Institute for Health and Social Science Research, Central Queensland University, Bundaberg, QLD 4670, Australia.
J Gambl Stud. 2011 Mar;27(1):63-72. doi: 10.1007/s10899-010-9176-2.
An experiment tested whether thinking about oneself, particularly in negative terms, increases gambling intensity on Electronic Gaming Machines (EGMs). Forty male and 65 Female participants, aged 18-76 (M = 46.2, SD = 15.3), were recruited through newspaper advertisements to play a laptop simulated EGM in Hervey Bay, Queensland, Australia. Prior to play, subjects in the test conditions audio tape-recorded 2 min of self reflection on either: (1) "things you like about yourself," or (2) "things you don't like about yourself." Immediately after the recordings, the subjects played an EGM that was programmed (rigged) with five wins in the first 20 spins, and indefinite losses thereafter. Participants gambled more intensively in terms of Average Bet Size, Number of Trials Played, and Speed of Betting in the negative self reflection condition compared to the control condition. The experiment supports the proposition that EGM gambling behavior is motivated by escape from negative self reflection.
一项实验测试了自我思考,特别是消极地思考,是否会增加电子游戏机(EGM)的赌博强度。40 名男性和 65 名女性参与者,年龄在 18-76 岁之间(M=46.2,SD=15.3),通过报纸广告在澳大利亚昆士兰州赫维湾招募,参与笔记本电脑模拟 EGM 游戏。在游戏开始前,实验组的参与者用录音设备录制了 2 分钟的自我反思,反思内容为:(1)“你喜欢自己的哪些方面”或(2)“你不喜欢自己的哪些方面”。在录制后,参与者立即玩一个 EGM 游戏,该游戏在前 20 次旋转中设置了 5 次赢,之后是无限的损失。与对照组相比,在消极自我反思条件下,参与者在平均下注大小、游戏次数和下注速度方面表现出更高的赌博强度。该实验支持了这样一种观点,即 EGM 赌博行为是由逃避消极自我反思所驱动的。