The role of cognitive bias and skill in fruit machine gambling
Background
cognitive bias: observer effects in the human mind, some of which can lead to perceptual distortion, inaccurate judgement or illogical interpretation. It's a phenomenon studied in cognitive science and social psychology.
why gamblers gamble (reasons given by gamblers):
. To provide excitement
. To be more social, shyness
. To numb up unpleasant feelings, not think about problems
. To relax after a stressful day
. To solve money problems
Lesson 2
Today we looked at the sample/participants, examples of cognitive bias in gamblers, how qualitative data was measured, content analysis, how the quantitative DV's were measured, procedure, controls, results of behaviour, significant behavioural findings, significance in research, skills of fruit machine gambling reported by gamblers, significant findings of differences, usefulness, improvements that could be made, how this would be operationalised and the implicatons of this; weaknesses, observations and strengths of the study.
content analysis: carried out in a similar way to an observation by putting the number of times a certain behaviour (utterance) occurs into categories and then adding them up.
OCR Core studies
Psychology of
individual differences: Griffiths (1994)
The role of cognitive bias and skill in fruit
machine gambling
INFORMATION: Aim: To examine cognitive biases in gambling behaviour. It
has been proposed that gamblers show biases in their thought processes. The
study examines the behaviour of regular (R) and non-regular (non-R) gamblers when
playing on fruit machines. It tests: (i) if their skill at gambling is real or
perceived (by comparing their success); (ii) what the cognitive activities are
of R and non-R gamblers (using the ‘thinking aloud method’); and (iii) the R
and non-R gamblers’ subjective views of skill (using semi-structured interviews).
Hypotheses: (a) there will be
no difference in objective measures of skill between R and non-R gamblers; (b) R
gamblers will produce more irrational verbalisations than non-R gamblers; and (c)
R and non-R gamblers will view the skill of fruit-machine playing differently.
METHOD: Method: Observation, interviews.
Setting: Amusement arcade. Participants (ps): 60 ps (mean
age 23.4 years). All had played on fruit machines at least once. There were 30
R gamblers (29 males) who played at least once a week and 30 non-R gamblers (15
males) who gambled once a month or less. Procedure:
All ps were given £3 to gamble which gave them 30 free gambles. All were asked
to gamble for a minimum of 60 gambles. If they did, they could keep the
winnings or continue playing. R and non-R ps were randomly allocated into a ‘thinking
aloud’ group or ‘non-thinking aloud’ group. The ‘thinking aloud’ group were
asked to verbalise every thought they had while playing. The verbalisations
were recorded and transcribed within 24 hours. For all ps, the author recorded objective
behavioural measures (e.g., the total time played and the amount of winnings).
All ps were also interviewed about their views of the skill involved in
fruit-machine playing.
RESULTS: Objective measures: There was no
difference between R and non-R gamblers (R gamblers did have a higher playing
rate of gambles than non-R gamblers but there was no difference in winnings). Verbalisations: Content analysis showed
that R gamblers produced significantly more irrational verbalisations (14%) than
non-R gamblers (2.5%), such as personifying the machine (e.g., “It stitches me
up every time”). Subjective measures:
Semi-structured interviews showed that R gamblers viewed themselves as above
average in skill, whereas non-R gamblers viewed themselves as below average.
CONCLUSION: The
findings support the hypotheses. The difference between R and non-R
gamblers is most likely cognitive rather than down to skill. R gamblers process
information differently and believe that there is more skill involved than
there actually is.
Experimental
method &design
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Observation and
semi-structured interview (plus content analysis of qualitative data).
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Experimental sampling
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Participants were recruited
via adverts in local universities and colleges. Regular gamblers recruited
through a regular gambler known to the researcher. Male-biased sample (44
males, 16 females) but see ‘Generalisations’ below.
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Controls
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Good (e.g., all
participants had played on fruit machines at least once).
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Qualitative/quantitative
measures
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Quantitative data consisted
of record of length of time gambling of fruit machine, number of wins, etc.
Qualitative data consisted of verbalisations in ‘think aloud’ groups. The
qualitative data was transformed into quantitative data using content
analysis. A coding scheme was used to put utterances into categories, these were
then tallied and analysed (e.g., calculated as a percentage of total
utterances, and analysed using t-tests). Content analysis of data has high
ecological validity but the categorisation of verbalisations is subjective.
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Ecological validity
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The research has good
ecological validity (e.g., it was conducted in a local amusement arcade
rather than in a laboratory; it used qualitative data collected in this
setting).
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Confounding variables
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The verbalisations were
transcribed and categorised by the researcher who was not blind to the
hypotheses.
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Usefulness of research
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The knowledge of irrational
thought processes may be a help in rehabilitating gamblers through cognitive
behaviour modification (e.g., by trying to modify their thought patterns).
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Validity/reliability
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The reliability and
validity of the categorisation of the participants’ utterances is unknown as
the utterances were specific to the gambling context, which was only observed
by the researcher.
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Generalisations
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As the study uses a large
proportion of male participants, it is not clear how much the findings can
generalise to females. However, fruit machine gambling is very male-dominated
so it is not surprising that only one female regular gambler was recruited.
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Observation studies
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The observational method
has high ecological validity but it is difficult to replicate.
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Self-report measures
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It used self-report methods
which may not really reflect the participants’ real views/thoughts. It used
semi-structured interviews which are flexible but open-ended questions are
harder to analyse than in structured interviews.
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