments). MEASUREMENTS: Preference for riskier over safer machines, preference between machines that differed in cues, payout recall and frequency estimates for payouts. Risky choice was calculated as the proportion of choices of the risky machine when presented with a fixed machine of the same expected value. FINDINGS: In experiment 1a, risky choice was slightly increased by pairing a sound with the best payout compared with pairing the sound with a lower payout (P = 0.04, d = 0.28) but not compared with no sound [P = 0.36, d = 0.13, Bayes factors (BF)10  = 0.22]. In experiment 1b, people did not prefer a machine with a best-payout sound over one with a lower-payout sound (P = 0.67, d = 0.03, BF10  = 0.11). Relative payout affected choice: risky choices were higher for high- than low-payout decisions (P < 0.001, d = 0.53). In experiment 2, people preferred machines with casino-related cues paired with winning (P < 0.001, r2  = 0.11) and cue timing (at choice or concurrently with the win) had no effect (P = 0.95, r2  = 0.0, BF10  = 0.05). Casino-related cues also enhanced payout memory (P = 0.013 and 0.006). Cue effects were not specific to risk: people also preferred fixed-payout machines with casino-related cues (P < 0.001, r2  = 0.16). CONCLUSIONS: In a gambling simulation, student participants chose more risky slot machines when payouts were relatively higher and when casino-related cues were associated with payouts. Pairing a neutral sound with the best payout did not consistently affect slot machine choice, and the effect of casino cues did not depend on their timing. Casino-related cues enhanced payout memory.


Asunto(s)
Conducta de Elección , Simulación por Computador , Señales (Psicología) , Juego de Azar/psicología , Recompensa , Adulto , Teorema de Bayes , Conducta Adictiva , Canadá , Femenino , Humanos , Masculino , Refuerzo en Psicología , Estudiantes , Adulto Joven
5.
J Gambl Stud ; 36(4): 1045-1063, 2020 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-31177372

RESUMEN

Previous research has demonstrated that gambling cues (e.g., flashing lights on poker-machines) can trigger an urge to gamble in poker-machine gamblers. However, the psychological mechanisms that promote the urge to gamble remain poorly understood. The present study explored whether reward responsiveness predicted urge to gamble and positive affect, and whether cue-reactive rationality, volitional control and imagery mediated these relationships. Ninety-three (45% male and 55% female) Australian regular poker-machine gamblers aged between 18 and 77 participated in an online cue-reactivity experiment. Participants initially completed the Problem Gambling Severity Index and Reward Responsiveness scale. Subsequently, at three time points (i.e., baseline, directly after a neutral cue and directly after a gambling cue) participants completed the rationality, volitional control and imagery subscales of the Phenomenology of Consciousness Inventory and two visual analogue scales that measured urge to gamble and positive affect. Analyses indicated that gambling cues triggered statistically significant increases in both urge to gamble and positive affect and these variables were statistically significantly positively correlated with reward responsiveness. Furthermore, only cue-reactive imagery mediated the relationships between reward responsiveness and the two outcome variables (i.e., cue-reactive urge to gamble and positive affect). These findings highlight the potential importance of targeting reward responsiveness and cue-reactive mental imagery in the context of exposure therapies for poker-machine problem gamblers.


Asunto(s)
Afecto , Señales (Psicología) , Juego de Azar/psicología , Recompensa , Adolescente , Adulto , Anciano , Conducta Adictiva/psicología , Condicionamiento Psicológico , Estado de Conciencia , Femenino , Humanos , Masculino , Persona de Mediana Edad , Adulto Joven
6.
J Gambl Stud ; 35(4): 1361-1374, 2019 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-30617671

RESUMEN

Across two experiments, the current study investigated whether the balance displayed on slot-machine screens affects gamblers' decision making in a manner similar to the "house-money effect" observed in other gambling modes. The balance indicates the total amount the gambler has available to wager from. We manipulated initial slot-machine balance within a simulated slot-machine task. Participants gambled on each of two machines and then were able to switch between the two allowing us to assess the effect of machine balance on both preference and bet amounts. Experiment 1 also manipulated which machine incorporated a free-spins feature. In both experiments participants preferred to wager on, and made larger bets on, machines with higher balances. Experiment 1 replicated previous findings that people prefer to gamble on machines offering free spins. Together, these two experiments identify balance available as an additional slot-machine feature that contributes to slot-machine gambling behavior.


