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Examining near-misses of slot machines using immersive virtual reality

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Author(s): Detez, Louisa ; Greenwood, Lisa-Marie ; Segrave, Rebecca ; Wilson, Elliot ; Chandler, Thomas ; Ries, Teresa ; Stevenson, Mitchell ; Lee, Rico S.C. ; Yücel, Murat

Journal: Journal of Gambling Studies

Year Published: 2019

Date Added: June 07, 2019

This study was the first to examine near-misses using virtual reality. It focused on understanding people’s autonomic arousal and behavioural responses when experiencing near-misses. Participants were adults without a history of problem gambling. Results showed that heart rate slowed down when waiting for the outcome and sped up after knowing the outcome. Participants’ heart rate sped up immediately after experiencing near-misses and losses. Their heart rate slowed down for longer after wins. Further, participants paused for longer after wins. It took less time for them to initiate the next spin after losses and near-misses. Participants with higher levels of impulsivity did not respond differently to near-misses from losses or wins.


Citation: Detez, L., Greenwood, L. M., Segrave, R., Wilson, E., Chandler, T., Ries, T., … Yücel, M. (2019). A psychophysiological and behavioural study of slot machine near‑misses using immersive virtual reality. Journal of Gambling Studies. Advance online publication. https://doi.org/10.1007/s10899-018-09822-z

Article DOI: https://doi.org/10.1007/s10899-018-09822-z

Keywords: Electronic Gambling Machines (EGMs) ; heart rate ; impulsivity ; National Opinion Research Center DSM-IV Screen for Gambling Disorders (NODS) ; near misses ; post-reinforcement pause ; virtual reality

Topics: Diagnostic and Statistical Manual of Mental Disorders (DSM) ; Game Types ; Impulsivity ; Information for Operators ; Slots and VLTs

Conceptual Framework Factors:   Gambling Types ; Types - Structural Characteristics ; Psychological Factors ; Biological Factors

Response Rate: N/A

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

Geographic Coverage: Australia

Study Population: 51 adults aged 18–54 years and not screened as having problem gambling (25 female, average age = 23.59)

Sampling Procedure: Participants were recruited on social media

Study Funding:

This research was supported by partial funding from Monash University School of Psychological Science and the David Winston Turner Endowment Fund.

Declaration:

The authors declare that they have no conflict of interest.

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