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1.
This paper reviews literature on how jackpots influence Electronic Gaming Machine (EGM) gambling behaviour. Most of the available evidence addresses the motivational effect of the mere presence of EGM jackpots on play, as actual wins are relatively rare for individual gamblers. The review identifies a distinction between rational, biased and irrational motivations that attract people to EGM jackpots. The evidence suggests that EGM jackpots should generate additional consumption on EGMs above machines that do not have such lottery-like features. Rational motivations are likely to lead to consumer surplus, whereas biased and irrational motivations are likely to contribute to excessive consumption. Moreover, there is evidence that excessive gambling consumption is strongly associated with gambling-related harm. Future research should identify how the structural features of different types of jackpots; such as progressive, deterministic, hidden, mystery, linked and wide-area jackpots; may differentially appeal to rational, biased and irrational gambling motivations. Jackpots are common feature of EGM games, and therefore it is important to have a better understanding of how jackpot features influence play on the machines.  相似文献   

2.
Restrictions on monetary payout may promote player engagement in gambling as a form of entertainment rather than as a source of income. Our objective was to evaluate the effects of monetary prize magnitude upon gambling behaviour in a community sample, and the degree to which this association is moderated by gambling risk factors. One hundred and eighty-seven adults completed an online survey assessing motivation, impulsivity and affect. Participants were given a series of vignettes and asked to estimate how much they would gamble to win monetary prizes of increasing amounts with and without accrued gambling debt. Participants reported increased gambling in response to increased monetary payout. Debt moderated these outcomes, such that electronic gaming machine (EGM) and lottery expenditures and number of lottery games played decreased with increased debt; this effect was most pronounced at elevated monetary prizes. The association between duration of EGM play and monetary payout was moderated by gender only. Results suggest that self-reported gambling behaviours increased with monetary payout even across qualitatively different gambling products, and across gamblers with different motivations for gambling, levels of impulsivity, and negative affect. The restriction of monetary payouts warrants further research attention as a form of problem gambling prevention.  相似文献   

3.
No studies to date have specifically determined the relationship between prize levels, debt size, and impulsivity on reported gambling behaviour on Electronic Gaming Machines (EGM). The present study reports the findings of a pilot study designed to investigate whether or not the likelihood of increasing the size of a bet was related to the level of prize offered and personal debt. The sample consisted of 171 first year psychology students (61 males and 120 females). Participants completed a series of gambling vignettes designed to elicit data on reported bet size according to different prize levels and debt sizes; the Eysenck Impulsivity Scale (Eysenck and Eysenck 1977); the Canadian Problem Gambling Index; and an author-constructed questionnaire eliciting data on demographic and gambling behaviours. Results indicated that as prize levels increase the odds (relative risk) of an individual placing a bet on an EGM and the amount of money reportedly bet tends to increase. A negative relationship between debt size and reported gambling behaviour moderated by prize level was found. No differences were found in the odds of placing a bet according to impulsivity. It was concluded that prize and debt sizes do influence propensities to gamble and level of bets. The findings have implications for restricting jackpot and general prize levels as a responsible gambling strategy designed to reduce motivations to gamble.  相似文献   

4.
This article describes a study assessing the effectiveness of a gambling prevention programme, GameSense, in modifying gambling cognitions and intentions among university undergraduate students of diverse ethnicities (N = 122). Although GameSense is a widely used intervention, the effectiveness in modifying gambling cognitions and behaviours has not yet been demonstrated. In the present study, randomly assigned treatment participants completed the programme and then played a gambling game in which they could win tokens for a desired prize. Control participants played the game but did not receive the prevention programme. At the end of the game, all participants completed measures assessing gambling cognitions, immediate and future gambling intentions, and their desire to continue gambling. Programme participants showed increased knowledge about gambling, increased resistance to gambling fallacies, and fewer immediate and future intentions to continue gambling regardless of how much they won or lost, compared to the no-treatment control group. The present results indicate that the GameSense programme is effective in altering cognitions about gambling and immediate and future intentions to continue gambling. Results are discussed in terms of the modification of gambling cognitions following completion of the intervention programme and the changes in future gambling behaviour as a consequence of those changed cognitions.  相似文献   

