scholarly journals Rationalization as a Dissonance Management Strategy among Electronic Gambling Machine Players

2021 ◽  
Vol 2 (1) ◽  
pp. 76-86
Author(s):  
Tara Hahmann ◽  
Eva Monson

Erroneous gambling-related beliefs are well researched in light of their association with problem gambling, with some research suggesting these beliefs also serve as justifications for gambling behaviour. The process of justification (i.e., rationalization) can provide insights into how those who gamble resolve dissonance resulting from persistent loss in the gambling context. Using in-depth interviews of 43 participants who identified electronic gambling machines as their preferred game type and were either experiencing gambling problems or were at risk of developing a problem, this study details how dissonance is managed through rationalizations in line with the Dawson (1999) framework. This framework is based on research of religious groups surviving prophetic disconfirmation and is employed here to highlight the contextual and socio-cultural underpinnings of rationalizations along with their supernatural and pseudo-religious qualities. Rationalizations reflect broader socio-cultural beliefs around morality, work, speculation, perseverance, and the supernatural. Implications for treatment are discussed.

Author(s):  
Rory A. Pfund ◽  
Meredith K. Ginley ◽  
James P. Whelan ◽  
Samuel C. Peter ◽  
Briana S. Wynn ◽  
...  

Social influence affects college students’ gambling behaviours. However, few studies have experimentally investigated the influence of social interaction on college students’ gambling behaviour, and those studies that have yielded mixed findings. Women college students (n = 109) who endorsed recreational gambling behaviour were randomly assigned to gamble on electronic gambling machines (EGMs) in three conditions: warm social interaction from a confederate (i.e., initiating and maintaining conversation), cold social interaction from a confederate (i.e., refraining from initiating and maintaining conversation), or gambling alone. On average, participants in the warm social interaction condition placed significantly fewer spins and spent more time placing bets on the EGMs compared to the cold social interaction and no confederate conditions. When examining gambling behaviour over time, participants in the warm social interaction condition increased their bet size and the time between their bets over time compared to the cold interaction and no confederate conditions. These results suggest that interpersonal interactions significantly affect gambling behaviour. However, future research is needed to investigate these social processes in other forms of gambling and other gambling experiences.RésuméL’influence sociale affecte les comportements de jeu des étudiants collégiaux et universitaires. Cependant, peu d’études ont analysé de manière expérimentale l’influence de l’interaction sociale sur le comportement de jeu des étudiants, et les études ont donné des résultats mitigés. Les étudiantes (n = 109) qui ont adopté un comportement de jeu récréatif ont été affectées au hasard à des jeux électroniques en fonction d’une des trois conditions suivantes : avec interaction sociale amicale d’un camarade (c.-à-d., qui amorce et entretient la conversation), avec interaction sociale froide d’un camarade (qui s’abstient d’amorcer et d’entretenir la conversation) ou en solitaire. En moyenne, les participantes en condition d’interaction sociale amicale ont joué beaucoup moins de tours et ont consacré plus de temps à parier sur les appareils de jeu électroniques, comparées à ceux qui étaient en interaction sociale froide ou en solitaire. En examinant le comportement de jeu sur une période donnée, les participantes en condition d’interaction sociale amicale ont augmenté la taille des paris et la durée entre les paris par rapport à celles qui étaient dans une interaction sociale froide et en solitaire. Ces résultats font ressortir que les interactions interpersonnelles affectent de manière importante le comportement du jeu. Cependant, d’autres recherches doivent être effectuées pour analyser ces processus sociaux dans d’autres formes de jeux de hasard et d’autres expériences de jeu.


Author(s):  
Rory A. Pfund ◽  
Meredith K. Ginley ◽  
James P. Whelan ◽  
Samuel C. Peter ◽  
Briana S. Wynn ◽  
...  

Social influence affects college students’ gambling behaviours. However, few studies have experimentally investigated the influence of social interaction on college students’ gambling behaviour, and those studies that have yielded mixed findings. Women college students (n = 109) who endorsed recreational gambling behaviour were randomly assigned to gamble on electronic gambling machines (EGMs) in three conditions: warm social interaction from a confederate (i.e., initiating and maintaining conversation), cold social interaction from a confederate (i.e., refraining from initiating and maintaining conversation), or gambling alone. On average, participants in the warm social interaction condition placed significantly fewer spins and spent more time placing bets on the EGMs compared to the cold social interaction and no confederate conditions. When examining gambling behaviour over time, participants in the warm social interaction condition increased their bet size and the time between their bets over time compared to the cold interaction and no confederate conditions. These results suggest that interpersonal interactions significantly affect gambling behaviour. However, future research is needed to investigate these social processes in other forms of gambling and other gambling experiences.RésuméL’influence sociale affecte les comportements de jeu des étudiants collégiaux et universitaires. Cependant, peu d’études ont analysé de manière expérimentale l’influence de l’interaction sociale sur le comportement de jeu des étudiants, et les études ont donné des résultats mitigés. Les étudiantes (n = 109) qui ont adopté un comportement de jeu récréatif ont été affectées au hasard à des jeux électroniques en fonction d’une des trois conditions suivantes : avec interaction sociale amicale d’un camarade (c.-à-d., qui amorce et entretient la conversation), avec interaction sociale froide d’un camarade (qui s’abstient d’amorcer et d’entretenir la conversation) ou en solitaire. En moyenne, les participantes en condition d’interaction sociale amicale ont joué beaucoup moins de tours et ont consacré plus de temps à parier sur les appareils de jeu électroniques, comparées à ceux qui étaient en interaction sociale froide ou en solitaire. En examinant le comportement de jeu sur une période donnée, les participantes en condition d’interaction sociale amicale ont augmenté la taille des paris et la durée entre les paris par rapport à celles qui étaient dans une interaction sociale froide et en solitaire. Ces résultats font ressortir que les interactions interpersonnelles affectent de manière importante le comportement du jeu. Cependant, d’autres recherches doivent être effectuées pour analyser ces processus sociaux dans d’autres formes de jeux de hasard et d’autres expériences de jeu.


