scholarly journals PAR Sheets, probabilities, and slot machine play: Implications for problem and non-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.


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.


2021 ◽  
Vol 2021 ◽  
pp. 1-8
Author(s):  
Pantelis-Arsenios Kamanas ◽  
Angelo Sifaleras ◽  
Nikolaos Samaras

This work presents a Variable Neighborhood Search (VNS) approach for solving the Return-To-Player (RTP) optimization problem. A large number of software companies in the gaming industry seek to solve the RTP optimization problem in order to develop modern virtual casino gambling machines. These slot machines have a number of reels (e.g., three or more) that spin once a button is pushed. Each slot machine is required to have an RTP in a particular range according to the legislation of each country. By using a VNS framework that guides two local search operators, we show how to control the distribution of the symbols in the reels in order to achieve the desired RTP. In this study, optimization refers only to base game, the core of slot machine games, and not in bonus games, since a bonus game is triggered once two, three, or more specific symbols occur in the gaming monitor. Although other researchers have tried to solve the RTP problem in the past, this is the first time that a VNS methodology is proposed for this problem in the literature with good computational results.


2020 ◽  
Author(s):  
SL Fryer ◽  
BJ Roach ◽  
CB Holroyd ◽  
MP Paulus ◽  
K Sargent ◽  
...  

ABSTRACTSlot machines are a popular form of gambling, offering a tractable way to experimentally model reward processes. This study used a 3-reel slot paradigm to assess psychologically distinct phases of reward processing, reflecting anticipation, and early and late-stage outcome processing. EEG measures of winning, nearly missing (a losing outcome revealed at the final, third reel), and “totally” missing (a losing outcome revealed earlier, at the second reel) were collected from healthy adults (n=54). Condition effects were evaluated in: i) event-related potential (ERP) components reflecting anticipatory attention (stimulus preceding negativity, SPN) and outcome processing (reward positivity, RewP and late-positive potential, LPP) and ii) total power and phase synchrony of theta and delta band oscillations. Behaviorally, trial initiation was fastest after a near miss outcome and slowest after a winning outcome. As expected, a significant SPN was observed for possible wins (AA) vs. total misses (AB), consistent with reward anticipation. In addition, significantly larger win (AAA) vs. near miss (AAB) amplitudes were observed for the RewP and LPP to wins and LPP to near misses (vs. total misses) reflecting early and late-stage outcome processing effects. There was an effect of reel position on the RewP, with larger effects in the final reel (AAA-AAB) relative to the 2nd-reel locked difference waves (AA-AB). Across all outcomes, near misses elicited the largest and most phase-synchronized theta responses, while wins elicited larger and more phase-synchronized delta responses than total misses, with near misses not differing from wins or total misses. Phase locking measures contrasting win vs. near miss delta and theta synchronization, within time windows corresponding to ERP measurements, covaried with RewP, but not SPN or LPP, amplitude. Lastly, EEG measures showed differential relationships with age and self-reported consummatory pleasure. In the context of slot machine play, where reward anticipation and attainment place minimal demands on effort and skill, ERP and time-frequency methods capture distinct neurophysiological signatures of reward anticipation and outcome processing.


2015 ◽  
pp. 22 ◽  
Author(s):  
Vance V. MacLaren ◽  
Kevin A. Harrigan ◽  
Michael J. Dixon

Video Instant Ticket Vending Machines (V-ITVMs) are a new form of electronic gambling machine currently being introduced to the North American markets of Ontario, Maryland, Missouri and New Mexico. The present paper is intended to raise awareness among regulators, problem gambling researchers, and clinicians about the nature of these games. These V-ITVMs resemble slot machines and present audiovisual content along with the sale of the tickets. We discuss several potentially harmful features of these games, ones which may promote problem gambling behaviour, such as fast continuous play, losses disguised as wins, near misses, deceptive bonus rounds, and a tendency to promote false beliefs among players who are vulnerable to disordered gambling behaviour. Effective programs for problem gambling prevention and treatment should be implemented as vital parts of any initiative to introduce V-ITVMs.


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.


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