5.
One component of social facilitation on gambling is the potential for an audience of people to observe the play of Electronic Gaming Machine (EGM) gamblers and influence their behaviour without participating directly in gambling themselves. An experiment was conducted with an audience of onlookers, purported to be students of research methods, taking notes while watching the participants play an EGM. Forty-three male and 82 female participants (N = 125), aged 18–79 (M = 49.2, SD = 15.6), played a laptop simulated 3-reel EGM using a $20 stake in three conditions: (1) alone, (2) watched by a simulated audience of six persons, or (3) watched by an audience of 26. Outcomes on the poker machine were rigged with a fixed sequence of five wins in the first 20 spins and indefinite losses thereafter. The results found smaller bet-sizes associated with larger audiences of onlookers, and this outcome is consistent with a hypothesized motivation to display more wins to the audience. Moreover, final payouts were greater in the audience conditions compared to the control, further suggesting that an audience may be a protective factor limiting player losses.  相似文献   

6.
Electronic gambling machines (EGMs) show a strong association with gambling problems. The high speed of gaming offered by modern EGMs allows playing numerous games in a short span of time, which is thought to contribute to attentional distraction, increased spending and prolonged play. However, the relationship between EGM speeds and potentially risk-related gambling behavior remains unclear. We introduce a novel approach to investigating the role of gaming speed in EGM gambling behavior by examining ‘individual rate-of-play’ (I-ROP) during simulated EGM gambling. A community sample of male regular gamblers (N = 72) played virtual slot machines in pairs offering sequentially adjusted game speeds towards the estimation of a behaviorally expressed preference speed, or I-ROP. This initial experiment aimed to explore the variability of I-ROPs during simulated EGM gambling, and examine behavior while playing EGMs at speeds relative to their I-ROP. Estimated I-ROPs ranged from less than one half second to over seven seconds and were negatively associated with cognitive ability, but not related to problem gambling severity, impulsiveness, or gambling-related cognitions. Subsequent gambling sessions on EGMs offering individually calibrated faster and slower gaming speeds were associated with greater and reduced risk-related gambling behaviors respectively. I-ROPs represent a potentially informative construct for exploring influences of gaming speed on gambling behavior, and may lend insight into potential risk-related behavior an individual vulnerability with respect to commercially available EGMs that warrants additional research.  相似文献   

7.
The Social Facilitation Effect shows performance on many simple tasks is enhanced by crowds of onlookers or co-actors (others performing the same activity). Previous experimental research has shown that Electronic Gaming Machine (EGM) betting behavior is intensified by the belief that others are gambling along with the subject (Rockloff and Dyer, J Gambl Stud 23(1):1–12, 2007). The present study extends these findings by simulating crowds of differing sizes using a fake video-conference along with a live confederate who gambles concurrently with the subjects. Fifty-four male and 81 female subjects aged 18–82 (M = 46.9, SD = 16.7) played a laptop simulated 3-reel EGM using a $20 stake in 3 conditions: (1) alone, (2) in a simulated group of 5 persons plus 1 live confederate, or (3) in a simulated group of 25 persons plus 1 live confederate. The EGM outcomes were rigged with a fixed 20 trial winning sequence followed by an indefinite losing sequence. As hypothesised, gambling intensity, as measured by trials played, speed of betting and final payouts, was progressively greater with larger crowd sizes (P < .05). In contrast, bet-size was slightly lower with larger crowds. The results suggest that gambling venues with more players tend to increase gambling persistence and contribute to greater long term monetary losses.  相似文献   

8.
Risk Factors for Gambling Problems: An Analysis by Gender   总被引:1,自引:0,他引:1  
Differences in problem gambling rates between males and females suggest that associated risk factors vary by gender. Previous combined analyses of male and female gambling may have obscured these distinctions. This study aimed to develop separate risk factor models for gambling problems for males and for females, and identify gender-based similarities and differences. It analysed data from the largest prevalence study in Victoria Australia (N = 15,000). Analyses determined factors differentiating non-problem from at-risk gamblers separately for women and men, then compared genders using interaction terms. Separate multivariate analyses determined significant results when controlling for all others. Variables included demographics, gambling behaviour, gambling motivations, money management, and mental and physical health. Significant predictors of at-risk status amongst female gamblers included: 18–24 years old, not speaking English at home, living in a group household, unemployed or not in the workforce, gambling on private betting, electronic gaming machines (EGMs), scratch tickets or bingo, and gambling for reasons other than social reasons, to win money or for general entertainment. For males, risk factors included: 18–24 years old, not speaking English at home, low education, living in a group household, unemployed or not in the workforce, gambling on EGMs, table games, races, sports or lotteries, and gambling for reasons other than social reasons, to win money or for general entertainment. High risk groups requiring appropriate interventions comprise young adults, especially males; middle-aged female EGM gamblers; non-English speaking populations; frequent EGM, table games, race and sports gamblers; and gamblers motivated by escape.  相似文献   

