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1.
Conscious Cogn ; 124: 103729, 2024 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-39098270

RESUMO

Participants completed two sessions of an auditory attention task and intermittently responded to thought probes asking about their level of mind-wandering. After the first session one group received 200 mg of caffeinated chewing gum (n = 61) and another group received regular (placebo) chewing gum (n = 66). The gum was chewed for 20-minutes and then disposed of before beginning the second session. Participants who received caffeine showed a performance benefit as well as reported being more on task and fewer instances of spontaneous mind-wandering compared to those in the placebo group. Participants who received caffeine also reported greater positive affect and arousal, as well as less feelings of boredom, sleepiness, and mental effort required to stay on task compared to those who received placebo. These results suggest that caffeine may benefit attentional engagement as well as performance during a sustained attention task.


Assuntos
Nível de Alerta , Atenção , Cafeína , Estimulantes do Sistema Nervoso Central , Humanos , Cafeína/farmacologia , Cafeína/administração & dosagem , Atenção/efeitos dos fármacos , Atenção/fisiologia , Masculino , Feminino , Adulto Jovem , Estimulantes do Sistema Nervoso Central/farmacologia , Estimulantes do Sistema Nervoso Central/administração & dosagem , Adulto , Nível de Alerta/efeitos dos fármacos , Nível de Alerta/fisiologia , Percepção Auditiva/fisiologia , Percepção Auditiva/efeitos dos fármacos , Afeto/efeitos dos fármacos , Afeto/fisiologia , Goma de Mascar , Adolescente , Tédio
2.
J Gambl Stud ; 39(2): 625-643, 2023 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-35834117

RESUMO

Video-game loot boxes are a popular form of microtransaction that have been widely criticized for their structural similarities to gambling. Recent research linking loot box expenditure to gambling activity has illuminated potential harms associated with loot box use. However, whether the harms differ between earning loot boxes through gameplay versus acquiring loot boxes through purchasing remains understudied. This pre-registered study explores gambling, gaming and loot box-related harms between loot box purchasers and earners in the scope of the game Overwatch. To our knowledge, this is the first study to assess loot box-related harms in a single game. We found that loot box purchasers experienced greater video-game related expenditure harms, risky loot box use, impulsivity related to planning and reward reactivity in comparison to loot box earners. Surprisingly, Overwatch loot box earners displayed greater gambling-related harms and there were no differences in general problem video-gaming between the two groups. Our results suggest that the relationship between loot box purchasing and gambling is in need of refined examination. Particularly, our results indicate that potential harms stemming from loot box engagement should be assessed on a game-by-game basis in order to better understand the potentially problematic nature of loot box use.


Assuntos
Comportamento Aditivo , Jogo de Azar , Jogos de Vídeo , Humanos , Individualidade , Jogo de Azar/psicologia , Comportamento Impulsivo
3.
J Gambl Stud ; 39(1): 49-73, 2023 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-35445898

RESUMO

In the domain of scratch card gambling, "pushes" refer to outcomes in which a prize is won that is equal to the cost of a scratch card game. Despite resulting in no net monetary gain, these outcomes are categorized as wins by lottery operators, effectively inflating published scratch card information (e.g., posted odds of winning). Additionally, the experience of obtaining a push shares similarities (e.g., the revealing of matching symbols) with the experience of obtaining a win and thus may be experienced similarly to wins by gamblers. Across four studies (N = 1502), we examined the impact of push outcomes on participants' perceptions of scratch card games. In Studies 1 and 2, participants reported feeling more likely to win, more excitement to play, and a stronger urge to gamble when presented with a scratch card that categorized push outcomes as wins compared to when presented a scratch card that did not categorize these outcomes as wins. In Study 3, participants experiencing a push outcome prior to a loss reported feeling more likely to win compared to those not experiencing a push outcome yet experiencing the same net monetary loss. In Study 4, push outcomes were found to elicit more excitement and a stronger urge to gamble compared to losses but less excitement and a weaker urge to gamble compared to wins. Overall, the present investigation suggests that push outcomes, a prevalent feature of scratch card games, can bias gambling-related judgments and increase the appeal of scratch card games.


