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The role of cognitive bias and skill in fruit machine gambling

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  • The role of Cognitive Bias and skill in fruit machine gambling
  • Next patient please
  • In this study a detailed insight was given of the thought processes of gamblers who are addicted to playing fruit machines. It also suggests that addictive behaviour is similar to those with alcohol and drug addiction.
  • Need gambling, must gamble.. Gamble. Gamble. GAMBLE!
  • Need alcohol, must drink alcohol.. Alcohol. Alcohol. ALCOHOL!
  • It could be argued that people who develop the habit of gambling and become 'problem gamblers' is due to personality disorders
  • It's nature I guess...
  • It is also argued that this habit is developed due to shortcomings of that individual's educational or social background
  • However...
  • No, it's definitely nurture!
  • RGs recruited via gambler known by researcher
  • 30 RGs - 29 males & 1 female
  • Regular Gambler RG
  • In the study Griffiths examined the factors and variables which related to cognition and the gambling process.
  • The aim of the investigation was to examine whether the skills involved in fruit machine gambling were 'actual' or 'perceived' by comparing behaviour of RGs and NRGs.
  • Independent measures
  • Quasi field experiment
  • Non-regular Gambler NRG
  • poster ads - uni & college Exeter - Devon
  • 30 NRGs - 15 males & females
  • 1. There would be no difference between the skill levels of RGs & NRGs on fruit machines
  • 3. RGs would report themselves as being more skills orientated than NRGs
  • 2. RGs would produce more irrational verbalisations (those that defy reason) than NRGs
  • 4. 'Thinking aloud' participants would take longer to complete the task than 'non-thinking aloud' participants.
  • Fruit machine skill: 'the ability of the individual to affect the outcome of gambling positively
  • Irrational verbalisations: those which were contrary to reason
  • There were four Hypotheses:
  • Ecological validity: Setting - took place outside lab, researchers questioned natural behaviour if not in lab Money - using someone else's money reduces excitement, money keeping compensates this
  • Each participant given £3 to gamble on fruit machine (30 plays) in local casino. Selected game - Fruitskill, players moved on to other games. Asked to try & stay on machine for at least 60 gambles (break even, win back £3) Either keep gambling or take £3
  • Procedure
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