9.
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.  相似文献   

10.
Motives for gambling have been shown to be associated with gambling involvement, and hence important in the understanding of the etiology of problem gambling. The aim of this study was to describe differences in gambling motives in different subgroups of lifetime risk gamblers, categorized by: age, gender, alcohol- and drug habits and type of game preferred, when considering the level of risk gambling. A random Swedish sample (n = 19,530) was screened for risk gambling, using the Lie/Bet questionnaire. The study sample (n = 257) consisted of the respondents screening positive on Lie/Bet and completing a postal questionnaire about gambling and motives for gambling (measured with the NODS-PERC and the RGQ respectively). When considering the level of risk gambling, motives for gambling were not associated with gender, whereas younger persons gambled for the challenge more often than did older participants. Card/Casino and Sport gamblers played to a greater extent for social and challenge reasons then did Lotto/Bingo-gamblers. EGM-gamblers played more for coping reasons than did Lotto/Bingo gamblers. However, this association turned non-significant when considering the level of risk gambling. Moderate risk gamblers played for the challenge and coping reasons to a greater extent than low risk gamblers motives for gambling differ across subgroups of preferred game and between gamblers with low and moderate risk. The level of risk gambling is intertwined with motives for gambling and should be considered when examining gambling reasons.  相似文献   

11.
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.  相似文献   

12.
Accounts of jackpot winners and big gambling wins are common in Swedish newspapers. Analysis of over 2000 such newspaper articles reveals that their content is structured according to specific themes and cultural topics. Four such topics are identified: wealth as a test of morals and character, the social impact of wealth, the just and good world, and luck and the occult. Culturally structured narratives like these—which elaborate on mythological and moralistic schemes of good and evil, rewards and punishments, and which concern questions of human nature and social values—have a long history in folk tradition and in Christian moral teachings. Jackpot wins provide a discursive realm for moral and existential questions that, to some extent, fills a void left by the decline of traditional folklore and formal religion. Apparently, this discourse stimulates interest in games and constitutes one of the cultural roots of contemporary gambling.  相似文献   

13.
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 .  相似文献   

14.
This study analyzed a sample of 920 lottery ads that were placed or played in Atlantic Canada from January 2005 to December 2006. A content analysis, involving quantitative and qualitative techniques, was conducted to examine the design features, exposure profiles and focal messages of these ads and to explore the connections between lottery advertising and consumer culture. We found that there was an “ethos of winning” in these commercials that provided the embedded words, signs, myths, and symbols surrounding lottery gambling and conveyed a powerful imagery of plentitude and certitude in a world of potential loss where there was little reference to the actual odds of winning. The tangible and emotional qualities in the ads were especially inviting to young people creating a positive orientation to wins, winning and winners, and lottery products that, in turn, reinforced this form of gambling as part of youthful consumption practices. We concluded that enticing people with the prospects of huge jackpots, attractive consumer goods and easy wins, showcasing top prize winners, and providing dubious depictions that winning is life-changing was narrow and misleading and exploited some of the factors associated with at-risk gambling.  相似文献   

15.
Buying a Dream: Alternative Models of Demand for Lotto   总被引:5,自引:0,他引:5  
Existing lotto demand models utilize effective price, computed as the face value of a ticket minus the expected value of prize money per ticket, as their primary explanatory variable. By contrast, this article proposes a key role for consumption benefit or "fun" in the demand for gambling in general and lotto demand in particular. It develops an alternative model of lotto demand that focuses on the maximum possible prize. When this is tested against the traditional model using data from the U.K. National Lottery, we find that jackpot considerations exert an influence over and above that of variations in effective price.  相似文献   

