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Individual Differences

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Title: Individual Differences


1
Individual Differences
  • Griffiths (1994) The role of cognitive bias
    skill in fruit machine gambling

2
Fancy a flutter?
  • The odd Lotto scratchcard?
  • Friday night bingo?
  • The Dogs?
  • Down the Bookies?
  • Late night poker?
  • Losing your shirt?

3
Gambling addiction?
  • Can you get addicted to gambling the way you can
    to..
  • Alcohol?
  • Cigarettes?
  • Heroin?
  • What are the symptoms of addiction?

4
What is addiction?
  • EUPHORIA
  • A buzz or high
  • WITHDRAWAL
  • Negative side-effects of going without anxiety,
    nausea, depression
  • TOLERANCE
  • Bigger bigger doses for the same high
  • Applies to drugs does it apply to gambling?

5
Biological Theory
  • Euphoria occurs in the brain
  • NEUROTRANSMITTERS
  • Brain chemicals that create mood
  • Some drugs create feelings of pleasure directly
    in the brain
  • GENETIC PREDISPOSITION
  • Some people inherit a tendency to become addicted
    to drugs

6
Biological Theory - criticisms
  • What about the social situation? (theory is
    purely dispositional)
  • EG craving a cigarette at a party, but not in the
    bath
  • ahhhhh
  • Individual differences?
  • Gene DRD2 found in 42 of alcoholics
  • But also in 25 of general population
  • And 55 of those with autism

7
Behaviourist Theory
  • Perhaps addictive BEHAVIOURS are learned
  • They are REINFORCED by the pleasure they produce
  • Like Skinner and his rat
  • So addiction is possible to
  • Shopping
  • Online games
  • And gambling

8
Behaviourist Theory - criticisms
  • Not EVERYONE learns to be addicted
  • Some people just try smoking once
  • Shop in the January sales
  • Have the odd flutter
  • Also this theory doesnt explain the FIRST
    behaviour
  • (no previous reinforcement Skinners rat
    pressed lever by accident accidental
    gambling???)

9
Cognitive Theory of Addiction
  • Mark Griffiths, professor of Gambling Studies
  • Suggests 3 more components of addiction
  • SALIENCE
  • How important is the behaviour? How much time do
    you spend thinking about it?
  • CONFLICT
  • How much trouble does your behaviour cause?
  • RELAPSE
  • Do you go back to the behaviour at the same high
    level even if dry for a long time?

10
Cognitive Bias
  • Addicts think about their behaviour in a
    different way from non-addicts
  • Weigh up the PROS and CONS differently
  • Gamblers view odds differently from non-gamblers
  • Exaggerate importance of skill
  • Downplay element of luck
  • IRRATIONAL thinking about their addictive
    behaviour

11
Heuristics 1
  • Rules of thumb we use for problem solving
  • Can help us arrive at a quick solution
  • ILLUSION OF CONTROL
  • Choosing lucky numbers on a lotto ticket
  • Encourages gamblers to believe they can influence
    chance

12
Heuristics 2
  • FLEXIBLE ATTRIBUTIONS
  • Winning down to own skill but
  • losing down to bad luck
  • FIX ON ABSOLUTE FREQUENCY
  • Gamblers count total winnings
  • but ignore number of times they lost

13
THE STUDY
  • AIM Compare the behaviour/cognitions of Regular
    Gamblers (RGs) and Non-Regular Gamblers (NRGs)..
    Natural Experiment
  • Gamblers fruit machine players
  • 60 participants, self-selecting/snowball sample
  • 30 RGs (1 female)
  • 30 NRGs (15 male, 15 female, mostly students)
  • Recruited through campus posters or (RGs)
    personal invitation from gambler known to
    Griffiths