Assuntos
Comportamento Aditivo , Jogo de Azar , Humanos , Jogo de Azar/psicologia , Reforço Psicológico , Recompensa , Emoções
4.
J Gambl Stud ; 39(1): 363-382, 2023 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-35044578

RESUMO

Past work has demonstrated that presenting statistical information in a foreground-background icon array can improve risk understanding, reduce decision-making biases, and decrease the salience of low-probability risks. In the present study, we assess whether presenting readily available gambling information within a foreground-background icon array influences individuals' gambling-related judgments (e.g., their perceived likelihood of winning a prize). Across two experiments (N = 1151), we find that using icon arrays to present gambling information reduces the appeal of scratch card games. That is, participants presented with gambling information in a foreground-background icon array, as opposed to a non-graphical numerical format, reported feeling less likely to win a prize, less excitement to play, and less urge to gamble on a scratch card game presented in a hypothetical gambling task. Overall, we conclude that presenting gambling information in an icon array format represents a simple yet promising tool for correcting gamblers' often overly-optimistic perceptions and reducing the appeal of negative expected value scratch card games.


Assuntos
Comportamento Aditivo , Jogo de Azar , Humanos , Jogo de Azar/psicologia , Recompensa , Emoções , Julgamento
5.
J Gambl Stud ; 38(1): 185-203, 2022 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-33956272

RESUMO

Slot machines are a very popular form of gambling in which a small proportion of gamblers experience gambling-related problems. These players refer to a trance-like state that researchers have labelled 'dark flow'-a pleasurable, but maladaptive state where players become completely occupied by the game. We assessed 110 gamblers for mindfulness (using the Mindful Attention Awareness Scale), gambling problems (using the Problem Gambling Severity Index), depressive symptoms (using the Depression, Anxiety, and Stress Scale), and boredom proneness (using the Boredom Proneness Scale). Participants played both a multiline and single-line slot machine simulator and were occasionally interrupted with thought probes to assess whether they were thinking about the game or something else. After playing each game, we retrospectively assessed dark flow and affect during play. Our key results were that the number of "on-game" reports during the multiline game were significantly higher than the single-line game, and that we found significantly greater flow during the multiline game than the single-line game. We also found significantly lower negative affect during the multiline game than the single-line game. Using hierarchical multiple regression, we found that dark flow accounted for unique variance when predicting problem gambling severity (over and above depression, mindfulness, and boredom proneness). These assessments help bolster our previous assertions about escape gambling-if some players are prone to having their mind-wander to negative places, the frequent but unpredictable reinforcement of multiline slot machines may help rein in the wandering mind and prevent minds from unintentionally wandering to negative thoughts.


Assuntos
Jogo de Azar , Atenção Plena , Jogo de Azar/psicologia , Humanos , Reforço Psicológico , Estudos Retrospectivos , Recompensa
6.
J Gambl Stud ; 37(2): 403-425, 2021 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-32965629

RESUMO

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.


Assuntos
Nível de Alerta/fisiologia , Jogo de Azar/psicologia , Reforço Psicológico , Recompensa , Adulto , Humanos , Masculino , Estimulação Luminosa , Jogos de Vídeo/psicologia , Adulto Jovem
7.
J Gambl Stud ; 37(1): 141-163, 2021 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-31760581

RESUMO

Loot boxes are a purchasable video-game feature consisting of randomly determined, in-game virtual items. Due to their chance-based nature, there is much debate as to whether they constitute a form of gambling. We sought to address this issue by examining whether players treat virtual loot box rewards in a way that parallels established reward reactivity for monetary rewards in slots play. Across two sets of experiments, we show that loot boxes containing rarer items are more valuable, arousing, rewarding and urge-inducing to players, similar to the way slots gamblers treat rare large wins in slots play. Importantly, we show in Experiment 2 that the duration of Post Reinforcement Pauses, an index of reward reactivity, are longer for boxes with rarer items. Boxes containing rarer rewards also trigger larger Skin Conductance Responses and larger force responses-indices of positive arousal. Findings of Experiment 2 also revealed that there was an increase in anticipatory arousal prior to the reveal of loot box rewards. Collectively, our results elucidate the structural similarities between loot boxes and specific gambling games. The fact that players find rarer game items hedonically rewarding and motivating has implications for potential risky or excessive loot box use for some players.


