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Myles D, Carter A, Yücel M, Bode S. Losses disguised as wins evoke the reward positivity event-related potential in a simulated machine gambling task. Psychophysiology 2024; 61:e14541. [PMID: 38385660 DOI: 10.1111/psyp.14541] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/11/2023] [Revised: 12/16/2023] [Accepted: 01/30/2024] [Indexed: 02/23/2024]
Abstract
Electronic gambling machines include a suite of design characteristics that may contribute to gambling-related harms and require more careful attention of regulators and policymakers. One strategy that has contributed to these concerns is the presentation of "losses disguised as wins" (LDWs), a type of salient losing outcome in which a gambling payout is less than the amount wagered (i.e., a net loss), but is nonetheless accompanied by the celebratory audio-visual stimuli that typically accompany a genuine win. These events could thereby be mistaken for gains, or otherwise act as a reward signal, reinforcing persistent gambling, despite being a loss. This study aimed to determine whether LDWs evoke a reward positivity component in a task modeled on slot machine gambling. A prominent account of the reward positivity event-related potential suggests that it is evoked during the positive appraisal of task-related feedback, relative to neutral or negative events, or that it is evoked by neural systems that implement the computation of a positive reward prediction error. We recruited 32 individuals from university recruitment pools and asked them to engage in a simple gambling task designed to mimic key features of a slot machine design. The reward positivity was identified using temporospatial principal components analysis. Results indicated a more positive reward positivity following LDWs relative to clear losses, consistent with the theory that LDWs contribute to positive reinforcement of continued gambling, despite being net losses.
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Affiliation(s)
- Dan Myles
- School of Psychological Sciences, Monash University, Melbourne, Victoria, Australia
- Melbourne School of Psychological Sciences, The University of Melbourne, Melbourne, Victoria, Australia
| | - Adrian Carter
- School of Psychological Sciences, Monash University, Melbourne, Victoria, Australia
| | - Murat Yücel
- School of Psychological Sciences, Monash University, Melbourne, Victoria, Australia
| | - Stefan Bode
- Melbourne School of Psychological Sciences, The University of Melbourne, Melbourne, Victoria, Australia
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Myles D, Bennett D, Carter A, Yücel M, Albertella L, de Lacy-Vawdon C, Livingstone C. "Losses disguised as wins" in electronic gambling machines contribute to win overestimation in a large online sample. Addict Behav Rep 2023; 18:100500. [PMID: 38169673 PMCID: PMC10758393 DOI: 10.1016/j.abrep.2023.100500] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/22/2023] [Revised: 05/24/2023] [Accepted: 06/02/2023] [Indexed: 01/05/2024] Open
Abstract
Introduction Losses disguised as wins (LDWs) are a salient type of losing outcome common to electronic gambling machines (EGMs). These events occur when a gambling payout is less than the amount wagered (i.e., a net loss) but is nonetheless accompanied by the sounds and animations that accompany genuine wins. Previous lab-based studies have reported that participants tend to overestimate genuine wins when LDWs are present. This study reports an independent replication of these findings in a large online sample that included a substantial number of individuals reporting high-risk gambling and frequent EGM users. Methods This online study recruited a sample of 940 participants who were randomly assigned to view one of two brief videos. Each video displayed a short period of simulated online slot machine gambling and included 2 genuine wins and either 3 or 0 LDWs. Participants were asked to estimate the number of times a win occurred that was more than the amount bet. Participants also completed the Problem Gambling Severity Index. Results The mean estimated number of genuine wins was significantly larger for the condition displaying LDWs, 3.02 [95% CI = 2.82, 3.21] than the control condition, 2.14 [1.98, 2.30], t(887.66) = 6.78, d = 0.44, p <.001. Conclusions We replicated the LDW-triggered win overestimation effect previously reported in lab-based experiments that have recruited smaller samples. This effect was robust in both low-risk and high-risk groups, indicating that even experienced gamblers remain susceptible. Exploratory modelling suggested only a minority of individuals were uninfluenced by LDWs.
