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1.
The present study sought to examine the underpinnings of impaired strategic decision-making under stress. In contrast to previous laboratory-based research, we conducted a quasi-experiment in a real life stress situation. Specifically, we used the beauty contest game and compared the performance of a group of participants who were exposed to a real-life stressor (waiting to attend an exam at a university class) with a control group of participants who were not exposed to stress (waiting to attend a regular lecture at a university class). Furthermore, about half of the participants were instructed to write down what they believed another participant had assumed the average number in the beauty contest game to be and which target number she (or he) had chosen accordingly. The results showed that stress impaired strategic reasoning in the beauty contest game. Importantly, even when only including participants who understood the rules of the game in the analyses, stress still increased the numbers chosen in the beauty contest. Furthermore, we found that participants in the stress condition were significantly less likely to base their chosen number on their belief about other players’ choices. Hence, stress not only impairs understanding of the math behind the beauty contest game but also the degree of strategizing per se.  相似文献   

2.
This paper describes a project to inform and to elicit the views on The Children Act 1989 of forty five young people who were currently being looked after by English local authorities in out-of-home-care. The full findings are reported elsewhere (Buchanan, Wheal, Walder, Macdonald, & Coker, 1993).One of the key principles of The Children Act 1989 was that children and young people should, in the light of their age and understanding, be consulted and participate in decisions affecting their lives, provided that this approach did not jeopardise their welfare. Throughout 1991 the Department of Health in London orchestrated an impressive training initiative to ensure that all those who had a role in implementing the Act were aware of the principles that informed the legislation. Leaflets were also prepared for young people who were being looked after in foster or residential care. During this period I asked a young man in a local authority residential establishment, what he knew about the new law. “No one tells me anything”, he replied. This was worrying because without the necessary information, such young people would poorly equipped if they wished to participate in decisions affecting their lives, and more seriously they would be poorly protected should they have reason to complain about their care. During the late 1980's and early 1990's there had been a number of concerns about the welfare of young people living in residential settings. These had resulted in a spate of enquiries, (Levy & Kahan, 1991), (Williams & Macreadie, 1992), and a number of reports (e.g. Utting, 1991; Warner, 1992).  相似文献   

3.
According to the cognitive perspective on gambling, regular gamblers persist in trying to win money at gambling because they hold a set of false beliefs about the nature of gambling, the likelihood of winning, and their own expertise. In order to investigate this claim, twenty seven university students were recruited who played one of three types of games at least twice a week: slot machines, video draw poker, and video amusement games. Subjects played their preferred machines on site (clubs, hotels and amusement arcades) first for at least thirty minutes and then the other two games for a minimum of twenty minutes each. During play, each subject spoke aloud into a microphone describing what he or she was doing or thinking about in the game. It was hypothesised that slot machine players would verbalise more irrational thinking than video poker or video amusement players and that slot machines would elicit more irrational thinking than video poker or video amusement machines. Most importantly, it was hypothesised that slot machine players would exhibit relatively greater amounts of irrational thinking when playing their preferred game. The data supported all three hypotheses. Out of all of the statements made by slot machine players when playing slot machines, 38% were categorised irrational. Furthermore, 80% of the strategic statements made by slot machine players while playing slot machines were categorised as irrational. These results are consistent with earlier work which showed high levels of irrational thinking in artificial gambling games. Together, the results provide support for a cognitive view of the origins of gambling problems.  相似文献   

4.
Scratch card games are incredibly popular in the Canadian marketplace. However, only recently have researchers started to systematically analyze their structural characteristics and how these in turn affect the gambler. We present two studies designed to further understand the underlying physiological and psychological effects that scratch cards have on gamblers. We had gamblers (63 in Experiment 1, 68 in Experiment 2) play custom made scratch cards involving a small win, a regular loss and a near-miss—where they uncovered two out of the three symbols needed to win the top prize. Our predictions were that despite near-misses and losses being objectively equivalent (the gambler wins nothing) gamblers’ reactions to these outcomes would differ dramatically. During game play, skin conductance levels and heart rate were recorded, as well as how long gamblers paused between each game. Gamblers’ subjective reactions to the different outcomes were then assessed. In both studies, near-misses triggered higher levels of physiological arousal (skin conductance levels and heart rates) than losses. Gamblers paused significantly longer following small wins than other outcomes, and reported high arousal, positive affect and urge to gamble—a constellation of results consistent with their rewarding properties. Importantly near-miss outcomes were rated as highly arousing, negative in emotional tone, and the most frustrating of all three outcome types examined. In Experiment 2, when we measured subjective urge to gamble immediately after each outcome, urge to gamble was significantly higher following near-misses than regular losses. Thus, despite not rewarding the gambler with any monetary gain, these outcomes nevertheless triggered higher arousal and larger urges to gamble than regular losses, a finding that may explain in part, the allure of scratch cards as a gambling activity.  相似文献   

