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1.
Probability-preferences in gambling   总被引:2,自引:0,他引:2  
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This study examined gambling motives, distorted beliefs about gambling, and personality traits in a paid community sample of frequent electronic gambling machine (EGM) players from Manitoba, Canada. Participants completed the Problem Gambling Severity Index, the Gambling Motives Questionnaire, the Informational Biases Scale, and the NEO PI-R in group testing sessions. The Five Factor Model facets of Neuroticism, Extraversion, Agreeableness and Conscientiousness were divided into ‘aspects’ that align with self-regulation and the Behavioral Approach and Inhibition systems of revised Reinforcement Sensitivity Theory. Regression analysis found that problem gambling severity scores were independently predicted by older age, being female, having distorted gambling beliefs, and by gambling to win money and to cope with negative emotional states. Problem gambling scores were also correlated positively with Withdrawal (N) and Volatility (N), and negatively with Enthusiasm (E), Compliance (A), and Industriousness (C). Mediation tests found that low scores on the Industriousness facet of Conscientiousness were associated with increased problem gambling severity through an effect on the gambling to cope motive. Distorted beliefs about gambling also mediated low Industriousness, as well as high Withdrawal and Volatility. Poor self-regulation and avoidance motivation contribute to problem gambling among frequent EGM players through increased cognitive distortion and escapism.  相似文献   

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The children's gambling task (CGT [Kerr, A., & Zelazo, P. D. (2004). Development of “Hot” executive function: The children's gambling task. Brain and Cognition, 55, 148–157]) involves integrating information about losses and gains to maximize winnings when selecting cards from two decks. Both cognitive complexity and control (CCC) theory and relational complexity (RC) theory attribute younger children's difficulty to task complexity. In CCC theory, identification of the advantageous deck requires formulation of a higher-order rule so that gains and losses can be considered in contradistinction. According to RC theory, it entails processing the ternary relation linking three variables (deck, magnitude of gain, magnitude of loss). We designed two less complex binary-relational versions in which either loss or gain varied across decks, with the other held constant. The three closely matched versions were administered to 3–5-year-olds. Consistent with complexity explanations, children in all age groups selected cards from the advantageous deck in the binary-relational versions, but only 5-year-olds did so on the ternary-relational CGT.  相似文献   

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It has been suggested that affective states can guide higher level cognitive processes and that such affective guidance may be particularly important when real-life decisions are made under uncertainty. We ask whether affect guides decisions in a laboratory task that models real-life decisions under uncertainty. In the Iowa gambling task (IGT), participants search for monetary payoffs in an uncertain environment. Recent evidence against an affective guidance interpretation of the IGT indicates a need to set a standard for what counts as evidence of affective guidance. We present a novel analysis of IGT, and our results show that participants’ galvanic skin response (GSR) reflects an affective process that precedes and guides cognition. Specifically, prior to participants’ knowledge of the optimal strategy, their GSRs are significantly higher when they are about to select from a bad deck, relative to a good deck, and this difference in GSR is correlated with a behavioral preference for the good deck.  相似文献   

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This paper investigates the time it takes unconscious vs. conscious knowledge to form by using an improved "no-loss gambling" method to measure awareness of knowing. Subjects could either bet on a transparently random process or on their grammaticality judgment in an artificial grammar learning task. A conflict in the literature is resolved concerning whether unconscious rather than conscious knowledge is especially fast or slow to form. When guessing (betting on a random process), accuracy was above chance and RTs were longer than when feeling confident (betting on the grammaticality decision). In a second experiment, short response deadlines only interfered with the quality of confident decisions (betting on grammaticality). When people are unaware of their knowledge, externally enforced decisions can be made rapidly with little decline in quality; but if given ample time, they await a metacognitive process to complete. The dissociation validates no-loss gambling as a measure of conscious awareness.  相似文献   

8.
'Near-miss' outcomes (i.e., unsuccessful outcomes close to the jackpot) have been shown to promote gambling persistence. Although there have been recent advances in understanding the neurobiological responses to gambling near-misses, the psychological mechanisms involved in these events remain unclear. The goal of this study was to explore whether trait-related gambling cognitions (e.g., beliefs that certain skills or rituals may help to win in games of chance) influence behavioural and subjective responses during laboratory gambling. Eighty-four individuals, who gambled at least monthly, performed a simplified slot machine task that delivered win, near-miss, and full-miss outcomes across 30 mandatory trials followed by a persistence phase in extinction. Participants completed the Gambling-Related Cognitions Scale (GRCS; Raylu & Oei, 2004), as well as measures of disordered gambling (South Oaks Gambling Screen [SOGS]; Lesieur & Blume, 1987) and social desirability bias (DS-36; Tournois, Mesnil, & Kop, 2000). Skill-oriented gambling cognitions (illusion of control, fostered by internal factors such as reappraisal of losses, or perceived outcome sequences), but not ritual-oriented gambling cognitions (illusion of control fostered by external factors such as luck or superstitions), predicted higher subjective ratings of desire to play after near-miss outcomes. In contrast, perceived lack of self-control predicted persistence on the slot machine task. These data indicate that the motivational impact of near-miss outcomes is related to specific gambling cognitions pertaining to skill acquisition, supporting the idea that gambling near-misses foster the illusion of control.  相似文献   