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Affiliation(s)
- Dan Myles
- School of Psychological Sciences, Level 5, 18 Innovation Walk, Monash University, Wellington Road, Clayton, Victoria 3168, Australia
| | - Daniel Bennett
- School of Psychological Sciences, Level 5, 18 Innovation Walk, Monash University, Wellington Road, Clayton, Victoria 3168, Australia
| | - Adrian Carter
- School of Psychological Sciences, Level 5, 18 Innovation Walk, Monash University, Wellington Road, Clayton, Victoria 3168, Australia
| | - Murat Yücel
- School of Psychological Sciences, Level 5, 18 Innovation Walk, Monash University, Wellington Road, Clayton, Victoria 3168, Australia
| | - Lucy Albertella
- School of Psychological Sciences, Level 5, 18 Innovation Walk, Monash University, Wellington Road, Clayton, Victoria 3168, Australia
| | - Cassandra de Lacy-Vawdon
- School of Public Health and Preventive Medicine, Monash University, 553 St Kilda Road, Melbourne, Victoria 3004, Australia
- Department of Public Health, School of Psychology and Public Health, La Trobe University, Plenty Road and, Kingsbury Dr, Bundoora, Victoria 3086, Australia
| | - Charles Livingstone
- School of Public Health and Preventive Medicine, Monash University, 553 St Kilda Road, Melbourne, Victoria 3004, Australia
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Do pupillary responses during authentic slot machine use reflect arousal or screen luminance fluctuations? A proof-of-concept study. PLoS One 2022; 17:e0272070. [PMID: 35877672 PMCID: PMC9312385 DOI: 10.1371/journal.pone.0272070] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/09/2022] [Accepted: 07/12/2022] [Indexed: 12/03/2022] Open
Abstract
Modern slot machines are among the more harmful forms of gambling. Psychophysiological measures may provide a window into mental processes that underpin these harms. Here we investigated pupil dilation derived from eye tracking as a means of capturing changes in sympathetic nervous system arousal following outcomes on a real slot machine. We hypothesized that positively reinforcing slot machine outcomes would be associated with increases in arousal, reflected in larger pupil diameter. We further examined the contribution of game luminance fluctuations on pupil diameter. In Experiment 1A, experienced slot machine gamblers (N = 53) played a commercially-available slot machine in a laboratory for 20 minutes while wearing mobile eye tracking glasses. Analyses differentiated loss outcomes, wins, losses-disguised-as-wins, and (free-spin) bonus features. Bonus features were associated with rapid increases in pupil diameter following the onset of outcome-related audiovisual feedback, relative to losses. In Experiment 1B, luminance data were extracted from captured screen videos (derived from Experiment 1A) to characterize on-screen luminance changes that could modulate pupil diameter. Bonus features and wins were associated with pronounced and complex fluctuations in screen luminance (≈50 L and ≈25L, respectively). However, the pupil dilation that was observed to bonus features in Experiment 1A coincided temporally with only negligible changes in screen luminance, providing partial evidence that the pupil dilation to bonus features may be due to arousal. In Experiment 2, 12 participants viewed pairs of stimuli (scrambled slot machine images) at luminance difference thresholds of ≈25L, ≈50L, and ≈100L. Scrambled images presented at luminance differences of ≈25L and greater were sufficient to cause pupillary responses. Overall, pupillometry may detect event-related changes in sympathetic nervous system arousal following gambling outcomes, but researchers must pay careful attention to substantial in-game luminance changes that may confound arousal-based interpretations.
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Kruger TB, Dixon MJ, Graydon C, Larche CJ, Stange M, Smith SD, Smilek D. Contrasting Mind-Wandering, (Dark) Flow, and Affect During Multiline and Single-Line Slot Machine Play. J Gambl Stud 2021; 38:185-203. [PMID: 33956272 PMCID: PMC8866259 DOI: 10.1007/s10899-021-10027-0] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 04/13/2021] [Indexed: 11/29/2022]
Abstract
Slot machines are a very popular form of gambling in which a small proportion of gamblers experience gambling-related problems. These players refer to a trance-like state that researchers have labelled ‘dark flow’—a pleasurable, but maladaptive state where players become completely occupied by the game. We assessed 110 gamblers for mindfulness (using the Mindful Attention Awareness Scale), gambling problems (using the Problem Gambling Severity Index), depressive symptoms (using the Depression, Anxiety, and Stress Scale), and boredom proneness (using the Boredom Proneness Scale). Participants played both a multiline and single-line slot machine simulator and were occasionally interrupted with thought probes to assess whether they were thinking about the game or something else. After playing each game, we retrospectively assessed dark flow and affect during play. Our key results were that the number of “on-game” reports during the multiline game were significantly higher than the single-line game, and that we found significantly greater flow during the multiline game than the single-line game. We also found significantly lower negative affect during the multiline game than the single-line game. Using hierarchical multiple regression, we found that dark flow accounted for unique variance when predicting problem gambling severity (over and above depression, mindfulness, and boredom proneness). These assessments help bolster our previous assertions about escape gambling—if some players are prone to having their mind-wander to negative places, the frequent but unpredictable reinforcement of multiline slot machines may help rein in the wandering mind and prevent minds from unintentionally wandering to negative thoughts.
