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Gambling on electronic gaming machines is an escape from negative self reflection

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posted on 2017-12-06, 00:00 authored by Matthew RockloffMatthew Rockloff, Nancy Greer, Carly Fay, Lionel EvansLionel Evans
An experiment tested whether thinking about oneself, particularly in negative terms, increases gambling intensity on Electronic Gaming Machines (EGMs). Forty male and 65 Female participants, aged 18–76 (M = 46.2, SD = 15.3), were recruited through newspaper advertisements to play a laptop simulated EGM in Hervey Bay, Queensland, Australia. Prior to play, subjects in the test conditions audio tape-recorded 2 min of self reflection on either: (1) "things you like about yourself," or (2) "things you don’t like about yourself." Immediately after the recordings, the subjects played an EGM that was programmed (rigged) with five wins in the first 20 spins, and indefinite losses thereafter. Participants gambled more intensively in terms of Average Bet Size, Number of Trials Played, and Speed of Betting in the negative self reflection condition compared to the control condition. The experiment supports the proposition that EGM gambling behavior is motivated by escape from negative self reflection.

Funding

Category 1 - Australian Competitive Grants (this includes ARC, NHMRC)

History

Volume

27

Issue

1

Start Page

63

End Page

72

Number of Pages

10

ISSN

1573-3602

Location

New York

Publisher

Springer

Language

en-aus

Peer Reviewed

  • Yes

Open Access

  • No

External Author Affiliations

Institute for Health and Social Science Research (IHSSR); Institute for Health and Social Science Research (IHSSR);

Era Eligible

  • Yes

Journal

Journal of gambling studies.

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