Grant: Discovery Grants Program - Individual
University of Waterloo
$128,500.00
Exploring the Motivational and Emotional Aspects of Gambling
FY 2022-23
Summary
This proposal investigates the motivational and emotional consequences of engaging in two very popular activities namely gambling and gaming. Anyone who has played scratch cards has experienced the frustration of “just missing” winning the jackpot. We have shown that for example getting two of the three symbols needed to win a large prize is a very common outcome in scratch cards that leads to feelings of frustration, but also the motivation to buy more cards. Here we will show that the frustration of these so called “near-misses” not only affects how we feel but also leads to increases in physiological arousal. This is important because arousal increases have been thought of as one of the central reinforcers of gambling behavior. We will examine the emotional consequences of these near-misses in different types of scratch card games. In our slot machine investigations we have documented that one of the reasons frequent players enjoy playing is because they enter an unusual state of hyper-focused attention that they call “the zone”. While in this zone players forget about everything else except the game. They experience distortions in the passage of time. Their descriptions are reminiscent of “flow” states which are thought to be related to positive “peak” experiences. Because in the gambling context forgetting all else except the game and not realizing how much time has passed has negative consequences (i.e., spending more time and money than intended). In acknowledgement of these negative consequences we refer to this state as “dark flow”. Research on flow states suggests that they are achieved when there is an optimal balance of skill and challenge. If a game is too easy it will be boring, if it is too hard it will be frustrating. If it is challenging but players can advance in the game it induces flow. We will look at flow in gaming and gambling contexts. In one series of studies we will investigate flow in the context of the hugely popular game Candy Crush. This game has elements of skill and as players advance difficulty increases. We propose that one of the factors that makes this game so popular is that it induces flow. We will also look at (dark) flow in video games and in poker. A final line of investigation will be to explore a new class of slot machines that include elements of skill. We will explore whether the addition of skill components to standard slots games exacerbates dark flow. Our research has direct implications for policy involving the regulations surrounding slot machines and other forms of gambling. It also will provide training opportunities for undergraduate and graduate students seeking to learn experimental techniques and ultimately how to shape policy.
Program
Discovery Grants Program - Individual
Recipient
Location
Ontario, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data
As published
Application id
RGPIN-2018-03963
Name nom
Dixon, Michael
Department département
Psychology - Psychology
Organization id
33
Institution établissement
University of Waterloo
Province en
Ontario
Province fr
Ontario
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2022
Competition year année de concours
2018
Award amount
128500
Program id
RGPIN
Program name en
Discovery Grants Program - Individual
Program name fr
Programme de subventions à la découverte - individuelles
Group en
DISCOVERY RESEARCH
Group fr
RECHERCHE AXÉE SUR LA DÉCOUVERTE
Committee code
1502
Committee name en
Biological Systems and Functions
Committee name fr
Systèmes et fonctions biologiques
Area of application code
1210
Area of application group en
Advancement of knowledge
Area of application group fr
Avancement des connaissances
Area of application en
Psychology
Area of application fr
Psychologie
Research subject code
6300
Research subject group en
Psychology
Research subject group fr
Psychologie
Research subject en
Psychology
Research subject fr
Psychologie
Installment
inst:5;6
Partie
2
Nb partie
6
Application title
Exploring the Motivational and Emotional Aspects of Gambling
Application summary
This proposal investigates the motivational and emotional consequences of engaging in two very popular activities namely gambling and gaming. Anyone who has played scratch cards has experienced the frustration of “just missing” winning the jackpot. We have shown that for example getting two of the three symbols needed to win a large prize is a very common outcome in scratch cards that leads to feelings of frustration, but also the motivation to buy more cards. Here we will show that the frustration of these so called “near-misses” not only affects how we feel but also leads to increases in physiological arousal. This is important because arousal increases have been thought of as one of the central reinforcers of gambling behavior. We will examine the emotional consequences of these near-misses in different types of scratch card games. In our slot machine investigations we have documented that one of the reasons frequent players enjoy playing is because they enter an unusual state of hyper-focused attention that they call “the zone”. While in this zone players forget about everything else except the game. They experience distortions in the passage of time. Their descriptions are reminiscent of “flow” states which are thought to be related to positive “peak” experiences. Because in the gambling context forgetting all else except the game and not realizing how much time has passed has negative consequences (i.e., spending more time and money than intended). In acknowledgement of these negative consequences we refer to this state as “dark flow”. Research on flow states suggests that they are achieved when there is an optimal balance of skill and challenge. If a game is too easy it will be boring, if it is too hard it will be frustrating. If it is challenging but players can advance in the game it induces flow. We will look at flow in gaming and gambling contexts. In one series of studies we will investigate flow in the context of the hugely popular game Candy Crush. This game has elements of skill and as players advance difficulty increases. We propose that one of the factors that makes this game so popular is that it induces flow. We will also look at (dark) flow in video games and in poker. A final line of investigation will be to explore a new class of slot machines that include elements of skill. We will explore whether the addition of skill components to standard slots games exacerbates dark flow. Our research has direct implications for policy involving the regulations surrounding slot machines and other forms of gambling. It also will provide training opportunities for undergraduate and graduate students seeking to learn experimental techniques and ultimately how to shape policy.