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老虎机玩家的非理性思维。

Irrational thinking among slot machine players.

机构信息

Department of Psychology, University of Sydney, 2006, Camperdown, Sydney, Australia.

出版信息

J Gambl Stud. 1992 Sep;8(3):245-61. doi: 10.1007/BF01014652.

Abstract

According to the cognitive perspective on gambling, regular gamblers persist in trying to win money at gambling because they hold a set of false beliefs about the nature of gambling, the likelihood of winning, and their own expertise. In order to investigate this claim, twenty seven university students were recruited who played one of three types of games at least twice a week: slot machines, video draw poker, and video amusement games. Subjects played their preferred machines on site (clubs, hotels and amusement arcades) first for at least thirty minutes and then the other two games for a minimum of twenty minutes each. During play, each subject spoke aloud into a microphone describing what he or she was doing or thinking about in the game. It was hypothesised that slot machine players would verbalise more irrational thinking than video poker or video amusement players and that slot machines would elicit more irrational thinking than video poker or video amusement machines. Most importantly, it was hypothesised that slot machine players would exhibit relatively greater amounts of irrational thinking when playing their preferred game. The data supported all three hypotheses. Out of all of the statements made by slot machine players when playing slot machines, 38% were categorised irrational. Furthermore, 80% of the strategic statements made by slot machine players while playing slot machines were categorised as irrational. These results are consistent with earlier work which showed high levels of irrational thinking in artificial gambling games. Together, the results provide support for a cognitive view of the origins of gambling problems.

摘要

根据对赌博的认知观点,经常赌博的人坚持试图通过赌博赢钱,因为他们对赌博的性质、获胜的可能性以及自己的专业知识持有一系列错误的信念。为了验证这一说法,招募了 27 名大学生,他们每周至少玩三种类型的游戏两次:老虎机、视频扑克和视频娱乐游戏。被试者首先在现场(俱乐部、酒店和游乐园)玩他们喜欢的机器,至少玩 30 分钟,然后再玩其他两种游戏,每种游戏至少玩 20 分钟。在玩游戏的过程中,每个被试者都通过麦克风大声说出他们在游戏中正在做什么或在想什么。假设老虎机玩家比视频扑克或视频娱乐玩家更倾向于说出非理性思维,而且老虎机会比视频扑克或视频娱乐机器产生更多的非理性思维。最重要的是,假设老虎机玩家在玩他们喜欢的游戏时会表现出相对更多的非理性思维。数据支持了所有三个假设。在老虎机玩家玩老虎机时所说的所有陈述中,有 38%被归类为非理性。此外,80%的老虎机玩家在玩老虎机时所做的策略陈述被归类为非理性。这些结果与早期的工作一致,早期的工作表明在人工赌博游戏中存在高水平的非理性思维。总之,这些结果为赌博问题的认知起源提供了支持。

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