The effect of visual complexity when playing a slot-machine simulation: the role of computer experience, computer anxiety, and optimism

2006 ◽  
Vol 22 (6) ◽  
pp. 1072-1079 ◽  
Author(s):  
Kimberly M. Christopherson ◽  
Jeffrey N. Weatherly
1994 ◽  
Vol 10 (3) ◽  
pp. 239-248 ◽  
Author(s):  
Jennifer L. Dyck ◽  
Janan Al-Awar Smither

Research in the area of computer anxiety has traditionally concentrated on the younger adult. In this study older adults (55 years and over) were compared to younger adults (30 years and under) on levels of computer anxiety and computer experience. Subjects completed a demographic and computer experience questionnaire, a computer anxiety scale, and a computer attitude scale. Findings indicated that older adults were less computer anxious (as measured by both scales), had more positive attitudes toward computers, and had more liking for computers than younger adults. Older adults also had less computer experience than younger adults. In contrast, however, older subjects indicated less computer confidence than younger subjects. Additionally, for both younger and older adults, higher levels of computer experience were associated with lower levels of computer anxiety, and a more positive attitude toward computers. No gender differences were found for computer anxiety or computer attitudes when computer experience was controlled.


2021 ◽  
Author(s):  
◽  
Gordon Tan

<p>A systematic replication of Dixon, Nastally, Jackson and Habib (2009) was carried out to further examine the role of relational framing in attaching meaning to near-win stimuli in a slot machine simulation. The original study found that the verbally reported meaning of near-win stimuli could be altered through a verbal matching-to-sample training procedure. The current study confirmed this finding. Additionally this study had participants play on a simulated slot machine to assess if such relational training also resulted in changes in (non-verbal) response latencies when participants were presented with near-win outcomes during play. A study by Daly et al. (in prep.) had found that near-wins produced response latencies (in terms of initiating a new trial or 'spin') between that of wins and losses during slot machine play; a general finding replicated here also. However, in the current study it was also expected that changes to the meanings of near-wins would influence near-win response latencies. For example, response latencies following near-wins might become more like latencies following losses as a result of prior relational framing of near-win stimuli. The results of this study found a dissociation between verbal and non-verbal responses to near-win stimuli. The verbal training affected verbal responses but did not affect non-verbal responses. Some explanations are postulated for why this happened. These include the possibility that the near-win latency was merely an artefact of the experimental paradigm. Another explanation is that the dissociation between response types occurred because the contexts in the ratings and verbal training tasks were different to the context of the slot machine task.</p>


2021 ◽  
Author(s):  
◽  
Gordon Tan

<p>A systematic replication of Dixon, Nastally, Jackson and Habib (2009) was carried out to further examine the role of relational framing in attaching meaning to near-win stimuli in a slot machine simulation. The original study found that the verbally reported meaning of near-win stimuli could be altered through a verbal matching-to-sample training procedure. The current study confirmed this finding. Additionally this study had participants play on a simulated slot machine to assess if such relational training also resulted in changes in (non-verbal) response latencies when participants were presented with near-win outcomes during play. A study by Daly et al. (in prep.) had found that near-wins produced response latencies (in terms of initiating a new trial or 'spin') between that of wins and losses during slot machine play; a general finding replicated here also. However, in the current study it was also expected that changes to the meanings of near-wins would influence near-win response latencies. For example, response latencies following near-wins might become more like latencies following losses as a result of prior relational framing of near-win stimuli. The results of this study found a dissociation between verbal and non-verbal responses to near-win stimuli. The verbal training affected verbal responses but did not affect non-verbal responses. Some explanations are postulated for why this happened. These include the possibility that the near-win latency was merely an artefact of the experimental paradigm. Another explanation is that the dissociation between response types occurred because the contexts in the ratings and verbal training tasks were different to the context of the slot machine task.</p>


2011 ◽  
Vol 2 (4) ◽  
pp. 230-236 ◽  
Author(s):  
Alexandre Tuch ◽  
Sylvia Kreibig ◽  
Sandra Roth ◽  
Javier Bargas-Avila ◽  
Klaus Opwis ◽  
...  

Author(s):  
Sue E. Kase ◽  
Frank E. Ritter

Because of their ability to enhance productivity, computers have become ubiquitous in the workplace. By the early 1990s the use of computers in the workplace reached a per capita penetration that the telephone took 75 years to achieve (Webster & Martocchio, 1992). During the past several decades, there has been both speculation and hard research related to the psychological effects of computer technology. More recently the role of attitudes towards computers in influencing the acceptance and use of computer-based management information systems (MIS) has been highlighted by a growing number of MIS researchers. Generally, these studies focus on the negative attitudes towards computers and concerns about the impact of MIS on individual performance in the workplace.


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