5.
Downward Spiral is a board game developed by the authors to illustrate the dangers of continued substance abuse. Previous work has found that college students and probationers find the game interesting, enjoyable, useful, and realistic [1]. In the current study, college students either played Downward Spiral, watched educational videos on substance abuse, or completed a set of questionnaires unrelated to alcohol and drug abuse. Those students who either played the game or watched the videos rated both as beneficial. However, students who watched videos had somewhat higher levels of consumer satisfaction. Students who played the game rated it as smoother, and they felt more positive following the session than students who watched videos. Both videos and the game increased students' intentions to limit alcohol consumption compared to students who served as controls. Individuals in the game group also indicated significantly greater intentions to change their alcohol behavior than those in the other groups.  相似文献   

6.
In the current study, we assessed whether undergraduate electronic gaming machine (EGM) gamblers would be more apt to set a time limit and spend less time gambling when asked to consider setting an explicit time limit prior to their gambling session. To this end, participants (N = 43) were randomly assigned to a time limit pop-up condition or control condition, both of which involved gambling on an EGM in a virtual reality (VR) casino. In the time limit pop-up condition, participants were asked (via pop-up message) to consider setting a time limit on play and entering that limit in an available text box prior to commencing play. In the no time limit pop-up condition, participants engaged in play immediately upon accessing the EGM in the VR casino (i.e. they were not exposed to a time limit pop-up message). As predicted, participants who were explicitly asked to consider setting a time limit on their EGM play were significantly more likely to do so and spent less time gambling than those who were not given such instructions. The results provide preliminary support for the contention that setting a time limit on EGM play is an effective responsible gambling strategy.  相似文献   

7.
This study was designed to explore the nature of informal or illegal gambling in South African townships, to investigate what motivates people to participate in this form of gambling and what they perceive are the associated benefits and dis-benefits. A series of focus group workshops was conducted with two groups of gamblers, all of whom had experience of some form of township gambling: one group currently lived in townships and the other had previously resided in townships. Gambling for the township residents was a far more frequent activity than for non-township residents and consumed substantially more of their time. The majority of the township residents classified themselves as unemployed, while of those who were unemployed, most people indicated that gambling was a major source of their income; some even described it as their only source of income. The most significant difference between what township and non-township residents expressed as wanting and getting from gambling was that the former indicated quite clearly and unanimously that what they sought and gained from gambling was money. Township residents were far more likely to indicate that they used gambling to balance their budgets than ex-township residents who gambled primarily at casinos. A lottery type game called “Fahfee” is the most widely spread and pervasive form of gambling and was unanimously portrayed as a necessary and beneficial form of support for the poor and unemployed. Lottery and Casino gambling were, in contrast, widely perceived by the township participants as being ‘rigged’ and unfair. Township Dice and cards were perceived as being ‘fairer’ and as allowing punters to be more in control than casino gambling. The downside of township gambling was reported to be high levels of violence, crime and insecurity surrounding, in particular, the game of Dice. There was widespread inability to calculate expected payoffs or odds, and an apparent belief that these were not particularly helpful skills for gamblers. In Fahfee, the reliance on dreams to guide choice of numbers appears to eradicate any interest in the odds, or of playing strategically. The findings of this study are preliminary but have serious policy implications for education and for gambling regulation in South Africa.  相似文献   

8.
The home advantage phenomenon is a well‐established feature in sports competitions. In this study, we examine data from 2,013 soccer matches played in the German Bundesliga during the seasons from 2007–2008 to 2016–2017. Using a very rich data set, our econometric analysis that is based on matching methods reveals that the usual home advantage disappears when the game is in the middle of the week instead of being on the weekend. Our results indicate that, as the midweek matches are unevenly allocated among teams, the actual schedules of the Bundesliga favor teams with fewer home games in midweek. The study also shows that these soccer‐specific findings may have some implications for the design of contests in general. (JEL D00, L00, D20, Z20)  相似文献   

