Skill gambling machines and electronic gaming machines: participation, erroneous beliefs, and understanding of outcomes

2020 ◽  
Vol 20 (3) ◽  
pp. 500-514
Author(s):  
Sally M. Gainsbury ◽  
Kahlil S. Philander ◽  
Georgia Grattan
2017 ◽  
Vol 33 (4) ◽  
pp. 1241-1260 ◽  
Author(s):  
K. R. Barton ◽  
Y. Yazdani ◽  
N. Ayer ◽  
S. Kalvapalle ◽  
S. Brown ◽  
...  

2010 ◽  
Vol 27 (1) ◽  
pp. 63-72 ◽  
Author(s):  
Matthew J. Rockloff ◽  
Nancy Greer ◽  
Carly Fay ◽  
Lionel G. Evans

2007 ◽  
pp. 253 ◽  
Author(s):  
Sally Monaghan ◽  
Alex Blaszczynski

This study compared differences in rates of free and cued recall for messages displayed on electronic gaming machines (EGMs) delivered in one of two display modes: static or dynamic. Rates of recall were investigated in a laboratory setting using 92 university students (75.0% female) with a mean age of 19.3 years (SD = 2.4 years). The static mode consisted of a fixed government-mandated message placed on the frame of an EGM directly next to the gaming buttons. In the dynamic mode, an identical message was presented in the form of a translucent display scrolling across the screen during play. Results showed that significantly more of the information presented in dynamic mode was recalled, and with greater accuracy, in both free recall and cued recall conditions compared with static government-mandated messages. It was concluded that the method of displaying signs influences awareness and recall of harm minimization messages.


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