Assuntos
Nível de Alerta , Comportamento do Consumidor , Recompensa , Jogos de Vídeo , Jogo de Azar/psicologia , Humanos , Motivação , Prazer , Reforço Psicológico , Inquéritos e Questionários , Adulto Jovem
8.
J Gambl Stud ; 36(3): 887-902, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-32100181

RESUMO

Scratch card near-misses, outcomes in which two out of three required jackpot symbols are uncovered, have been shown to erroneously increase the urge to continue gambling. It remains unknown if and how these outcomes influence further gambling behaviour. Previous studies examining the influence of near-misses on purchasing behaviour offered a low-stakes gamble to participants after experiencing a near-miss or a regular loss. We sought to investigate the influence of these outcomes on scratch card purchasing behaviour with a stronger test of participants' gambling behavior by having them either "cash out" or risk all of their winnings to purchase another card. Additionally, we sought to test an original hypothesis that endorsement of the illusion of control might influence the decision to purchase additional scratch cards. We pre-registered our hypotheses, sample size, and data analysis plan. 138 subjects experienced two custom-made scratch card games that included a win on the first card (for all participants) and either a regular loss or a near-miss in the final outcome position on the second card (between-subjects manipulation). Although near-miss outcomes increased the urge to continue gambling relative to regular losses, no differences in the rates of purchasing were found between the conditions. Additionally, no support for our hypotheses concerning the influence of the illusion of control in near-miss outcomes was found. These results are discussed in terms of previous studies on scratch card gambling behaviour and subjective reactivity.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Motivação , Recompensa , Adulto , Comportamento do Consumidor , Feminino , Humanos , Masculino , Reforço Psicológico , Assunção de Riscos
9.
J Gambl Stud ; 35(3): 945-968, 2019 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-31134398

RESUMO

The domain of gambling is rife with both diagnostic and non-diagnostic information. Previous studies examining scratch card gambling have demonstrated that people are often biased by intuitively appealing, yet non-diagnostic information (i.e., unclaimed prize information). The current study investigated how varying the presentation format of a diagnostic piece of information (i.e., payback percentage) could influence participants' use of this information when in conflict with unclaimed prize information. We hypothesized that when payback percentage information was presented in a graphical, as opposed to a numerical format, participants would be better at ignoring unclaimed prize information and correspondingly have their preferences become congruent with the true value of the presented scratch cards. In Experiment 1 (N = 201), with payback percentage presented in a numerical format, participants displayed a non-optimal preference for cards with greater numbers of unclaimed prizes and lower payback percentages. This preference was reversed in Experiment 2 (N = 201) when payback percentage was presented in a graphical format. In conclusion, the results of the current study demonstrate how judgments in a scratch card gambling domain can be improved by simply changing the presentation format of a single piece of information.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Julgamento , Reforço Psicológico , Recompensa , Viés , Feminino , Humanos , Masculino
10.
J Gambl Stud ; 34(4): 1377-1390, 2018 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-29730788

RESUMO

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.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Reforço Psicológico , Recompensa , Adulto , Feminino , Humanos , Masculino , Estudantes , Adulto Jovem
11.
J Gambl Stud ; 34(4): 1355-1375, 2018 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-29594722

RESUMO

Unclaimed prize information (i.e., the number of prizes still available to be won) is information commonly provided to scratch card gamblers. However, unless the number of tickets remaining to be purchased is also provided, this information is uninformative. Despite its lack of utility in assisting gamblers in choosing the most favourable type of scratch card to play, we hypothesized that unclaimed prize information would bias participants' judgments within a scratch card gambling context. In Experiment 1 (N = 201), we showed that participants are influenced by this information such that they felt more likely to win, were more excited to play, and preferred to hypothetically purchase more of the scratch card with the greatest number of unclaimed prizes. In Experiment 2 (N = 201), we attempted to ameliorate this bias by providing participants with the number of tickets remaining to be purchased and equating the payback percentages of all three games. The bias, although attenuated, still persisted in these conditions. Finally, in Experiment 3 (N = 200), we manipulated the hypothetical scratch cards such that games with the highest number of unclaimed prizes were the least favourable, and vice versa. As in Experiment 2, participants still favoured cards with greater numbers of unclaimed prizes. Possible mechanisms underlying this bias are discussed. In conclusion, across three experiments, we demonstrate that salient unclaimed prize information is capable of exerting a strong effect over judgments related to scratch card games.


