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切勿对鳄鱼微笑:电子游戏机会引发爬虫类诱发的兴奋,从而加剧赌博行为。

Never smile at a crocodile: betting on electronic gaming machines is intensified by reptile-induced arousal.

机构信息

Institute for Health and Social Science Research, CQUniversity, Bundaberg, QLD, 4670, Australia.

出版信息

J Gambl Stud. 2010 Dec;26(4):571-81. doi: 10.1007/s10899-009-9174-4.

Abstract

Tourists at the Koorana Saltwater Crocodile Farm in Coowonga, Queensland, Australia, including 62 males and 41 females, aged 18-66 (M = 34.2, SD = 13.3), were randomly assigned to play a laptop-simulated Electronic Gaming Machine (EGM) either: (1) prior to entry, or (2) after having held a 1-m saltwater-crocodile. Gambling behavior; including bet-size, speed of betting, final payouts and trials played on the EGM; was investigated with respect to participants' assigned arousal condition, problem-gambling status, and affective state. At-risk gamblers with few self-reported negative emotions placed higher average bets at the EGM after having held the crocodile when compared to the control. In contrast, at-risk gamblers with many self-reported negative emotions placed lower average bets at the EGM after having held the crocodile. The results suggest that high arousal can intensify gambling in at-risk players, but only if this feeling state is not perceived as a negative emotion.

摘要

澳大利亚昆士兰州库鲁纳盐水鳄农场的游客,包括 62 名男性和 41 名女性,年龄在 18-66 岁之间(M = 34.2,SD = 13.3),被随机分配在进入农场前或接触 1 米长的盐水鳄后玩笔记本电脑模拟电子老虎机(EGM)。参与者被分配到兴奋条件、赌博问题状况和情绪状态,对他们的赌博行为(包括下注大小、下注速度、最终奖金和在 EGM 上玩的次数)进行了调查。与对照组相比,自我报告负面情绪较少的有风险的赌徒在接触鳄鱼后在 EGM 上的平均投注更高。相比之下,自我报告负面情绪较多的有风险的赌徒在接触鳄鱼后在 EGM 上的平均投注较低。结果表明,高唤醒状态会加剧有风险的玩家的赌博行为,但前提是这种感觉状态不会被视为负面情绪。

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