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1.
Atten Percept Psychophys ; 86(3): 897-908, 2024 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-38443621

RESUMEN

It is known that the Metronome Response Task (MRT)-one of the most used mind-wandering sampling paradigms, struggles to differentiate between spontaneous mind-wandering (wherein one's attention is uncontrollably shifted away from the task at hand) and deliberate mind-wandering (wherein one's attention is purposefully shifted away). Thus, we endeavoured to design and test a new mind-wandering measure, called the In Sync Task (IST), that can achieve such differentiation more readily. Unlike the MRT, which involves having participants click in sync (using a mouse) with rhythmically presented, auditory monotones, the IST requires participants to (1) click in sync with tone triplets that increase incrementally in loudness and (2) modulate their clicking force to the presented tone's loudness. Here, we measured (1) participants' variabilities in their rhythmic response times (as is the MRT) and (2) their consistency in appropriately modulating their clicking force. Across two separate samples of university students (n = 119 and n = 121) collected between June 2022 to February 2023, we showed performance differences between the mind-wandering subtypes. Specifically, participants were better able to modulate their clicking force during epochs of spontaneous, compared with deliberate, mind-wandering, whereas the MRT was unable to differentiate between these conditions. In sum, we show that there appear to be greater costs to performance when one deliberately mind-wanders, as opposed to spontaneously mind-wandering.


Asunto(s)
Atención , Humanos , Atención/fisiología , Femenino , Masculino , Adulto Joven , Adulto , Tiempo de Reacción , Percepción Auditiva/fisiología , Adolescente
2.
Entropy (Basel) ; 25(12)2023 Nov 22.
Artículo en Inglés | MEDLINE | ID: mdl-38136452

RESUMEN

The future quantum internet will leverage existing communication infrastructures, including deployed optical fibre networks, to enable novel applications that outperform current information technology. In this scenario, we perform a feasibility study of quantum communications over an industrial 224 km submarine optical fibre link deployed between Southport in the United Kingdom (UK) and Portrane in the Republic of Ireland (IE). With a characterisation of phase drift, polarisation stability and the arrival time of entangled photons, we demonstrate the suitability of the link to enable international UK-IE quantum communications for the first time.

3.
J Gambl Stud ; 39(2): 625-643, 2023 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-35834117

RESUMEN

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.


Asunto(s)
Conducta Adictiva , Juego de Azar , Juegos de Video , Humanos , Individualidad , Juego de Azar/psicología , Conducta Impulsiva
4.
J Gambl Stud ; 39(1): 363-382, 2023 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-35044578

RESUMEN

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.


Asunto(s)
Conducta Adictiva , Juego de Azar , Humanos , Juego de Azar/psicología , Recompensa , Emociones , Juicio
5.
J Gambl Stud ; 39(1): 49-73, 2023 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-35445898

RESUMEN

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.


Asunto(s)
Conducta Adictiva , Juego de Azar , Humanos , Juego de Azar/psicología , Refuerzo en Psicología , Recompensa , Emociones
6.
Diagnostics (Basel) ; 13(1)2022 Dec 30.
Artículo en Inglés | MEDLINE | ID: mdl-36611410

RESUMEN

Breast cancer prevention is an important health issue for women worldwide. In this study, we compared the conventional breast cancer screening exams of mammography and ultrasound with the novel approaches of passive microwave radiometry (MWR) and microRNA (miRNA) analysis. While mammography screening dynamics could be completed in 3-6 months, MWR provided a prediction in a matter of weeks or even days. Moreover, MWR has the potential of being complemented with miRNA diagnostics to further improve its predictive quality. These novel techniques can be used alone or in conjunction with more established techniques to improve early breast cancer diagnosis.

7.
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
9.
J Gambl Stud ; 37(1): 141-163, 2021 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-31760581

RESUMEN

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.


