Role%20of%20cognitive%20bias%20and%20skill%20in%20fruit%20machine%20gambling - PowerPoint PPT Presentation

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Role%20of%20cognitive%20bias%20and%20skill%20in%20fruit%20machine%20gambling

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Role of cognitive bias and skill in fruit machine gambling. Professor ... MAIN RESULTS (Cognitive variables) Content analysis of thinking aloud transcripts ... – PowerPoint PPT presentation

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Title: Role%20of%20cognitive%20bias%20and%20skill%20in%20fruit%20machine%20gambling


1
Role of cognitive bias and skill in fruit machine
gambling
  • Professor Mark Griffiths
  • International Gaming Research Unit
  • mark.griffiths_at_ntu.ac.uk

2
THE STUDY IN CONTEXT (1988-1990)
  • Exploratory observational/semi-structured
    interview study of eight adolescent fruit machine
    gamblers (Griffiths, 1990a - JGS)
  • Semi-structured interview study of 50 adolescent
    fruit machine gamblers (Griffiths, 1990b - JGS
    1990c - JGS)
  • Case studies of adolescent fruit machine gamblers
    (Griffiths, 1991- BJA 1993 - JGS)
  • Longitudinal observational study of adolescent
    gamblers in amusement arcades (Griffiths, 1991-
    JCASP)
  • Postal study of Parent of Young Gamblers
    members and their adolescent gambling children
    (Griffiths, 1993a - JGS)
  • Experimental study of cognition in fruit machine
    gamblers (Griffiths, 1994 - BJP)
  • Experimental study of arousal in fruit machine
    gamblers (Griffiths, 1993b - Add.Behs)

3
GLOBAL MODEL OF GAMBLING BEHAVIOUR(Griffiths,
2006 Parke Griffiths, 2007)
4
Individual Characteristics(Griffiths
Delfabbro, 2001)
5
Situational Characteristics(Griffiths Parke,
2003)Example UK Amusement Arcade
6
Structural characteristics(Griffiths, 19931995
Parke Griffiths, 2001 2007)Example Slot
machines
7
COGNITIVE BIAS IN GAMBLING(Wagenaar, 1988)
  • Gamblers are motivated by a way of reasoning,
    not by defects of personality, education or
    social environment
  • Gamblers gamble not because they have a bigger
    repertoire of heuristics but because they select
    heuristics at the wrong occasions

8
STUDYS MAIN HYPOTHESES
  • Hypothesis 1
  • There would be significant differences in the
    thought processes (irrational verbalisations)
    between regular and non-regular gamblers
  • Hypothesis 2
  • There would be no significant differences in the
    (skill-based) behaviours of regular and
    non-regular gamblers

9
METHOD
  • Quasi-experiment
  • Two groups of participants
  • IV regular or non-regular gambler

10
PARTICIPANTS
  • 30 regular gamblers
  • 30 non-regular gamblers
  • Regular (29 males 1 female play at least once
    week)
  • Non-regular (15 males 15 females play once
    month or less)
  • Volunteer Sample
  • Mainly recruited via a poster

11
THE SUBJECTIVE DVs
  • (1) COGNITIVE ACTIVITY
  • Measured by thinking aloud
  • (2) PERCEPTION OF SKILL
  • Measured by post-experiment semi- structured
    interview

12
THE OBJECTIVE (BEHAVIOURAL) DVs
  • Total number of plays in session
  • Total minutes of play in session
  • Play rate - Total plays per minute in session
  • End stake total winnings
  • Total number of wins in session
  • Win rate (time) time between wins
  • Win rate (plays) number of plays between wins

13
PROCEDURE
  • In arcade each participant given 3 to gamble on
    machine that gave 30 free gambles
  • Objective To stay on machine for 60 gambles
  • To break even and win back the 3
  • If they achieved 60 gambles they could choose to
    keep the money or carry on gambling

14
CONTROLS
  • Participants played same machine FRUITSKILL
  • Randomly assigned to thinking aloud/non-thinking
    aloud
  • All recordings transcribed within 24 hours
  • - Say everything that goes through your mind
  • - Do not censor your thoughts
  • - Keep talking continuously
  • - Dont have to speak in complete sentences

15
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16
MAIN RESULTS (Behavioural variables)
  • ANOVAs showed no significant differences on all
    variables except
  • Regular gamblers stayed on the machine slightly
    longer (F(1,56) 4.27, p0.044)
  • Regular gamblers had a significantly higher play
    rate (F(1,56) 7.96, p0.007)
  • Non-regular gamblers who thought aloud had
    slightly more wins than any other group (F(1,56)
    5.09, p0.028)
  • Regular gamblers who thought aloud had a
    significantly lower win rate than any other group
    (F(1,56) 7.85, p0.007)

17
MAIN RESULTS (Cognitive variables)
  • Content analysis of thinking aloud transcripts
  • 31 different categories (4 irrational, 27
    rational)
  • Regular gamblers produced significantly more
    irrational verbalisations than non-regular
    gamblers (14 vs. 2.5 p lt 0.001)
  • Further analysis of transcripts revealed gamblers
    using a variety of heuristics (e.g., hindsight
    bias)

18
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19
IRRATIONAL VERBALISATION
  • This fruity is not in a good mood
  • It wants its money back
  • Putting only a quid in bluffs the machine
  • The machine thinks I am a Fwit
  • This machine wont pay out happily

20
CONCLUSIONS
  • Regular gamblers are slightly more skilful (e.g.
    knowing the reels and when to nudge)
  • Regular gamblers believe they are more skilful
    than they are
  • Gamblers know they will lose but they play
    with money not for it (staying on the machine is
    the objective)
  • Regular gamblers make more irrational
    verbalisations demonstrating cognitive bias

21
APPLICATIONS?
  • May help to rehabilitate gambling addicts
    through cognitive behavioural therapy
  • Can be used to help problem gamblers change the
    way they think (recognise and change their
    cognitive bias) and behave
  • e.g. by playing back their irrational thinking

22
EVALUATION
  • Both quantitative and qualitative DVs
  • Validity the thinking aloud method??
  • Reliability of content analysis??
  • Biased sample (29 male regular gamblers) - does
    this matter??
  • Ecological validity (level of realism)
  • Generalisability to other forms of gambling
    (e.g horse racing, dice, roulette)

23
Thankyou! Any questions?
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