scholarly journals Slot machine structural characteristics: Distorted player views of payback percentages

2007 ◽  
pp. 215 ◽  
Author(s):  
Kevin A. Harrigan

This paper presents a sample three-reel three-coin slot machine game with a bonus for three coins, and a true payback percentage of 85.6% when one or two coins are wagered and 92.5% when three coins are wagered. The player sees the winning or losing combination of three symbols on the payline as well as (a) the physical reels as they scroll by and (b) what is just above and just below the payline at the end of play. An analysis of this game shows that observing the physical reels and what is just above and just below the payline indicates that the slot machine would lose money, and thus the player would make money, as the game would have a payback percentage in the range of 192%-486% if this reflected reality. The paper concludes by discussing the results of the analysis in terms of gaming regulations and problem gambling.

2009 ◽  
pp. 81 ◽  
Author(s):  
Kevin A. Harrigan ◽  
Mike Dixon

Through the Freedom of Information and Protection of Privacy Act, we obtained design documents, called PAR Sheets, for slot machine games that are in use in Ontario, Canada. From our analysis of these PAR Sheets and observations from playing and watching others play these games, we report on the design of the structural characteristics of Ontario slots and their implications for problem gambling. We discuss characteristics such as speed of play, stop buttons, bonus modes, hand-pays, nudges, near misses, how some wins are in fact losses, and how two identical looking slot machines can have very different payback percentages. We then discuss how these characteristics can lead to multi-level reinforcement schedules (different reinforcement schedules for frequent and infrequent gamblers playing the same game) and how they may provide an illusion of control and contribute in other ways to irrational thinking, all of which are known risk factors for problem gambling.


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.


2020 ◽  
Vol 9 (3) ◽  
pp. 723-733
Author(s):  
Tyler B. Kruger ◽  
Mike J. Dixon ◽  
Candice Graydon ◽  
Madison Stange ◽  
Chanel J. Larche ◽  
...  

AbstractBackground and aims: Slot machines are a pervasive form of gambling in North America. Some gamblers describe entering “the slot machine zone”—a complete immersion into slots play to the exclusion of all else. Methods: We assessed 111 gamblers for mindfulness (using the Mindful Attention Awareness Scale (MAAS)), gambling problems (using the Problem Gambling Severity Index (PGSI)), depressive symptoms (using the Depression, Anxiety, and Stress Scale), and boredom proneness (using the Boredom Proneness Scale). In a counterbalanced order, participants played a slot machine simulator and completed an auditory vigilance task. During each task, participants were interrupted with thought probes to assess whether they were: on-task, spontaneously mind-wandering, or deliberately mind-wandering. After completing each task, we retrospectively assessed flow and affect. Compared to the more exciting slots play, we propose that gamblers may use deliberate mind-wandering as a maladaptive means to regulate affect during a repetitive vigilance task. Results: Our key results were that gamblers reported greater negative affect following the vigilance task (when compared to slots) and greater positive affect following slots play (when compared to the vigilance task). We also found that those who scored higher in problem gambling were more likely to use deliberate mind-wandering as a means to cope with negative affect during the vigilance task. Using hierarchical multiple regression, we found that the number of “deliberately mind-wandering” responses accounted for unique variance when predicting problem gambling severity (over and above depression, mindfulness, and boredom proneness). Conclusions: These assessments highlight a potential coping mechanism used by problem gamblers in order to deal with negative affect.


2014 ◽  
Vol 8 (2) ◽  
pp. 55-71
Author(s):  
Robert Scott Farrow ◽  
Jackson Costa

The average payback percentage from slot machines is important to gamblers, casinos and governments.  While apparently simple to define several complications can exist, among them which measure to average and potentially misleading formulas to calculate the average.  Daily slot machine data from the state of Maryland for 19 months are analyzed for the expected value of the average payback ratio per machine and per dollar gambled.  On a per dollar gambled basis, the payback percentage meets legislative requirements that the gaming floor payback be at least 90 percent. On a per machine basis, that requirement is not met which can imply a significant shift of money from gamblers to casino operators and the state. Other payback measures are hypothesized to also be less than the per-dollar gambled measure but data are lacking.


2017 ◽  
Vol 41 (3) ◽  
pp. 256-272 ◽  
Author(s):  
Hibai Lopez-Gonzalez ◽  
Ana Estévez ◽  
Mark D. Griffiths

In this article, online sports betting is explored with the objective of critically examining the potential impact on problem gambling of the emerging product features and advertising techniques used to market it. First, the extent of the issue is assessed by reviewing the sports betting prevalence rates and its association with gambling disorders, acknowledging the methodological difficulties of an unambiguous identification of what exactly constitutes sports-related gambling today. Second, the main changes in the marketization of online betting products are outlined, with specific focus on the new situational and structural characteristics that such products present along with the convergence of online betting with other adjacent products. Third, some of the most prevalent advertising master narratives employed by the betting industry are introduced, and the implications for problem gamblers and minors are discussed.


Author(s):  
Tara Elisa Hahmann

Cognitive distortions are said to play a key role in the development and maintenance of problem gambling, as well as in its treatment. Toneatto’s (1999, 2002) typology of gambling distortions provides a useful conceptualization of gambling-related cognitions, although game-type specification is absent from his analysis. Toneatto’s categorization was used in the present study to organize the beliefs of 43 slot machine gamblers experiencing either moderate-risk or problem gambling, recruited and interviewed in Toronto, Canada. The typology captured many of the gambling-related cognitions, although specific beliefs held by this sample of slot machine gamblers required revision of the original typology. This study provides unique insight into the cognitive structure of these beliefs, as described by gamblers, and their frequency count, suggesting that game type is an important factor when identifying and describing gambling-specific cognitive distortions. Les distorsions cognitives joueraient un rôle dans l’apparition et le maintien des problèmes de jeu, ainsi que dans leur traitement (Cunningham, Hodgins et Toneatto, 2014; Cunningham, Hodgins, Toneatto et Murphy, 2012; Fortune et Goodie, 2012). La typologie des distorsions cognitives liées au jeu de Toneatto (1999, 2002) est à ce titre un outil utile pour conceptualiser les processus cognitifs des joueurs, bien que l’analyse ne précise pas les types de jeux de hasard en cause (Milosevic et Ledgerwood, 2010). Le présent article cherche à organiser à l’aide des catégories de Toneatto (1999, 2002) les croyances de 43 utilisateurs d’appareils à sous présentant un risque moyen ou problématique, recrutés et interviewés à Toronto (Canada). En conclusion, cette typologie permet de rendre compte de nombreux processus cognitifs liés au jeu, bien que certaines des croyances propres à cet échantillon de joueurs utilisant des appareils à sous aient nécessité une révision des catégories initiales. Fournissant un aperçu unique de la structure cognitive associée à ces croyances, telles qu’elles ont été décrites par les joueurs et selon leur nombre d’occurrences, cette étude donne à penser que le type de jeu de hasard en cause constitue un facteur important pour cerner et décrire les distorsions cognitives rattachées au jeu.


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