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1.
near-miss效应是指在赌博中, 与一般的输钱和赢钱相比, “几乎赢(near-miss)”的输钱会诱发个体更高的生理唤醒和更强的赌博动机, 从而导致个体持续赌博的一种现象, 是导致赌博成瘾的主要诱因之一。针对这种现象的研究范式大致有三种:老虎机/类老虎机任务、轮盘任务和刮刮乐彩票任务。这种现象的理论解释目前主要有认知曲解假说、控制幻觉理论和受挫假说。near-miss效应的脑机制和病理研究才刚刚起步, 所涉及到的脑功能区域主要包括脑岛、腹侧纹状体等。未来的研究应在near-miss效应发生机制的理论模型建构、研究范式多样化、研究技术多模态化、病理机制和临床干预等方面进一步展开。  相似文献   

2.
The purpose of this translational study was twofold: (1) to contrast behavioral and brain activity between pathological and nonpathological gamblers, and (2) to examine differences as a function of the outcome of the spin of a slot machine, focusing predominately on the "Near-Miss"--when two reels stop on the same symbol, and that symbol is just above or below the payoff line on the third reel. Twenty-two participants (11 nonpathological; 11 pathological) completed the study by rating the closeness of various outcomes of slot machine displays (wins, losses, and near-misses) to a win. No behavioral differences were observed between groups of participants, however, differences in brain activity were found in the left midbrain, near the substantia nigra and ventral tegmental area (SN / VTA). Near-miss outcomes uniquely activated brain regions associated with wins for the pathological gamblers and regions associated with losses for the nonpathological gamblers. Thus, near-miss outcomes on slot machines may contain both functional and neurological properties of wins for pathological gamblers. Such a translational approach to the study of gambling behavior may be considered an example that gives life to B. F. Skinner's conceptualization of the physiologist of the future.  相似文献   

3.
Gambling near‐misses are non‐rewarded events that resemble a winning configuration. Past research using slot machines has shown that moderate rates of near‐misses increase gambling persistence, but the mechanisms supporting this persistence are unclear. One hypothesis is that near‐misses are mistakenly interpreted as signals of skill acquisition, supporting learning and fuelling the ‘illusion of control’. A slot machine simulation was administered to 60 volunteers, with ratings of the perceived chances of winning, pleasure and motivation to play following particular outcomes. Psychophysiological measures (electrodermal activity and heart rate) were taken, and gambling persistence was measured after 30 trials. Near‐misses were similar to full‐miss outcomes in that they were regarded as unpleasant. However, near‐misses were akin to win outcomes in that they increased motivations to play and electrodermal activity. Learning was evidenced by the expectancy of winning increasing following wins and decreasing after losses. Although there was no overall change in expectancy of winning after near‐misses across all participants, those subjects reporting a greater increase in the expectancy of winning following a near‐miss showed more persistent play, consistent with the learning hypothesis. Greater heart rate acceleration following near‐misses was also associated with persistence. We also observed differential effects of near‐misses where the reel stopped either side of the winning position (‘payline’): motivational effects were restricted to near‐misses stopping before the payline, whereas near‐misses that stopped after the payline were primarily aversive. The payline effects are not predicted by the learning hypothesis and may indicate an affective component to near‐misses, possibly linked to counterfactual processing. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

4.

Traditionally, near-miss events in games of skill provide feedback to an individual regarding his or her performance. However, in games of chance, like slot machine gambling, the use fails to carry over. A near miss in slot machine gambling may still be endorsed when most of the symbols falling on a payline match, though technically this arrangement provides no real measure of skill or progress. To date, attempts to study the near miss in slot machine gambling have used resistance to extinction and preference assessment preparations, both of which unsuccessfully capture any putative reinforcement properties. The current investigation introduces a new methodology to assess putative conditioned reinforcement properties of stimuli correlated with the near miss in simulated slot machine gambling by incorporating the observing response with concurrently available schedules, termed simultaneous observing. Successful tests of the methodology regarding schedule-correlated stimuli in relation to win rates demonstrate its potential use, and failure to identify a near-miss event as producing reinforcing effects for schedule-correlated stimuli adds credibility to its ability to discriminate between functions.

