3 research outputs found

    Free-spins spur gamblers to quit EGMs early: An online EGM study

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    Free-spins on slot machines introduce a salient moment of potentially large wins that might influence people to either quit or continue a gambling session. Two theoretical models make different predictions about why people quit a gambling session. From a behaviourist perspective, people quit a session when they are either satiated or the lack of rewards lead to the extinction of behaviour. Alternatively, from a behavioural-finance perspective, people quit due to the disposition effect: a general finding whereby investors tend to sell shares or other assets when the price has increased, but keep assets that have dropped in value. From the behaviourist perspective, we predict that people experience free spins as a moment of intermittent reinforcement, which should encourage them to continue gambling longer. According to the disposition effect, however, the large win would trigger risk-aversion, signalling an opportunity to “cash out” and lock-in the gain. In the present study, 188 gamblers (72 female) were randomly allocated to one of three conditions: control, early free-spins and late free-spins, in an online EGM simulation (points only). Consistent with the disposition effect, participants who received early free-spins quit earlier, placing significantly fewer bets, than those in control condition. The study suggests that free-spins, rather than being reinforcing within session, may signal an opportunity to quit early. In the discussion, however, we speculate on whether future research could demonstrate that a perceived lack of free spins in a session may keep players engaged longer. © 2019, Springer Science+Business Media, LLC, part of Springer Nature

    Structural or dispositional? An experimental investigation of the experience of winning in social casino games (and impulsivity) on subsequent gambling behaviors

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    BACKGROUND AND AIMS: In the present research, we experimentally investigated whether the experience of winning (i.e., inflated payout rates) in a social casino game influenced social casino gamers' subsequent decision to gamble for money. Furthermore, we assessed whether facets of dispositional impulsivity - negative and positive urgency in particular - also influenced participants' subsequent gambling. METHODS: Social casino gamers who were also current gamblers (N = 318) were asked to play a social casino game to assess their perceptions of the game in exchange for 3.Unbeknownsttothem,playerswererandomlyassignedtooneofthreeexperimentalconditions:winning(n=110),breakeven(n=103),orlosing(n=105).Afterplaying,participantswereofferedachancetogambletheir3. Unbeknownst to them, players were randomly assigned to one of three experimental conditions: winning (n = 110), break-even (n = 103), or losing (n = 105). After playing, participants were offered a chance to gamble their 3 renumeration in an online roulette game. RESULTS: A total of 280 participants (88.1%) elected to gamble, but no between-condition variation in the decision to gamble emerged. Furthermore, there were no differences in gambling on the online roulette between condition. However, higher levels of both negative and positive urgency increased the likelihood of gambling. Finally, impulsivity did not moderate the relationship between experience of winning and decision to gamble. CONCLUSION: The results suggest that dispositional factors, including impulsive urgency, are implicated in the choice to gamble for social casino gamers following play

    An experiment on the perceived efficacy of fear-based messages in online roulette

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    The current study examined the emotional and cognitive evaluations as well as the perceived efficacy of fear-based, text-only pop-up messages. The pop-up messages were presented when viewing a 3-minute prerecorded video of online roulette play. Fifty-nine people who gamble online viewed both low- and high-threat messages that reflected, by random assignment, either the financial (n= 27) or social (n= 32) consequences of gambling. Participants then reported their emotional and cognitive evaluations of the messages, as well as their perceived efficacy to facilitate responsible gambling. Eye-tracking was used as an objective measure of attention to the message. A 2 (message theme: social, financial) x 2 (threat level: low, high) mixed-model ANOVA was used to examine the evaluations and efficacy of the messages. The main effects of message theme/threat level were not significant. The 2 × 2 interaction for the outcome of overall effectiveness was significant, whereby the high-threat and social message combination was rated more effective than other combinations. For eye-tracking, there were no significant findings. The results suggest that fear-based social messaging may be more effective than non-fear inducing or financially-oriented messages. Further research can explore if messages that are perceived to be effective likewise lead to lower-risk gambling.</p
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