9.
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.  相似文献   

10.
In modern casinos, multiline slot machines are becoming increasingly popular compared to traditional, three-reel slot machines. A paucity of research has examined how the unique presentation of near-misses and the use of a stop button in multiline slot machines impact erroneous cognitions related to the perception of skill and agency during play. Our goal therefore was to determine the prevalence of erroneous cognitions pertaining to near-miss outcomes and the usage of a stop button and then to see whether the stop button affected players’ experiences of winning, losing and near-miss outcomes. We recruited 132 gamblers from a casino in Ontario. They played two versions of a slot machine simulator: one with a stop button and one without a stop button. We measured player’s arousal [skin conductance responses (SCRs), pressure on the spin-button), and behavioural responses (post-reinforcement pauses (PRPs)] to wins, losses and near-misses during play. We predicted more robust physiological SCRs and longer PRPs to wins in the stop button game. We also predicted that near-misses encountered in the stop button game would trigger greater levels of arousal and frustration in players, as indexed by larger SCRs, and greater force applied to the spin button to initiate the next spin. Erroneous cognitions pertaining to the stop button and near-misses respectively were assessed following play. Results showed that a small but meaningful percentage of players held erroneous cognitions about the stop button (13.6%) and near-misses (16%). Players depressed the spin button harder, and had larger SCRs for all outcomes when using the stop button. Players also paused longer for near-misses in the game involving the stop button. Our findings converge to suggest that the stop button encourages an erroneous perception of skill in some players, and consequentially impacts how such players perceive their outcomes in multiline slot machines.  相似文献   

11.
The game of poker has dramatically increased in popularity in America over the past decade, and includes a new trend in poker in which tournaments are played with no monetary wagering. These “free” poker tournaments are the primary focus of this project. Our interest in these free poker tournaments was twofold: first, we wished to identify what would motivate a person to play poker when there is no profit motive; second, we wanted to learn how the social dynamics of the game itself may or may not change when monetary risk is not present. Through covert participant observation of free poker tournaments at four different locations we were able to discover three main motivations among the players: sharpening skills for later cash games, sociability, and gaining the status of a “regular player.” We also discovered that the tenor and tempo of the game tended to vary not as a function of the location, but rather because of the social class of the players. We offer several hypotheses to guide future research endeavors in this area.  相似文献   

12.
We study investor happiness in a panel survey of brokerage clients at a UK bank. When investors anticipate future happiness, they set their return aspirations according to personal portfolio risk, objectives, investment horizon, confidence, and other individual characteristics. They are accurate in their forecasts, only rarely are investors unhappy with outcomes they predicted they would be happy with, and vice versa. However, determinants of experienced happiness only partially correspond to the ones found for anticipated happiness. In particular, relative performance plays an important role investors do not anticipate. Having outperformed other people contributes to investor happiness, as does active trading success.  相似文献   

13.
This study set out to validate the hypothesis (belief) that homeless people were likely to commit minor offenses as solutions to their conditions. Jails, and maybe prisons, would provide three meals a day, a place to sleep, and minimal health care-especially during the winter months. Instead, the data did not support the hypothesis. Contrary to the reported practices of some homeless people in Colorado who are described as committing non-serious but timed offenses to go to jail, it found a homeless population in jail who give a literal interpretation to the political phrase “the invisible people.” They were not in jail because they were homeless, but instead they were in jail for serious crimes (murder, rape, drugs, robbery) and their homelessness was a side fact Since it was not likely that this group would seek to address or resolve their homelessness, it was recommended that jail social workers identify their needs to them, track them into social welfare networks, with a designated contact person, prior to their release.  相似文献   

14.
Social casino games are online gambling-like games found on social networking sites. They are initially free to play, however, players are encouraged to make micro-transactions (i.e., in-game purchases) for additional game credits or functionality. As a result, they generate billions of dollars in revenue. Yet, little is known as to who purchases virtual credits, let alone why. In the present research, we assessed whether there are individual differences (impulsivity, reward sensitivity, competitiveness, and problem gambling severity) between who is and who is not likely to make micro-transactions during social casino game play. Moreover, we examined possible motivations for making micro-transactions (e.g., extend play, win back lost credits) and whether the individual difference variables of interest predict reported motivation(s) for making micro-transactions. Results showed that social casino gamers who engaged in micro-transactions reported significantly higher levels of impulsivity, reward sensitivity and problem gambling severity, but not competitiveness. In terms of motivation to make micro-transactions, desire to extend play was endorsed most frequently, followed by a desire to access additional features, chasing lost credits, and to speed up play. Lastly, among participants who made micro-transactions, reward sensitivity predicted making micro-transactions to chase lost credits. These results suggest the personality make-up of social casino gamers is important to understand who is likely to make micro-transactions as well as their motivation to do so—information that could prove useful for regulation of the industry.  相似文献   