Asunto(s)
Conducta Adictiva/psicología , Simulación por Computador , Recompensa , Adulto , Toma de Decisiones , Femenino , Juego de Azar/psicología , Humanos , Masculino
7.
J Gambl Stud ; 35(1): 321-337, 2019 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-29995285

RESUMEN

Experimental studies examining the relationship between alcohol use and gambling have focused predominantly on alcohol's influence on gambling behavior. There has been little consideration of the reverse pathway: whether gambling influences subsequent alcohol use. Two experiments examined whether gambling and gambling outcomes (i.e. profits during a gambling session) influenced subsequent alcohol consumption. Experiment 1 (n = 53) used an ad libitum consumption test, in which participants could request beverages during a 30 min window. Experiment 2 (n = 29) used a beer taste test procedure, in which participants were asked to rate a series of beers. In both studies, male regular gamblers were assigned to watch a television show or play a modern slot machine for 30 min, before being provided with access to alcohol. On the ad libitum procedure, gambling significantly increased the number of alcoholic drinks ordered, the volume of alcohol consumed, the participants' speed of drinking, and their intention to drink alcohol. These effects were not corroborated using the taste test procedure. Across both studies, gambling outcomes were not associated with alcohol consumption. In conjunction with prior findings, the observation that gambling can promote alcohol consumption under certain conditions highlights a possible feedback loop whereby gambling and alcohol reinforce one another. However, the divergent results between the ad libitum and taste test experiments point to boundary conditions for the effect and raise methodological considerations for future work measuring alcohol consumption in gambling environments.


Asunto(s)
Consumo de Bebidas Alcohólicas/psicología , Conducta Adictiva/psicología , Juego de Azar/psicología , Adulto , Simulación por Computador , Humanos , Masculino , Refuerzo en Psicología , Encuestas y Cuestionarios , Adulto Joven
9.
J Gambl Stud ; 35(2): 689-707, 2019 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-29959690

RESUMEN

Two studies tested whether social exclusion can increase gambling behavior. In Study 1, participants were asked to relive a socially painful instance, a physically painful instance or a control condition and were then presented with a real online gambling device (i.e., a slot machine). The results revealed that participants who relived a socially painful instance played longer on the gambling device. In Study 2, we induced actual feelings of social disconnection and manipulated slot machine anthropomorphization. The results revealed a significant interaction between inclusionary status and anthropomorphism in predicting gambling. More specifically, excluded participants gambled longer when presented with an anthropomorphized slot machine. However, the gambling behavior of excluded and included participants was no different when participants were reminded that slot machines are inanimate objects. Finally, positive and negative game experience mediated the influence of both inclusionary status and anthropomorphism on gambling. Overall, this research identifies another potential vulnerability produced by experiences of social exclusion, namely, gambling behavior. Implications for pathological gambling and future research directions are outlined.


Asunto(s)
Juego de Azar/psicología , Modelos Psicológicos , Distancia Psicológica , Adulto , Análisis de Varianza , Emociones , Femenino , Humanos , Masculino , Refuerzo en Psicología , Adulto Joven
10.
Addiction ; 114(1): 119-124, 2019 01.
Artículo en Inglés | MEDLINE | ID: mdl-30063273

