Show simple item record

dc.contributor.authorGraydon, Candice
dc.date.accessioned2017-08-24 21:01:43 (GMT)
dc.date.available2017-08-24 21:01:43 (GMT)
dc.date.issued2017-08-24
dc.date.submitted2017-08-10
dc.identifier.urihttp://hdl.handle.net/10012/12211
dc.description.abstractModern multiline video slots are popular games with high fidelity sounds and salient graphics, which allow players to wager on multiple lines at once. Interestingly, on multiline slots, many small wins actually amount to less than one's spin wager (e.g., bet a dollar and win back a quarter). These outcomes, however, are accompanied by flashing lines and winning sounds, disguising the negative gains that they truly are. Dixon, Harrigan, Sandhu, Collins, and Fugelsang (2010) termed these outcomes losses disguised as wins, or LDWs. Research has shown that players physiologically (Dixon et al., 2010), behaviourally (e.g., Dixon, Graydon, Harrigan, Wojtowicz, Siu, and Fugelsang, 2014a), and verbally (e.g., Jensen et al., 2013) miscategorize LDWs as wins rather than correctly categorizing LDWs as losses. We have also shown that LDWs lead players to overestimate how often they won during a playing session (e.g., Jensen et al., 2013), leading to what we referred to as a LDW-triggered win overestimation effect. In Chapter 2, we showed that a short educational animation could lead players to correctly categorize LDWs as losses, thus eliminating the LDW-triggered win-overestimation effect. In Chapter 3, using resistance to extinction paradigms, we showed that LDWs could behaviourally reinforce players, leading them to continue to gamble despite financial loss. In Chapter 4, we showed that LDWs could affect players' game preferences and game selection, leading them to choose games with LDWs over games without LDWs. We discuss that these results are disconcerting, because players choose games with reinforcing negative gains, which could lead to distorted memory of how much they won or lost, potentially leading to increased gambling despite financial loss - a hallmark of problem gambling. Finally we discuss future research on LDWs.en
dc.language.isoenen
dc.publisherUniversity of Waterlooen
dc.subjectgamblingen
dc.subjectslot machinesen
dc.subjecterroneous cognitionsen
dc.subjectpersistenceen
dc.titleThe Player and The Machineen
dc.typeDoctoral Thesisen
dc.pendingfalse
uws-etd.degree.departmentPsychologyen
uws-etd.degree.disciplinePsychologyen
uws-etd.degree.grantorUniversity of Waterlooen
uws-etd.degreeDoctor of Philosophyen
uws.contributor.advisorDixon, Michael
uws.contributor.affiliation1Faculty of Artsen
uws.published.cityWaterlooen
uws.published.countryCanadaen
uws.published.provinceOntarioen
uws.typeOfResourceTexten
uws.peerReviewStatusUnrevieweden
uws.scholarLevelGraduateen


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record


UWSpace

University of Waterloo Library
200 University Avenue West
Waterloo, Ontario, Canada N2L 3G1
519 888 4883

All items in UWSpace are protected by copyright, with all rights reserved.

DSpace software

Service outages