1Department of Psychology, University of Waterloo, 200 University Avenue West, Waterloo, ON, N2L 3G1, Canada.
2Gambling Research Lab, University of Waterloo, Waterloo, ON, Canada.
J Behav Addict. 2020 Oct 2;9(3):723-733. doi: 10.1556/2006.2020.00067. Print 2020 Oct 12.
Slot machines are a pervasive form of gambling in North America. Some gamblers describe entering "the slot machine zone"-a complete immersion into slots play to the exclusion of all else.
We assessed 111 gamblers for mindfulness (using the Mindful Attention Awareness Scale (MAAS)), gambling problems (using the Problem Gambling Severity Index (PGSI)), depressive symptoms (using the Depression, Anxiety, and Stress Scale), and boredom proneness (using the Boredom Proneness Scale). In a counterbalanced order, participants played a slot machine simulator and completed an auditory vigilance task. During each task, participants were interrupted with thought probes to assess whether they were: on-task, spontaneously mind-wandering, or deliberately mind-wandering. After completing each task, we retrospectively assessed flow and affect. Compared to the more exciting slots play, we propose that gamblers may use deliberate mind-wandering as a maladaptive means to regulate affect during a repetitive vigilance task.
Our key results were that gamblers reported greater negative affect following the vigilance task (when compared to slots) and greater positive affect following slots play (when compared to the vigilance task). We also found that those who scored higher in problem gambling were more likely to use deliberate mind-wandering as a means to cope with negative affect during the vigilance task. Using hierarchical multiple regression, we found that the number of "deliberately mind-wandering" responses accounted for unique variance when predicting problem gambling severity (over and above depression, mindfulness, and boredom proneness).
These assessments highlight a potential coping mechanism used by problem gamblers in order to deal with negative affect.
老虎机是北美的一种普遍赌博形式。一些赌徒描述了进入“老虎机区域”的状态——完全沉浸在老虎机游戏中,忽略了其他一切。
我们评估了 111 名赌徒的正念(使用正念注意意识量表(MAAS))、赌博问题(使用赌博问题严重程度指数(PGSI))、抑郁症状(使用抑郁、焦虑和压力量表)和无聊倾向(使用无聊倾向量表)。参与者以平衡的顺序玩老虎机模拟器并完成听觉警戒任务。在每个任务中,参与者都会被思维探针打断,以评估他们是在任务上、自发地走神还是故意地走神。完成每个任务后,我们回顾性地评估了流畅度和影响。与更刺激的老虎机游戏相比,我们提出赌徒可能会故意走神作为一种适应不良的方式来调节重复性警戒任务中的情绪。
我们的主要结果是,与玩老虎机相比,赌徒在完成警戒任务后报告了更大的负面情绪(与玩老虎机相比),并且在玩老虎机后报告了更大的积极情绪(与玩警戒任务相比)。我们还发现,那些在赌博问题上得分较高的人更有可能在警戒任务中使用故意走神来应对负面情绪。使用分层多元回归,我们发现,在预测赌博问题严重程度时,“故意走神”的次数比抑郁、正念和无聊倾向更能解释独特的方差。
这些评估突出了问题赌徒用来应对负面情绪的一种潜在应对机制。