| Literature DB >> 33956272 |
Tyler B Kruger1,2, Mike J Dixon3,4, Candice Graydon4, Chanel J Larche3,4, Madison Stange3,4, Stephen D Smith5, Daniel Smilek3.
Abstract
Slot machines are a very popular form of gambling in which a small proportion of gamblers experience gambling-related problems. These players refer to a trance-like state that researchers have labelled 'dark flow'-a pleasurable, but maladaptive state where players become completely occupied by the game. We assessed 110 gamblers for mindfulness (using the Mindful Attention Awareness Scale), gambling problems (using the Problem Gambling Severity Index), depressive symptoms (using the Depression, Anxiety, and Stress Scale), and boredom proneness (using the Boredom Proneness Scale). Participants played both a multiline and single-line slot machine simulator and were occasionally interrupted with thought probes to assess whether they were thinking about the game or something else. After playing each game, we retrospectively assessed dark flow and affect during play. Our key results were that the number of "on-game" reports during the multiline game were significantly higher than the single-line game, and that we found significantly greater flow during the multiline game than the single-line game. We also found significantly lower negative affect during the multiline game than the single-line game. Using hierarchical multiple regression, we found that dark flow accounted for unique variance when predicting problem gambling severity (over and above depression, mindfulness, and boredom proneness). These assessments help bolster our previous assertions about escape gambling-if some players are prone to having their mind-wander to negative places, the frequent but unpredictable reinforcement of multiline slot machines may help rein in the wandering mind and prevent minds from unintentionally wandering to negative thoughts.Entities:
Keywords: Dark flow; Depression; Gambling; Mind-wandering; Mindfulness
Mesh:
Year: 2021 PMID: 33956272 PMCID: PMC8866259 DOI: 10.1007/s10899-021-10027-0
Source DB: PubMed Journal: J Gambl Stud ISSN: 1050-5350
Zero order correlations for all study variables
| Variable | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1. PGSI | – | ||||||||||
| 2. MAAS | − .478*** | – | |||||||||
| 3. Dep | .406*** | − .578*** | – | ||||||||
| 4. BP | .293** | − .552*** | .502*** | – | |||||||
| 5. ML Mind | − .170 | .060 | − .084 | .029 | – | ||||||
| 6. SL Mind | − .213* | .092 | − .190* | .006 | .749*** | – | |||||
| 7. ML Flow | .195* | − .168 | − .023 | .054 | .346*** | .349*** | – | ||||
| 8. SL Flow | .245* | − .123 | .006 | .133 | .310** | .406*** | .862*** | – | |||
| 9. ML Pos | − .039 | .063 | − .119 | .022 | .178 | .235* | .623*** | .535*** | – | ||
| 10. SL Pos | .031 | .041 | − .081 | .020 | .112 | .254** | .566*** | .586*** | .849*** | – | |
| 11. ML Neg | .080 | − .100 | .060 | − .034 | − .324** | − .343*** | − .270** | − .230* | − .500*** | − .445*** | – |
| 12. SL Neg | .125 | − .066 | .056 | − .079 | − .275** | − .424*** | − .319** | − .341*** | − .508*** | − .514*** | .751*** |
PGSI = Problem Gambling Severity Index; MAAS = Mindful Attention Awareness Scale; Dep = Endorsement of depression items on the DASS-21; BP = Boredom Proneness Scale; ML = Multiline slot machine; SL = Single-line slot machine; Mind = Number of “on game” responses; Pos = Endorsement of positive affect items on the GEQ; Neg = Endorsement of negative affect items on the GEQ
*p < .05; **p < .01; ***p < .001
Hierarchical regression for variables predicting problem gambling severity
| Model | β | Δ | |||
|---|---|---|---|---|---|
| .165*** | |||||
| Constant | 1.88 | 0.43 | |||
| Depression | 0.18 | 0.04 | 0.41*** | ||
| .250*** | .086*** | ||||
| Constant | 9.28 | 2.86 | |||
| Depression | 0.09 | 0.05 | .20 | ||
| Mindfulness | − 1.44 | 0.41 | − 0.36*** | ||
| .250*** | .000 | ||||
| Constant | 9.51 | 2.86 | |||
| Depression | 0.09 | 0.05 | 0.20 | ||
| Mindfulness | − 1.46 | 0.44 | − 0.37** | ||
| Boredom | − 0.01 | 0.05 | − 0.01 | ||
| .283*** | .032* | ||||
| Constant | 7.85 | 2.91 | |||
| Depression | 0.10 | 0.05 | 0.23* | ||
| Mindfulness | − 1.30 | 0.44 | − 0.32** | ||
| Boredom | − 0.01 | 0.05 | − 0.03 | ||
| Total Flow | 0.70 | 0.32 | 0.18* |
Depression = Endorsement of the depression items of the DASS-21; Mindfulness = scores from the MAAS; Boredom = scores from the boredom proneness scale; Total Flow = Endorsement of the flow items from the GEQ, averaged between the multiline game and single-line game
*p < .05; **p < .01; ***p < .001