Slot Machines Flashcards
1
Q
key issues
A
- In most jurisdictions:
- Lotteries are viewed as a less harmful form of gambling
- EGMs (ie. Modern slot machines) are viewed as among the most harmful forms
- – While intuitive, it is difficult to directly measure the addictiveness of any form of gambling
2
Q
relative harms of drugs
A
- 3 categories of drug harms:
- Physical harms to the user (ie. Overdose risk)
- Propensity to induce dependence (addictiveness)
- Effects on others (ie. Violence, car accidents)
- Gambling can induce similar harms
- Risk of dependence according to Nutt: 1) Heroin 2) Cocaine 3) Tobacco
3
Q
relative harms of gambling (using Nutt’s model)
A
- Physical harms to user: sedentary behaviour of gambling could diminish health
- Propensity to induce dependence: gambling highly addictive, lights, sounds, etc.
- Effects on others: detrimental to family and relationships; debt, etc.
4
Q
lotteries
A
- Lottery is the most popular form of gambling in Canada
- Although lotteries don’t tend to cause problem gambling, most problem gamblers play the lottery
- Lottery outlets sell instant and weekly lottery tickets
- Short et al. Found that the frequency of scratchcard play predicted problem gambling symptoms, but weekly lottery play did not
5
Q
what are electronic gaming machines?
A
- AKA slot machines
- Other terminology used: Fruit Machines (UK), Video Lottery Terminals (slot machines in bars), Video Poker/”Pokies” (Australia)
6
Q
history of slot machines
A
- Originated in the 1800s
- Basic design and mechanics stayed the same from the 1930s-80s
- Modern EGMs are completely computer generated (no spinning reels)
7
Q
structural characteristics of slot machines
A
- Speed of Game
- Return to Player 85-95%
- Max Bet Size/Bet Multipliers
- Jackpot Size
- Sensory Feedback (‘bells & whistles’)
- Presence/Rate of Near-Misses
- ‘Losses Disguised as Wins’
8
Q
interaction between slot machines and gamblers
A
Yucel et al show that slot machine features are designed to produce addiction due to human features -> kind of an interlocking interaction between game and gambler
9
Q
increasing the number of near-misses
A
- Slot machine reels must spin freely
- But “Virtual Reel Mapping” enables the reel to stop adjacent to a winning symbol, on more trials than the player expects
- This ratio (of near-misses to wins) averages 9:1
10
Q
multi-line games
A
- By betting on multiple lines simultaneously, the player can “win” on one line, but that doesn’t cover the full bet
- Machine responds as if a jackpot has been won (loss disguised as a win)
- High-risk gamblers are more absorbed by multi-line play and feel more in control/skillful
11
Q
losses disguised as wins
A
- Generate physiological arousal similar to wins
- Distort player’s memory for number of true wins in the session
- Dramatically reduce the length of losing streaks without winning feedback -> you get pretty much constant feedback from machine
- Create a post-reinforcement pause comparable to a true win
12
Q
the role of sound
A
- Skin conductance significantly larger for outcomes in the SOUND-ON condition than the SOUND-OFF condition
- Tendency to overestimate wins is exacerbated when sounds accompany the LDWs
13
Q
getting “lost in the game”
A
- During play, many slot machine gamblers enter a ‘trance-like’ state (immersion, dark flow, dissociation)
- This state may provide a means of escape from stress, low mood, boredom
- Modern slot machine design may have facilitated immersion by “smoothing the play experience” (LDWs, sensory feedback)
14
Q
measuring immersion
A
- When playing a slot machine, researchers tracked how many times participants noticed targets in their peripheral vision
- In both groups, PGSI scores predicted self-reported immersion
- Higher PGSI scores predicted fewer peripheral targets noticed