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1.
J Gambl Stud ; 38(1): 185-203, 2022 Mar.
Article in English | MEDLINE | ID: mdl-33956272

ABSTRACT

Slot machines are a very popular form of gambling in which a small proportion of gamblers experience gambling-related problems. These players refer to a trance-like state that researchers have labelled 'dark flow'-a pleasurable, but maladaptive state where players become completely occupied by the game. We assessed 110 gamblers for mindfulness (using the Mindful Attention Awareness Scale), gambling problems (using the Problem Gambling Severity Index), depressive symptoms (using the Depression, Anxiety, and Stress Scale), and boredom proneness (using the Boredom Proneness Scale). Participants played both a multiline and single-line slot machine simulator and were occasionally interrupted with thought probes to assess whether they were thinking about the game or something else. After playing each game, we retrospectively assessed dark flow and affect during play. Our key results were that the number of "on-game" reports during the multiline game were significantly higher than the single-line game, and that we found significantly greater flow during the multiline game than the single-line game. We also found significantly lower negative affect during the multiline game than the single-line game. Using hierarchical multiple regression, we found that dark flow accounted for unique variance when predicting problem gambling severity (over and above depression, mindfulness, and boredom proneness). These assessments help bolster our previous assertions about escape gambling-if some players are prone to having their mind-wander to negative places, the frequent but unpredictable reinforcement of multiline slot machines may help rein in the wandering mind and prevent minds from unintentionally wandering to negative thoughts.


Subject(s)
Gambling , Mindfulness , Gambling/psychology , Humans , Reinforcement, Psychology , Retrospective Studies , Reward
2.
Addict Behav ; 112: 106598, 2021 01.
Article in English | MEDLINE | ID: mdl-32889441

ABSTRACT

Multiline slots are popular electronic gaming machines. Research suggests that particular outcomes on these games, namely losses disguised as a wins or LDWs, may make these games particularly alluring to gamblers. LDWs occur when one wins less than they wager, but the machine celebrates these net losses with flashing lines and winning sounds (e.g., bet a dollar, win back a dime). Players are known to somatically, psychologically, and behaviourlly miscategorize LDWs as wins rather than losses. Furthermore, LDWs lead players to overestimate how many times they thought they won during a playing session - leading to what is known as the LDW-triggered win-overestimation effect. In this paper, we analyzed experienced players' win-overestimates from 13 studies after playing slots with different LDW percentages. The combined data showed an inverted U-shaped function for win-overestimates. There appears to be a "sweet spot" for the LDW-triggered win-overestimation effect; wherein, a moderate number of LDWs maximizes this effect, but a high number of LDWs decreases the effect. In Study 2, we confirmed with 132 experienced gamblers that there appears to be maximal win overestimates at around 19.6% LDWs. We conjecture that a high number of LDWs may lead players to see a disconnection between the running total on the machine going down and the number of "wins", leading to more accurate win estimates. This inverted "U" effect for win-overestimates parallels previous research showing that gamblers continue to play for longer during a losing streak following a playing session with a moderate (versus low or high) number of LDWs. LDW-triggered win-overestimates may contribute to the allure of multiline slots -games that cause significant problems for a subset of gamblers.


Subject(s)
Gambling , Reinforcement, Psychology , Humans , Reward
3.
J Behav Addict ; 9(3): 723-733, 2020 Oct 12.
Article in English | MEDLINE | ID: mdl-33010146

ABSTRACT

BACKGROUND AND AIMS: Slot machines are a pervasive form of gambling in North America. Some gamblers describe entering "the slot machine zone"-a complete immersion into slots play to the exclusion of all else. METHODS: We assessed 111 gamblers for mindfulness (using the Mindful Attention Awareness Scale (MAAS)), gambling problems (using the Problem Gambling Severity Index (PGSI)), depressive symptoms (using the Depression, Anxiety, and Stress Scale), and boredom proneness (using the Boredom Proneness Scale). In a counterbalanced order, participants played a slot machine simulator and completed an auditory vigilance task. During each task, participants were interrupted with thought probes to assess whether they were: on-task, spontaneously mind-wandering, or deliberately mind-wandering. After completing each task, we retrospectively assessed flow and affect. Compared to the more exciting slots play, we propose that gamblers may use deliberate mind-wandering as a maladaptive means to regulate affect during a repetitive vigilance task. RESULTS: Our key results were that gamblers reported greater negative affect following the vigilance task (when compared to slots) and greater positive affect following slots play (when compared to the vigilance task). We also found that those who scored higher in problem gambling were more likely to use deliberate mind-wandering as a means to cope with negative affect during the vigilance task. Using hierarchical multiple regression, we found that the number of "deliberately mind-wandering" responses accounted for unique variance when predicting problem gambling severity (over and above depression, mindfulness, and boredom proneness). CONCLUSIONS: These assessments highlight a potential coping mechanism used by problem gamblers in order to deal with negative affect.