RESUMEN

BACKGROUND AND AIMS: Slot machines pose serious problems for a subset of gamblers. On multi-line slots, many small credit returns are less than one's spin wager, resulting in a net loss to the player. These outcomes are called 'losses disguised as wins' (LDWs). We aimed to show that different proportions of LDWs could differentially affect gambling persistence (continuing to gamble despite financial loss), but that such LDW effects may depend on problem gambling symptomatology. DESIGN: Gamblers were randomized to play 100 spins on a game with few, moderate or many LDWs (between-subjects design), then continued playing for as long as they wished during (unbeknown to players) a losing streak (to measure gambling persistence). SETTING: A custom-built casino in a gambling research laboratory in Waterloo, Canada. PARTICIPANTS: Experienced gamblers (n = 132) with varying levels of problem gambling symptomatology from the Waterloo, Canada community. MEASUREMENTS: We measured the number of voluntary spins participants played (persistence) during the losing streak following the 100-spin playing sessions. We measured problem gambling symptomatology using the Problem Gambling Severity Index, and classified them as non-problem (n = 53), low-risk (n = 55) or higher-risk (n = 24) gamblers. FINDINGS: Persistence trends differed depending on LDW frequency and problem-gambling status (interaction: P = 0.037). High-risk gamblers showed a 'sweet spot' for LDW reinforcement, persisting for longer in the moderate than few or many LDW games (quadratic trend across LDW games: P = 0.028). Non-problem gamblers showed a linear trend across LDW games, gambling for longer in the few LDW game (P = 0.007). For low-risk gamblers, the quadratic contrast was not significant, P = 0.032. CONCLUSIONS: Multi-line slots contain outcomes in which one gains less than the original wager (losses disguised as wins or LDWs). Moderate (versus few and high) proportions of LDWs appear to make higher-risk players gamble for longer despite financial loss.


Asunto(s)
Extinción Psicológica , Juego de Azar/psicología , Refuerzo en Psicología , Adulto , Femenino , Humanos , Masculino , Adulto Joven
11.
J Gambl Stud ; 34(4): 1377-1390, 2018 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-29730788

RESUMEN

Multiline slots are exciting games that contain features which make them alluring. One such feature is a loss disguised as a win (LDW); wherein, players win less than they wager (e.g., bet 2 dollars, win back 50 cents), but this net loss is disguised by flashing graphics and winning sounds. Research to date concludes that LDWs are both rewarding and reinforcing. Here, we investigated whether LDWs affect players' game selection. Thirty-two undergraduate students with experience playing slot machines played 100 spins on four games-two had positive payback percentages (115%) and two had negative payback percentages (85%) after 100 spins. For each payback percentage condition, there was a game with no LDWs and a game with a moderate number of LDWs. For the 100 spins, players could choose to play whichever game they wished. They then rated their preference for each game following the 100-spins and chose a game to continue playing. The majority of players preferred playing the positive payback percentage game with LDWs and chose to continue playing this game over the three other games. We conclude that in addition to LDWs being reinforcing and rewarding, LDWs do in fact influence game selection. We conclude that responsible gambling initiatives should educate players about LDWs.


Asunto(s)
Conducta Adictiva/psicología , Juego de Azar/psicología , Refuerzo en Psicología , Recompensa , Adulto , Femenino , Humanos , Masculino , Estudiantes , Adulto Joven
12.
J Gambl Stud ; 34(1): 73-84, 2018 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-28589480

RESUMEN

Multiline slot machines allow for a unique outcome type referred to as a loss disguised as a win (LDW). An LDW occurs when a player gains credits on a spin, but fewer credits than their original wager (e.g. 15-cent gain on a 20-cent wager). These outcomes alter the gambler's play experience by providing frequent, albeit smaller, credit gains throughout a playing session that are in fact net losses. Despite this negative overall value, research has shown that players physiologically respond to LDWs as if they are wins, not losses. These outcomes also create a "smoother" experience for the player that seems to promote a highly absorbing, flow-like state that we have called "dark flow". Past research has indicated that there may be a relationship between problem gambling status and dark flow, as well as between dark flow, depression, and gambling expectancies. In this study, we sought to further understand these relationships, while examining the influence of LDWs on game preference in the context of single versus multiline slots play. We used a realistic slot machine simulator equipped with a force transducer to measure how hard players pressed the spin button following different outcomes. This measure of arousal showed that LDWs were treated similarly to small wins. Participants overwhelmingly preferred the multiline game and experienced more positive affect while playing it, compared to the single-line game. Problem gambling severity index scores were related to dark flow in both games, but this relationship was stronger for the multiline game. Additionally, depression symptomatology and dark flow were strongly correlated in the multiline game, with significant relationships between depression and gambling expectancy, and gambling expectancy and dark flow ratings also emerging.


