| Literature DB >> 27091566 |
Madison Stange1, Mikyla Grau2, Sandra Osazuwa2, Candice Graydon2, Mike J Dixon2.
Abstract
Scratch card games are incredibly popular in the Canadian marketplace. However, only recently have researchers started to systematically analyze their structural characteristics and how these in turn affect the gambler. We present two studies designed to further understand the underlying physiological and psychological effects that scratch cards have on gamblers. We had gamblers (63 in Experiment 1, 68 in Experiment 2) play custom made scratch cards involving a small win, a regular loss and a near-miss-where they uncovered two out of the three symbols needed to win the top prize. Our predictions were that despite near-misses and losses being objectively equivalent (the gambler wins nothing) gamblers' reactions to these outcomes would differ dramatically. During game play, skin conductance levels and heart rate were recorded, as well as how long gamblers paused between each game. Gamblers' subjective reactions to the different outcomes were then assessed. In both studies, near-misses triggered higher levels of physiological arousal (skin conductance levels and heart rates) than losses. Gamblers paused significantly longer following small wins than other outcomes, and reported high arousal, positive affect and urge to gamble-a constellation of results consistent with their rewarding properties. Importantly near-miss outcomes were rated as highly arousing, negative in emotional tone, and the most frustrating of all three outcome types examined. In Experiment 2, when we measured subjective urge to gamble immediately after each outcome, urge to gamble was significantly higher following near-misses than regular losses. Thus, despite not rewarding the gambler with any monetary gain, these outcomes nevertheless triggered higher arousal and larger urges to gamble than regular losses, a finding that may explain in part, the allure of scratch cards as a gambling activity.Entities:
Keywords: Arousal; Frustration; Gambling; Near-misses; Psychophysiology; Scratch cards
Mesh:
Year: 2017 PMID: 27091566 PMCID: PMC5323501 DOI: 10.1007/s10899-016-9611-0
Source DB: PubMed Journal: J Gambl Stud ISSN: 1050-5350
Mean psychophysical (SCL, HR), behavioural (PRP) and subjective (arousal, valence, frustration, and urge) values for the three game outcomes in Experiment 1 (standard deviations in parentheses)
| Dependent variables | Outcome type | ||
|---|---|---|---|
| Win | Near-miss | Loss | |
| SCL slopes | 0.12−5 (0.34−4) | 0.11−4 (0.34−4) | −0.27−4 (0.36−4) |
| HR | 88.74 (12.25) | 89.82 (12.04) | 86.0 (12.22) |
| PRP | 3.80 (2.70) | 2.91 (1.92) | 2.34 (1.81) |
| Arousal | 3.15 (0.97) | 2.74 (0.89) | 2.03 (0.72) |
| Valence | 4.31 (0.74) | 2.82 (0.78) | 2.92 (0.64) |
| Frustration | 1.17 (0.38) | 1.90 (0.73) | 1.57 (0.56) |
| Urge | 2.16 (0.82) | 2.0 (0.82) | 1.97 (0.88) |
SCL skin conductance level, HR heart rate, PRP post-reinforcement pauses
Mean psychophysical (SCL, HR), behavioural (PRP) and subjective (arousal, positive and negative valence, frustration, disappointment, and urge) values for the three game outcomes in Experiment 2 (standard deviations in parentheses)
| Dependent variables | Outcome type | ||
|---|---|---|---|
| Win | Near-miss | Loss | |
| SCL slopes | −0.21−4 (0.31−4) | −0.10−4 (0.37−4) | −0.27−4 (0.42−4) |
| HR | 88.59 (10.42) | 88.38 (9.38) | 86.73 (9.87) |
| PRP | 3.95 (2.23) | 3.53 (1.82) | 2.85 (1.39) |
| Arousal | 3.47 (0.99) | 2.81 (0.96) | 2.33 (0.91) |
| Positive valence | 3.72 (1.03) | 2.58 (1.01) | 2.50 (0.98) |
| Negative valence | 1.22 (0.45) | 1.83 (0.92) | 1.63 (0.78) |
| Frustration | 1.18 (0.39) | 2.02 (1.03) | 1.76 (0.88) |
| Disappointment | 1.13 (0.34) | 2.58 (1.29) | 2.10 (1.08) |
| Urge | 2.22 (1.25) | 2.16 (1.20) | 1.88 (1.05) |
SCL skin conductance level, HR heart rate, PRP post-reinforcement pauses