Subject(s)
Adaptation, Psychological/physiology , Affect/physiology , Attention/physiology , Boredom , Depression/physiopathology , Gambling/physiopathology , Mindfulness , Personality/physiology , Adult , Female , Humans , Male
4.
J Behav Addict ; 8(3): 489-498, 2019 Sep 01.
Article in English | MEDLINE | ID: mdl-31460768

ABSTRACT

BACKGROUND AND AIMS: Slot machines are a very popular form of gambling. In this study, we look at two different routes to enjoying slots play. One route involves the degree to which players react to rewards. The other route involves what we call dark flow - a pleasurable, but maladaptive state where players become completely engrossed in slots play, providing an escape from the depressing thoughts that characterize their everyday lives. METHODS: One hundred and twenty-nine high-frequency slots players were tested on slot-machine simulators set up in the lobby of a casino. We measured reward reactivity using post-reinforcement pauses (PRPs) and the force with which players pressed the spin button following different slot-machine outcomes. For each player, we calculated the slopes of PRPs and force as a function of credit gains. We also assessed players' slots game enjoyment and their experience of dark flow, depression, and problem gambling. RESULTS: Both the PRP and the force measures of reward reactivity were significantly correlated with players' enjoyment of the slots session, but neither measure was correlated with either problem gambling or depression. Ratings of dark flow were strongly correlated with slots enjoyment (which accounted for far more positive affect variance than the reward reactivity measures) and were correlated with both problem gambling scores and depression. DISCUSSION AND CONCLUSIONS: Our results suggest that of these two routes to enjoying slot-machine play, the dark flow route is especially problematic. We contend that the dark flow state may be enjoyable because it provides escape from the negative thoughts linked to depression.


Subject(s)
Adaptation, Psychological/physiology , Depression/physiopathology , Gambling/physiopathology , Pleasure/physiology , Reinforcement, Psychology , Adult , Aged , Aged, 80 and over , Anxiety/physiopathology , Female , Humans , Male , Middle Aged , Reward , Stress, Psychological/physiopathology , Time Factors , Young Adult
5.
Psychol Addict Behav ; 33(1): 81-90, 2019 Feb.
Article in English | MEDLINE | ID: mdl-30614718

ABSTRACT

Slot machine players refer to a state of absorption that researchers have labeled dark flow. Players become completely occupied by the game and forget everything else (leading to "dark" consequences such as spending more money than intended). We propose that players who experience dark flow have difficulty staying on task in everyday life, but, the reinforcing sights and sounds of slot machines rein in these otherwise wandering minds and induce these flow-like states. We assessed 129 gamblers for mindfulness problems (using the Mindful Attention Awareness Scale), gambling problems (using the Problem Gambling Severity Index), and depressive symptoms (using the Depression Anxiety and Stress Scale). Participants played a slot machine simulator and were periodically interrupted with thought probes to assess whether they were thinking about the game or about something else. After playing, we retrospectively assessed dark flow and positive affect during play. Our key results were that mindfulness problems outside of the gambling context were positively correlated with depression, problem gambling status, and most importantly, dark flow within the gambling context. Dark flow was positively correlated with positive affect during play and the combination of dark flow and depression predicted gambling problems. The picture that emerges is that individuals with mindfulness problems in everyday life find their attention locked in by slot machines inducing dark flow, which in turn leads to a state of positive affect. For depressed players especially, this state may be enjoyable because it provides an escape from the negative mentation linked to depression that characterizes the everyday lives of these troubled players. (PsycINFO Database Record (c) 2019 APA, all rights reserved).


