Close
Close
Browser Compatibility Notification
It appears you are trying to access this site using an outdated browser. As a result, parts of the site may not function properly for you. We recommend updating your browser to its most recent version at your earliest convenience.
Skip to Content
Home
I'd Like To...
Greo Logo
Contact Us Main menu icon
  • About Us
    • What We Do
    • Team
    • Board of Directors
    • Join Us
    View our Evidence Centre page
    Search the Evidence Centre
  • Services
    • Funding Opportunities
    • Applied Research
    • Knowledge Products 
    • Knowledge Management
    • Stakeholder Engagement
    • Impact Evaluation
    • Project Consulting
    View our Evidence Centre search page
    Search the Evidence Centre
  • Resources
    • Conceptual Framework of Harmful Gambling
    • Data Repository
    • Evidence Centre
    • Gambling from a Public Health Perspective
    • Prevention and Education Review: Gambling-Related Harm
    • Research to Inform Action Evidence Hub
    • Safer Gambling Evaluation Evidence Hub
    • Resources for Safer Gambling During COVID-19
    View our Evidence Centre search page
    Search the Evidence Centre
  • Partners
    • National Strategy to Reduce Gambling Harms in Great Britain
    • Academic Forum for the Study of Gambling (AFSG)
    View our Evidence Centre page
    Search the Evidence Centre
  • Contact
    • Get in Touch
    • Helplines
    View our Evidence Centre page
    Search the Evidence Centre
  • Search
News:
Pause

The role of overconfidence in the understanding of electronic gaming machines and skill-based gaming machines on attitudes

Show or hide navigation More
Decrease text size Default text size Increase text size
Print This Page
Share This Page
  • Open new window to share this page via Facebook Facebook
  • Open new window to share this page via LinkedIn LinkedIn
  • Open new window to share this page via Twitter Twitter
  • Email This page Email
View Open Access Article View Snapshot Back to Search Results

snapshot summaries


Author(s): Philander, Kahlil S. ; Gainsbury, Sally M.

Journal: Frontiers in Psychology

Year Published: 2020

Date Added: April 22, 2021

Gambling is a popular global activity. Most studies have focused on risk factors of excessive gambling, including erroneous beliefs related to gambling. Not much is known about why people choose to gamble. The Theory of Reasoned Action proposes that positive attitudes and perceived social norms would predict people’s intention to gamble. The researchers examined the relationship between attitudes and overconfidence in one’s understanding of how outcomes are determined in a game (as a specific form of erroneous belief). They did so in two studies with electronic gaming machines (EGMs) and a new form of gambling, skill-based gaming machines (SGMs). In both studies, participants had a greater overconfidence in how EGMs work. Overconfidence in understanding of how EGMs work was associated with positive attitudes towards EGMs. No such relationship was found for SGMs. These results held after considering important factors such as gambling severity and demographic characteristics.


Citation: Philander, K. S., & Gainsbury, S. M. (2020). Overconfidence in understanding of how electronic gaming machines work is related to positive attitudes. Frontiers in Psychology, 11, 609731. https://doi.org/10.3389/fpsyg.2020.609731

Article DOI: https://doi.org/10.3389/fpsyg.2020.609731

Keywords: attitudes ; behaviour ; cognitive distortions ; Electronic Gambling Machines (EGMs) ; erroneous beliefs ; gambling ; illusion of control ; skill-based gambling

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

Conceptual Framework Factors:   Gambling Types ; Cultural - Socio-cultural Attitudes ; Psychological Factors ; Cultural Factors ; Social - Social Demographics ; Cultural - Religion and Other Belief Systems ; Psychological - Judgement and Decision Making ; Social Factors

Study Design: Mixed Methods

Geographic Coverage: Australia ; United States of America

Study Population: N = 232 US adults aged 21 years or older and who had lived or visited a jurisdiction with electronic gaming machines and skill-based gaming machines (Study 1), and N = 246 Australian adults aged 18 or older (Study 2)

Sampling Procedure: Convenience sampling – in Study 1, participants were recruited from MTurk. In study 2, participants were recruited via three routes: 1) using a university’s online participant recruitment platform (students); 2) through distribution of leaflets at a local gambling venue and a recruitment notice in an e-newsletter to club members (people who regularly play EGMs); and 3) through social media posts and a recruitment agency (community members).

Study Funding:

This study was funded by an Australian Research Council Discovery Early Career Research Award and a grant from Wymac Gaming Solutions. 

Login to Edit

Receive Email Updates...
×

© 2023 Greo

Suite 195, 3-304 Stone Road West
Guelph, ON, N1G 4W4
Tel: (519) 763-8049

Twitter icon

AccessibilityPrivacySitemapEvidence CentreContact UsBoard Login
Designed by eSolutions Group
  • About Us
    • What We Do
    • Team
    • Board of Directors
    • Join Us
  • Services
    • Funding Opportunities
    • Applied Research
    • Knowledge Products 
    • Knowledge Management
    • Stakeholder Engagement
    • Impact Evaluation
    • Project Consulting
  • Resources
    • Conceptual Framework of Harmful Gambling
    • Data Repository
    • Evidence Centre
    • Gambling from a Public Health Perspective
    • Prevention and Education Review: Gambling-Related Harm
    • Research to Inform Action Evidence Hub
    • Safer Gambling Evaluation Evidence Hub
    • Resources for Safer Gambling During COVID-19
  • Partners
    • National Strategy to Reduce Gambling Harms in Great Britain
    • Academic Forum for the Study of Gambling (AFSG)
  • Contact
    • Get in Touch
    • Helplines