Title: AN EXAMINATION OF PRECIPITATING AND PERPETUATING FACTORS OF GAMBLING BEHAVIOUR: A PSYCHOLOGICAL PERS
1AN EXAMINATION OF PRECIPITATING AND PERPETUATING
FACTORS OF GAMBLING BEHAVIOUR A PSYCHOLOGICAL
PERSPECTIVE
- Presenter Dragica Sarich
- Disclaimer
- Statements and opinions expressed or implied in
this presentation do not necessarily reflect the
opinions or views of the Office of Economic and
Statistical Research, Queensland Treasury or the
State of Queensland. - All data and information in this presentation are
believed to be accurate and have come from
sources believed to be reliable. The State of
Queensland does not guarantee or represent that
the data and information in this presentation are
accurate, up to date or complete, and disclaims
liability for all claims, losses, damages or
costs of whatever nature and howsoever occurring,
arising as a result of relying on the data and
information, regardless of the form of action,
whether in contract, tort (including negligence),
breach of statutory duty or otherwise.
2Background
- Sarich, D., Charker, J. (2008). Understanding
player loyalty systems A behavioural framework.
National Association for Gambling Studies
Conference Proceedings 2007. Cairns, Australia,
p. 64-79.
3Agenda
- EGM Gambling
- Biopsychosocial model
- Behavioural processes
- Cognitive processes
- Social processes
- Impacts on Patrons who play EGMs
- Summary
4 EGM Gambling
What psychological processes underlie factors
that initiate, contribute to and maintain EGM
gambling behaviour?
5The Biopsychosocial Model(Engel, 1977)
- General approach proposing that biological,
psychological and social factors all play a
significant role in human functioning - Originated as a response to medical model of
illness - Recognises both a direct interaction between mind
and body as well as indirect effects through
other factors - Now used in fields such as medicine, nursing,
health psychology and psychiatry
6Applying the Biopsychosocial Model
7Classical Conditioning(Pavlov, 1903)
- Unconditioned Stimulus (UCS) ? Unconditioned
Response (UR) - neutral Conditioned Stimulus (CS) ? no response
- Neutral CS UCS? UR
- After many repetitions
- CS ? Conditioned Response (CR)
8Impact on Patrons who play EGMs
- Classical conditioning
- Can influence the patrons perception of their
reasons for EGM gambling. - ? patron continues to play the EGM and spend
their money on the EGM.
9Operant Conditioning (Thorndike (1911) Skinner
(1957))
- Responses can be made to occur
- more frequently (through reinforcement)
- less frequently (through punishment or
extinction) - Reinforcement
- use of consequences to modify occurrence and form
of behaviour - Different forms
- Positive favourable stimulus provided
- Negative Aversive stimulus taken away
- both increase response frequency
- Reinforcers
- Primary (unconditioned e.g., food, sleep)
- Secondary (conditioned e.g., clicker in clicker
training with dogs clicker is known to be
followed by a reward)
10EGM Gambling Reinforcers
- Primary reinforcers
- Arousal or excitement (either autonomic or
cortical) - Secondary reinforcers
- Lights, sounds and colour (e.g., pleasant sight
and tones from EGM) - Feedback (in the form of messages and praise from
peers) - Money (return to player, jackpots)
11Schedules of Reinforcement
- Different schedules of reinforcement
- Continuous reinforcement
- Intermittent reinforcement
- Fixed ratio
- Fixed interval
- Variable ratio
- Variable interval
- Variable schedules produce higher responses,
greater persistence, and are more resistant to
extinction than most fixed schedules - Variable ratio schedule produces highest rate of
responding, and is the most resistant to
extinction
12The Biopsychosocial Model - Behavioural Processes
13Impacts on Patrons who play EGMs
- Operant conditioning variable ratio
schedule - Increases patrons persistence in providing
responses (or bets) to a feature game on an EGM - Increases patrons resistance to reducing number
of responses (or bets) on the EGM game within a
session - Makes it harder for patron to stop providing
responses (i.e., placing bets) to the feature
game - ? harder to extinguish their behaviour of playing
the EGM
14The Biopsychosocial Model -Cognitive Processes
15New Memory - How?
New Experience
16EGM Gambling New Memory
Thoughts
EGM (sight, sound)
Peers
Mood
New Experience EGM Gambling
Session Outcome overall win/loss
Venue sounds
Venue Directions
Venue (sight)
17The Biopsychosocial Model -Cognitive Processes
(contd)
18Common heuristics, biases and errors
- Availability heuristic
- The gamblers fallacy or representation heuristic
- Illusion of control
- Biased attributions (e.g., self-serving bias)
- Confirmation bias
19Impacts on Patrons who play EGMs
- Cue, association and memory
- Attention to meaning of stimuli featured in EGM
gambling experience plus the experience itself
may later on promote and facilitate memory
retrieval of gambling experience - Heuristics, biases and errors
- Influence and maintain a patrons EGM gambling
behaviour, decisions, and thought patterns
20The Biopsychosocial Model -Social Processes
21Impacts on Patrons who play EGMs
- Peers behaviours can stimulate one to engage in
EGM gambling and increase their how often and
long a person plays on EGMs and the intensity of
EGM gambling - Peers (as models) can strongly influence a
patrons attitudes, values, and decision to
engage in EGM gambling.
22Summary
- Behavioural, cognitive, and social processes are
of important consideration in terms of EGM
gambling behaviour - Through obtaining an understanding of these
processes together with factors known to
initiate, contribute to, and maintain gambling
behaviour, we can gain a better understand of EGM
gambling behaviour in its entirety.