Illusions of control: A quasi-experiment comparing skill-based and traditional slot machines.

IF 6.6 1区 医学 Q1 PSYCHIATRY
Matthew Rockloff, Alex M T Russell, Nerilee Hing, Matthew Browne, Hannah Thorne, Philip Newall, Tess Visintin
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引用次数: 0

Abstract

Background and aims: Electronic gaming machines (EGMs) are a significant source of gambling spend due to their widespread use. Skill-based gambling machines (SGMs) represent an innovative adaptation, merging EGMs' chance-based rewards with video game-like skills. This study aimed to explore the appeal and behavioural consequences of playing SGMs in comparison to traditional reel-based EGMs, particularly focusing on illusions of control, betting behaviour, and the subjective experience of gamblers.

Methods: Participants (N = 1,260) were recruited online and engaged in an online task simulating either an SGM or a reel-based EGM, with outcomes represented to influence their survey compensation. The study examined the effect of SGMs relative to EGMs on bet size, persistence, enjoyment, illusions of control, game immersion, and the influence of demographic and gambling problem severity.

Results: SGMs particularly appealed to younger adults, regular EGM players, and people with more gambling problems. Despite identical payout structures, people assigned to play SGM showed greater illusions of control, believing in the influence of skill on game outcomes and that practice could improve results. However, there was no significant difference in overall betting intensity between SGM and EGM players, although specific demographic groups showed faster betting speeds in SGMs.

Discussion and conclusions: SGMs, despite not inherently encouraging higher betting intensity, attract vulnerable groups and create illusions of control, posing new regulatory challenges. The visual and interactive features of SGMs, while appealing, might contribute to these perceptions, indicating a need for careful regulation and further research on their long-term impacts on gambling behaviour and harm.

控制的错觉:比较技能型老虎机和传统老虎机的准实验。
背景和目的:电子游戏机(EGM)的广泛使用是赌博消费的一个重要来源。技能型赌博机(SGMs)是一种创新型的赌博机,它将电子游戏机基于机会的奖励与类似电子游戏的技能结合在一起。本研究旨在探讨与传统的卷轴式电子游戏机相比,技能型赌博机的吸引力和行为后果,尤其关注控制幻觉、投注行为和赌徒的主观体验:在线招募参与者(1,260 人),让他们参与模拟 SGM 或卷轴式电子游戏的在线任务,任务结果将影响他们的调查报酬。研究考察了 SGM 相对于 EGM 对投注额、持续性、乐趣、控制幻觉、游戏沉浸感的影响,以及人口统计学和赌博问题严重程度的影响:结果发现:SGM 特别吸引年轻人、经常玩 EGM 的人和有更多赌博问题的人。尽管赔率结构相同,但被分配玩 SGM 的人表现出更强的控制幻觉,相信技巧对游戏结果的影响,并相信练习可以提高结果。然而,SGM 和 EGM 玩家的总体投注强度并无明显差异,尽管特定人群在 SGM 中的投注速度更快:尽管小额赠款游戏本质上并不鼓励更高的投注强度,但它吸引了弱势群体并造成了控制的错觉,给监管带来了新的挑战。小型地下赌博机的视觉和互动特点虽然具有吸引力,但可能会助长这些看法,这表明有必要对其进行谨慎监管,并进一步研究其对赌博行为和危害的长期影响。
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来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
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