Asunto(s)
Conducta Adictiva/psicología , Depresión/psicología , Juego de Azar/psicología , Refuerzo en Psicología , Recompensa , Adulto , Nivel de Alerta , Trastorno Depresivo/psicología , Femenino , Humanos , Aprendizaje , Masculino
13.
J Behav Addict ; 6(2): 203-211, 2017 Jun 01.
Artículo en Inglés | MEDLINE | ID: mdl-28639827

RESUMEN

Background and aims Although alcohol intake and gambling often co-occur in related venues, there is conflicting evidence regarding the effects of alcohol expectancy and intake on gambling behavior. We therefore conducted an experimental investigation of the effects of alcohol expectancy and intake on slot machine gambling behavior. Methods Participants were 184 (females = 94) individuals [age range: 18-40 (mean = 21.9) years] randomized to four independent conditions differing in information/expectancy about beverage (told they received either alcohol or placebo) and beverage intake [actually ingesting low (target blood alcohol concentration [BAC] < 0.40 mg/L) vs. moderate (target BAC > 0.40 mg/L; ≈0.80 mg/L) amounts of alcohol]. All participants completed self-report questionnaires assessing demographic variables, subjective intoxication, alcohol effects (stimulant and sedative), and gambling factors (behavior and problems, evaluation, and beliefs). Participants also gambled on a simulated slot machine. Results A significant main effect of beverage intake on subjective intoxication and alcohol effects was detected as expected. No significant main or interaction effects were detected for number of gambling sessions, bet size and variation, remaining credits at termination, reaction time, and game evaluation. Conclusion Alcohol expectancy and intake do not affect gambling persistence, dissipation of funds, reaction time, or gambling enjoyment.


Asunto(s)
Consumo de Bebidas Alcohólicas/psicología , Anticipación Psicológica , Juego de Azar/complicaciones , Juego de Azar/psicología , Adolescente , Adulto , Consumo de Bebidas Alcohólicas/sangre , Anticipación Psicológica/efectos de los fármacos , Nivel de Alcohol en Sangre , Depresores del Sistema Nervioso Central/administración & dosificación , Simulación por Computador , Relación Dosis-Respuesta a Droga , Emociones/efectos de los fármacos , Etanol/administración & dosificación , Femenino , Juego de Azar/sangre , Humanos , Masculino , Distribución Aleatoria , Tiempo de Reacción/efectos de los fármacos , Autoinforme , Adulto Joven
14.
J Gambl Stud ; 33(2): 555-577, 2017 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-27437702

RESUMEN

Despite increasing research into how the structural characteristics of slot machines influence gambling behaviour there have been no experimental investigations into the effect of free-spins bonus features-a structural characteristic that is commonly central to the design of slot machines. This series of three experiments investigated the free-spins feature using slot machine simulations to determine whether participants allocate more wagers to a machine with free spins, and, which components of free-spins features drive this preference. In each experiment, participants were exposed to two computer-simulated slot machines-one with a free-spins feature or similar bonus feature and one without. Participants then completed a testing phase where they could freely switch between the two machines. In Experiment 1, participants did not prefer the machine with a simple free-spins feature. In Experiment 2 the free-spins feature incorporated additional elements such as sounds, animations, and an increased win frequency; participants preferred to gamble on this machine. The Experiment 3 "bonus feature" machine resembled the free spins machine in Experiment 2 except spins were not free; participants showed a clear preference for this machine also. These findings indicate that (1) free-spins features have a major influence over machine choice and (2) the "freeness" of the free-spins bonus features is not an important driver of preference, contrary to self-report and interview research with gamblers.


