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1.
This study reports on the direct observations of customers in two U.K. betting offices gambling on horse and dog races. These observations revealed that bets were more frequently placed in the last minutes just prior to the start (the OFF), and that this was caused by high-frequency gamblers (customers who had eight or more bets in a session) consistently placing their bets in the last two minutes prior to the OFF. Low-frequency gamblers (three or fewer bets/session) avoided this time period placing their bets earlier, or after the OFF, i.e., on a later race. It was argued that the betting behavior of the “gamblers” could not be explained either in terms of “skillful betting” or solely in terms of variable ratio schedules but was more adequately accounted for in terms of an interval schedule. It was further suggested that time-based schedules might be of heuristic value in generally understanding persistence at gambling while losing.  相似文献   

2.
This article presents findings from the first taxometric study of actual gambling behavior to determine whether we can represent the characteristics of extreme gambling as qualitatively distinct (i.e., taxonic) or as a point along a dimension. We analyzed the bets made during a 24-month study period by the 4,595 most involved gamblers among a cohort of 48,114 people using an Internet service to gamble on sporting events. We applied two taxometric procedures (i.e., MAMBAC and MAXCOV) to three indicators of betting behavior: total money lost, total number of bets, and total money wagered. The results fail to provide support for the view that the most involved Internet sports gamblers include a distinct category of gamblers. More research is necessary to clarify the similar features of recreational and extreme gamblers and the dimensions that scientists can use to measure these behaviors. Finally, we discuss the implications of these findings for clinical, research, and public policy activities.  相似文献   

3.
Langer's (1974, 1975) theory regarding the conditions under which subjects performing a chance task will suffer from an illusion of control over the outcome has specified 6 conditions proposed to enhance the illusion ofcontrol in chance tasks. A number of studies have applied her theory and predictions to gambling, a real‐world arena of chance tasks where participants have been observed to act as if the outcomes are controllable by the use of various “logical” (acting on the “gambler's fallacy”) and superstitious strategies (e. g., blowing on dice). Thus far, however, these studies have not been conducted in naturalistic gaming environments and have yielded mixed results regarding the operation of the illusion of control. The present research offers the first study of the operation of the illusion of control in such a real‐world context. In order to examine the effects of active vs. passive task participation (a variable hypothesized by Langer to affect the illusion of control), patrons of Reno casinos were observed placing craps bets on their own and another yoked patron's dice rolls. It was hypothesized that subjects would (a) place higher bets and (b) place more “difficult” bets (e. g., where only one specific number, as opposed to any of several numbers, may win) on their own rolls (when they would experience the illusion of control over the outcome) than on other patrons' roles (when they would not experience such an illusion). That is, players were expected to generally adopt riskier betting strategies when throwing the dice. Results supported the hypotheses.  相似文献   

4.
We document an apparently widespread violation of dominance in the horse‐racing betting market in the UK, and use the systematic variation in the incidence of this violation to estimate the consumption value of gambling. Betting‐shop gamblers in the UK face a tax on gambling of 10%, but have the choice of paying the tax either at the time of wager or on any return on a successful bet. It can be shown, however, that the latter act is strictly dominated by another action in which tax is paid on the wager. Despite this, more than 18% of bets appear to be placed by gamblers who choose to pay tax on the return. We explore the hypothesis that this apparent violation of rationality may be explained by a component of utility which represents the consumption value of gambling, which in turn varies with the amount wagered. We then estimate this component from a dataset consisting of a record of 25,000 individual bets using probit analysis of the tax decision. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   

5.
The negative impact of the Internet on adolescents has received much attention. How to reduce their pathological use of online gaming is also a critical issue. Based on cognitive dissonance theory, two experiments were conducted to examine whether personal responsibility and justification of cost may play crucial factors in impacting adolescent players' attitude change and their willingness to engage in attitude-discrepant behavior. The results of Experiment 1 revealed that adolescent players who felt a strong sense of responsibility appeared to exhibit greater attitude change. In Experiment 2, the findings indicated that players tended to employ justification of cost in order to reduce or eliminate the dissonance between their attitude toward online gaming and invested cost. Adolescent players who perceived a higher cost in online gaming were less willing to engage in attitude-discrepant behavior. Reducing adolescents ' overuse of online gaming can be appreciated through the perspective of cognitive dissonance.  相似文献   

6.
Two experiments examined the effects of a metacognitive betting implementation in high school Biology students. The results showed that people were generally good at monitoring their own knowledge in that students performed better on items judged with high bets than items judged with low bets. We also found that those who were required to make bets, as compared to those who did not, had higher intentions of studying for longer periods of time, prior to the test. However, there were no differences in actual study time. Nor was there a difference in final performance, as one would expect, between the betters and the non-betters. In summary, we found indication of (1) good intentions when using the betting procedure, but (2) breakdown in the metacognitive chain during control. That is, while requiring students to make deliberate judgments improves their intentions to study, they, unfortunately, fail to carry out those intentions.  相似文献   