15.
The aim of this study is to assess the link between emotion regulation, depression, anxiety and gambling motives among a population of regular gamblers, distinguishing between strategic and chance game players. We recruited 287 regular gamblers online, including both problem (PG) and non-problem gamblers (NPG). All participants completed online questionnaires to screen for problem gambling (SOGS) and to assess emotion regulation (ERQ), anxiety and depression (HADS) and gambling motives (GMQ-F). In this sample, 33.4% of participants were PG. PG scored significantly higher than NPG on the GMQ-F (except for the social subscale) and HADS, but not in ERQ. Gamblers who played both strategic and chance games displayed more frequent and severe gambling problems and had higher depression and anxiety scores than those playing only strategic games. Overall, enhancement and financial motives and depression significantly predicted PG. Finally, the study found that gambling type moderates the relationship between problem gambling and expressive suppression, depression and gambling motives. The results show the intricate relationship between gambling motives and psychiatric symptoms (in particular, depression) in PG. Mixed and strategic gamblers share common motives, but coping, financial and enhancement were stronger among PG. Finally, they emphasize the differences between different types of gamblers.  相似文献   

16.
Multiline slots are exciting games that contain features which make them alluring. One such feature is a loss disguised as a win (LDW); wherein, players win less than they wager (e.g., bet 2 dollars, win back 50 cents), but this net loss is disguised by flashing graphics and winning sounds. Research to date concludes that LDWs are both rewarding and reinforcing. Here, we investigated whether LDWs affect players’ game selection. Thirty-two undergraduate students with experience playing slot machines played 100 spins on four games—two had positive payback percentages (115%) and two had negative payback percentages (85%) after 100 spins. For each payback percentage condition, there was a game with no LDWs and a game with a moderate number of LDWs. For the 100 spins, players could choose to play whichever game they wished. They then rated their preference for each game following the 100-spins and chose a game to continue playing. The majority of players preferred playing the positive payback percentage game with LDWs and chose to continue playing this game over the three other games. We conclude that in addition to LDWs being reinforcing and rewarding, LDWs do in fact influence game selection. We conclude that responsible gambling initiatives should educate players about LDWs.  相似文献   

17.
The geographies of the current generation of young people are markedly distinct from previous generations by virtue of their access to a virtual playground. The vast majority of young people now engage in video gaming as a leisure activity. Drawing on findings from the 2009/2010 WHO Health Behaviour in School-aged Children study this paper set out to investigate the factors that might be associated with higher levels of video gaming. Information was collected from 4404 school students aged 11, 13 and 15 years, using anonymised self-completed questionnaires. Higher usage was defined as game play exceeding two hours a day. Separate analyses were conducted for boys and girls. For both genders higher levels of game playing was associated with early adolescence, opposite sex friends and minimal parental mediation. Bullying and going to bed hungry were associated with higher usage for boys only, while life satisfaction and family activities were linked to girls’ game playing only. Parents were identified as effective mediators of young people’s video game usage. The study identified gendered motivations for higher levels of game play, suggesting different interventions for boys and girls may be required in order for young people to create a balanced approach to video gaming.  相似文献   

18.
Homelessness in the U.S. remains a pernicious social problem despite national coordinated efforts to end it. Psychologists are well positioned to address homelessness through direct service, advocacy, research, and policy work. Results of a survey of psychologist members (n?=?197) and student members (n?=?209) of the American Psychological Association highlighted activities they engaged in related to helping people who experience housing instability and showed psychologists are more compassionate toward those who experience homelessness than is the general public. Respondents suggested a number of factors that would encourage their greater involvement with homelessness issues including receiving more focused training, increased funding for services, and simply being asked by someone to help. Given the continued problem of homelessness, psychologists can play an important role in supporting those who are in this situation. Suggestions for increasing training and engagement of psychologists are discussed.  相似文献   

19.
This article examines the relationship between demand and scheduling in college football. We first derive two different metrics for team quality, and then use those metrics to see how they impact attendance. We find that there is a positive interaction between the quality of the teams. Then various simulations are run to see how attendance would change under different scheduling scenarios. If teams are put into conferences based on the team quality measures, the average per game attendance only rises 1–2%. This is true if 1‐year or 10‐year quality measures are used. However, our simulation suggests that this effect would be more than offset, mainly because schools with larger capacity would play fewer home games and so aggregate attendance would fall. We discuss whether this effect would be mitigated by capacity adjustments in the longer term. (JEL L83, Z20, C78)  相似文献   

20.
This article studies how individual behavior is affected by moral reflection in a dictator game with production. We make individuals reflect on fairness, in a structured way, before they play the dictator game. Our results suggest that moral reflection not only increases the weight people attach to fairness in distributive choices, but also has a strong effect on what people consider fair. Furthermore, we study the informational value of self-reported data. We find that self-reported data have substantial informational value, but do not add explanatory power to a random utility model estimated on purely behavioral data. Finally, we study whether there is a self-serving bias in the participants’ fairness perceptions, but do not find much evidence of this phenomenon in the data.  相似文献   

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