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5.
One hypothesis for the reason a person might become a pathological gambler is that the individual initially experiences a big win, which creates a fallacious expectation of winning, which may then lead to persistent gambling despite suffering large losses. Although this hypothesis has been around for several decades, only one controlled empirical study has addressed it, and that study reported null results. In the present experiment, the authors tested the "big win" hypothesis by having 4 groups of participants with little to no experience gambling play a computer-simulated slot machine for credits that were exchangeable for cash. One group experienced a large win on the very 1st play. Another experienced a large win on the 5th play. A 3rd group experienced 2 small wins on the 2nd and 5th plays. No other winning outcomes were programmed. The 4th group never experienced a win. The authors observed a significant effect of group. Participants who experienced a large win on the 1st play quit playing the simulation earlier than participants who experienced a large win on the 5th play. These results appear to question the "big win" as an explanation for pathological gambling. They are more consistent with a behavioral theory of gambling behavior. The present study should also promote the use of laboratory-based research to test long-standing hypotheses in the gambling literature.  相似文献   

6.
The present article describes a software program in Visual Basic .NET designed to simulate three slot machines on a computer screen. This software is described in detail regarding utility, downloading, and usage; and data are presented illustrating the software’s potential for researchers interested in gambling behavior. A simulation of multiple slot machines such as this enables researchers to evaluate players’ preferences across various machines. In the highlighted experiment, 18 recreational slot machine players played the software for extra course credit and a chance at cash prizes. All participants played a version of the simulation in which every 5th response on average was a win, whereas the remaining trials were a loss. However, on those loss trials, a varying distribution of almost wins or near misses (i.e., two winning symbols on the payoff line and the final winning symbol directly above or below the payoff line) were presented in percentages of 15, 30, or 45. While no preferences across the three options could be predicted on the basis of reinforcement history alone, deviations from equal choices across the games were noted and appeared to be the result of the presentations of near-miss losing trials. Implications for a greater understanding of pathological gambling are presented.  相似文献   

7.
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   

8.
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   

9.
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   

10.
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   

11.
This study investigated the potential for recreational gamblers to respond as if certain types of losing slot machine outcomes were actually closer to a win than others (termed the near‐miss effect). Exposure to conditional discrimination training and testing disrupted this effect for 10 of the 16 participants. These 10 participants demonstrated high percentages of conditional discrimination testing performance, and the remaining 6 participants failed the discrimination tests. The implications for a verbally based behavioral explanation of gambling are presented.  相似文献   

12.
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   

13.
Mobile telephones were used to collect data on the relationship between gambling and mood state from gamblers in the field. Seventeen gamblers called an interactive voice response system running on a computer before, during and after a gambling episode. Measures taken in this way included self‐reports of anxiety/arousal, the amount of money gambled, whether the result was a win or loss, the amount won or lost, and the type of gambling engaged in. Other measures were taken during an initial briefing session using conventional questionnaires that included self‐reports of anxiety/arousal taken in a non‐gambling situation, dissociation during gambling, and a measure of degree of impairment of control. The results showed that subjective anxiety/arousal levels were significantly higher during and after gambling than during the urge to gamble or at baselines. Losing was associated with increased subjective anxiety/arousal after play, and winning was associated with a decrease in subjective anxiety/arousal. This suggests that gambling may be a cause of increased subjective anxiety/arousal, rather than functioning to relieve it. A cluster of variables associated with impaired control and subjective anxiety/arousal levels was also identified. The method of collecting data using mobile telephones appears to be a valuable development.  相似文献   

14.
《The Journal of psychology》2013,147(6):495-504
One hypothesis for the reason a person might become a pathological gambler is that the individual initially experiences a big win, which creates a fallacious expectation of winning, which may then lead to persistent gambling despite suffering large losses. Although this hypothesis has been around for several decades, only one controlled empirical study has addressed it, and that study reported null results. In the present experiment, the authors tested the "big win" hypothesis by having 4 groups of participants with little to no experience gambling play a computer-simulated slot machine for credits that were exchangeable for cash. One group experienced a large win on the very 1st play. Another experienced a large win on the 5th play. A 3rd group experienced 2 small wins on the 2nd and 5th plays. No other winning outcomes were programmed. The 4th group never experienced a win. The authors observed a significant effect of group. Participants who experienced a large win on the 1st play quit playing the simulation earlier than participants who experienced a large win on the 5th play. These results appear to question the "big win" as an explanation for pathological gambling. They are more consistent with a behavioral theory of gambling behavior. The present study should also promote the use of laboratory-based research to test long-standing hypotheses in the gambling literature.  相似文献   

