Illusions of control: A quasi-experiment comparing skill-based and traditional slot machines.

Autor: Rockloff M; 1Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.; 3Human Health and Social Sciences, CQUniversity, Australia., Russell AMT; 1Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia., Hing N; 1Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia., Browne M; 1Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia., Thorne H; 1Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia., Newall P; 1Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.; 2School of Psychological Science, University of Bristol, United Kingdom., Visintin T; 1Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.
Jazyk: angličtina
Zdroj: Journal of behavioral addictions [J Behav Addict] 2024 Oct 15. Date of Electronic Publication: 2024 Oct 15.
DOI: 10.1556/2006.2024.00057
Abstrakt: Background and Aims: Electronic gaming machines (EGMs) are a significant source of gambling spend due to their widespread use. Skill-based gambling machines (SGMs) represent an innovative adaptation, merging EGMs' chance-based rewards with video game-like skills. This study aimed to explore the appeal and behavioural consequences of playing SGMs in comparison to traditional reel-based EGMs, particularly focusing on illusions of control, betting behaviour, and the subjective experience of gamblers.
Methods: Participants (N = 1,260) were recruited online and engaged in an online task simulating either an SGM or a reel-based EGM, with outcomes represented to influence their survey compensation. The study examined the effect of SGMs relative to EGMs on bet size, persistence, enjoyment, illusions of control, game immersion, and the influence of demographic and gambling problem severity.
Results: SGMs particularly appealed to younger adults, regular EGM players, and people with more gambling problems. Despite identical payout structures, people assigned to play SGM showed greater illusions of control, believing in the influence of skill on game outcomes and that practice could improve results. However, there was no significant difference in overall betting intensity between SGM and EGM players, although specific demographic groups showed faster betting speeds in SGMs.
Discussion and Conclusions: SGMs, despite not inherently encouraging higher betting intensity, attract vulnerable groups and create illusions of control, posing new regulatory challenges. The visual and interactive features of SGMs, while appealing, might contribute to these perceptions, indicating a need for careful regulation and further research on their long-term impacts on gambling behaviour and harm.
Databáze: MEDLINE