Near-Misses Flashcards
1
Q
Near-misses
A
- A special kind of failure to reach a goal, one that comes close to being successful
- The gambler feels that they’re not constantly losing, but constantly nearly winning
- In various studies, people who get a certain amount of near misses (~30% of the time) tend to play longer
2
Q
slot machine simulations of near-misses
A
- Participants play slots -> choose a picture and hope for a match
- Either win, get a near miss (matching picture is 1 away), or get a full-miss (matching picture is far away)
- Rank how pleased they are and how much you want to continue to play
- Near misses are more aversive than full misses, but enhance motivation to play
3
Q
slot machine simulations of near misses: brain activty
A
- Ventral striatum and insula are more highly activated during near misses than full misses -> not processed identically in the brain, even though you lose either time (there’s a slight reward buzz for near-misses)
- These effects are even stronger in problem gamblers
4
Q
Mechanisms: near misses and skill
A
- In many skillful situations (ex. Playing soccer), near-misses (ex. Shots that hit the post) are useful signals of skill acquisition
- In games of chance, near-misses may be erroneously interpreted in the same way -> near misses could fuel the illusion of control
5
Q
Mechanisms: near misses and “if only” thoughts
A
- AKA: Counterfactual thinking – process of mentally simulating alternative versions of events
- Comparing reality vs. The counterfactual can create regret and relief; intense emotional states
- Ex. Getting bronze medal = downward counterfactual (relief – you nearly didn’t get a medal)
- Ex. Getting silver medal = upward counterfactual (regret – you nearly got the gold)
6
Q
2 mechanisms of the influence of near misses
A
- near misses and skill
- near misses and “if only” thoughts
7
Q
gambling distortions following brain injury
A
- Participants had injury to vmPFC, insula, amygdala, or no injury
- In slot machine task, most participants report increased motivation to play after near-miss outcomes compared to full-misses
- Effect abolished in insula group (find near misses de-motivating)
- In gambler’s fallacy task, most participants less likely to choose red after run of consecutive reds
- Effect abolished in insula group again -> reduced gambling distortions