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1.
The present paper describes a computerized slot machine simulation designed to examine many of the potential variables involved in gambling behavior. This program was created in Visual Basic Version 6.0 and is designed to run on any Windows 95 or higher equipped computer. The program allows for experimenter manipulation of probabilities of payoffs, visual display of potential winning symbols, exact sequences of wins and losses, as well as pose run time questions to the subject on prespecified trials. The program records data on a trial-bytrial basis to a text file for easy importation into many data analysis and statistical programs. Conceptual and experimental questions that may be addressed with the described program are also discussed. 相似文献
2.
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
3.
People suffering from the hot-hand fallacy unreasonably expect winning streaks to continue whereas those suffering from the gamblers’ fallacy unreasonably expect losing streaks to reverse. We took 565,915 sports bets made by 776 online gamblers in 2010 and analyzed all winning and losing streaks up to a maximum length of six. People who won were more likely to win again (apparently because they chose safer odds than before) whereas those who lost were more likely to lose again (apparently because they chose riskier odds than before). However, selection of safer odds after winning and riskier ones after losing indicates that online sports gamblers expected their luck to reverse: they suffered from the gamblers’ fallacy. By believing in the gamblers’ fallacy, they created their own hot hands. 相似文献
4.
The present paper describes a computerized roulette program for the conducting of psychological research on gambling behavior.
The program was designed to simulate an actual roulette game found in casinos and gambling riverboats throughout North America.
The roulette program collects detailed trial-by-trial data on player/participant behavior that can easily be transferred into
data analysis and graphics programs. This multimedia simulation was designed in the Visual Basic programming language, and
it is capable of running on any IBM-compatible personal computer running the Windows 2000 or higher operating system. 相似文献
5.
Adults with localized cerebral insult often err in their use of a word to refer to an object or an idea. It is important to assess, then, the patients' appreciation of what a word can refer to, and the way in which they may violate the borders around a referential field. Nonfluent aphasics, fluent aphasics, and nonaphasic patients with insult to the right hemisphere were asked to provide names of items which could be referred to by familiar superordinate terms like “bird.” The principal results revealed that the nonfluent aphasics are anchored to the central portions of a superordinate's referential field (naming items like “robin” and “sparrow,” for instance). While fluent aphasics often violate the borders around a referential field (e.g., providing “beaver” in response to “birds”), it was nevertheless possible to characterize some limits to their choice of a superordinate's referents. These findings were independent both of the absolute number of responses provided and the frequency of occurrence of the response. Further, the patients with insult to the left hemisphere produce few consecutive items whose referents hold attributes in common. When these clusters are produced by aphasics, they consist primarily of subordinates whose referents exhibit many overlapping features (e.g., “bald eagle, black eagle, golden eagle” in response to “bird”). The right-hemisphere-damaged subjects, in contrast, produce many clusters of related items. These consist of less central, basic object level words whose referents hold less obvious features in common (e.g., “albatross, crane, gull” in response to “bird”). Aphasics, then, may be limited in their ability to analyze referents for critical features. Taken together, these data contribute to a more precise characterization of the nonfluent aphasics' and the fluent aphasics' referential deficits, and lend support specifically to the notion that neither group of aphasics relies on definition-like features to determine what a word can refer to. 相似文献
6.
Previous research has suggested that irrational thinking may play a central role in the maintenance of behavior in slot machine gambling (M. B. Walker, 1992b). The present study is an evaluation of the validity and predictors of irrational thinking in a sample of regular gamblers (N = 20) drawn from the general community. The results were generally consistent with earlier findings; 75% of gambling-related cognitions were found to be irrational. Irrationality was unrelated to the amount of money lost or won during sessions but was positively related to risk taking. The most common irrational cognitions included false beliefs concerning the extent to which outcomes could be controlled or predicted and the attribution of human qualities (personification) to gambling devices. Gender comparisons showed that women were more likely than men to personify the machines. The validity of the speaking-aloud approach and suggestions for future research are discussed. 相似文献
7.
The present paper describes a computerized roulette program for the conducting of psychological research on gambling behavior. The program was designed to simulate an actual roulette game found in casinos and gambling riverboats throughout North America. The roulette program collects detailed trial-by-trial data on player/participant behavior that can easily be transferred into data analysis and graphics programs. This multimedia simulation was designed in the Visual Basic programming language, and it is capable of running on any IBM-compatible personal computer running the Windows 2000 or higher operating system. 相似文献
8.
