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1.
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
2.
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
3.
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
4.
Addiction ; 109(11): 1920-8, 2014 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-24981507

RESUMO

AIMS: In multi-line slot machines, players can wager on more than one line per spin. We sought to show that players preferred multi-line over single-line games, and that certain game features could cause multi-line game play to feel more rewarding. MEASUREMENT AND PARTICIPANTS: Reward was measured using post-reinforcement pauses (PRPs) following each outcome (the time between outcome delivery and the next spin). Gamblers (n = 102) played 250 spins on a 20-line game and 250 spins on a one-line game (answering questions about game experiences following each session). Playing one-line, a small credit gain (e.g. 2 cents) was a net win. In the 20-line game it was a net loss of 18 credits but was still accompanied by 'winning' sights and sounds. RESULTS: Most players (94%) preferred the 20-line game. PRPs for small credit gains (net losses) in the 20-line game were equivalent, or larger than in the one-line game where such gains were wins. The largest increase in PRP size was between the 0 and 2 credit conditions for both games. Thus 20-line players reacted as though these net losses of 18 credits were rewarding. Players' estimates of the number of true wins were accurate in the one-line game, but they significantly over-estimated the number of true wins in the 20-line game (P < 0.01). Problem gamblers felt more skilful (P < 0.01) and were more absorbed (P < 0.01) by multi-line than single-line game play. CONCLUSIONS: Multi-line games appear to be more appealing to gaming machine ('slots') players than single-line games. These games may be particularly absorbing for those with gambling problems.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Jogos Recreativos/psicologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Reforço Psicológico , Recompensa
5.
J Gambl Stud ; 30(4): 913-29, 2014 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-23821220

RESUMO

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.


Assuntos
Estimulação Acústica/métodos , Jogo de Azar/psicologia , Estimulação Luminosa/métodos , Reforço Psicológico , Jogos de Vídeo/psicologia , Adulto , Nível de Alerta/fisiologia , Feminino , Frequência Cardíaca/fisiologia , Humanos , Masculino , Adulto Jovem
6.
J Gambl Stud ; 29(4): 661-74, 2013 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-23054386

RESUMO

Near-misses in slot machines resemble jackpot wins but fall just short. Previous research has demonstrated that near-misses are behaviorally reinforcing despite the absence of monetary reward. We assessed the hedonic properties of near-misses by measuring the time between outcome delivery and the initiation of the next spin-the post-reinforcement pause (PRP) and skin conductance responses (SCRs) for losses, near-misses, and a range of wins (5, 15, 25, 50 or 250 credits) while participants (N = 122) played a slot machine simulator. PRPs and SCRs were compared for 40 low frequency and 22 high frequency slots players who were non-problem gamblers, 37 at risk players, and 23 problem gamblers. For winning outcomes, PRPs and SCRs tracked monotonically with win size such that progressively larger wins were associated with progressively larger PRPs and SCRs. Near-misses with jackpot symbols landing on the first two reels had significantly larger SCRs than regular losses, and other types of near misses. Crucially, PRPs for this kind of near-miss were significantly smaller than all wins, and when non-parametric statistics were used, significantly smaller than regular losses. This pattern of large SCRs and small PRPs suggest that these are highly frustrating outcomes that stimulate appetitive components of the reward system to promote continued gambling.


Assuntos
Frustração , Jogo de Azar/psicologia , Recompensa , Adulto , Idoso , Feminino , Resposta Galvânica da Pele , Humanos , Masculino , Pessoa de Meia-Idade , Reforço Psicológico , Fatores de Tempo , Adulto Jovem
7.
Clin Psychol Rev ; 31(6): 1057-67, 2011 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-21802620

RESUMO

This review summarizes studies of pathological gambling and personality. Meta-analyses were conducted on 44 studies that reported personality traits of pathological gamblers (N = 2134) and nonpathological gambling control groups (N = 5321). Effect size estimates were calculated for 128 comparisons and organized according to the factors associated with two integrative accounts of personality. Four of the meta-analyses examined traits that have previously been found to load on the Urgency, Premeditation, Perseverance, and Sensation Seeking aspects of impulsivity (Whiteside & Lynam 2001). Substantial effects were found for traits associated with Negative Urgency (Cohen's d =.99) and Low Premeditation (d =.84), but not for Low Perseverance or Sensation Seeking. A second set of meta-analyses examined broad domains of personality that have previously been found to load on Negative Affect, Positive Affect, Disagreeable Disinhibition, and Unconscientious Disinhibition (Markon, Krueger, & Watson, 2005). Substantial effects were found for Unconscientious Disinhibition (d =.79), Negative Affect (d =.50), and Disagreeable Disinhibition (d =.50), but not Positive Affect. It was concluded that these individual personality characteristics may be important in the etiology of pathological gambling. The personality profile implicated in the etiology of pathological gambling is similar to that found in a recent meta-analysis of substance use disorders (Kotov, Gamez, Schmidt, & Watson, 2010). These results suggest that pathological gambling may be part of a broad cluster of externalizing psychopathology, and also call into question the current classification of pathological gambling as an Impulse Control Disorder in the DSM-IV.


Assuntos
Jogo de Azar/psicologia , Comportamento Impulsivo/psicologia , Personalidade , Humanos , Modelos Psicológicos
8.
Addiction ; 105(10): 1819-24, 2010 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-20712818

RESUMO

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.


Assuntos
Nível de Alerta , Jogo de Azar/psicologia , Recreação , Reforço Psicológico , Jogos de Vídeo/psicologia , Logro , Estimulação Acústica/efeitos adversos , Adulto , Análise de Variância , Feminino , Resposta Galvânica da Pele/fisiologia , Frequência Cardíaca/fisiologia , Humanos , Masculino , Estimulação Luminosa/efeitos adversos , Adulto Jovem
9.
J Gambl Stud ; 26(1): 159-74, 2010 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-19756978

RESUMO

In Ontario, Canada, the regulator approves identical looking slot machine games with different payback percentages. We gained access to the design documents (called PAR Sheets) used to program these different versions of the same slots game and ran Gambler's Ruin simulations of 2,000 first-time players who each arrived with a $100 bankroll and played either the 85 or 98% version of the same game until broke. Simulations revealed that the typical (median) player's experience did not differ significantly between versions. However the payback percentage affected the experience of players in the upper tails of the distributions with those in the 98% version having dramatically more total spins, winning spins, entries into the "bonus mode", and "hand pays" (a win of $125 or more on a given spin). Most importantly, the number of simulated players who had a maximum peak balance in excess of $1,000 rose tenfold-from 5 in the 85% version to 54 in the 98% version. The results are discussed in terms of the Pathways Model of Problem and Pathological Gambling especially in terms of behavioural conditioning, cognitive beliefs, and early big wins. It may well be that those machines that are on the surface the "fairest" to the gambler, actually pose the most risk for ensuing gambling problems.


Assuntos
Simulação por Computador/legislação & jurisprudência , Sinais (Psicologia) , Meio Social , Adulto , Comportamento Aditivo/psicologia , Condicionamento Psicológico , Extinção Psicológica , Feminino , Jogo de Azar/psicologia , Humanos , Masculino , Pessoa de Meia-Idade , Ontário , Recreação , Recompensa
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