Abstract
Legalized gambling has become both a major industry and concern in the United States, but little research from the behavior-analytic perspective has been done on the topic. The present study consisted of two experiments that had participants play a computer-simulated slot machine. The variables manipulated were the percentage payback rate (i.e., overall rate of reinforcement) and the amount of money the credits being wagered were worth (i.e., reinforcer magnitude). Experiment 1 investigated these variables using a between-groups design. Experiment 2 investigated them using a within-subjects design. Results from both experiments demonstrated that participants’ gambling behavior did not vary as a function of payback percentage. Their behavior was, however, sensitive to credit value; overall, participants bet less when the credits were worth more. These findings have potential implications for why some people display “problem gambling.” They will also hopefully promote research on a topic that has been largely ignored by the field of behavior analysis.
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Portions of the present study were completed in partial fulfillment of Andrew Brandt’s senior honor’s thesis. The authors thank Kelly Bishop and Melanie Hulst for their help in data collection. They also thank Jeffrey E. Holm and Cheryl Terrance for their statistical expertise.
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Weatherly, J.N., Brandt, A.E. Participants’ Sensitivity to Percentage Payback and Credit Value When Playing a Slot-Machine Simulation. Behav. Soc. Iss. 13, 33–51 (2004). https://doi.org/10.5210/bsi.v13i1.34
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DOI: https://doi.org/10.5210/bsi.v13i1.34