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
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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
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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.
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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
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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)
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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)
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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’
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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

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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
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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
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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
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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
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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)
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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
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