The present study examined the temporal characteristics of play exhibited by recreational slot machine players. 12 women (M = 24 yr., range 22-28) played a computerized version of a slot machine with probability of payoff, i.e., a winning spin, ranging from .2 to .6. Intertrial intervals or the time between the termination of one trial to the initiation of the next trial varied within subjects as a function of wins and losses. Winning trials were associated with larger intertrial intervals and losing trials with smaller intertrial intervals for 10 of the 12 women. No differences were found across probability levels between subjects. Results are discussed in terms of the post-reinforcement pause that occurs on specific schedules of reinforcement. 相似文献
10.
Internet addiction has been considered to be associated with poor impulse control. The aim of this study is to compare the trait impulsivity of those suffering from Internet addiction with that of individuals suffering from pathological gambling. Twenty-seven patients diagnosed with Internet addiction (age: 24.78±4.37 years), 27 patients diagnosed with pathological gambling (age: 25.67±3.97 years), and 27 healthy controls (age: 25.33±2.79 years) were enrolled in this study. All patients were men seeking treatment. Trait impulsivity and the severity of the Internet addiction and pathological gambling were measured by the Barratt Impulsiveness Scale-11, the Young's Internet Addiction Test, and the South Oaks Gambling Screen, respectively. The Beck Depression Inventory and the Beck Anxiety Inventory were also administered to all subjects. Our results show that those suffering from Internet addiction showed increased levels of trait impulsivity which were comparable to those of patients diagnosed with pathological gambling. Additionally, the severity of Internet addiction was positively correlated with the level of trait impulsivity in patients with Internet addiction. These results state that Internet addiction can be conceptualized as an impulse control disorder and that trait impulsivity is a marker for vulnerability to Internet addiction. 相似文献
11.
Lucchiari, C. & Pravettoni, G. (2010). Feedback related brain activity in a gambling task: A temporal analysis of EEG correlates. Scandinavian Journal of Psychology 51, 449–454. The pattern of neural correlates of feedback processing has been the subject of a number of studies, using both neuroimaging and electrophysiological recordings. A complex functional network was found to be activated after a choice in order to process a feedback and sustain an adaptive behavior. However, many aspects of this network are still unclear and further research is needed to better understand this process. We conducted an EEG study using a simple gambling task. Twenty three subjects participated to the study. We analyzed both EEG power spectrum and ERP components evoked by presentation of a feedback signal (money gain or loss) during a simple gambling task. Our data confirmed that a negative ERP component is present about 270 ms after feedback, particularly relevant following a choice with negative outcome. Furthermore, the theta and delta oscillatory activity seem to be correlated to a dynamic decision‐making process within specific cortical networks. In particular, theta activity showed a valence dependent development between 150 and 350 ms post‐feedback onset. Differently from previous studies (Cohen, Elger & Ranganath, 2007; Marco‐Pallares, Cucurell, Cunillera et al., 2008), we did not find any valence effect in beta range. However, our data are consistent with Christie and Tata (2009) , probably due to the nature of the gambling task used in both studies. In conclusion, our data, in line with some prior findings showed that the feedback related response is correlated to a complex pattern of cortical activation probably mediated by theta and delta activity. 相似文献
12.
Although the gambling industry is expanding rapidly throughout North America and around the world, there are only a few empirically evaluated programs aimed at the prevention of pathological gambling (PG). The purpose of this study was to measure the effectiveness of a new prevention program aimed at PG. The Stop & Think! program was designed to teach at-risk video lottery terminal (VLT) gamblers cognitive restructuring and problem-solving skills that may help to prevent the development of PG. These skills were taught through a variety of methods - including an automated educational presentation, video and text vignettes, audio training tapes, and skill rehearsal. The program was evaluated using a randomized, 2-group experimental design with a wait-list control group and pre-, post-, and follow-up measures. Results indicated that, compared with the control group, the experimental group was less at risk for developing a gambling problem after the program. The experimental group endorsed fewer gambling-related cognitive distortions, engaged in less VLT gambling, and had lower scores on a measure of PG. The results of this study provide the basis for the implementation of the Stop & Think! program in the province of Prince Edward Island, Canada, and perhaps other jurisdictions too. 相似文献
13.
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
14.
