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1.
Behav Res Methods ; 39(2): 237-41, 2007 May.
Artigo em Inglês | MEDLINE | ID: mdl-17695350

RESUMO

The present article describes a software program in Visual Basic .NET designed to simulate three slot machines on a computer screen. This software is described in detail regarding utility, downloading, and usage; and data are presented illustrating the software's potential for researchers interested in gambling behavior. A simulation of multiple slot machines such as this enables researchers to evaluate players' preferences across various machines. In the highlighted experiment, 18 recreational slot machine players played the software for extra course credit and a chance at cash prizes. All participants played a version of the simulation in which every 5th response on average was a win, whereas the remaining trials were a loss. However, on those loss trials, a varying distribution of almost wins or near misses (i.e., two winning symbols on the payoff line and the final winning symbol directly above or below the payoff line) were presented in percentages of 15, 30, or 45. While no preferences across the three options could be predicted on the basis of reinforcement history alone, deviations from equal choices across the games were noted and appeared to be the result of the presentations of near-miss losing trials. Implications for a greater understanding of pathological gambling are presented.


Assuntos
Comportamento de Escolha , Simulação por Computador , Extinção Psicológica , Jogo de Azar/psicologia , Jogos Experimentais , Adolescente , Adulto , Humanos
2.
Behav Res Methods ; 38(2): 232-6, 2006 May.
Artigo em Inglês | MEDLINE | ID: mdl-16956099

RESUMO

Gambling behavior often involves making choices between concurrently available game options. With regard to slot machine gambling, multiple games allow for choices to be made with respect to which game to play. The authors of the present study used a slot machine simulation created in Visual Basic.NET to examine gambling preference. The specific question addressed was whether gamblers prefer a smaller payout more often (averaging around every 10 spins) over a larger payout less often (averaging around every 50 spins). Two types of reinforcement were examined during the study: frequency of payouts and the amount of credits won. The results indicate that participants had a preference for a slot machine with the more frequent payout as opposed to one with more intermittent payout. These results support existing literature on theories of choice and provide a step toward understanding human gambling behavior.


Assuntos
Simulação por Computador , Jogo de Azar , Interface Usuário-Computador , Humanos
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