Assuntos
Distinções e Prêmios , Comportamento Aditivo/psicologia , Viés , Jogo de Azar/psicologia , Reforço Psicológico , Recompensa , Adulto , Emoções , Feminino , Humanos , Julgamento , Masculino
12.
J Gambl Stud ; 34(1): 161-180, 2018 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-28702882

RESUMO

In modern casinos, multiline slot machines are becoming increasingly popular compared to traditional, three-reel slot machines. A paucity of research has examined how the unique presentation of near-misses and the use of a stop button in multiline slot machines impact erroneous cognitions related to the perception of skill and agency during play. Our goal therefore was to determine the prevalence of erroneous cognitions pertaining to near-miss outcomes and the usage of a stop button and then to see whether the stop button affected players' experiences of winning, losing and near-miss outcomes. We recruited 132 gamblers from a casino in Ontario. They played two versions of a slot machine simulator: one with a stop button and one without a stop button. We measured player's arousal [skin conductance responses (SCRs), pressure on the spin-button), and behavioural responses (post-reinforcement pauses (PRPs)] to wins, losses and near-misses during play. We predicted more robust physiological SCRs and longer PRPs to wins in the stop button game. We also predicted that near-misses encountered in the stop button game would trigger greater levels of arousal and frustration in players, as indexed by larger SCRs, and greater force applied to the spin button to initiate the next spin. Erroneous cognitions pertaining to the stop button and near-misses respectively were assessed following play. Results showed that a small but meaningful percentage of players held erroneous cognitions about the stop button (13.6%) and near-misses (16%). Players depressed the spin button harder, and had larger SCRs for all outcomes when using the stop button. Players also paused longer for near-misses in the game involving the stop button. Our findings converge to suggest that the stop button encourages an erroneous perception of skill in some players, and consequentially impacts how such players perceive their outcomes in multiline slot machines.


Assuntos
Comportamento Aditivo/psicologia , Transtornos Cognitivos/psicologia , Jogo de Azar/psicologia , Reforço Psicológico , Recompensa , Jogos de Vídeo , Adulto , Idoso , Idoso de 80 Anos ou mais , Nível de Alerta/fisiologia , Depressão , Feminino , Frustração , Humanos , Masculino , Pessoa de Meia-Idade , Ontário , Adulto Jovem
13.
J Gambl Stud ; 34(1): 73-84, 2018 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-28589480

RESUMO

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.


Assuntos
Comportamento Aditivo/psicologia , Depressão/psicologia , Jogo de Azar/psicologia , Reforço Psicológico , Recompensa , Adulto , Nível de Alerta , Transtorno Depressivo/psicologia , Feminino , Humanos , Aprendizagem , Masculino
14.
Conscious Cogn ; 56: 165-177, 2017 11.
Artigo em Inglês | MEDLINE | ID: mdl-28993051

RESUMO

Grapheme-colour synaesthesia is a phenomenon in which ordinary black numbers and letters (graphemes) trigger the experience of highly specific colours (photisms). The Synaesthetic Stroop task has been used to demonstrate that graphemes trigger photisms automatically. In the standard Stroop task, congruent trial probability (CTP) has been manipulated to isolate effects of automaticity from higher-order strategic effects, with larger Stroop effects at high CTP attributed to participants strategically attending to the stimulus word to facilitate responding, and smaller Stroop effects at low CTP reflecting automatic word processing. Here we apply this logic for the first time to the Synaesthetic Stroop task. At high CTP we showed larger Stroop effects due to synaesthetes using their synaesthetic colours strategically. At low CTP Stroop effects were reduced but were still significant. We directly isolate automatic processing of graphemes from strategic effects and conclusively show that, in synaesthesia, viewing black graphemes automatically triggers colour experiences.


Assuntos
Atenção/fisiologia , Percepção de Cores/fisiologia , Reconhecimento Visual de Modelos/fisiologia , Transtornos da Percepção/fisiopatologia , Desempenho Psicomotor/fisiologia , Teste de Stroop , Adulto , Feminino , Humanos , Masculino , Sinestesia , Adulto Jovem
15.
J Gambl Stud ; 33(3): 867-879, 2017 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-28013478

RESUMO

Previous research into scratch card gambling has highlighted the effects of these games on players' arousal and affective states. Specifically, near-miss outcomes in scratch cards (uncovering 2 of 3 needed jackpot symbols) have been associated with high levels of physiological and subjective arousal and negative emotional evaluations, including increased frustration. We sought to extend this research by examining whether near-misses prompted increases in gambling urge, and the subsequent purchasing of additional scratch cards. Participants played two scratch cards with varying outcomes with half of the sample experiencing a near-miss for the jackpot prize, and the other half experiencing a regular loss. Players rated their urge to continue gambling after each game outcome, and following the initial playing phase, were then able to use their winnings to purchase additional cards. Our results indicated that near-misses increased the urge to gamble significantly more than regular losses, and urge to gamble in the near-miss group was significantly correlated with purchasing at least one additional card. Although some players in the loss group purchased another card, there was no correlation between urge to gamble and purchasing in this group. Additionally, participants in the near-miss group who purchased additional cards reported higher levels of urge than those who did not purchase more cards. This was not true for the loss group: participants who experienced solely losing outcomes reported similar levels of urge regardless of whether or not they purchased more scratch cards. Despite near-misses' objective status as monetary losses, the increased urge that follows near-miss outcomes may translate into further scratch card gambling for a subset of individuals .