Asunto(s)
Nivel de Alerta , Comportamiento del Consumidor , Recompensa , Juegos de Video , Juego de Azar/psicología , Humanos , Motivación , Placer , Refuerzo en Psicología , Encuestas y Cuestionarios , Adulto Joven
10.
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
11.
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
12.
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
13.
J Behav Addict ; 9(3): 606-616, 2020 Oct 12.
Artículo en Inglés | MEDLINE | ID: mdl-33027060

RESUMEN

BACKGROUND AND AIMS: Interest surrounding the relationship between flow and problematic gameplay has surged. An important antecedent of flow in the context of video-gaming is the skill-challenge balance, but researchers have only manipulated this balance by changing speed of play. The current research seeks to examine the skill-challenge balance and flow in a mobile game in which challenge is increased via the complexity of puzzles. We predicted games like Candy-Crush would more strongly support a model of flow in which the greatest flow would be experienced by more skilled players and that high flow games would induce the most urge to continue play. METHODS: We had 60 Candy-Crush players play games near their level standing (maximal skill-challenge balance), or games that were too easy or too hard. Perceived skill, challenge, flow, and urge to continue gameplay were measured after each game. RESULTS: Players felt the highest degree of skill-challenge balance when playing games around their level standing. Easy games produced the least flow, while both regular and hard games produced comparable flow despite hard games being far more challenging and frustrating. The findings support models of flow positing those with highest perceived skill will experience greater flow. Finally, flow and arousal combine to increase urge to keep playing. DISCUSSION AND CONCLUSIONS: Our findings suggest those with high perceived skill will experience deep, immersive flow which motivates players to keep playing.


Asunto(s)
Aplicaciones Móviles , Motivación/fisiología , Destreza Motora/fisiología , Práctica Psicológica , Juegos de Video , Adolescente , Adulto , Femenino , Humanos , Masculino , Adulto Joven
14.
J Gambl Stud ; 36(3): 887-902, 2020 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-32100181

RESUMEN

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.


Asunto(s)
Conducta Adictiva/psicología , Juego de Azar/psicología , Motivación , Recompensa , Adulto , Comportamiento del Consumidor , Femenino , Humanos , Masculino , Refuerzo en Psicología , Asunción de Riesgos
15.
Sci Rep ; 9(1): 14237, 2019 10 02.
Artículo en Inglés | MEDLINE | ID: mdl-31578375

RESUMEN

The capture and re-use of greenhouse fertigation water is an efficient use of fertilizer and limited water resources, although the practice is not without risk. Plant pathogens and chemical contaminants can build up over successive capture and re-use cycles; if not properly managed they can lead to reduced productivity or crop loss. There are numerous established and emerging water treatment technologies available to treat fertigation water. Electrochemical processes are emerging as effective means for controlling pathogens via in situ regenerative hypochlorination; a process that is demonstrated here to achieve pathogen control in fertigation solutions without leading to the accumulation of potentially phytotoxic free chlorine residuals associated with other chlorination processes. An electrochemical flow cell (EFC) outfitted with ruthenium dioxide (RuO2) dimensionally stable anodes (DSA) was characterized and evaluated for free chlorine production and Rhizoctonia solani inactivation in both irrigation and fertigation solutions. Pathogen inactivation was achieved at low current densities and short residence or cell contact times. Effluent free chlorine concentrations were significantly lower than commonly reported phytotoxic threshold values (approximately 2.5 mg/L) when fertilizer (containing ammonium) was present in the test solution; an effect attributable to reactions associated with breakpoint chlorination, including chloramine formation, as well as the presence of other oxidizable compounds in the fertilizer. Chloride concentrations were stable under the test conditions suggesting that the EFC was operating as a regenerative in situ electrochemical hypochlorination system. No significant changes to macronutrient concentrations were found following passage through the EFC.


