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1.
J Gambl Stud ; 38(1): 185-203, 2022 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-33956272

RESUMEN

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.


Asunto(s)
Juego de Azar , Atención Plena , Juego de Azar/psicología , Humanos , Refuerzo en Psicología , Estudios Retrospectivos , Recompensa
2.
J Behav Addict ; 9(3): 723-733, 2020 Oct 12.
Artículo en Inglés | MEDLINE | ID: mdl-33010146

RESUMEN

BACKGROUND AND AIMS: Slot machines are a pervasive form of gambling in North America. Some gamblers describe entering "the slot machine zone"-a complete immersion into slots play to the exclusion of all else. METHODS: We assessed 111 gamblers for mindfulness (using the Mindful Attention Awareness Scale (MAAS)), gambling problems (using the Problem Gambling Severity Index (PGSI)), depressive symptoms (using the Depression, Anxiety, and Stress Scale), and boredom proneness (using the Boredom Proneness Scale). In a counterbalanced order, participants played a slot machine simulator and completed an auditory vigilance task. During each task, participants were interrupted with thought probes to assess whether they were: on-task, spontaneously mind-wandering, or deliberately mind-wandering. After completing each task, we retrospectively assessed flow and affect. Compared to the more exciting slots play, we propose that gamblers may use deliberate mind-wandering as a maladaptive means to regulate affect during a repetitive vigilance task. RESULTS: Our key results were that gamblers reported greater negative affect following the vigilance task (when compared to slots) and greater positive affect following slots play (when compared to the vigilance task). We also found that those who scored higher in problem gambling were more likely to use deliberate mind-wandering as a means to cope with negative affect during the vigilance task. Using hierarchical multiple regression, we found that the number of "deliberately mind-wandering" responses accounted for unique variance when predicting problem gambling severity (over and above depression, mindfulness, and boredom proneness). CONCLUSIONS: These assessments highlight a potential coping mechanism used by problem gamblers in order to deal with negative affect.


Asunto(s)
Adaptación Psicológica/fisiología , Afecto/fisiología , Atención/fisiología , Tedio , Depresión/fisiopatología , Juego de Azar/fisiopatología , Atención Plena , Personalidad/fisiología , Adulto , Femenino , Humanos , Masculino
3.
Psychol Addict Behav ; 33(1): 81-90, 2019 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-30614718

RESUMEN

Slot machine players refer to a state of absorption that researchers have labeled dark flow. Players become completely occupied by the game and forget everything else (leading to "dark" consequences such as spending more money than intended). We propose that players who experience dark flow have difficulty staying on task in everyday life, but, the reinforcing sights and sounds of slot machines rein in these otherwise wandering minds and induce these flow-like states. We assessed 129 gamblers for mindfulness problems (using the Mindful Attention Awareness Scale), gambling problems (using the Problem Gambling Severity Index), and depressive symptoms (using the Depression Anxiety and Stress Scale). Participants played a slot machine simulator and were periodically interrupted with thought probes to assess whether they were thinking about the game or about something else. After playing, we retrospectively assessed dark flow and positive affect during play. Our key results were that mindfulness problems outside of the gambling context were positively correlated with depression, problem gambling status, and most importantly, dark flow within the gambling context. Dark flow was positively correlated with positive affect during play and the combination of dark flow and depression predicted gambling problems. The picture that emerges is that individuals with mindfulness problems in everyday life find their attention locked in by slot machines inducing dark flow, which in turn leads to a state of positive affect. For depressed players especially, this state may be enjoyable because it provides an escape from the negative mentation linked to depression that characterizes the everyday lives of these troubled players. (PsycINFO Database Record (c) 2019 APA, all rights reserved).


Asunto(s)
Atención , Conducta Adictiva/psicología , Depresión/psicología , Juego de Azar/psicología , Atención Plena , Adulto , Anciano , Anciano de 80 o más Años , Emociones , Femenino , Juegos Recreacionales , Humanos , Masculino , Persona de Mediana Edad , Refuerzo en Psicología , Estudios Retrospectivos , Pensamiento , Adulto Joven
4.
J Gambl Stud ; 31(3): 949-64, 2015 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-24584951

RESUMEN

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.