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Affiliation(s)
- Tyler B Kruger
- Department of Psychology, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada. .,Gambling Research Lab, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada.
| | - Mike J Dixon
- Department of Psychology, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada.,Gambling Research Lab, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada
| | - Candice Graydon
- Gambling Research Lab, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada
| | - Chanel J Larche
- Department of Psychology, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada.,Gambling Research Lab, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada
| | - Madison Stange
- Department of Psychology, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada.,Gambling Research Lab, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada
| | - Stephen D Smith
- Department of Psychology, University of Winnipeg, 515 Portage Avenue, Winnipeg, MB, R3B 2E9, Canada
| | - Daniel Smilek
- Department of Psychology, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada
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Akçayır M, Nicoll F, Baxter DG, Palmer ZS. Whose Responsibility Is It to Prevent or Reduce Gambling Harm? A Mapping Review of Current Empirical Research. Int J Ment Health Addict 2021. [DOI: 10.1007/s11469-020-00459-x] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/22/2022] Open
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Murch WS, Clark L. Commentary on Graydon et al. (2019): Realistic simulations and nudging gambling policy. Addiction 2019; 114:125-126. [PMID: 30467906 DOI: 10.1111/add.14493] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/16/2018] [Accepted: 10/26/2018] [Indexed: 11/29/2022]
Affiliation(s)
- W Spencer Murch
- Centre for Gambling Research at UBC, Department of Psychology, University of British Columbia, Vancouver, BC, Canada
| | - Luke Clark
- Centre for Gambling Research at UBC, Department of Psychology, University of British Columbia, Vancouver, BC, Canada
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Myles D, Carter A, Yücel M. Cognitive neuroscience can support public health approaches to minimise the harm of 'losses disguised as wins' in multiline slot machines. Eur J Neurosci 2018; 50:2384-2391. [PMID: 30276920 DOI: 10.1111/ejn.14191] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/05/2018] [Revised: 08/03/2018] [Accepted: 09/20/2018] [Indexed: 11/26/2022]
Abstract
Video slot machines are associated with both accelerated transition into problematic forms of gambling, as well as psychosocial harm above and beyond other forms of gambling. A growing body of evidence is uncovering how key design features of multiline slot machines produce an inflated experience of reward, despite the fact that these features offer no overall financial benefit to the player. A pernicious example of this are 'losses disguised as wins' (LDWs), which occur when simultaneous bets placed on multiple lines result in a winning combination that returns an amount greater than zero, but less the total wager. These events are usually accompanied by the same celebratory sounds and animations that accompany true wins. We argue that LDWs may leverage neuropsychological phenomena that underlie reinforcement learning and contribute to extended or repetitive use and gambling-related harm. While other characteristics of slot machine gambling have been examined by cognitive neuroscientists, this feature has not yet received attention. Neuroscientific methods can be used to assess the impact of LDWs on the human reward system, to assess the claim that these events are a reinforcing and contributing factor in the development of harmful play. Positive findings would provide further persuasive evidence in support of strategies to minimise gambling harm through the regulation of machine design.
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Affiliation(s)
- Dan Myles
- Brain and Mental Health Research Hub, Monash Institute of Cognitive and Clinical Neurosciences and School of Psychological Sciences, Monash University, 770 Blackburn Rd, Clayton, Vic, 3800, Australia
| | - Adrian Carter
- Brain and Mental Health Research Hub, Monash Institute of Cognitive and Clinical Neurosciences and School of Psychological Sciences, Monash University, 770 Blackburn Rd, Clayton, Vic, 3800, Australia
| | - Murat Yücel
- Brain and Mental Health Research Hub, Monash Institute of Cognitive and Clinical Neurosciences and School of Psychological Sciences, Monash University, 770 Blackburn Rd, Clayton, Vic, 3800, Australia
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Abstract
Multiline slots are exciting games that contain features which make them alluring. One such feature is a loss disguised as a win (LDW); wherein, players win less than they wager (e.g., bet 2 dollars, win back 50 cents), but this net loss is disguised by flashing graphics and winning sounds. Research to date concludes that LDWs are both rewarding and reinforcing. Here, we investigated whether LDWs affect players’ game selection. Thirty-two undergraduate students with experience playing slot machines played 100 spins on four games—two had positive payback percentages (115%) and two had negative payback percentages (85%) after 100 spins. For each payback percentage condition, there was a game with no LDWs and a game with a moderate number of LDWs. For the 100 spins, players could choose to play whichever game they wished. They then rated their preference for each game following the 100-spins and chose a game to continue playing. The majority of players preferred playing the positive payback percentage game with LDWs and chose to continue playing this game over the three other games. We conclude that in addition to LDWs being reinforcing and rewarding, LDWs do in fact influence game selection. We conclude that responsible gambling initiatives should educate players about LDWs.
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