Asunto(s)
Conducta Adictiva/psicología , Condicionamiento Psicológico , Juego de Azar/psicología , Refuerzo en Psicología , Recompensa , Adulto , Conducta de Elección/fisiología , Simulación por Computador , Femenino , Humanos , Masculino , Adulto Joven
15.
J Gambl Stud ; 33(2): 617-632, 2017 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-27619216

RESUMEN

In Australia, poker-machine gamblers represent a disproportionate number of problem gamblers. To cultivate a greater understanding of the psychological mechanisms involved in poker-machine gambling, a repeated measures cue-reactivity protocol was administered. A community sample of 38 poker-machine gamblers was assessed for problem-gambling severity and trait mindfulness. Participants were also assessed regarding altered state of awareness (ASA) and urge to gamble at baseline, following a neutral cue, and following a gambling cue. Results indicated that: (a) urge to gamble significantly increased from neutral cue to gambling cue, while controlling for baseline urge; (b) cue-reactive ASA did not significantly mediate the relationship between problem-gambling severity and cue-reactive urge (from neutral cue to gambling cue); (c) trait mindfulness was significantly negatively associated with both problem-gambling severity and cue-reactive urge (i.e., from neutral cue to gambling cue, while controlling for baseline urge); and (d) trait mindfulness did not significantly moderate the effect of problem-gambling severity on cue-reactive urge (from neutral cue to gambling cue). This is the first study to demonstrate a negative association between trait mindfulness and cue-reactive urge to gamble in a population of poker-machine gamblers. Thus, this association merits further evaluation both in relation to poker-machine gambling and other gambling modalities.


Asunto(s)
Concienciación , Conducta Adictiva/psicología , Juego de Azar/psicología , Atención Plena , Personalidad , Adulto , Australia , Señales (Psicología) , Femenino , Humanos , Masculino , Persona de Mediana Edad , Adulto Joven
16.
J Gambl Stud ; 33(3): 807-823, 2017 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-27804002

RESUMEN

Poker-machine gamblers have been demonstrated to report increases in the urge to gamble following exposure to salient gambling cues. However, the processes which contribute to this urge to gamble remain to be understood. The present study aimed to investigate whether changes in the conscious experience of visual imagery, rationality and volitional control (over one's thoughts, images and attention) predicted changes in the urge to gamble following exposure to a gambling cue. Thirty-one regular poker-machine gamblers who reported at least low levels of problem gambling on the Problem Gambling Severity Index (PGSI), were recruited to complete an online cue-reactivity experiment. Participants completed the PGSI, the visual imagery, rationality and volitional control subscales of the Phenomenology of Consciousness Inventory (PCI), and a visual analogue scale (VAS) assessing urge to gamble. Participants completed the PCI subscales and VAS at baseline, following a neutral video cue and following a gambling video cue. Urge to gamble was found to significantly increase from neutral cue to gambling cue (while controlling for baseline urge) and this increase was predicted by PGSI score. After accounting for the effects of problem-gambling severity, cue-reactive visual imagery, rationality and volitional control significantly improved the prediction of cue-reactive urge to gamble. The small sample size and limited participant characteristic data restricts the generalizability of the findings. Nevertheless, this is the first study to demonstrate that changes in the subjective experience of visual imagery, volitional control and rationality predict changes in the urge to gamble from neutral to gambling cue. The results suggest that visual imagery, rationality and volitional control may play an important role in the experience of the urge to gamble in poker-machine gamblers.


