Literature DB >> 11784459

Induced mood and persistence at gaming.

A M Hills1, S Hill, N Mamone, M Dickerson.   

Abstract

AIMS: Using the affect infusion model (AIM), this study aimed to assess the impact of prior mood on gaming persistence in regular and non-regular gamblers (assumed to be motivated and heuristic decision-makers, respectively). DESIGN, MEASURES AND
SETTING: A 2 x 3 experimental design in a laboratory setting employed factors of gambler type (regular, non-regular) and prior mood (happy, neutral, depressed). Measures were number of trials played on a gambling game, and mood ratings (post-mood induction, during and after play). PARTICIPANTS AND
INTERVENTIONS: Sixty regular and 60 non-regular gamblers (all male students) were assigned randomly to watch a video inducing one of the three mood conditions. They were then given AUD$10.00 to gamble in a computerized card-cutting game.
FINDINGS: AIM predictions were supported: prior mood did not affect gaming persistence for regular gamblers, but non-regulars showed reduced persistence across happy, neutral and depressed moods. After-play mood ratings were related to winnings for regulars, and losing regulars were significantly more unhappy after-play compared to during-play, and compared to both their winning counterparts and non-regulars. Mood and winnings were unrelated for non-regulars, with little during- to after-play mood change.
CONCLUSIONS: The findings speak to depression as a causal factor in addictive gambling. Depressed mood did not enhance persistence in regular gamblers, but rather failed to have the inhibitory effect observed in non-regular gamblers. Evidence of mood changes during gambling was obtained, although multiple measures (self-report, physiological indicators, anticipated states) of both affective valence and arousal are advocated for future studies.

Entities:  

Mesh:

Year:  2001        PMID: 11784459     DOI: 10.1046/j.1360-0443.2001.961116299.x

Source DB:  PubMed          Journal:  Addiction        ISSN: 0965-2140            Impact factor:   6.526


  13 in total

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6.  Mood and audience effects on video lottery terminal gambling.

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Authors:  Matthew M Young; Michael J A Wohl; Kimberly Matheson; Steve Baumann; Hymie Anisman
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8.  Are irrational beliefs and depressive mood more common among problem gamblers than non-gamblers? A survey study of Swedish problem gamblers and controls.

Authors:  Håkan Källmén; Patric Andersson; Anders Andren
Journal:  J Gambl Stud       Date:  2008-06-10

9.  A Prospective Investigation of Affect, the Desire to Gamble, Gambling Motivations and Gambling Behavior in the Mood Disorders.

Authors:  Lena C Quilty; Chris Watson; Tony Toneatto; R Michael Bagby
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10.  Reward system and temporal pole contributions to affective evaluation during a first person shooter video game.

Authors:  Krystyna A Mathiak; Martin Klasen; René Weber; Hermann Ackermann; Sukhwinder S Shergill; Klaus Mathiak
Journal:  BMC Neurosci       Date:  2011-07-12       Impact factor: 3.288

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