Subject(s)
Attention , Behavior, Addictive/psychology , Depression/psychology , Gambling/psychology , Mindfulness , Adult , Aged , Aged, 80 and over , Emotions , Female , Games, Recreational , Humans , Male , Middle Aged , Reinforcement, Psychology , Retrospective Studies , Thinking , Young Adult
6.
Addiction ; 114(1): 119-124, 2019 01.
Article in English | MEDLINE | ID: mdl-30063273

ABSTRACT

BACKGROUND AND AIMS: Slot machines pose serious problems for a subset of gamblers. On multi-line slots, many small credit returns are less than one's spin wager, resulting in a net loss to the player. These outcomes are called 'losses disguised as wins' (LDWs). We aimed to show that different proportions of LDWs could differentially affect gambling persistence (continuing to gamble despite financial loss), but that such LDW effects may depend on problem gambling symptomatology. DESIGN: Gamblers were randomized to play 100 spins on a game with few, moderate or many LDWs (between-subjects design), then continued playing for as long as they wished during (unbeknown to players) a losing streak (to measure gambling persistence). SETTING: A custom-built casino in a gambling research laboratory in Waterloo, Canada. PARTICIPANTS: Experienced gamblers (n = 132) with varying levels of problem gambling symptomatology from the Waterloo, Canada community. MEASUREMENTS: We measured the number of voluntary spins participants played (persistence) during the losing streak following the 100-spin playing sessions. We measured problem gambling symptomatology using the Problem Gambling Severity Index, and classified them as non-problem (n = 53), low-risk (n = 55) or higher-risk (n = 24) gamblers. FINDINGS: Persistence trends differed depending on LDW frequency and problem-gambling status (interaction: P = 0.037). High-risk gamblers showed a 'sweet spot' for LDW reinforcement, persisting for longer in the moderate than few or many LDW games (quadratic trend across LDW games: P = 0.028). Non-problem gamblers showed a linear trend across LDW games, gambling for longer in the few LDW game (P = 0.007). For low-risk gamblers, the quadratic contrast was not significant, P = 0.032. CONCLUSIONS: Multi-line slots contain outcomes in which one gains less than the original wager (losses disguised as wins or LDWs). Moderate (versus few and high) proportions of LDWs appear to make higher-risk players gamble for longer despite financial loss.


Subject(s)
Extinction, Psychological , Gambling/psychology , Reinforcement, Psychology , Adult , Female , Humans , Male , Young Adult
7.
J Gambl Stud ; 34(4): 1377-1390, 2018 Dec.
Article in English | MEDLINE | ID: mdl-29730788

ABSTRACT

Multiline slots are exciting games that contain features which make them alluring. One such feature is a loss disguised as a win (LDW); wherein, players win less than they wager (e.g., bet 2 dollars, win back 50 cents), but this net loss is disguised by flashing graphics and winning sounds. Research to date concludes that LDWs are both rewarding and reinforcing. Here, we investigated whether LDWs affect players' game selection. Thirty-two undergraduate students with experience playing slot machines played 100 spins on four games-two had positive payback percentages (115%) and two had negative payback percentages (85%) after 100 spins. For each payback percentage condition, there was a game with no LDWs and a game with a moderate number of LDWs. For the 100 spins, players could choose to play whichever game they wished. They then rated their preference for each game following the 100-spins and chose a game to continue playing. The majority of players preferred playing the positive payback percentage game with LDWs and chose to continue playing this game over the three other games. We conclude that in addition to LDWs being reinforcing and rewarding, LDWs do in fact influence game selection. We conclude that responsible gambling initiatives should educate players about LDWs.


Subject(s)
Behavior, Addictive/psychology , Gambling/psychology , Reinforcement, Psychology , Reward , Adult , Female , Humans , Male , Students , Young Adult
8.
J Gambl Stud ; 34(1): 73-84, 2018 Mar.
Article in English | MEDLINE | ID: mdl-28589480

