Cited by 65Gambling Behavior and TreatmentsDecision-Making and Behavioral EconomicsEducational Games and Gamification

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

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MacLin, Otto H., Dixon, Mark R., Daugherty, Dustin, Small, Stacey L.·2007·Behavior Research Methods

Abstract

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.

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Research works printed but not linked: 3

  1. Dixon, M. R., & Delaney, J. (2006). The impact of verbal behavior on gambling behavior. In P. M. Ghezzi, C. A. Lyons, M. R. Dixon, & G. R. Wilson (Eds.), Gambling: Behavior theory, research, and ap- plication (pp. 171-189). Reno, NV: Context Press.
  2. Ghezzi, P. M., Lyons, C. A., & Dixon, M. R. (2000). Gambling in socioeconomic perspective. In W. K. Bickel & R. E. Vuchinich (Eds.), Reframing health behavior change with behavioral economics (pp. 313-338). Mahwah, NJ: Erlbaum.
  3. MacLin, O. H., Dixon, M. R., Robinson, A., & Daugherty, D. (2006). Writing a simple slot machine simulation program. In P. M. Ghezzi, C. A. Lyons, M. R. Dixon, & G. R. Wilson (Eds.), Gambling: Be- havior theory, research, and application (pp. 127-154). Reno, NV: Context Press.

Cited by

Authors
MacLin, O. H., Dixon, M. R., Daugherty, D., & Small, S. L.
Affiliations
  • University of Northern Iowa (US)
  • Southern Illinois University Carbondale (US)
Corresponding author
Dixon, Mark R.
Venue
Behavior Research Methods
Published
2007-05
Volume
39
Issue
2
Pages
237-241
ISSN
  • 1554-351X (ISSN-L)
  • 1554-3528
OpenAlex
W1992432206
Cited by
65
References
8
Citations by year
2026: 1 · 2025: 4 · 2022: 2 · 2021: 2 · 2020: 4 · 2019: 4 · 2018: 1 · 2017: 7 · 2016: 5 · 2015: 5 · 2014: 9 · 2013: 4 · 2012: 5
FWCI
2.54
Type
journal article
Language
en
Open access
Locations
  • Behavior Research Methods (publishedVersion)
  • PubMed (publishedVersion)
  • UNI ScholarWorks (University of Northern Iowa) (submittedVersion)
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
slot machines, gambling behavior, player preferences, reinforcement history, gambling addiction, computer simulation, gambling machines
MeSH terms
Adolescent, Adult, Choice Behavior, Computer Simulation, Extinction, Psychological, Gambling, Games, Experimental, Humans

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