Asunto(s)
Conducta Adictiva/psicología , Estado de Conciencia , Señales (Psicología) , Juego de Azar/psicología , Autoeficacia , Adulto , Femenino , Humanos , Masculino , Asunción de Riesgos
17.
Front Psychol ; 6: 339, 2015.
Artículo en Inglés | MEDLINE | ID: mdl-25852630

RESUMEN

Over the last few years, there have been an increasing number of gaming operators that have incorporated on-screen pop-up messages while gamblers play on slot machines and/or online as one of a range of tools to help encourage responsible gambling. Coupled with this, there has also been an increase in empirical research into whether such pop-up messages are effective, particularly in laboratory settings. However, very few studies have been conducted on the utility of pop-up messages in real-world gambling settings. The present study investigated the effects of normative and self-appraisal feedback in a slot machine pop-up message compared to a simple (non-enhanced) pop-up message. The study was conducted in a real-world gambling environment by comparing the behavioral tracking data of two representative random samples of 800,000 gambling sessions (i.e., 1.6 million sessions in total) across two conditions (i.e., simple pop-up message versus an enhanced pop-up message). The results indicated that the additional normative and self-appraisal content doubled the number of gamblers who stopped playing after they received the enhanced pop-up message (1.39%) compared to the simple pop-up message (0.67%). The data suggest that pop-up messages influence only a small number of gamblers to cease long playing sessions and that enhanced messages are slightly more effective in helping gamblers to stop playing in-session.

18.
J Gambl Stud ; 31(4): 1789-98, 2015 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-25304817

RESUMEN

This experiment used motivational instructions to test whether experienced slot machine players are able to manipulate the frequency of winning outcomes and the time taken to deplete funds while playing a popular slot machine game. Twenty-four participants played in four conditions intended to motivate them to play the game as they normally do, to deplete funds quickly, to get a long losing streak, and to avoid getting a bonus round. Compared to how they normally play, participants significantly reduced the number of bought paylines when trying to get losing streaks or avoid bonus rounds. They also wagered significantly more credits per line when trying to deplete their funds quickly. This experiment shows that experienced slots gamblers have an implicit understanding of reinforcement rate and time on device, and that they are able to manipulate these game outputs at will by adjusting the number of paylines they buy and how many credits they choose to wager. When playing normally, they try to maximize reinforcement rate by purchasing the opportunity to win on many paylines. Player control over reinforcement rate and time on device does not alter payback percentage so there is no monetary advantage to manipulating these game outputs.


Asunto(s)
Conducta Adictiva/psicología , Juego de Azar/psicología , Control Interno-Externo , Refuerzo en Psicología , Recompensa , Asunción de Riesgos , Estimulación Acústica , Adulto , Femenino , Humanos , Masculino , Motivación , Estimulación Luminosa/métodos , Recreación , Adulto Joven
19.
J Gambl Stud ; 31(4): 1531-43, 2015 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-25023183

RESUMEN

This study examined the behavioral effects of practice modes in simulated slot machine gambling. A sample of 128 participants predominantly aged 18-24 years were randomly allocated to 1 of 4 pre-exposure conditions: control (no practice), standard 90% return to player, inflated return to player and inflated return with pop-up messages. Participants in all conditions engaged in monetary gambling using a realistic online simulation of a slot machine. As predicted, the results showed that those players exposed to inflated or 'profit' demonstration modes placed significantly higher bets in the real-play mode as compared to the other groups. However, the groups did not differ in relation to how long they persisted in the real-play mode. Pop-up messages had no significant effect on monetary gambling behavior. The results of this study confirm that exposure to inflated practice or "demo" modes lead to short-term increases in risk-taking. These findings highlight the need for careful regulation and monitoring of internet gambling sites, as well as further research on the potential risks of simulated gambling activities for vulnerable segments of the gambling population.


Asunto(s)
Conducta Adictiva/psicología , Juego de Azar/psicología , Internet , Recompensa , Asunción de Riesgos , Adulto , Condicionamiento Psicológico , Señales (Psicología) , Discriminación en Psicología , Femenino , Humanos , Masculino , Persona de Mediana Edad , Adulto Joven
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