ABSTRACT

Multiline slot machines allow for a unique outcome type referred to as a loss disguised as a win (LDW). An LDW occurs when a player gains credits on a spin, but fewer credits than their original wager (e.g. 15-cent gain on a 20-cent wager). These outcomes alter the gambler's play experience by providing frequent, albeit smaller, credit gains throughout a playing session that are in fact net losses. Despite this negative overall value, research has shown that players physiologically respond to LDWs as if they are wins, not losses. These outcomes also create a "smoother" experience for the player that seems to promote a highly absorbing, flow-like state that we have called "dark flow". Past research has indicated that there may be a relationship between problem gambling status and dark flow, as well as between dark flow, depression, and gambling expectancies. In this study, we sought to further understand these relationships, while examining the influence of LDWs on game preference in the context of single versus multiline slots play. We used a realistic slot machine simulator equipped with a force transducer to measure how hard players pressed the spin button following different outcomes. This measure of arousal showed that LDWs were treated similarly to small wins. Participants overwhelmingly preferred the multiline game and experienced more positive affect while playing it, compared to the single-line game. Problem gambling severity index scores were related to dark flow in both games, but this relationship was stronger for the multiline game. Additionally, depression symptomatology and dark flow were strongly correlated in the multiline game, with significant relationships between depression and gambling expectancy, and gambling expectancy and dark flow ratings also emerging.


Subject(s)
Behavior, Addictive/psychology , Depression/psychology , Gambling/psychology , Reinforcement, Psychology , Reward , Adult , Arousal , Depressive Disorder/psychology , Female , Humans , Learning , Male
9.
J Gambl Stud ; 34(1): 161-180, 2018 Mar.
Article in English | MEDLINE | ID: mdl-28702882

ABSTRACT

In modern casinos, multiline slot machines are becoming increasingly popular compared to traditional, three-reel slot machines. A paucity of research has examined how the unique presentation of near-misses and the use of a stop button in multiline slot machines impact erroneous cognitions related to the perception of skill and agency during play. Our goal therefore was to determine the prevalence of erroneous cognitions pertaining to near-miss outcomes and the usage of a stop button and then to see whether the stop button affected players' experiences of winning, losing and near-miss outcomes. We recruited 132 gamblers from a casino in Ontario. They played two versions of a slot machine simulator: one with a stop button and one without a stop button. We measured player's arousal [skin conductance responses (SCRs), pressure on the spin-button), and behavioural responses (post-reinforcement pauses (PRPs)] to wins, losses and near-misses during play. We predicted more robust physiological SCRs and longer PRPs to wins in the stop button game. We also predicted that near-misses encountered in the stop button game would trigger greater levels of arousal and frustration in players, as indexed by larger SCRs, and greater force applied to the spin button to initiate the next spin. Erroneous cognitions pertaining to the stop button and near-misses respectively were assessed following play. Results showed that a small but meaningful percentage of players held erroneous cognitions about the stop button (13.6%) and near-misses (16%). Players depressed the spin button harder, and had larger SCRs for all outcomes when using the stop button. Players also paused longer for near-misses in the game involving the stop button. Our findings converge to suggest that the stop button encourages an erroneous perception of skill in some players, and consequentially impacts how such players perceive their outcomes in multiline slot machines.


Subject(s)
Behavior, Addictive/psychology , Cognition Disorders/psychology , Gambling/psychology , Reinforcement, Psychology , Reward , Video Games , Adult , Aged , Aged, 80 and over , Arousal/physiology , Depression , Female , Frustration , Humans , Male , Middle Aged , Ontario , Young Adult
10.
J Gambl Stud ; 33(3): 867-879, 2017 Sep.
Article in English | MEDLINE | ID: mdl-28013478

ABSTRACT

Previous research into scratch card gambling has highlighted the effects of these games on players' arousal and affective states. Specifically, near-miss outcomes in scratch cards (uncovering 2 of 3 needed jackpot symbols) have been associated with high levels of physiological and subjective arousal and negative emotional evaluations, including increased frustration. We sought to extend this research by examining whether near-misses prompted increases in gambling urge, and the subsequent purchasing of additional scratch cards. Participants played two scratch cards with varying outcomes with half of the sample experiencing a near-miss for the jackpot prize, and the other half experiencing a regular loss. Players rated their urge to continue gambling after each game outcome, and following the initial playing phase, were then able to use their winnings to purchase additional cards. Our results indicated that near-misses increased the urge to gamble significantly more than regular losses, and urge to gamble in the near-miss group was significantly correlated with purchasing at least one additional card. Although some players in the loss group purchased another card, there was no correlation between urge to gamble and purchasing in this group. Additionally, participants in the near-miss group who purchased additional cards reported higher levels of urge than those who did not purchase more cards. This was not true for the loss group: participants who experienced solely losing outcomes reported similar levels of urge regardless of whether or not they purchased more scratch cards. Despite near-misses' objective status as monetary losses, the increased urge that follows near-miss outcomes may translate into further scratch card gambling for a subset of individuals .


