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Using a computer simulation of three slot machines to investigate a gambler's preference among varying densities of near-miss alternatives

机译:使用三个老虎机的计算机模拟来研究赌徒在各种密度的未命中替代品中的偏好

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摘要

The present article describes a software program in Visual Basic .NET designed to simulate three slot machines on a computer screen. This software is described in detail regarding utility, downloading, and usage; and data are presented illustrating the software's potential for researchers interested in gambling behavior. A simulation of multiple slot machines such as this enables researchers to evaluate players' preferences across various machines. In the highlighted experiment, 18 recreational slot machine players played the software for extra course credit and a chance at cash prizes. All participants played a version of the simulation in which every 5th response on average was a win, whereas the remaining trials were a loss. However, on those loss trials, a varying distribution of almost wins or near misses (i.e., two winning symbols on the payoff line and the final winning symbol directly above or below the payoff line) were presented in percentages of 15, 30, or 45. While no preferences across the three options could be predicted on the basis of reinforcement history alone, deviations from equal choices across the games were noted and appeared to be the result of the presentations of near-miss losing trials. Implications for a greater understanding of pathological gambling are presented.
机译:本文介绍了Visual Basic .NET中的一个软件程序,该程序设计为在计算机屏幕上模拟三台老虎机。详细介绍了该软件的实用程序,下载和使用情况;并提供了数据,说明该软件对于对赌博行为感兴趣的研究人员的潜力。这样的多台老虎机模拟可以使研究人员评估各种游戏机上玩家的偏好。在突出显示的实验中,有18个娱乐老虎机玩家使用该软件获得了额外的课程学分,并有机会获得现金奖励。所有参与者都玩了一个模拟版本,其中平均每5次回应都是一次胜利,而其余的试验则是失败。但是,在那些损失试验中,以15、30或45的百分比表示接近获胜或未命中的变化分布(即,收益线上的两个获胜符号以及收益线上或之下的最终获胜符号)。尽管仅凭增援历史无法预测出对这三个选项的偏爱,但仍注意到了游戏中均等选择的偏差,这似乎是未命中失败试验的结果。提出了对病理赌博的更好理解的含义。

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