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The effect of near-misses on slot machine gambling behaviours and subjective experiences

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View Open Access Article View Snapshot Back to Search Results

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Author(s): Palmer, Lucas ; Ferrari, Mario A. ; Clark, Luke

Journal: Psychology of Addictive Behaviors

Year Published: 2024

Date Added: September 20, 2024

This study explored the effect of near-misses in online slot machine gambling. Near-misses occur when a gambling outcome is close to a win but is still a loss. Near-misses are common in slot machines and can make people feel like they almost won, encouraging them to continue gambling. Previous research has shown mixed results on how near-misses affect motivation, emotions, and betting behaviour. The researchers conducted three studies to examine different aspects of gambling behaviour and subjective experience of near-misses. The researchers found that near-misses increased motivation to continue gambling and were rated more positively than full losses. Near-misses also led people to start their next spin faster and to bet a greater amount of money. The findings indicate that near-misses significantly impact gambling behaviours and subjective experiences.


Citation: Palmer, L., Ferrari, M. A., & Clark, L. (2024). The near-miss effect in online slot machine gambling: A series of conceptual replications. Psychology of Addictive Behaviours, 38(6), 716–727. https://doi.org/10.1037/adb0000999

Article DOI: https://doi.org/10.1037/adb0000999

Keywords: Electronic Gambling Machines (EGMs) ; gambling behaviours ; motivation ; near misses ; slot-machine gambling

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

Conceptual Framework Factors:   Gambling Types ; Types - Structural Characteristics ; Psychological Factors ; Psychological - Subjective Well-Being

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

Geographic Coverage: Australia ; Canada ; New Zealand ; Republic of Ireland ; United Kingdom, Great Britain ; United States of America

Study Population: People at least 21 years of age who scored 7 or less on the Problem Gambling Severity Index and had no history of gambling problems (n = 169 in Study 1a, n = 148 in Study 1b, n = 170 in Study 2, and n = 172 in Study 3)

Sampling Procedure: Crowdsourcing/convenience sampling – participants were recruited through Prolific for all studies

Study Funding:

This study received no direct funding.

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