Subject(s)
Arousal/physiology , Behavior, Addictive/psychology , Gambling/psychology , Reinforcement, Psychology , Reward , Adult , Emotions , Female , Frustration , Humans , Male , Risk-Taking
11.
J Gambl Stud ; 33(1): 47-63, 2017 Mar.
Article in English | MEDLINE | ID: mdl-27091566

ABSTRACT

Scratch card games are incredibly popular in the Canadian marketplace. However, only recently have researchers started to systematically analyze their structural characteristics and how these in turn affect the gambler. We present two studies designed to further understand the underlying physiological and psychological effects that scratch cards have on gamblers. We had gamblers (63 in Experiment 1, 68 in Experiment 2) play custom made scratch cards involving a small win, a regular loss and a near-miss-where they uncovered two out of the three symbols needed to win the top prize. Our predictions were that despite near-misses and losses being objectively equivalent (the gambler wins nothing) gamblers' reactions to these outcomes would differ dramatically. During game play, skin conductance levels and heart rate were recorded, as well as how long gamblers paused between each game. Gamblers' subjective reactions to the different outcomes were then assessed. In both studies, near-misses triggered higher levels of physiological arousal (skin conductance levels and heart rates) than losses. Gamblers paused significantly longer following small wins than other outcomes, and reported high arousal, positive affect and urge to gamble-a constellation of results consistent with their rewarding properties. Importantly near-miss outcomes were rated as highly arousing, negative in emotional tone, and the most frustrating of all three outcome types examined. In Experiment 2, when we measured subjective urge to gamble immediately after each outcome, urge to gamble was significantly higher following near-misses than regular losses. Thus, despite not rewarding the gambler with any monetary gain, these outcomes nevertheless triggered higher arousal and larger urges to gamble than regular losses, a finding that may explain in part, the allure of scratch cards as a gambling activity.


Subject(s)
Behavior, Addictive/psychology , Gambling/psychology , Reward , Risk-Taking , Adult , Arousal/physiology , Canada , Female , Galvanic Skin Response/physiology , Heart Rate , Humans , Male , Reinforcement, Psychology , Young Adult
12.
J Gambl Stud ; 32(1): 187-203, 2016 Mar.
Article in English | MEDLINE | ID: mdl-25862018

ABSTRACT

While scratch cards are a popular, accessible, and inexpensive form of gambling, very little is known about how they affect and influence the player. This study sought to understand the physiological and subjective experience of scratch card play, with special emphasis on the effect of near-miss outcomes (i.e. uncovering two out of three "grand prize" symbols needed to win said prize), which are remarkably prevalent in scratch card games. Thirty-eight undergraduate students from the University of Waterloo each played two custom scratch card games and experienced three types of outcomes (losses, wins and near-misses) while their skin conductance levels (SCLs) and post-reinforcement pauses were recorded. Each participant also rated each outcome in terms of its subjective level of arousal, valence, and frustration. Our results indicate that players interpreted near-misses as negatively valenced, highly arousing, frustrating losses, and were faster to move onto the next game following this type of outcome than following winning outcomes. Additionally, near-miss outcomes were associated with the largest amount of change in SCLs as the outcome was revealed. This work has implications for the problem gambling literature as it provides evidence of the frustration hypothesis of near-misses in scratch cards, and is the first study to examine the physiological and psychological experiences of scratch card players.


Subject(s)
Arousal/physiology , Behavior, Addictive/psychology , Gambling/psychology , Reward , Adult , Female , Frustration , Galvanic Skin Response/physiology , Humans , Male , Ontario , Reinforcement, Psychology , Risk-Taking , Young Adult
13.
J Gambl Stud ; 31(1): 183-96, 2015 Mar.
Article in English | MEDLINE | ID: mdl-24198088