7.
Three studies examined the relation between dispositional optimism and gambling. In Study 1, optimists were more likely than pessimists to have positive gambling expectations and report maintaining these expectations following losses. They also were more likely to indicate that winning money was a primary motivation for their gambling. Study 2 demonstrated that pessimists but not optimists reduce their betting and expectations after poor gaming performance. Study 3 replicated this effect using a more controlled experiment and showed that after losing, optimists report remembering more near wins than do pessimists. Thus, all three studies suggest that optimists, more than pessimists, maintain positive expectations and continue gambling after experiencing negative gaming outcomes. The authors suggest that despite optimism's many benefits, there are common situations in which the pessimistic tendency to disengage is beneficial.  相似文献   

8.
Many have argued that a rational agent's attitude towards a proposition may be better represented by a probability range than by a single number. I show that in such cases an agent will have unstable betting behaviour, and so will behave in an unpredictable way. I use this point to argue against a range of responses to the ‘two bets’ argument for sharp probabilities.  相似文献   

9.
The negative impact of Internet use on adolescents has received much popular attention and has also become a popular research topic. How to induce adolescent players to change their attitudes toward online gaming is one of the most important issues in online gaming addiction. The present study is based on the less-leads-to-more effect of dissonance theory. Experimental research was conducted to examine the effects of rewards and decision freedom on attitude change toward online gaming among adolescents considered at risk for addiction. The results supported predictions based on external justification in dissonance theory. Specifically, fewer rewards produced greater attitude change toward online gaming in the condition of personal freedom of choice after participants exhibited attitude-discrepant behavior. However, the less-leads-to-more effect was not prominent in the condition without personal freedom of choice. Adopting a reward strategy to induce game players to disengage online gaming is discussed.  相似文献   

10.
The study examined the relationship between emotional intelligence (EI) and several addiction-related behaviours (gambling problems, Internet abuse, and computer gaming misuse) in two adolescent samples: 270 clinical outpatients (180 males and 90 females) and 256 special needs students (160 males and 96 females). Gambling problems, Internet abuse, and computer gaming misuse were positively inter-correlated in both samples; approximately half of the variability in these addiction-related behaviours could be accounted for by a common dysfunctional preoccupation latent variable. Latent variable path analysis found emotional intelligence to be a moderate predictor of dysfunctional preoccupation in both adolescent samples.  相似文献   

11.
In 2 experiments (n = 327), participants played a computerized slot machine game. Some participants had the jackpot symbols repeatedly flashed for 30 ms during preliminary play. Exposure to the subliminal jackpot prime led to more betting and confidence on a final spin. In Experiment 2, this effect only occurred for those who placed their bets immediately following exposure to the primes. Betting and confidence returned to baseline levels if participants were forced to wait for 5 minutes before betting. This finding supports a category priming explanation rather than a goal activation explanation for the effect. Results are discussed in the context of research on subliminal priming, and as an example of an application of subliminal priming effects to consumer psychology.  相似文献   

12.
Most attempts to account for the way persons choose between bets emphasize the use which is made of information about their basic attributes, i.e. the gains and losses which might be incurred and their respective probabilities. In experimental investigations of betting behaviour this is usually the only information which the subjects are given (e.g. Edwards, 1955; Hurst and Siegel, 1956). Everyday observation suggests, however, that if given the opportunity subjects will also use information about the outcome of bets. In the experiments to be reported, experimental subjects were told what gains had accrued from three bets in the past, the purpose being to see how this information affected their betting.  相似文献   

13.
An epidemiological study was performed on a representative sample of the Norwegian youth population (12 to 18 years old, N=3,237; response rate 45.2%). The percentage who were frequent players (weekly) of different computer games was 63.3%, and the percentage of infrequent users was 36.7%. A mean of 2.7% (4.2% of the boys, 1.1% of the girls) could be described as exhibiting "pathological playing" according to the criteria in the 1998 Diagnostic Questionnaire for Internet Addiction of Young, and an additional 9.82% (14.5% of the boys, 5.0% of the girls) were considered to be engaging in "at-risk playing." Of the weekly gamblers, 4.2% fulfilled 5 criteria for pathological playing, and an additional 15.5% 3 to 4 criteria, i.e., at-risk playing. This indicated that frequent gaming on computer games without money rewards may be related to problematic playing even though no monetary reward is involved.  相似文献   

14.
People make decisions every day based on their estimates of the chances of various events occurring. By their very nature, these subjective estimates are less certain, and thus more ambiguous, than objective probabilities such as those associated with roulette wheels or lotteries. In two experimental studies, we investigate choices between bets on the decision maker′s knowledge versus bets on a lottery with the same chance of winning. In Study 1, we partially replicate the Heath and Tversky (1991) finding that subjects have an increasing preference for betting on their own knowledge over the matched-chance lottery as probability increases. We also discover a significant minority of subjects who exhibit the opposite pattern and prefer the lottery as probability increases. In addition, we explicitly test the subjects′ attributions about the credit they would feel for a win and the blame they would feel for a loss, and these attributions do provide some explanation for their choice behavior. In Study 2, we manipulate knowledge and accountability, in an attempt to heighten the attributions of credit and blame, and we replicate the findings.  相似文献   

