| Literature DB >> 36090360 |
Sally M Gainsbury1, Kahlil S Philander1,2.
Abstract
This study aimed to compare how consumers understand the role of skill and chance, experience cognitive distortions, and experience immersion based on use of either electronic gaming machines (EGMs) or skill gambling machines (SGMs; EGMs with a skill-based component). Participants (N = 246, M age = 34 years, 56.91% female) in a laboratory experiment were randomly assigned to play a real EGM or SGM without funds and self-reported measures including intention to gamble, understanding of the role of skill and chance, erroneous gambling beliefs, previous gambling and gaming, and problem gambling severity. Participants demonstrated different deficits in understanding of the role of skill vs. chance in determining outcomes following play. SGM players were more likely to increase their belief that a skill impacts outcomes and focused more on the game play experience. EGM players focused more on wins and personal performance. Intention to play both machines was predicted in both groups by greater experience of immersion during play and breadth of previous gambling, but breadth of previous gaming experience only predicted intent to play SGMs. The results revealed that both EGM and SGM players fail to understand how outcomes are determined, which is likely more problematic for EGM players as this reflects clear cognitive distortions. Further real-world testing is required to understand the extent to which SGMs harms may be different than EGMs, however, these initial findings suggest that their risks appear comparable to EGMs while attracting individuals with more gaming experience.Entities:
Keywords: electronic gaming machines; immersion; irrational cognitions; problem gambling severity; skill gambling
Year: 2022 PMID: 36090360 PMCID: PMC9462663 DOI: 10.3389/fpsyt.2022.979694
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 5.435
Summary statistics by assignment condition.
| Played EGM | Played SGM | |||||||
| Mean | SD | Min | Max | Mean | SD | Min | Max | |
| Age | 33.72 | 16.64 | 18.00 | 73.00 | 35.01 | 18.28 | 18.00 | 75.00 |
| Gender | 0.43 | 0.51 | 0.00 | 2.00 | 0.44 | 0.50 | 0.00 | 1.00 |
| Household income category | 8.56 | 5.42 | 1.00 | 16.00 | 8.23 | 5.32 | 1.00 | 16.00 |
| PGSI score | 2.53 | 3.30 | 0.00 | 18.00 | 2.37 | 3.45 | 0.00 | 18.00 |
| Observations | 122 | 117 | ||||||
*Female, 0; Male, 1; Other, 2. One respondent in the EGM assignment condition identified as “Other.”
Factor loadings (pattern matrix) and unique variances.
| Variable | Factor 1 | Factor 2 | Uniqueness |
| GBQ1 | 0.64 | 0.22 | 0.54 |
| GBQ2 | 0.53 | 0.22 | 0.66 |
| GBQ4 | 0.24 | 0.25 | 0.88 |
| IBQ1 | 0.67 | −0.26 | 0.48 |
| IBQ2 | 0.75 | −0.20 | 0.40 |
FIGURE 1Game understanding item mean responses based on EGM/SGM assignment condition. *p < 0.05, **p < 0.01, ***p < 0.001.
FIGURE 2Boxplot of t-test data regarding change in beliefs about the role of skill and control on electronic gaming machines.
FIGURE 3Immersion questionnaire item mean responses based on EGM/SGM assignment condition. *p < 0.05, **p < 0.01, ***p < 0.001.
Results of stepwise OLS regression predicting intention to play.
| Variable | Played EGM | Played SGM |
|
| ||
| DV: Intention factor | DV: Intention factor | |
| Immersion scale | 0.0249 | 0.022 |
| Gambling breadth | 0.116 | 0.086 |
| Gaming breadth | 0.136 | |
| Constant | −2.293 | −2.595 |
|
| 122 | 117 |
| Adj. | 0.538 | 0.466 |
Included as potential variables were gambling depth, gambling breadth, gaming depth, gaming breadth, PGSI score, immersion, GBQ (prior to play), understanding of gaming machine outcomes, age, gender, and household income.
*p < 0.05, **p < 0.01, ***p < 0.001.