16.
Electronic gambling machines (EGMs) are known to be a particularly risky form of gambling (Petry. Addiction 98(5):645–655, 2003). It is vital that researchers and clinicians are aware of factors which could lead to people having problems with this form. Gambling motivation is one such factor. This study developed a measure of EGM gambling motivations based on the results of qualitative research conducted with EGM problem gamblers and experienced counsellors (Thomas et al. Int J Mental Health Addiction 7:97–107, 2009). A community based sample of 232 females (M = 29.60 years of age, SD = 15.41 years) and 123 males (M = 29.64 years of age, SD = 12.29 years) participated. Exploratory factor analysis extracted three motivational factors indicating people gambled on EGMs to escape, for its accessibility and for the social environment. Gambling to escape and for its accessibility had substantial positive correlations with frequency of EGM gambling and gambling problems. Social environment correlated less well with these indicators of excessive gambling. Correlations between factors suggested the accessible, social experience offered by EGM venues increases their appeal as a means of escape. The new subscales were internally consistent and demonstrated good evidence of validity. This new measure will facilitate future investigations into the relationships between gambling motivations, other aetiological factors and EGM problem gambling.  相似文献   

17.
In a time when the privileged market position of Svenska Spel is under intense scrutiny by EU officials and pro‐market ideologists, this study provides a critical reading of the advertisement material issued by this Swedish state‐run gambling operation. Drawing on a ?i?eko–Lacanian critique of ideology, the essay identifies and theorizes different kinds of enjoyment promoted in a number of TV advertisement campaigns issued by the company. By taking recourse to the Lacanian notion of jouissance, the study throws light on the radical ambiguity that resides in the gambling win – an ambiguity which manifests itself in the win being pictured as both pleasurable and painful. Moreover, the essay suggests that Svenska Spel entirely excludes the enjoyment derived from the gambling experience as such from its advertisement material, possibly as a consequence of the threat that the promotion of such enjoyment would pose to the company’s legitimacy.  相似文献   

18.
Although problem gambling and problem drinking often co-occur, the processes underlying this association are not well understood. This study investigated the effects of contingent gambling-drinking patterns and problem drinking severity on implicit gambling-alcohol associations. Participants were 144 (34 female) problem gamblers. The South Oaks Gambling Screen (SOGS) measured severity of problem gambling. The Brief Michigan Alcohol Screening Test (BMAST) measured severity of problem drinking. The Implicit Association Test (Greenwald, McGhee, & Schwartz, 1998, Journal of Personality and Social Psychology, 74, 1464–1480) measured gambling-alcohol associations. Participants who reported drinking when they won displayed faster response time (i.e., priming) on trials where alcohol words were paired with gambling win (e.g., jackpot) vs. gambling loss (e.g., forfeit) words. The tendency to drink in response to losses did not influence the priming effect of win cues or moderate the effects of Win-Drinking Pattern on priming. Severity of problem drinking on the BMAST also correlated positively the priming effects of win cues. These findings indicate that a tendency to drink in response to gambling wins and more severe alcohol problems each coincide with stronger associations between gambling win and alcohol concepts in memory. Such associations can promote drinking and its attendant effects (e.g., poor decision-making) in problem gamblers, and thus, may contribute to co-morbid gambling and alcohol use disorders.  相似文献   

19.
Responsible gambling (RG) tools that guide electronic gaming machine (EGM) players to set a pre-set money limit on their gambling expenditures are known to reduce excessive gambling. However, not all EGM players who use a limit-setting RG tool will adhere to their limit. We hypothesized that limit adherence is facilitated by informing players that their limit is approaching (and when their limit is reached), but undermined by a financially focused self-concept (FFS). Accordingly, EGM players (N = 88) were provided seed funds to gamble with on a slot machine in a simulated virtual reality casino. They were randomly assigned to receive a limit reminder both when their limit was approaching and again when their limit was reached (experimental condition) or just when their limit was reached (control condition). Players in the experimental condition were more likely to stop playing before reaching their money limit compared to players in the control condition. However, this was observed among players who are low, but not high, in FFS. Unexpectedly, condition (control vs experimental) was unrelated to playing beyond the money limit and FFS did not moderate this relation. Results suggest that individual difference factors, like FFS, can undermine the utility of RG tools.  相似文献   

20.
The impact of lotto jackpot size on sales is estimated using regression analysis on Ohio data for 1986–87. Sales accelerate as jackpots increase. This helps explain high variability in lottery net revenue, and implies that changes in game structure that lead to larger jackpots will increase net revenue. It was also found that Saturday drawings are more popular than Wednesday drawings, that sales increase less than proportionately when more days are available to purchase tickets, and that larger jackpots continue to increase sales even after they have been awarded.Thanks go to H. Roy Kaplan for help in obtaining the data for this paper.  相似文献   

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