Assuntos
Nível de Alerta/fisiologia , Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Reforço Psicológico , Recompensa , Adulto , Emoções , Feminino , Frustração , Humanos , Masculino , Assunção de Riscos
16.
J Gambl Stud ; 33(1): 47-63, 2017 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-27091566

RESUMO

Scratch card games are incredibly popular in the Canadian marketplace. However, only recently have researchers started to systematically analyze their structural characteristics and how these in turn affect the gambler. We present two studies designed to further understand the underlying physiological and psychological effects that scratch cards have on gamblers. We had gamblers (63 in Experiment 1, 68 in Experiment 2) play custom made scratch cards involving a small win, a regular loss and a near-miss-where they uncovered two out of the three symbols needed to win the top prize. Our predictions were that despite near-misses and losses being objectively equivalent (the gambler wins nothing) gamblers' reactions to these outcomes would differ dramatically. During game play, skin conductance levels and heart rate were recorded, as well as how long gamblers paused between each game. Gamblers' subjective reactions to the different outcomes were then assessed. In both studies, near-misses triggered higher levels of physiological arousal (skin conductance levels and heart rates) than losses. Gamblers paused significantly longer following small wins than other outcomes, and reported high arousal, positive affect and urge to gamble-a constellation of results consistent with their rewarding properties. Importantly near-miss outcomes were rated as highly arousing, negative in emotional tone, and the most frustrating of all three outcome types examined. In Experiment 2, when we measured subjective urge to gamble immediately after each outcome, urge to gamble was significantly higher following near-misses than regular losses. Thus, despite not rewarding the gambler with any monetary gain, these outcomes nevertheless triggered higher arousal and larger urges to gamble than regular losses, a finding that may explain in part, the allure of scratch cards as a gambling activity.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Recompensa , Assunção de Riscos , Adulto , Nível de Alerta/fisiologia , Canadá , Feminino , Resposta Galvânica da Pele/fisiologia , Frequência Cardíaca , Humanos , Masculino , Reforço Psicológico , Adulto Jovem
17.
J Gambl Stud ; 33(2): 599-615, 2017 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-27435416

RESUMO

Like many gambling games, the exceedingly popular and lucrative smartphone game "Candy Crush" features near-miss outcomes. In slot machines, a near-miss involves getting two of the needed three high-paying symbols on the pay-line (i.e., just missing the big win). In Candy Crush, the game signals when you just miss getting to the next level by one or two moves. Because near-misses in gambling games have consistently been shown to invigorate play despite being frustrating outcomes, the goal of the present study was to examine whether such near-misses trigger increases in player arousal, frustration and urge to continue play in Candy Crush. Sixty avid Candy Crush players were recruited to play the game for 30 min while having their Heart Rate, Skin Conductance Level, subjective arousal, frustration and urge to play recorded for three types of outcomes: wins (where they level up), losses (where they don't come close to levelling up), and near-misses (where they just miss levelling up). Near-misses were more arousing than losses as indexed by increased heart rate and greater subjective arousal. Near-misses were also subjectively rated as the most frustrating of all outcomes. Most importantly, of any type of outcome, near-misses triggered the most substantial urge to continue play. These findings suggest that near-misses in Candy Crush play a role in player commitment to the game, and may contribute to players playing longer than intended.


Assuntos
Comportamento Aditivo/psicologia , Frustração , Jogo de Azar/psicologia , Reforço Psicológico , Recompensa , Jogos de Vídeo , Adolescente , Condicionamento Psicológico , Feminino , Frequência Cardíaca/fisiologia , Humanos , Masculino , Adulto Jovem
18.
J Gambl Stud ; 32(1): 187-203, 2016 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-25862018

