Realistic Free-Spins Features Increase Preference for Slot Machines

2016 ◽  
Vol 33 (2) ◽  
pp. 555-577 ◽  
Author(s):  
Lorance F. Taylor ◽  
Anne C. Macaskill ◽  
Maree J. Hunt
Keyword(s):  
2021 ◽  
Author(s):  
◽  
Lorance Taylor

<p>Slot-machine gambling is disproportionately associated with problem gambling. It is therefore important to develop an understanding of how the programming and features of slot machines influence gambling. The current research programme investigated a major feature of many slot machines which has so far been neglected by experimental research – the free-spins bonus feature.  The first major focus of this research was a series of experiments that investigated whether participants prefer to play a slot-machine simulation with a free-spins bonus feature. In each experiment participants gambled on two simulations, one with a free-spins feature and a similar machine without free spins. Following this, participants could switch between the same simulations and the number of spins they made on each simulation was measured. Participants preferred the free-spins simulation, but only when the free-spins feature incorporated an increased rate of wins, music, animations, and graphics advertising the presence of the free-spins feature. In the final experiment investigating preference, we investigated whether responding was influenced by whether participants gambled with hypothetical money, or credit that could be exchanged for tangible rewards. Participants preferred the complex free-spins simulation similarly regardless of what they were gambling with, but selected larger bet amounts and gambled for longer when gambling with hypothetical money.  The second major focus of this research programme was an investigation of whether free-spins features cause increased gambling persistence – a hallmark of disordered gambling. We developed a new persistence-measuring task which was adapted from research investigating Behavioural Momentum Theory. Participants gambled on two simulations in a multiple schedule design. An initial baseline phase consisted of four alternations of each component, one of which had the complex free-spins feature demonstrated to increase preference in the earlier experiments. Baseline phases then alternated with disruption phases where video-clips were embedded into the top right corner of the simulations. The rate at which participants gambled during baseline was compared to the rate at which they gambled when the videos were present, with bigger relative decreases in response rate during the disruption phases indicating less persistence. The free-spins feature did not cause participants to gamble more persistently. Further experiments also assessed whether different frequencies of wins caused participants to gamble more persistently, and results indicated that they did not. The findings of this research programme have implications for Behavioural Momentum Theory, suggesting that comparing response rate during disruption to response rate during baseline is not highly sensitive to small differences in reinforcement schedules. The findings are also relevant for slot-machine legislation, providing an indication that limiting or removing free-spins features may reduce player enjoyment without reducing persistent gambling. Furthermore, the task developed in the persistence investigation provides a useful tool which can be used to investigate how other features of slot machines influence persistence. Future research could, for example, investigate how free-spins features interact with other slot-machine features to influence gambling behaviour.</p>


2021 ◽  
Author(s):  
◽  
Lorance Taylor

<p>Slot-machine gambling is disproportionately associated with problem gambling. It is therefore important to develop an understanding of how the programming and features of slot machines influence gambling. The current research programme investigated a major feature of many slot machines which has so far been neglected by experimental research – the free-spins bonus feature.  The first major focus of this research was a series of experiments that investigated whether participants prefer to play a slot-machine simulation with a free-spins bonus feature. In each experiment participants gambled on two simulations, one with a free-spins feature and a similar machine without free spins. Following this, participants could switch between the same simulations and the number of spins they made on each simulation was measured. Participants preferred the free-spins simulation, but only when the free-spins feature incorporated an increased rate of wins, music, animations, and graphics advertising the presence of the free-spins feature. In the final experiment investigating preference, we investigated whether responding was influenced by whether participants gambled with hypothetical money, or credit that could be exchanged for tangible rewards. Participants preferred the complex free-spins simulation similarly regardless of what they were gambling with, but selected larger bet amounts and gambled for longer when gambling with hypothetical money.  The second major focus of this research programme was an investigation of whether free-spins features cause increased gambling persistence – a hallmark of disordered gambling. We developed a new persistence-measuring task which was adapted from research investigating Behavioural Momentum Theory. Participants gambled on two simulations in a multiple schedule design. An initial baseline phase consisted of four alternations of each component, one of which had the complex free-spins feature demonstrated to increase preference in the earlier experiments. Baseline phases then alternated with disruption phases where video-clips were embedded into the top right corner of the simulations. The rate at which participants gambled during baseline was compared to the rate at which they gambled when the videos were present, with bigger relative decreases in response rate during the disruption phases indicating less persistence. The free-spins feature did not cause participants to gamble more persistently. Further experiments also assessed whether different frequencies of wins caused participants to gamble more persistently, and results indicated that they did not. The findings of this research programme have implications for Behavioural Momentum Theory, suggesting that comparing response rate during disruption to response rate during baseline is not highly sensitive to small differences in reinforcement schedules. The findings are also relevant for slot-machine legislation, providing an indication that limiting or removing free-spins features may reduce player enjoyment without reducing persistent gambling. Furthermore, the task developed in the persistence investigation provides a useful tool which can be used to investigate how other features of slot machines influence persistence. Future research could, for example, investigate how free-spins features interact with other slot-machine features to influence gambling behaviour.</p>