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Boredom proneness in pathological gambling   总被引:3,自引:0,他引:3  
To test the hypothesis that pathological gamblers seek stimulation as a means of reducing aversive under-aroused states of boredom and/or depression, the Beck Depression Inventory, Zuckerman's Sensation Seeking Scale and a Boredom Proneness Scale were administered to 48 diagnosed pathological gamblers and a control group of 40 family physician patients. Analyses of variance showed pathological gamblers obtained significantly higher boredom proneness and depression scores than those of controls. That the Boredom Proneness Scale failed to correlate with the Zuckerman Boredom Susceptibility subscale suggested the two measure differing dimensions. Results indicated the possible existence of three subtypes of pathological gamblers, one group characterized by boredom, another by depression, and a third by a mixture of both depression and boredom.  相似文献   

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A simple model for the utility of gambling   总被引:2,自引:0,他引:2  
A model of the utility of gambling is presented in a modified von Neumann-Morgenstern format. Axioms imply a utility function that preserves preferences between sure things and between gambles. The addition of a utility of gambling term to the expected utility of a gamble preserves preference comparisons between gambles and sure things. Aspects of the utility of gambling are noted, and comparisons are made to standard concepts of risk attitudes.The author is indebted to Joseph Sani for valuable discussions on the topic of this paper.  相似文献   

14.
Psychobiology of the near-miss in fruit machine gambling   总被引:4,自引:0,他引:4  
Explanations involving the etiology of pathological gambling have tended to emphasize psychosocial factors. However, the possibility that psychobiological factors may be important in the development of pathological gambling behavior should not be ruled out. Psychobiological approaches are becoming ever more prominent with the three main lines of research being (a) a search for a physiological disposition and/or underlying biological substrate in pathological gamblers, (b) an examination of the role of arousal in gambling, and (c) speculation about endorphin-related explanations. The data from questionnaires and interviews with fruit machine gamblers suggest that both physiological and cognitive factors (e.g., the psychology of the near-miss) may be important in the explanation of excessive fruit machine gambling. Thus, if a gambler becomes physiologically aroused when he or she wins or nearly wins, it will stimulate further play, here termed the psychobiology of the near-miss.  相似文献   

15.
In this study, 4516 adolescents (aged 11–16 years) completed a questionnaire examining the relationship between underage National Lottery gambling, underage scratchcard gambling, cigarette smoking, drinking alcohol and drug use. It was found that these behaviours were closely linked. Adolescent gamblers reported that they were significantly more likely to drink alcohol (particularly ‘alcopops’), smoke tobacco and take drugs compared to non-gamblers. © 1998 John Wiley & Sons, Ltd.  相似文献   

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The present article explores the hypothesis that gambling might serve a justice-seeking function for some people, as gambling might offer a means to pursuing desirable outcomes that people feel they deserve but might be unable or unwilling to attain through conventional means. In Study 1, across two separate samples, self-reports of personal relative deprivation predict problem gambling and gambling urges over and above relevant control variables. In Study 2, the authors manipulate personal relative deprivation by informing participants that they have either less or more discretionary income than "similar others." They then give participants $20 and the opportunity to gamble. The results show that a greater percentage of participants who are "relatively deprived" (vs. "not relatively deprived") opt to gamble. Two manipulation validation studies demonstrate that the "relatively deprived" participants are preoccupied with justice during a modified Stroop task and feel resentful. Implications for understanding why people gamble are discussed.  相似文献   

18.
The Iowa gambling task in humans is, in principle, suited for the study of the long-term efficiency of behavior in a biologically relevant context. Key features of this task are uncertainty of outcomes and a conflict between the immediate and the long-term payoff options. Animal models allow us to study the underlying neurobiology of decision-making processes and the long-term efficiency of behavior in more detail and at a greater depth than is possible in humans. Therefore, we set out to develop a model of this task in rodents, using the task’s key features. In this article, we describe the results of the first series of experiments with rats and mice. The data thus far suggest that mice and rats behave in a way similar to humans; that is, they tend to choose the option with the best long-term payoff more often as the test progresses.  相似文献   

19.
The National Lottery has been estimated as being played by 65% of the adult British population. This study investigated whether higher average weekly spending on the Lottery is associated with various health-related variables. Results from a survey of 482 British adults (mean age = 33.3 yr.), consisting of 107 students and 375 people in employment, indicated that those who spent more on the Lottery had significantly poorer social functioning (Social Functioning scale of the SF-36 Health Survey), higher weekly alcohol and cigarette consumption, and lower frequency of social support (Emotional and Social Interaction scales of the Medical Outcomes Study Social Support Survey). By contrast, higher lottery spending was not associated with poorer general mental health (General Health Questionnaire). Manual workers spent over twice the weekly amount on the Lottery compared to nonmanual workers. Consumption of alcohol and cigarettes was lower than recently published UK norms. Results suggest that higher Lottery spending among the general adult population possibly may be linked specifically to restrictions in social activity. The association of Lottery spending with alcohol and cigarette use among a sample whose consumption was relatively low appears to require explanation within psychological theories of addiction. The over-all pattern of results is discussed in relation both to addiction theory and to the Lottery's widespread appeal and availability.  相似文献   

20.
The Iowa gambling task (IGT; Bechara, Damasio, Damasio, & Anderson, 1994) was developed to simulate real-life decision making under uncertainty. The task has been widely used to examine possible neurocognitive deficits in normal and clinical populations. Busemeyer and Stout (2002) proposed the expectancy-valence (EV) model to explicitly account for individual participants’ repeated choices in the IGT. Parameters of the EV model presumably measure different psychological processes that underlie performance on the task, and their values may be used to differentiate individuals across different populations. In the present article, the EV model is extended to include both fixed effects and subject-specific random effects. The mixed-effects EV model fits the nested structure of observations in the IGT naturally and provides a unified procedure for parameter estimation and comparisons among groups of populations. We illustrate the utility of the mixed-effects approach with an analysis of gender differences using a real data set. A simulation study was conducted to verify the advantages of this approach.  相似文献   

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