Griffiths Flashcards

1
Q

Hypotheses

A

There will be no difference between regular and non-regular gamblers in skill
Regular gamblers will produce more irrational verbalisations than non-regular gamblers
Regular gamblers will be more skill-orientated on self-report measures

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2
Q

Method

A

Field experiment

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3
Q

Design

A

Independent measures

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4
Q

Location

A

In an arcade, Exeter, Uk

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5
Q

Independent variables

A

Regular or non-regular gambler

Thinking aloud group or not

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6
Q

Dependent variables

A
Total plays during one session 
Total plays per minute 
Total wins during one session
Number of plays between each win
Number of minutes between each win
Total time played for one session
Total winnings at the end
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7
Q

How many were assigned to the thinking aloud group

A

Half

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8
Q

How were verbalisations measured?

A

They had a microphone and an observer watched them

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9
Q

What does previous research into the thinking aloud method show?

A

That it had no impact on behaviour or cognition but slows participants down

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10
Q

What specific instructions were given?

A

To verbalise every thought that passes through the mind
Don’t censor things that you think are irrelevant
Keep talking even if thoughts are not structured or in full sentences
Don’t justify thoughts

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11
Q

Results

A

Only 2/7 of the DVs showed significant differences

Regular gamblers played 8 per minute as opposed to 6

Regular gamblers who thought aloud had significantly less gambles between each win than others

RG stayed on for as long as NRG in terms of gambles

No significant difference in the total winnings of those who thought aloud and didn’t

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12
Q

How many categories were there for verbalisations

A

Content analysis produced 30 categories of utterance plus one assorted category

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13
Q

Verbalisations results

A

RG made more categories in personifying the machine, predicted events after they happened, made flexible attributions, had ironwood responses
NRG made more utterances in categories of confusion and non-understanding
RG produced more irrational verbalisation

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14
Q

Interview data

A

RG said they were above average skill or totally skilled

NRG said they were below average skill or totally unskilled

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15
Q

Option to carry on

A

10/14 RG continued until they lost everything

2/10 NRG who broke even continued

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16
Q

Conclusions

A

RG thought they were more skilful than NRG
There was no real difference in wins, only time on machine - RG took slightly longer to lose the same amount
RG had favourite machines
RG tended to ‘go blank’ more often, going onto auto pilot
These result could be used in cognitive behaviour modification to rehabilitate addicted gamblers

17
Q

Advantages of method

A

High ecological validity - local amusement arcade, typical fruit machine

Enriched data gathering and triangulation- observation of behaviours & recording of verbalisations and semi-structured interview

18
Q

Disadvantages of method

A

Validity of the thinking aloud technique is low as most are descriptive and do not show explanations for behaviour

Low inter-rater reliability- the descriptions of categories offered by Griffiths were only understood by him due to his experience and knowledge of gambling language

19
Q

Ethics issues

A

Girffiths was standing close to the fruit machine player, which may have encouraged longer period of gambling

20
Q

Sample disadvantages

A

Only represented students in a local university or college, not a full selection of society= not representative or generalisable

Regular gamblers had a severe gender imbalance of 29males to 1 female

21
Q

Advantages of sample

A

Gender imbalance represents the nature of fruit machine gambling which is mostly young males

22
Q

Quantitative data

A

Behavioural data

Categorisation of verbalisations

23
Q

Qualitative data

A

Analysis of verbalisations

Transcripts of the thinking aloud process

24
Q

Usefulness

A

Raises the profile of a forgotten addiction among teenagers which could lead to further addictions

Problem could be tested by allowing them to listen to the recordings. Could be used as part of a cognitive behaviour-modification programme

25
Q

Aim

A

To see if skill involved in fruit machine gambling is ‘actual’ or ‘perceived’

To examine the cognitive activities of regular and non-regular fruit machine gamblers using the thinking aloud method and interviews