| Literature DB >> 28702882 |
Mike J Dixon1, Chanel J Larche2, Madison Stange1, Candice Graydon1, Jonathan A Fugelsang1.
Abstract
In modern casinos, multiline slot machines are becoming increasingly popular compared to traditional, three-reel slot machines. A paucity of research has examined how the unique presentation of near-misses and the use of a stop button in multiline slot machines impact erroneous cognitions related to the perception of skill and agency during play. Our goal therefore was to determine the prevalence of erroneous cognitions pertaining to near-miss outcomes and the usage of a stop button and then to see whether the stop button affected players' experiences of winning, losing and near-miss outcomes. We recruited 132 gamblers from a casino in Ontario. They played two versions of a slot machine simulator: one with a stop button and one without a stop button. We measured player's arousal [skin conductance responses (SCRs), pressure on the spin-button), and behavioural responses (post-reinforcement pauses (PRPs)] to wins, losses and near-misses during play. We predicted more robust physiological SCRs and longer PRPs to wins in the stop button game. We also predicted that near-misses encountered in the stop button game would trigger greater levels of arousal and frustration in players, as indexed by larger SCRs, and greater force applied to the spin button to initiate the next spin. Erroneous cognitions pertaining to the stop button and near-misses respectively were assessed following play. Results showed that a small but meaningful percentage of players held erroneous cognitions about the stop button (13.6%) and near-misses (16%). Players depressed the spin button harder, and had larger SCRs for all outcomes when using the stop button. Players also paused longer for near-misses in the game involving the stop button. Our findings converge to suggest that the stop button encourages an erroneous perception of skill in some players, and consequentially impacts how such players perceive their outcomes in multiline slot machines.Entities:
Keywords: Cognitive biases; Erroneous cognitions; Frustration; Gambling; Illusion of control; Near-misses; Stop button; Structural game features
Mesh:
Year: 2018 PMID: 28702882 PMCID: PMC5846825 DOI: 10.1007/s10899-017-9699-x
Source DB: PubMed Journal: J Gambl Stud ISSN: 1050-5350
Fig. 1Winning and near-miss outcomes for gramophone and stereo wins (from Dixon et al. 2015)
Fig. 2A depiction of the five-reel multiline simulator used in the current study patterned after a commercially available slot machine
Fig. 3A modified mouse was placed facing away from the player so they could feel the button, but not see it. Spins were initiated by pulling on the mouse button. The stop button feature was invoked by re-pulling on the mouse button while the animated reels were spinning
(a) Frequencies of different responses to “Near-misses reflect my skill at this slots game and indicate that I was close to winning.” (b) Frequencies of different responses to “Near-misses indicate that a win is imminent”
| Response | a | b | ||
|---|---|---|---|---|
| Frequency | Percent | Frequency | Percent | |
| Strongly disagree (0) | 55 | 44 | 53 | 42.4 |
| Disagree (1) | 36 | 28.8 | 37 | 29.6 |
| Neither agree nor disagree (2) | 14 | 11.2 | 21 | 16.8 |
| Agree (3) | 18 | 14.4 | 13 | 10.4 |
| Strongly agree (4) | 2 | 1.6 | 1 | .80 |
Correlations between the near-miss as skill item, near-miss as a harbinger of wins item, stop button as a harbinger of wins item, and stop button composite score with subscales on the Gambling Related Cognitions Scale (GRCS)
| Item | Illusion of control | Predictive control | Interpretive bias | Stop gambling | Gambling expectancies |
|---|---|---|---|---|---|
| Near-miss as skill |
|
|
|
|
|
| Near-miss predicts wins |
|
|
|
|
|
| Stop buttons made wins more likely |
|
|
|
|
|
| Stop button composite score |
|
|
|
|
|
N. B. The degrees of freedom was df = 123 for all correlations
Fig. 4Left panel Average skin conductance response magnitudes following winning and losing outcomes. Right panel Average skin conductance responses for the full loss outcomes (credit gains of zero) in the no stop button and stop button conditions. Error bars ±1 SE
Fig. 5Left panel Average force (v) applied to the spin-button following losing and winning outcomes. Right panel Force pressures (v) used to initiate next spins for full loss outcomes (credit gains of zero) in the no stop button and stop button conditions. Error bars ±1 SE
Fig. 6Left panel Average post-reinforcement pauses (ms) following winning and losing outcomes. Right panel Average post-reinforcement pauses (ms) for full loss outcomes (credit gains of zero) in the no stop button and stop button conditions. Error bars ±1 SE