15.
In Norway, legalized gambling is pervasive, easily accessible and socially accepted, particularly the participation in national lotteries. We conducted a stratified probability sample study during January–March 2007 (age group 16–74 years, N  = 3,482, response rate 36.1%) to assess gambling behavior and prevalence of problematic gambling by the NORC Diagnostic Screen (NODS). Overall, 67.9% of the study population had been engaged in past-year gambling and 0.7% were past-year problematic gamblers (NODS score 3+). Male gender, low educational level, single marital status, and being born in a non-Western country were variables positively associated with problematic gambling. Past-year problematic gamblers indicated the slot machine (34.6%) and Internet gambling (26.9%) as the most important games, while most non-problematic gamblers pointed out the lotteries (62.3%) as the most important game. The prevalence of self-reported sleeping disorders, depression and other psychological impairments was significantly higher among problematic gamblers. Gambling problems affect people's lives in multiple ways.  相似文献   

16.
The purpose of the present review was to analyze research outcomes for all gambling studies reported in the behavior analysis literature. We used the search term “gambling” to identify articles that were published in behaviorally oriented journals between the years 1992 and 2012 and categorized the content of each article as empirical or conceptual. Next, we examined and categorized the empirical articles by inclusion of an experimental manipulation and treatment to alleviate at least some aspect of pathological gambling, participant population used, type of gambling task employed in the research, whether the participants in the study actually gambled, and the behavioral phenomena of interest. The results show that the rate of publication of gambling research has increased in the last 6 years, and a vast majority of articles are empirical. Of the empirical articles, examinations of treatment techniques or methods are scarce; slot machine play is the most represented form of gambling, and slightly greater than half of the research included compensation based on gambling outcomes within experiments. We discuss implications and future directions based on these observations of the published literature.  相似文献   

17.
In this study, the authors investigated the effects that modality of symbol presentation on video lottery terminals (sequential vs. simultaneous) has on gambling behavior. They predicted that sequential presentation would incite players to prolong their gambling session. Results confirmed this prediction and showed that modality of presentation is a determinant of gambling persistency. The authors discuss the relationship between modality of presentation, hopes of an imminent win, losses, and practical and theoretical issues about other cognitive and emotional elements that may influence gamblers' behaviors.  相似文献   

18.
Which person would be most likely to continue gambling? A person who has just experienced a big win or a person who has just experienced a big loss? The answer appears often to be whichever gambler feels personally luckier. Two experiments investigated how perceptions of luck, understood as a personal quality, are affected by near, but unrealized outcomes during a game of chance. In Experiment 1, a near big loss at a gambling game heightened perceptions of personal luck relative to a near big win, even though all participants actually won the same modest amount. In addition, participants who experienced a near big loss generated significantly more downward counterfactuals than did those participants in the near big win condition. Most importantly, differences in self-perceived luck influenced future gambling behavior. Participants who experienced a near big loss on a wheel-of-fortune wagered significantly more on the outcome of a subsequent game of roulette than did those participants who experienced a near big win. Experiment 2 extended these results by testing the possible influence of a different type of near outcome and by including a control group. The discussion focuses on the emerging picture of how people understand luck.  相似文献   

19.
In the UK, excessive fruit machine playing is the most documented form of pathological gambling amongst adolescents. Although there have been a few retrospective questionnaire studies in adolescent fruit machine gambling, there has been very little systematic observational fieldwork into the behaviour. The studies reported explore the social world of fruit machine playing using data collected via the monitoring of 33 UK amusement arcades employing participant and non-participant observation methodologies. The basic aims were to observe the arcade clientele and their behavioural characteristics, and to examine motivations for machine playing. Results suggest that level of adolescent gambling depends upon both time of day and time of year, and regular players conform to rules of etiquette and display stereotypical behaviours when playing fruit machines. The results also suggest that adolescents play fruit machines for a wide range of reasons including fun, to win money, to socialize, to escape and for excitement, and that inland and coastal arcades are frequented by different clienteles, probably as a function of the amusement machine available.  相似文献   

20.
A growing number of studies have reported a link between gambling and aggressive behaviour. The aim of this study was to contextualize objective findings of a previous observational study regarding slot machine gambling and aggressive behaviour (Parke & Griffiths, Psychological Reports, 95, 109–114, 2004). Interpretative Phenomenological Analysis was applied using the Idiographic Case Study method. The data revealed three superordinate themes regarding slot machine gambling‐induced aggression (i.e. Competitive Advantage Reduction, Self‐esteem Reduction, and Cognitive Regret). Within these superordinate themes, subordinate themes emerged identifying how environmental factors and structural characteristics of slot machine gambling, along with the consequences of losing, produced aggressive behaviour. It is concluded that gambling‐induced aggression is a manifestation of the underlying conflict of engaging in dysfunctional behaviour while consciously acknowledging its detrimental effects. Copyright © 2005 John Wiley & Sons, Ltd.  相似文献   

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