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Shion Maeda ◽  
Nicolas Chauvet ◽  
Hayato Saigo ◽  
Hirokazu Hori ◽  
Guillaume Bachelier ◽  
...  

AbstractCollective decision making is important for maximizing total benefits while preserving equality among individuals in the competitive multi-armed bandit (CMAB) problem, wherein multiple players try to gain higher rewards from multiple slot machines. The CMAB problem represents an essential aspect of applications such as resource management in social infrastructure. In a previous study, we theoretically and experimentally demonstrated that entangled photons can physically resolve the difficulty of the CMAB problem. This decision-making strategy completely avoids decision conflicts while ensuring equality. However, decision conflicts can sometimes be beneficial if they yield greater rewards than non-conflicting decisions, indicating that greedy actions may provide positive effects depending on the given environment. In this study, we demonstrate a mixed strategy of entangled- and correlated-photon-based decision-making so that total rewards can be enhanced when compared to the entangled-photon-only decision strategy. We show that an optimal mixture of entangled- and correlated-photon-based strategies exists depending on the dynamics of the reward environment as well as the difficulty of the given problem. This study paves the way for utilizing both quantum and classical aspects of photons in a mixed manner for decision making and provides yet another example of the supremacy of mixed strategies known in game theory, especially in evolutionary game theory.


Author(s):  
Mohanbir Sawhney ◽  
Pallavi Goodman ◽  
Ori Broit

In 2014 WMS Gaming, a manufacturer and seller of slot machines to casinos, was considering a redesign of its existing revenue model. As technology evolved and customer demand for gaming solutions intensified, new and innovative revenue models were being adopted in other technology markets. Most notably, the subscription revenue model, in which customers paid a monthly subscription fee rather than a large upfront fee, was becoming widely adopted in the software industry. Product manager Dayna Stone had the task of evaluating several revenue models and recommending one that most suited WMS's business needs and at the same time took customer needs and wishes into consideration. Complicating this decision were several factors that would have to be kept in mind. Americans' love of gaming had led to a mushrooming of casinos, which meant increased competition for casino dollars. Yet the financial crisis of 2008 and its aftermath had weakened demand for casinos. In addition, casinos, depending on the type of customers they attracted, differed in their appetite for innovation and maintenance of their slot machines. Students will step into the shoes of Dayna Stone as she undertakes the task of weighing these factors and selecting the right revenue model.


2018 ◽  
Vol 21 (3) ◽  
pp. 376-384 ◽  
Author(s):  
Karen Kelly ◽  
Carl James Schwarz ◽  
Ricardo Gomez ◽  
Kim Marsh

Purpose The purpose of this paper is to present an empirical study on the time needed to load and disburse cash using bill validators on slot machines and stand-alone cash dispensers in casinos in British Columbia under a Ticket In Ticket Out (TITO) system. Design/methodology/approach Testing took place over two days, using 18 machines. The results were extrapolated to estimate the approximate time required to process $1,000,000 with different average bill amounts in the cash mix and three different bill validator machines in common use. The average value per bill using the cash mix used by the public in the casino was $33.11 [standard error (SE) $2.11]. Findings The mean time/accepted note ranged from 4.12 to 9.65 s, depending on bill validator type. This implies that the time needed to load $1,000,000 onto credit slips using bill validators on slot machines ranges from 35 to 81 h, excluding rest breaks and other breaks. The time needed to redeem $1,000,000 is estimated to be 3 h. Practical/implications The implications of these finding for illicit actors to successfully launder large amounts of cash are discussed. Given the time needed to physically handle the cash, and other control systems currently in use in casinos in British Columbia, processing large amounts of cash using bill validators on slot machines would require a highly organized team that would find it difficult to elude detection. Originality/value The trial results provide a baseline estimate to be used going forward when investigating or proposing money laundering methodologies that include slot machines.


