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Background and aims
Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players.
Methods
This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey.
Results
Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game.
Discussion
These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access.
Conclusions
Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming.
Background and Aims
Gambling and gaming activities have become increasingly recognised as sharing many common features at a structural and aesthetic level. Both have also been implicated as contributing to harm through excessive involvement. Despite this, relatively little attention has been given to the fundamental characteristics that differentiate these two classes of activity, especially in situations where the boundaries between them may be particularly hard to distinguish. This is evident, for example, in digital games that incorporate free and paid virtual currencies or items, as well as the capacity for wagering. Such overlaps create problems for regulatory classifications, screening, diagnosis and treatment. Is the problem related to the gambling or gaming content?
Methods
In this paper, we review the principal sources of overlap between the activity classes in terms of several dimensions: interactivity, monetisation, betting and wagering, types of outcomes, structural fidelity, context and centrality of content, and advertising.
Results
We argue that gaming is principally defined by its interactivity, skill-based play, and contextual indicators of progression and success. In contrast, gambling is defined by betting and wagering mechanics, predominantly chance-determined outcomes, and monetisation features that involve risk and payout to the player. A checklist measure is provided, with practical examples, to examine activities according to features of design and function, which may inform guidelines for policy makers, researchers and treatment providers.
Discussion and conclusions
We suggest that, in some instances, using category-based nomenclature (e.g., “gambling-like game”) may be too vague or cumbersome to adequately organise our understanding of new gaming/gambling hybrid activities.
Abstract
Background and aims
The prominent cognitive-behavioral model of hoarding posits that information processing deficits contribute to hoarding disorder. Although individuals with hoarding symptoms consistently self-report attentional and impulsivity difficulties, neuropsychological tests have inconsistently identified impairments. These mixed findings may be the result of using different neuropsychological tests, tests with poor psychometric properties, and/or testing individuals in a context that drastically differs from their own homes.
Methods
One hundred twenty-three participants (hoarding = 63; control = 60) completed neuropsychological tests of sustained attention, focused attention, and response inhibition in cluttered and tidy environments in a counterbalanced order.
Results
Hoarding participants demonstrated poorer sustained attention and response inhibition than the control group (CPT-3 Omission and VST scores) and poorer response inhibition in the cluttered environment than when in the tidy environment (VST scores). CPT-3 Detectability and Commission scores also indicated that hoarding participants had greater difficulty sustaining attention and inhibiting responses than the control group; however, these effect sizes were just below the lowest practically meaningful magnitude. Posthoc exploratory analyses demonstrated that fewer than one-third of hoarding participants demonstrated sustained attention and response inhibition difficulties and that these participants reported greater hoarding severity and greater distress in the cluttered room.
Discussion and conclusions
Given these findings and other studies showing that attentional difficulties may be a transdiagnostic factor for psychopathology, future studies will want to explore whether greater sustained attention and response inhibition difficulties in real life contexts contribute to comorbidity and functional impairment in hoarding disorder.
Abstract
Although humans can raise and lower their voice pitch, it is not known whether such alterations can function to increase the likelihood of attracting preferred mates. Because men find higher-pitched women's voices more attractive, the voice pitch with which women speak to men may depend on the strength of their attraction to those men. Here, we measured voice pitch when women left voicemail messages for masculinized and feminized versions of a prototypical male face. We found that the difference in women's voice pitch between these two conditions positively correlated with the strength of their preference for masculinized versus feminized male faces, whereby women tended to speak with a higher voice pitch to the type of face they found more attractive (masculine or feminine). Speaking with a higher voice pitch when talking to the type of man they find most attractive may function to reduce the amount of mating effort that women expend in order to attract and retain preferred mates.