Asunto(s)
Estimulación Acústica , Conducta Adictiva/psicología , Juego de Azar/psicología , Estimulación Luminosa , Refuerzo en Psicología , Recompensa , Adulto , Toma de Decisiones , Femenino , Humanos , Control Interno-Externo , Masculino , Estimulación Luminosa/métodos
5.
J Gambl Stud ; 31(1): 183-96, 2015 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-24198088

RESUMEN

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.


Asunto(s)
Estimulación Acústica/métodos , Conducta Adictiva/psicología , Juego de Azar/psicología , Refuerzo en Psicología , Recompensa , Adulto , Femenino , Humanos , Control Interno-Externo , Masculino , Estimulación Luminosa/métodos , Pensamiento
6.
J Gambl Stud ; 30(4): 913-29, 2014 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-23821220

RESUMEN

Slot machine wins and losses have distinctive, measurable, physiological effects on players. The contributing factors to these effects remain under-explored. We believe that sound is one of these key contributing factors. Sound plays an important role in reinforcement, and thus on arousal level and stress response of players. It is the use of sound for positive reinforcement in particular that we believe influences the player. In the current study, we investigate the role that sound plays in psychophysical responses to slot machine play. A total of 96 gamblers played a slot machine simulator with and without sound being paired with reinforcement. Skin conductance responses and heart rate, as well as subjective judgments about the gambling experience were examined. The results showed that the sound influenced the arousal of participants both psychophysically and psychologically. The sound also influenced players' preferences, with the majority of players preferring to play slot machines that were accompanied by winning sounds. The sounds also caused players to significantly overestimate the number of times they won while playing the slot machine.


Asunto(s)
Estimulación Acústica/métodos , Juego de Azar/psicología , Estimulación Luminosa/métodos , Refuerzo en Psicología , Juegos de Video/psicología , Adulto , Nivel de Alerta/fisiología , Femenino , Frecuencia Cardíaca/fisiología , Humanos , Masculino , Adulto Joven
7.
Addiction ; 105(10): 1819-24, 2010 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-20712818

RESUMEN

AIMS: Players can wager on multiple lines of modern slot machines. When they spin and fail to gain any credits, the machine goes into a state of relative quiet. By contrast, when they spin and win, these spins are accompanied by reinforcing sights and sounds. Such reinforcement also occurs when the amount won is less than the spin wager. We sought to show that these 'losses disguised as wins', or LDWs, would be as arousing as wins, and more arousing than regular losses. MEASUREMENT AND PARTICIPANTS: We measured skin conductance response (SCR) amplitudes and heart-rate changes following wins, LDWs and losses for 40 novices playing a multi-line slot machine. FINDINGS: SCR amplitudes were similar for wins and LDWs-both were significantly larger than for regular losses. CONCLUSIONS: For novice players, the reinforcing sights and sounds of the slot machine triggered arousal on wins, where the number of credits gained was greater than the spin wager, but also on 'losses disguised as wins' where the amount 'won' was less than the spin wager. Despite the fact that players lost money on these spins, these outcomes were more arousing than regular losses where no credits were gained. Although these findings involve novice players, the heightened arousal associated with these losses may have implications for the development of problem gambling, as arousal has been viewed as a key reinforcer in gambling behaviour.


Asunto(s)
Nivel de Alerta , Juego de Azar/psicología , Recreación , Refuerzo en Psicología , Juegos de Video/psicología , Logro , Estimulación Acústica/efectos adversos , Adulto , Análisis de Varianza , Femenino , Respuesta Galvánica de la Piel/fisiología , Frecuencia Cardíaca/fisiología , Humanos , Masculino , Estimulación Luminosa/efectos adversos , Adulto Joven
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