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Emotional reaction to gambling outcomes and hazardous gambling behaviour: Evidence from a simulated slot machine task

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View Open Access Article View Snapshot Back to Search Results

snapshot summaries


Author(s): Cholewick, Antonia ; Bennett, Daniel

Journal: Journal of Behavioural Addictions

Year Published: 2025

Date Added: July 31, 2025

This study examined emotional reactivity to gambling outcomes during a simulated slot machine task. The researchers examined how different gambling outcomes influence emotion and choice behaviour (i.e., staying with the same slot machine or choosing a different one). A total of 94 adults aged 20–64 years completed 72 simulated slot-machine trials. On each trial, participants chose which one of two simulated slot machines to gamble on. After each trial, participants rated their current emotion using an emotion slider ranging from extremely unhappy (0) to extremely happy (1). Participants had more positive emotional reactions when they won. They had more negative emotional reactions when they lost or when they had near-wins, near-losses, or neutral outcomes.

Participants with higher scores on the Problem Gambling Severity Index (PGSI) had stronger emotional reactions to all outcomes. Participants were more likely to choose the same machine again after wins and near-wins. They were less likely to choose the same machine after losses and near-losses. PGSI scores did not affect whether participants chose the same machine again, regardless of outcome types.


Citation: Cholewick, A., & Bennett, D. (2025). Hazardous gambling behavior is associated with amplified emotional reactivity to gambling outcomes. Journal of Behavioral Addictions, 14(1), 480–489. https://doi.org/10.1556/2006.2025.00003

Article DOI: https://doi.org/10.1556/2006.2025.00003

Keywords: Electronic Gambling Machines (EGMs) ; emotions ; gambling

Topics: Game Types ; Information for Operators ; Slots and VLTs

Conceptual Framework Factors:   Psychological Factors

Study Design: Experimental: NRCT (non-randomized controlled trial)

Geographic Coverage: Australia

Study Population: Adults (aged 20–64 years) who spoke English and had unimpaired or adequately corrected eyesight (N=94)

Sampling Procedure: Participants were recruited using Prolific through a two-stage sampling process. The researchers first invited participants to complete a 1-item screening survey asking about their gambling frequency. They then invited a subset of 100 participants to return to complete the simulated slot machine task, oversampling those who gambled more frequently. The goal was to recruit one-third of participants who gambled daily or weekly, one-third who gambled monthly, and one-third who gambled yearly or never. After excluding 6 participants who failed the attention checks, the final sample was 94 participants.

Study Funding:

This study was supported by internal research funds from School of Psychological Sciences at Monash University.

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