Short-term cognitive impacts of electronic gaming machines with and without a skill-based component: A comparative laboratory study

This study aimed to compare how consumers understand the role of skill and chance, experience cognitive distortions, and experience immersion based on use of either electronic gaming machines (EGMs) or skill gambling machines (SGMs; EGMs with a skill-based component). Participants (N = 246, Mage = 3...

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Main Authors: Sally M. Gainsbury, Kahlil S. Philander
Format: Article
Language:English
Published: Frontiers Media S.A. 2022-08-01
Series:Frontiers in Psychiatry
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fpsyt.2022.979694/full
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author Sally M. Gainsbury
Kahlil S. Philander
Kahlil S. Philander
author_facet Sally M. Gainsbury
Kahlil S. Philander
Kahlil S. Philander
author_sort Sally M. Gainsbury
collection DOAJ
description This study aimed to compare how consumers understand the role of skill and chance, experience cognitive distortions, and experience immersion based on use of either electronic gaming machines (EGMs) or skill gambling machines (SGMs; EGMs with a skill-based component). Participants (N = 246, Mage = 34 years, 56.91% female) in a laboratory experiment were randomly assigned to play a real EGM or SGM without funds and self-reported measures including intention to gamble, understanding of the role of skill and chance, erroneous gambling beliefs, previous gambling and gaming, and problem gambling severity. Participants demonstrated different deficits in understanding of the role of skill vs. chance in determining outcomes following play. SGM players were more likely to increase their belief that a skill impacts outcomes and focused more on the game play experience. EGM players focused more on wins and personal performance. Intention to play both machines was predicted in both groups by greater experience of immersion during play and breadth of previous gambling, but breadth of previous gaming experience only predicted intent to play SGMs. The results revealed that both EGM and SGM players fail to understand how outcomes are determined, which is likely more problematic for EGM players as this reflects clear cognitive distortions. Further real-world testing is required to understand the extent to which SGMs harms may be different than EGMs, however, these initial findings suggest that their risks appear comparable to EGMs while attracting individuals with more gaming experience.
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spelling doaj.art-82c6d7b5e18440939be1b9f957dbf6dd2022-12-22T04:02:50ZengFrontiers Media S.A.Frontiers in Psychiatry1664-06402022-08-011310.3389/fpsyt.2022.979694979694Short-term cognitive impacts of electronic gaming machines with and without a skill-based component: A comparative laboratory studySally M. Gainsbury0Kahlil S. Philander1Kahlil S. Philander2Faculty of Science, School of Psychology, Brain and Mind Centre, University of Sydney, Camperdown, NSW, AustraliaFaculty of Science, School of Psychology, Brain and Mind Centre, University of Sydney, Camperdown, NSW, AustraliaSchool of Hospitality Business Management, Carson College of Business, Washington State University, Everett, WA, United StatesThis study aimed to compare how consumers understand the role of skill and chance, experience cognitive distortions, and experience immersion based on use of either electronic gaming machines (EGMs) or skill gambling machines (SGMs; EGMs with a skill-based component). Participants (N = 246, Mage = 34 years, 56.91% female) in a laboratory experiment were randomly assigned to play a real EGM or SGM without funds and self-reported measures including intention to gamble, understanding of the role of skill and chance, erroneous gambling beliefs, previous gambling and gaming, and problem gambling severity. Participants demonstrated different deficits in understanding of the role of skill vs. chance in determining outcomes following play. SGM players were more likely to increase their belief that a skill impacts outcomes and focused more on the game play experience. EGM players focused more on wins and personal performance. Intention to play both machines was predicted in both groups by greater experience of immersion during play and breadth of previous gambling, but breadth of previous gaming experience only predicted intent to play SGMs. The results revealed that both EGM and SGM players fail to understand how outcomes are determined, which is likely more problematic for EGM players as this reflects clear cognitive distortions. Further real-world testing is required to understand the extent to which SGMs harms may be different than EGMs, however, these initial findings suggest that their risks appear comparable to EGMs while attracting individuals with more gaming experience.https://www.frontiersin.org/articles/10.3389/fpsyt.2022.979694/fullskill gamblingproblem gambling severityimmersionelectronic gaming machinesirrational cognitions
spellingShingle Sally M. Gainsbury
Kahlil S. Philander
Kahlil S. Philander
Short-term cognitive impacts of electronic gaming machines with and without a skill-based component: A comparative laboratory study
Frontiers in Psychiatry
skill gambling
problem gambling severity
immersion
electronic gaming machines
irrational cognitions
title Short-term cognitive impacts of electronic gaming machines with and without a skill-based component: A comparative laboratory study
title_full Short-term cognitive impacts of electronic gaming machines with and without a skill-based component: A comparative laboratory study
title_fullStr Short-term cognitive impacts of electronic gaming machines with and without a skill-based component: A comparative laboratory study
title_full_unstemmed Short-term cognitive impacts of electronic gaming machines with and without a skill-based component: A comparative laboratory study
title_short Short-term cognitive impacts of electronic gaming machines with and without a skill-based component: A comparative laboratory study
title_sort short term cognitive impacts of electronic gaming machines with and without a skill based component a comparative laboratory study
topic skill gambling
problem gambling severity
immersion
electronic gaming machines
irrational cognitions
url https://www.frontiersin.org/articles/10.3389/fpsyt.2022.979694/full
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