2013 ◽  
Vol 107 (3) ◽  
pp. 172-175
Author(s):  
Kristy B. McGowan ◽  
Nathan J. Lowe Spicer

Students analyze items from the media to answer mathematical questions related to the article. The clips this month, from the Colorado State lottery and a Marilyn vos Savant column on probability, involve probability and counting problems.


2011 ◽  
pp. 11 ◽  
Author(s):  
Kevin Harrigan ◽  
Michael Dixon ◽  
Vance MacLaren ◽  
Karen Collins ◽  
Jonathan Fugelsang

Past research has shown that gamblers frequently use the mini-max strategy in multi-line slot machines, whereby the player places the minimum bet on the maximum number of lines. Through a detailed analysis and explanation of the design of multi-line slot machine games, we show that when using the mini-max strategy, the payback percentage remains unchanged, yet the reinforcement rate is significantly increased. This increase in reinforcement rate is mainly due to spins in which the amount won is less than the amount wagered, which we call losses disguised as wins. We have verified these conclusions by playing an actual slot machine game for 10,000 spins and recording the results. We believe that the high reinforcement rate that results from playing multiple lines on games of this type contributes to their potential addictiveness. We provide three theories for why players use the mini-max strategy and suggest further areas of research.


2021 ◽  
Vol 12 ◽  
Author(s):  
Jonny Engebø ◽  
Torbjørn Torsheim ◽  
Ståle Pallesen

The purpose of gambling regulation can be to ensure revenue for the public, to prevent crime and gambling problems. One regulatory measure involves restriction of what games can be offered in a market. In this study, the effects of two regulatory market changes are investigated: First, a restriction of availability when slot machines were banned from the Norwegian market in 2007, and second the introduction of regulated online interactive games to the same market in 2014. Data collected from the general population in the period from 2005 through 2018, comprising 2,000 respondents every year, are used to investigate how participation in gambling changed over time. The respondents were asked if they took part in various games or lotteries. Logistic regression analyses were used to predict the proportion participating in five groups of games and if changes in participation coincided with major market changes. The first change was associated with a reduction in gambling on slot machines as well as a reduction in gambling participation overall. Following the slot machine ban, results show an increase in women participating in games offered in land-based bingo premises. A general increase in gambling on foreign websites was also seen, albeit much smaller than the reduction in slot machine gambling. The increases can partly be explained as substitution of one type of gambling with another. New regulated online interactive games were introduced in 2014. Despite the relatively large growth of such games internationally, Norway included, increased online gambling in general and an increased marketing of foreign gambling websites, the participation on foreign websites seemed stable. However, the overall participation in online interactive games increased. The introduction of the regulated alternative seems to have had a channelizing effect. Overall, the changes in gambling participation coinciding with two major regulatory changes can be explained by transformations of physical and social availability, and in terms of mechanisms outlined by the model of total consumption.


2021 ◽  
Author(s):  
Yash Chauhan ◽  
Prateek Singh

Coins recognition systems have humungous applications from vending and slot machines to banking and management firms which directly translate to a high volume of research regarding the development of methods for such classification. In recent years, academic research has shifted towards a computer vision approach for sorting coins due to the advancement in the field of deep learning. However, most of the documented work utilizes what is known as ‘Transfer Learning’ in which we reuse a pre-trained model of a fixed architecture as a starting point for our training. While such an approach saves us a lot of time and effort, the generic nature of the pre-trained model can often become a bottleneck for performance on a specialized problem such as coin classification. This study develops a convolutional neural network (CNN) model from scratch and tests it against a widely-used general-purpose architecture known as Googlenet. We have shown in this study by comparing the performance of our model with that of Googlenet (documented in various previous studies) that a more straightforward and specialized architecture is more optimal than a more complex general architecture for the coin classification problem. The model developed in this study is trained and tested on 720 and 180 images of Indian coins of different denominations, respectively. The final accuracy gained by the model is 91.62% on the training data, while the accuracy is 90.55% on the validation data.


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