RESUMO

While scratch cards are a popular, accessible, and inexpensive form of gambling, very little is known about how they affect and influence the player. This study sought to understand the physiological and subjective experience of scratch card play, with special emphasis on the effect of near-miss outcomes (i.e. uncovering two out of three "grand prize" symbols needed to win said prize), which are remarkably prevalent in scratch card games. Thirty-eight undergraduate students from the University of Waterloo each played two custom scratch card games and experienced three types of outcomes (losses, wins and near-misses) while their skin conductance levels (SCLs) and post-reinforcement pauses were recorded. Each participant also rated each outcome in terms of its subjective level of arousal, valence, and frustration. Our results indicate that players interpreted near-misses as negatively valenced, highly arousing, frustrating losses, and were faster to move onto the next game following this type of outcome than following winning outcomes. Additionally, near-miss outcomes were associated with the largest amount of change in SCLs as the outcome was revealed. This work has implications for the problem gambling literature as it provides evidence of the frustration hypothesis of near-misses in scratch cards, and is the first study to examine the physiological and psychological experiences of scratch card players.


Assuntos
Nível de Alerta/fisiologia , Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Recompensa , Adulto , Feminino , Frustração , Resposta Galvânica da Pele/fisiologia , Humanos , Masculino , Ontário , Reforço Psicológico , Assunção de Riscos , Adulto Jovem
19.
J Gambl Stud ; 31(3): 949-64, 2015 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-24584951

RESUMO

Reinforcement is a key component of slot machine play. Multi-line video slot-machine play can lead to "losses disguised as wins" (LDWs) which are credit gains that total less than the wager on the spin. LDWs only occur on multi-line games, with their frequency increasing with the number of lines played. If perceived as wins, they will be reinforcing to the player despite actually being losses. It has been suggested that players may attempt to maximize their reinforcement rates by playing maximum lines with a minimum bet per line. We recorded the actual game play of 83 participants on two different machines having different LDW rates. On both machines, players, regardless of problem gambling status, seldom bet on a single line (<6% of spins), preferring to bet on the maximum number of lines available (>70% of spins). Post-reinforcement pauses indicated that players found LDWs significantly more rewarding than losses and as rewarding as small wins. Players significantly overestimated the number of times they won more than their spin wager (i.e., miscategorizing LDWs as wins). Players indicated a number of game traits that made them prefer one machine over the other. Players who preferred the game with many LDWs endorsed "lack of long losing streaks" and "frequency of wins" to a greater degree than those preferring the other game. In sum, gamblers prefer playing maximum lines. Maximum line-play increases the frequency of LDWs. Players may miscategorize LDWs as wins, thus increasing the perceived reinforcement rate of multi-line slot machine.


Assuntos
Estimulação Acústica , Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Estimulação Luminosa , Reforço Psicológico , Recompensa , Adulto , Tomada de Decisões , Feminino , Humanos , Controle Interno-Externo , Masculino , Estimulação Luminosa/métodos
20.
J Gambl Stud ; 31(1): 183-96, 2015 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-24198088

RESUMO

Losses disguised as wins (LDWs) are slot machine outcomes where participants bet on multiple lines and win back less than their wager. Despite losing money, the machine celebrates these outcomes with reinforcing sights and sounds. Here, we sought to show that psychophysically and psychologically, participants treat LDWs as wins, but that we could expose LDWs as losses by using negative sounds as feedback. 157 participants were allocated into one of three conditions: a standard sound condition where LDWs, despite being losses, are paired with winning sights and sounds; a silent condition, where LDWs are paired with silence; and a negative sound condition where LDWs and regular losses are both followed by a negative sound. After viewing a paytable, participants conducted 300 spins on a slot machine simulator while heart rate deceleration (HRD) and skin conductance responses (SCRs) were monitored. Participants were then shown 20 different spin outcomes including LDWs and asked whether they had won or lost on that outcome. Participants then estimated on how many spins (out of 300) they won more than they wagered. SCRs were similar for losses and LDWs (both smaller than actual wins). HRD, however, was steeper for both wins and LDWs, compared to losses. In the standard condition, a majority of participants (mis)categorized LDWs as wins, and significantly overestimated the number of times they actually won. In the negative sound condition, this pattern was reversed; most participants correctly categorized LDWs as losses, and they gave high-fidelity win estimates. We conclude that participants both think and physiologically react to LDWs as though they are wins, a miscategorization that misleads them to think that they are winning more often than they actually are. Sound can be used to effectively prevent this misconception and unmask the disguise of LDWs.


Assuntos
Estimulação Acústica/métodos , Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Reforço Psicológico , Recompensa , Adulto , Feminino , Humanos , Controle Interno-Externo , Masculino , Estimulação Luminosa/métodos , Pensamento
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