ABSTRACT

Losses disguised as wins (LDWs) are slot machine outcomes where participants bet on multiple lines and win back less than their wager. Despite losing money, the machine celebrates these outcomes with reinforcing sights and sounds. Here, we sought to show that psychophysically and psychologically, participants treat LDWs as wins, but that we could expose LDWs as losses by using negative sounds as feedback. 157 participants were allocated into one of three conditions: a standard sound condition where LDWs, despite being losses, are paired with winning sights and sounds; a silent condition, where LDWs are paired with silence; and a negative sound condition where LDWs and regular losses are both followed by a negative sound. After viewing a paytable, participants conducted 300 spins on a slot machine simulator while heart rate deceleration (HRD) and skin conductance responses (SCRs) were monitored. Participants were then shown 20 different spin outcomes including LDWs and asked whether they had won or lost on that outcome. Participants then estimated on how many spins (out of 300) they won more than they wagered. SCRs were similar for losses and LDWs (both smaller than actual wins). HRD, however, was steeper for both wins and LDWs, compared to losses. In the standard condition, a majority of participants (mis)categorized LDWs as wins, and significantly overestimated the number of times they actually won. In the negative sound condition, this pattern was reversed; most participants correctly categorized LDWs as losses, and they gave high-fidelity win estimates. We conclude that participants both think and physiologically react to LDWs as though they are wins, a miscategorization that misleads them to think that they are winning more often than they actually are. Sound can be used to effectively prevent this misconception and unmask the disguise of LDWs.


Subject(s)
Acoustic Stimulation/methods , Behavior, Addictive/psychology , Gambling/psychology , Reinforcement, Psychology , Reward , Adult , Female , Humans , Internal-External Control , Male , Photic Stimulation/methods , Thinking
14.
Addiction ; 109(11): 1920-8, 2014 Nov.
Article in English | MEDLINE | ID: mdl-24981507

ABSTRACT

AIMS: In multi-line slot machines, players can wager on more than one line per spin. We sought to show that players preferred multi-line over single-line games, and that certain game features could cause multi-line game play to feel more rewarding. MEASUREMENT AND PARTICIPANTS: Reward was measured using post-reinforcement pauses (PRPs) following each outcome (the time between outcome delivery and the next spin). Gamblers (n = 102) played 250 spins on a 20-line game and 250 spins on a one-line game (answering questions about game experiences following each session). Playing one-line, a small credit gain (e.g. 2 cents) was a net win. In the 20-line game it was a net loss of 18 credits but was still accompanied by 'winning' sights and sounds. RESULTS: Most players (94%) preferred the 20-line game. PRPs for small credit gains (net losses) in the 20-line game were equivalent, or larger than in the one-line game where such gains were wins. The largest increase in PRP size was between the 0 and 2 credit conditions for both games. Thus 20-line players reacted as though these net losses of 18 credits were rewarding. Players' estimates of the number of true wins were accurate in the one-line game, but they significantly over-estimated the number of true wins in the 20-line game (P < 0.01). Problem gamblers felt more skilful (P < 0.01) and were more absorbed (P < 0.01) by multi-line than single-line game play. CONCLUSIONS: Multi-line games appear to be more appealing to gaming machine ('slots') players than single-line games. These games may be particularly absorbing for those with gambling problems.


Subject(s)
Behavior, Addictive/psychology , Gambling/psychology , Games, Recreational/psychology , Female , Humans , Male , Middle Aged , Reinforcement, Psychology , Reward
15.
J Gambl Stud ; 30(4): 913-29, 2014 Dec.
Article in English | MEDLINE | ID: mdl-23821220

ABSTRACT

Slot machine wins and losses have distinctive, measurable, physiological effects on players. The contributing factors to these effects remain under-explored. We believe that sound is one of these key contributing factors. Sound plays an important role in reinforcement, and thus on arousal level and stress response of players. It is the use of sound for positive reinforcement in particular that we believe influences the player. In the current study, we investigate the role that sound plays in psychophysical responses to slot machine play. A total of 96 gamblers played a slot machine simulator with and without sound being paired with reinforcement. Skin conductance responses and heart rate, as well as subjective judgments about the gambling experience were examined. The results showed that the sound influenced the arousal of participants both psychophysically and psychologically. The sound also influenced players' preferences, with the majority of players preferring to play slot machines that were accompanied by winning sounds. The sounds also caused players to significantly overestimate the number of times they won while playing the slot machine.


Subject(s)
Acoustic Stimulation/methods , Gambling/psychology , Photic Stimulation/methods , Reinforcement, Psychology , Video Games/psychology , Adult , Arousal/physiology , Female , Heart Rate/physiology , Humans , Male , Young Adult
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