Asunto(s)
Riego Agrícola , Electrólisis/métodos , Fertilizantes , Viabilidad Microbiana , Rhizoctonia , Microbiología del Agua , Purificación del Agua/métodos , Agricultura/métodos , Cloraminas/análisis , Cloruros/análisis , Electrodos , Electrólisis/instrumentación , Diseño de Equipo , Halogenación , Ácido Hipocloroso/análisis , Compuestos de Rutenio , Soluciones
16.
J Behav Addict ; 8(3): 489-498, 2019 Sep 01.
Artículo en Inglés | MEDLINE | ID: mdl-31460768

RESUMEN

BACKGROUND AND AIMS: Slot machines are a very popular form of gambling. In this study, we look at two different routes to enjoying slots play. One route involves the degree to which players react to rewards. The other route involves what we call dark flow - a pleasurable, but maladaptive state where players become completely engrossed in slots play, providing an escape from the depressing thoughts that characterize their everyday lives. METHODS: One hundred and twenty-nine high-frequency slots players were tested on slot-machine simulators set up in the lobby of a casino. We measured reward reactivity using post-reinforcement pauses (PRPs) and the force with which players pressed the spin button following different slot-machine outcomes. For each player, we calculated the slopes of PRPs and force as a function of credit gains. We also assessed players' slots game enjoyment and their experience of dark flow, depression, and problem gambling. RESULTS: Both the PRP and the force measures of reward reactivity were significantly correlated with players' enjoyment of the slots session, but neither measure was correlated with either problem gambling or depression. Ratings of dark flow were strongly correlated with slots enjoyment (which accounted for far more positive affect variance than the reward reactivity measures) and were correlated with both problem gambling scores and depression. DISCUSSION AND CONCLUSIONS: Our results suggest that of these two routes to enjoying slot-machine play, the dark flow route is especially problematic. We contend that the dark flow state may be enjoyable because it provides escape from the negative thoughts linked to depression.


Asunto(s)
Adaptación Psicológica/fisiología , Depresión/fisiopatología , Juego de Azar/fisiopatología , Placer/fisiología , Refuerzo en Psicología , Adulto , Anciano , Anciano de 80 o más Años , Ansiedad/fisiopatología , Femenino , Humanos , Masculino , Persona de Mediana Edad , Recompensa , Estrés Psicológico/fisiopatología , Factores de Tiempo , Adulto Joven
17.
J Gambl Stud ; 35(3): 945-968, 2019 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-31134398

RESUMEN

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.


Asunto(s)
Conducta Adictiva/psicología , Juego de Azar/psicología , Juicio , Refuerzo en Psicología , Recompensa , Sesgo , Femenino , Humanos , Masculino
18.
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
19.
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
20.
J Behav Addict ; 7(4): 1022-1029, 2018 Dec 01.
Artículo en Inglés | MEDLINE | ID: mdl-30567454

RESUMEN

BACKGROUND AND AIMS: Scratch cards are a popular form of lottery gambling available in many jurisdictions. However, there is a paucity of research that examines associations between individual differences in thinking style, participation in scratch card gambling, and problem gambling severity. METHODS: In three studies, we sought to examine the relationships among these variables in large, online samples of participants. Participants completed the Cognitive Reflection Test (CRT), the Problem Gambling Severity Index (PGSI), the Actively Open-Minded Thinking Scale, and self-reported their frequency of scratch card gambling. RESULTS: Throughout all three studies, specific associations were reliably established. Specifically, negative associations were observed between participants' CRT and PGSI scores, as well as between participants' CRT scores and scratch card gambling frequency. In addition, we found a positive association between problem gambling severity and scratch card gambling frequency. Finally, problem gambling severity was shown to correlate positively with participants' willingness to pay for irrelevant information in a scratch card gambling scenario. DISCUSSION AND CONCLUSIONS: Overall, we observed that problem gambling severity is associated with an individuals' thinking style and scratch card gambling behavior. This study adds to the existing literature examining problem gambling, and highlights the role of thinking style in understanding gambling behavior and problematic gambling.


Asunto(s)
Conducta Adictiva/fisiopatología , Juego de Azar/fisiopatología , Individualidad , Índice de Severidad de la Enfermedad , Pensamiento/fisiología , Adulto , Femenino , Humanos , Masculino , Persona de Mediana Edad , Adulto Joven
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