15.
"Chasing ones losses" is a key symptom among pathological gamblers (PGs). This study focuses on quantitative differences in episodic chasing (i.e., sequences of disadvantageous decisions within a single gambling session) between PGs and non-pathological gamblers (NPGs). We compared 61 PGs and 39 NPGs on the Iowa Gambling Task (IGT) and the Zuckerman Sensation Seeking Scale (SSS). The PGs showed significantly more chasing and had significantly poorer decision-making strategies than NPGs, particularly among males (F = 4.52, p < 0.05). Random players were significantly less sensation seeking than advantageous and disadvantageous (i.e., chasing) players, but there was no interaction with group or gender. The results suggest that quantifiable within-session gambling behavior holds important implications for detecting underlying vulnerabilities to gambling pathology.  相似文献   

16.
Nowadays, sports betting has become increasingly available and easy to engage in. Here we examined the neural responses to stimuli that represent sporting events available for betting as compared to sporting events without a gambling opportunity. We used a cue exposure task in which football (soccer) fans (N = 42) viewed cues depicting scheduled football games that would occur shortly after the scanning session. In the “betting” condition, participants were instructed to choose, at the end of each block, the game (and the team) they wanted to bet on. In the “watching” condition, participants chose the game they would prefer to watch. After the scanning session, participants completed posttask rating questionnaires assessing, for each cue, their level of confidence about the team they believed would win and how much they would enjoy watching the game. We found that stimuli representing sport events available for betting elicited higher fronto-striatal activation, as well as higher insular cortex activity and functional connectivity, than sport events without a gambling opportunity. Moreover, games rated with more confidence towards the winning team resulted in greater brain activations within regions involved in affective decision-making (ventromedial prefrontal cortex), cognitive inhibitory control (medial and superior frontal gyri) and reward processing (ventral and dorsal striatum). Altogether, these novel findings offer a sensible simulation of how the high availability of sports betting in today’s environment impacts on the reward and cognitive control systems. Future studies are needed to extend the present findings to a sample of football fans that includes a samilar proportion of female and male participants.  相似文献   

17.
First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men (mean age about 18 years) who spend a lot of their leisure time on gaming (about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a (semi)professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPSG are not played in isolation. More than 80% of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming.  相似文献   

18.
The inclusion of “Internet gaming disorder (IGD )” in the fifth edition of Diagnostic and statistical manual of mental disorders (DSM ‐5) creates a possible line of research. Despite the fact that adolescents are vulnerable to IGD , studies had reported wide array of prevalence estimates in this population. The aim of this paper is to review the published studies on prevalence of IGD among adolescents. Relevant studies prior to March 2017 were identified through databases. A total of 16 studies met the inclusion criteria. The pooled prevalence of IGD among adolescents was 4.6% (95% CI = 3.4%–6.0%). Male adolescents generally reported higher prevalence rate (6.8%, 95% CI = 4.3%–9.7%) than female adolescents (1.3%, 95% CI = 0.6%–2.2%). Subgroup analyses revealed that prevalence estimates were highest when studies were conducted in: (i) 1990s; (ii) use DSM criteria for pathological gambling; (iii) examine gaming disorder; (iv) Asia; and (v) small samples (<1,000). This study confirms the alarming prevalence of IGD among adolescents, especially among males. Given the methodological deficits in past decades (such as reliance on DSM criteria for “pathological gambling,” inclusion of the word “Internet,” and small sample sizes), it is critical for researchers to apply a common methodology for assess this disorder.  相似文献   

19.
This study investigated whether rhesus monkeys show evidence of metacognition in a reduced, visual oculomotor task that is particularly suitable for use in fMRI and electrophysiology. The 2-stage task involved punctate visual stimulation and saccadic eye movement responses. In each trial, monkeys made a decision and then made a bet. To earn maximum reward, they had to monitor their decision and use that information to bet advantageously. Two monkeys learned to base their bets on their decisions within a few weeks. We implemented an operational definition of metacognitive behavior that relied on trial-by-trial analyses and signal detection theory. Both monkeys exhibited metacognition according to these quantitative criteria. Neither external visual cues nor potential reaction time cues explained the betting behavior; the animals seemed to rely exclusively on internal traces of their decisions. We documented the learning process of one monkey. During a 10-session transition phase, betting switched from random to a decision-based strategy. The results reinforce previous findings of metacognitive ability in monkeys and may facilitate the neurophysiological investigation of metacognitive functions.  相似文献   

20.
Disordered gambling refers to persistent and recurrent patterns of problematic gambling behavior leading to clinically significant impairment or distress. The purpose of the present study was to examine the connections that the Dark Triad personality traits (i.e., narcissism, psychopathy, and Machiavellianism) had with disordered gambling in a sample of 572 undergraduate students (129 men, 443 women). Our analyses revealed that narcissism, psychopathy, and Machiavellianism were each related to disordered gambling. However, psychopathy was the only Dark Triad personality trait that had a unique association with the risk for disordered gambling when controlling for the other Dark Triad traits. The discussion focuses on the implications of these results for understanding the connections between psychopathy and disordered gambling.  相似文献   

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