Abstract
Recent research suggests that men may possess adaptations that evolved to counter strategic variation in women's preferences for masculine men. For example, women's preferences for masculine, dominant men are stronger during the fertile phase of the menstrual cycle than at other times and men demonstrate increased sensitivity to facial cues of male dominance when their partners are ovulating. Such variation in men's dominance perceptions may promote efficient allocation of men's mate guarding effort (i.e., allocate more mate guarding effort in response to masculine, dominant men in situations where women show particularly strong preferences for such men). Here, we tested for further evidence of adaptations that may have evolved to counter strategic variation in women's masculinity preferences. Men who reported having particularly feminine romantic partners demonstrated a greater tendency to attribute dominance to masculinized male faces than did men who reported having relatively masculine romantic partners. This relationship between partner femininity and men's sensitivity to facial cues of male dominance remained significant when we controlled for potential confounds (men's age, self-rated masculinity, reported commitment to their relationship, and the length of the relationship) and may be adaptive given that feminine women demonstrate particularly strong preferences for masculine, dominant men. While previous research has emphasized variation in women's masculinity preferences, our findings add to a growing body of research suggesting that sexual selection may also have shaped adaptations that evolved to counter such systematic variation in women's preferences for masculine, dominant men.
Abstract
Background and aims
Problem gambling severity and gambling-related harm are closely coupled, but conceptually distinct, constructs. The primary aim was to compare low-risk gambling limits when gambling-related harm was defined using the negative consequence items of the Problem Gambling Severity Index (PGSI-Harm) and the Short Gambling Harms Scale items (SGHS-Harm). A secondary aim was compare low-risk limits derived using a definition of harm in which at least two harms across different domains (e.g. financial and relationship) were endorsed with a definition of harm in which at least two harms from any domain were endorsed.
Methods
Data were collected from dual-frame computer-assisted telephone interviews of 5,000 respondents in the fourth Social and Economic Impact Study (SEIS) of Gambling in Tasmania. Receiver operating characteristic (ROC) curve analyse were conducted to identify low-risk gambling limits.
Results
PGSI-Harm and SGHS-Harm definitions produced similar overall limits: 30–37 times per year; AUD$510–$544 per year; expenditure comprising no more than 10.2–10.3% of gross personal income; 400–454 minutes per year; and 2 types of gambling activities per year. Acceptable limits (AUC ≥0.70) were identified for horse/dog racing, keno, and sports/other betting using the PGSI definition; and electronic gaming machines, keno, and bingo using the SGHS definition. The requirement that gamblers endorse two or more harms across different domains had a relatively negligible effect.
Discussion and conclusions
Although replications using alternative measures of harm are required, previous PGSI-based limits appear to be robust thresholds that have considerable potential utility in the prevention of gambling-related harm.
Abstract
Background and aims
It is well understood that engagement with some forms of gambling, like EGMs, is riskier than other forms. However, while reports of associations are common, few studies have attempted to evaluate and compare the relative risk of all available forms, and none have estimated the relative contribution of each form to the total burden of gambling problems (GP) in a population.
Methods
Using an aggregated dataset of national and state-based prevalence studies in Australia (N = 71,103), we estimated prevalence and unique effects of frequency of engagement on each form on GP. Two alternative numerical methods were then applied to infer the relative contribution of each form to the total amount of GP.
Results
EGMs are responsible for 51%–57% of gambling problems in Australia, and 90% of gambling problems are attributable to EGMs, casino, race, and sports betting. Casino table games and EGMs are equally risky at the individual level, but the former contribute far less to problems due to low participation. Bingo and lottery play show no statistically detectable risk for GP.
Discussion and conclusion
The results illustrate which forms present the greatest population burden and illuminate the reasons why. EGMs have an outsized impact. EGM uniquely combines high risk conditional on play, with a high participation rate and a high frequency of play among participants. This is in contrast to risky but less commonly played casino games, and prevalent but non-risky forms like lotteries. We conclude that EGM regulation should be a primary focus of policy action in Australia. More innovative policy ideas relating to EGMs should be tested due to the disproportionate impact of this product type.