The DOI matches its Crossref record; 17 of the 17 references it cites were found in a registry or an index.
The allure of multi‐line games in modern slot machines
Abstract
Aims: In multi‐line slot machines, players can wager on more than one line per spin. We sought to show that players preferred multi‐line over single‐line games, and that certain game features could cause multi‐line game play to feel more rewarding. Measurement and Participants: Reward was measured using post‐reinforcement pauses ( PRPs ) following each outcome (the time between outcome delivery and the next spin). Gamblers ( n = 102) played 250 spins on a 20‐line game and 250 spins on a one‐line game (answering questions about game experiences following each session). Playing one‐line, a small credit gain (e.g. 2 cents) was a net win. In the 20‐line game it was a net loss of 18 credits but was still accompanied by ‘winning’ sights and sounds. Results: Most players (94%) preferred the 20‐line game. PRPs for small credit gains (net losses) in the 20‐line game were equivalent, or larger than in the one‐line game where such gains were wins. The largest increase in PRP size was between the 0 and 2 credit conditions for both games. Thus 20‐line players reacted as though these net losses of 18 credits were rewarding. Players' estimates of the number of true wins were accurate in the one‐line game, but they significantly over‐estimated the number of true wins in the 20‐line game ( P < 0.01). Problem gamblers felt more skilful ( P < 0.01) and were more absorbed ( P < 0.01) by multi‐line than single‐line game play. Conclusions: Multi‐line games appear to be more appealing to gaming machine (‘slots’) players than single‐line games. These games may be particularly absorbing for those with gambling problems.
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In humans, win-associated cues such as jingles varying in length and size in function of win size both increase arousal and lead subjects to overestimate their frequency of winning.
“Along with evidence that in humans win-associated cues, such as jingles varying in length and size in function of win size, both increase arousal and lead subjects to overestimate their frequency of winning (Dixon et al., 2014)”
From Cued for Risk: Evidence for an Incentive Sensitization Framework to Explain the Interplay between Stress and Anxiety, Substance Abuse, and Reward Uncertainty in Disordered Gambling Behavior (2019) · cites this paper as Dixon et al., 2014
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Self-citationUpping the Reinforcement Rate by Playing the Maximum Lines in Multi-line Slot Machine Play
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Misinterpreting ‘winning’ in multiline slot machine games
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Research works printed but not linked: 1
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Hellberg, S. N., Russell, T. I., & Robinson, M. J. F. (2019) · Cognitive, Affective, & Behavioral Neuroscience · doi:10.3758/s13415-018-00662-3 · Cited by 65
“…as jingles varying in length and size in function of win size, both increase arousal and lead subjects to overestimate their frequency of winning (Dixon et al., 2014), this evidence suggests a strong connection between reward uncertainty, gambling propensity, substance abuse, and cue sensitivity.”
Metadata
- Authors
- Dixon, M. J., Graydon, C., Harrigan, K. A., Wojtowicz, L., Siu, V., & Fugelsang, J. A.
- Affiliations
- University of Waterloo (CA)
- Corresponding author
- Dixon, Mike J.
- Venue
- Addiction
- Publisher
- Wiley
- Published
- 2014-08-19
- Volume
- 109
- Issue
- 11
- Pages
- 1920-1928
- ISSN
- 0965-2140 (ISSN-L)
- 1360-0443
- OpenAlex
- W1514134191
- Cited by
- 125
- References
- 17
- Citations by year
- 2026: 3 · 2025: 5 · 2024: 6 · 2023: 10 · 2022: 5 · 2021: 5 · 2020: 50 · 2019: 9 · 2018: 14 · 2017: 9 · 2016: 2 · 2015: 5 · 2014: 1
- FWCI
- 6.71
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Addiction (publishedVersion)
- PubMed (publishedVersion)
- Funders
- Ontario Problem Gambling Research Centre (3142)
- Natural Sciences and Engineering Research Council of Canada (RGPIN203130-06)
- Topics
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Social Sciences › Decision Sciences › General Decision Sciences › Decision-Making and Behavioral Economics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- gambling, post-reinforcement pause, problem gambling, perceived skills
- MeSH terms
- Games, Recreational, Female, Gambling, Humans, Male, Middle Aged, Reinforcement, Psychology, Reward, Behavior, Addictive
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