14
HYPOTHESES
  • There will be NO DIFFERENCE in skill of RGs and
    NRGs
  • RGs will be SKILL-ORIENTATED (NRGs will think
    its luck)
  • RGs will have more IRRATIONAL COGNITIONS than
    NRGs (eg using heuristics)
  • Players THINKING ALOUD will take longer than the
    rest

15
PROCEDURE
  • Each participant given 3 (30 plays) to gamble on
    a fruit machine in local arcade
  • Field Setting
  • Asked to try to stay on for 60 gambles
  • Then own choice keep money or play on

16
MEASURES 1
  • SKILL observing behaviour
  • 7 variables
  • Total Plays (during session)
  • Total Time (spent on machine)
  • Play Rate (gambles per minute)
  • End Stake (total winnings in 10p coins)
  • Wins (total number of wins)
  • Win Rate (wins per minute)
  • Win Rate (number of plays for each win)

17
MEASURES 2
  • COGNITIONS irrational verbalisations
  • Half of players asked to THINK ALOUD
  • Tape recorded, grouped into 30 UTTERANCE
    CATEGORIES
  • PERSONIFYING the fruit machine (She doesnt like
    me)
  • SWEARING at the machine (You bastard)
  • ASKING QUESTIONS (Whats going on?)
  • Reference to SKILL (I won because I was quick)
  • Reference to LUCK (That was lucky)
  • Etc

18
MEASURES 3
  • COGNITIONS semi-structured interviews
  • The following questions
  • Is there any skill involved in playing fruit
    machines?
  • How skilful do you think you are compared to the
    average person?
  • What sort of skills ARE involved in fruit machine
    gambling?

19
Results 1
  • H1 Is there any difference in skill between RGs
    NRGs?
  • Not really wins were the same
  • RGs had higher play rate (8 gambles/min) than
    NRGs (6 gambles/min)
  • Apparently, more confident using features like
    HOLD or NUDGE to gamble up small wins

20
Results 2
  • H2 Were RGs more skill-orientated?
  • Yes
  • 5.3 of RGs talking aloud referred to skill
  • Only 1.5 for NRGs
  • In interviews, NRGs said fruit machines mostly
    chance but RGs said equal chance skill
  • NRGs viewed selves as below-average in skill, RGs
    above average
  • RGs gave examples of knowing feature skills and
    when machine has just paid out

21
Results 3
  • H3 Were RGs more irrational in their thinking??
  • Yes
  • 7.4 of RGs personified the machine (machine
    doesnt like me today)
  • Only 1.1 for NRGs
  • RGs used heuristics, notably
  • FLEXIBLE ATTRIBUTIONS
  • I had a feeling it wasnt going to pay very much
    after giving me a feature

22
Results 4
  • H4 Did thinking aloud affect the players?
  • Yes, for RGs only
  • RGs thinking aloud had lower win-rate per number
    of gambles
  • I.E. the RGs made fewer gambles between each win
    than the NRGs when thinking aloud

23
Conclusions
  • The only real difference between RGs and NRGs was
    cognitive
  • RGs think theres more skill involved than there
    really is
  • 4 gamblers listened to playback of their
    verbalisations ? surprised at the irrationality
  • Basis for cognitive therapy for gambling addicts?

24
Evaluation
  • REDUCTIONISM only looks at cognitions, not
    previous reinforcement/role models or
    biology/genetics
  • ECOLOGICAL VALIDITY high, due to setting in
    arcade
  • RELIABILITY used inter-rater reliability but
    second rater listening to tapes found it
    confusing
  • GENERALISABILITY from small-stakes fruit
    machines to high-rolling poker, roulette or
    sports?

25
Alternative Procedures
  • Change the people dont use students but
    recruit regular gamblers from betting shops, race
    tracks, etc
  • Change the task football pools, horse racing
    odds etc
  • Change the measures measure arousal with ECG
    (heartrate) or EEG (brainwaves)
  • Maybe different results with sports gambling
    (actual skill in predicting winners?) or
    biological measures (genetic basis for gambling
    addiction?)
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