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
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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
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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
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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
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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)
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6
Q

2 mechanisms of the influence of near misses

A
  • near misses and skill

- near misses and “if only” thoughts

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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
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