With the development of the advertisement industry, consumers are surrounded by increasing numbers of different types of visual stimuli (e.g., images on billboards, websites, and newspapers or videos on TV and social media). The present research aims to explore the effect of the connection between visual stimuli and objects in consumers’ hands on purchase intention based on motor simulation theory and motor fluency. The results of two studies demonstrate that when right-handed consumers review an image of food with tableware on the right (vs. left) side, they will have higher purchase intention for the food, while the effect reverses when their right hand is under high motor resource load. In addition, when right-handed consumers review an image of food with tableware on the right side and have nothing (vs. an object) in their right hand, they will have higher purchase intention for the food. However, if the image does not include tableware, placing tableware (vs. nothing or other objects) in the right hand of the consumers will induce higher purchase intention for the food. Our findings not only contribute to the literature on motor simulation, motor fluency, and motor resources but also provide valid insights for managerial applications. 相似文献
15.
The purpose of this study was to ascertain the frequency of gambling involvement and the prevalence of problem gambling among horse race gamblers and to discover whether problem gambling in this sample is associated with a history of trauma. Among a sample of 266 South African horse-race gamblers (94% men and 6% women, Mage 46.8 yr., SD = 13.9, range 18-85 years), 31.2% were classified as probable pathological gamblers and 19.9% with problem gambling. Major weekly gambling activities included racetrack betting (82%), purchase of lottery tickets or scratch tickets (35%), purchase of sports lottery tickets (23%), and using casino type games (18%). Trauma history was significantly associated with gambling severity. 相似文献
16.
A formula is developed for measuring the gambling response-set or utility for risk in objective tests in which the testees are apprised of the application of a correction for guessing. Some implications of this measure for test theory and construction are discussed briefly. 相似文献
17.
In this paper, the most frequent personality disorders related to pathological gambling are described. A sample of 50 pathological gamblers, who were assessed with the MCMI-II before treatment, and of 50 normative subjects from general population with the same demographic features (age, sex and socioeconomic level) was selected. According to the results, the 40% of clinical sample (versus the 14% of normative sample) showed at least one personality disorder. The most prevalent one was the Narcissistic (32%), followed by the Antisocial and Passive-Aggressive (16% each one of them). Furthermore, the gamblers with personality disorders presented an average of 2.2 disorders and tended to be more impulsive. Likewise pathological gamblers abused of alcohol, showed a mild anxiety and were not so adapted to everyday life as much as the control group. Finally, implications of this study for clinical practice and future research in this field are commented upon. 相似文献
19.
Pathological Gambling (PG) is the inability to resist recurrent urges to gamble excessively despite harmful consequences to the gambler or others. A cognitive-behavioral Pathways Model of PG (Blaszczynski & Nower, 2002) suggests individual differences in rash impulsivity and reward sensitivity, together with a cognitive style that promotes poor decision making, as risk factors. These individual differences were examined in a community sample of experienced slot machine players ( N = 100), who were classified into Low, Moderate, and Problem gambling groups according to the Problem Gambling Severity Index (Ferris & Wynne, 2001). There were significant group differences on rash impulsivity as measured by the Eysenck Impulsivity scale, and on reward sensitivity as measured by the BIS/BAS Drive scale. For cognitive style, there were differences on Actively Openminded Thinking (AOT), but not the Rational Experiential Inventory. Hierarchical regression analyses found that impulsivity and AOT predicted severity of PG, but that AOT mediated the effect of BAS Drive. A thinking style that promotes erroneous cognition may correlate with PG, but individual differences in rash impulsivity and reward-seeking play a more critical role in the etiology of PG. The individual characteristics of Pathological Gamblers are similar to those of people with Substance Use Disorders. 相似文献
20.
This study investigated adolescent males’ decision-making under risk, and the emotional response to decision outcomes, using a probabilistic gambling task designed to evoke counterfactually mediated emotions (relief and regret). Participants were 20 adolescents (aged 9–11), 26 young adolescents (aged 12–15), 20 mid-adolescents (aged 15–18) and 17 adults (aged 25–35). All were male. The ability to maximize expected value improved with age. However, there was an inverted U-shaped developmental pattern for risk-seeking. The age at which risk-taking was highest was 14.38 years. Although emotion ratings overall did not differ across age, there was an increase between childhood and young adolescence in the strength of counterfactually mediated emotions (relief and regret) reported after receiving feedback about the gamble outcome. We suggest that continuing development of the emotional response to outcomes may be a factor contributing to adolescents’ risky behaviour. 相似文献
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