2009 ◽  
pp. 31 ◽  
Author(s):  
Robert Ladouceur ◽  
Serge Sévigny

This study investigated the influence of three features of electronic gambling machines (clock, cash display, and precommitment on gambling time) on gambling behaviour. Participants gambled with their own money in their natural environment. Using behavioural and self-reported measures, the study found that a majority of players reported the cash display as being a helpful feature for controlling gambling activities, but neither the clock nor the precommitment on gambling time device as being helpful. The authors concluded that the clock and precommitment on gambling time device may not be instrumental in promoting responsible gambling.


2020 ◽  
pp. 070674372098008
Author(s):  
Robert J. Williams ◽  
Carrie A. Leonard ◽  
Yale D. Belanger ◽  
Darren R. Christensen ◽  
Nady el-Guebaly ◽  
...  

Objective: The purpose of this study was to provide an updated profile of gambling and problem gambling in Canada and to examine how the rates and pattern of participation compare to 2002. Method: An assessment of gambling and problem gambling was included in the 2018 Canadian Community Health Survey and administered to 24,982 individuals aged 15 and older. The present analyses selected for adults (18+). Results: A total of 66.2% of people reported engaging in some type of gambling in 2018, primarily lottery and/or raffle tickets, the only type in which the majority of Canadians participate. There are some significant interprovincial differences, with perhaps the most important one being the higher rate of electronic gambling machine (EGM) participation in Manitoba and Saskatchewan. The overall pattern of gambling in 2018 is very similar to 2002, although participation is generally much lower in 2018, particularly for EGMs and bingo. Only 0.6% of the population were identified as problem gamblers in 2018, with an additional 2.7% being at-risk gamblers. There is no significant interprovincial variation in problem gambling rates. The interprovincial pattern of problem gambling in 2018 is also very similar to what was found in 2002 with the main difference being a 45% decrease in the overall prevalence of problem gambling. Conclusions: Gambling and problem gambling have both decreased in Canada from 2002 to 2018 although the provincial patterns are quite similar between the 2 time periods. Several mechanisms have likely collectively contributed to these declines. Decreases have also been reported in several other Western countries in recent years and have occurred despite the expansion of legal gambling opportunities, suggesting a degree of inoculation or adaptation in the population.


Author(s):  
Maria Anna Donati ◽  
Silvia Cabrini ◽  
Daniela Capitanucci ◽  
Caterina Primi ◽  
Roberta Smaniotto ◽  
...  

The COVID-19 pandemic, with the consequent lockdown of about 3 months, can be viewed as an experimental model to observe the impact of the depletion of environmental factors that stimulate gambling, particularly electronic gambling machines (EGMs) that were set to zero. The effects of some structural characteristics of gambling activities that increase gambling behavior were studied among disordered gamblers in treatment in this unique scenario. In fact, studies investigating the effects of the lockdown on problem gamblers (PGs) under treatment are missing. The aims of this study were to analyze patients’ gambling behavior and craving during the lockdown and to conduct a comparison between gambling disorder (GD) symptoms at the beginning of the treatment and during lockdown. The study was conducted in Italy, the European country with the largest gambling market and the first to be affected by the virus. Data were collected through a semi-structured telephone interview conducted by healthcare professionals. Participants were 135 PGs under treatment (109 males, mean age = 50.07). Results showed that most PGs achieved a significant improvement in their quality of life, with less gambling behavior, GD symptoms, and lower craving. No shift toward online gambling and very limited shift towards other potential addictive and excessive behaviors occurred. The longer the treatment, the more monitoring is present and the better the results in terms of symptoms reduction. Individual and environmental characteristics during the lockdown favored the reduction in symptoms. Consideration for prevention and treatment are discussed.


2020 ◽  
Author(s):  
Philip Warren Stirling Newall ◽  
Lukasz Walasek ◽  
Elliot Andrew Ludvig

“Return-to-player” warning labels are used to display the long-run cost of gambling on electronic gambling machines in several jurisdictions. For example, a return-to-player of 90% means that for every $100 bet on average $90 is paid out in prizes. Some previous research suggests that gamblers perceive a lower chance of winning and have a better objective understanding when return-to-player information is instead restated in the “house-edge” format, e.g., “This game keeps 10% of all money bet on average.” Here we test another potential risk communication improvement: making return-to-player messages longer, by clarifying that the information applies only in the statistical long-run. It was suggested that gamblers might understand this message better than the return-to-player at the conclusion of a court case brought against an Australian casino. In this study, Australian participants (N = 603) were presented with either a standard return-to-player message, a longer “return-to-players” message, or a house-edge message. The longer return-to-players message was understood correctly more frequently than the return-to-player message, but the house-edge message was understood best of all. Participants perceived the lowest chance of winning with the longer return-to-players message. The house-edge format appears easiest for gamblers to correctly understand, but longer warning labels might be the best at warning gamblers about the long-run costs of gambling on electronic gambling machines.


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