视频扑克的波动性增加会导致更多的玩家获胜,但连胜时间更短——模拟证据。

IF 6.6 1区 医学 Q1 PSYCHIATRY Journal of Behavioral Addictions Pub Date : 2023-09-25 DOI:10.1556/2006.2023.00048
Jussi Palomäki, Nigel Turner, Joseph Macey, Sari Castrén
{"title":"视频扑克的波动性增加会导致更多的玩家获胜,但连胜时间更短——模拟证据。","authors":"Jussi Palomäki,&nbsp;Nigel Turner,&nbsp;Joseph Macey,&nbsp;Sari Castrén","doi":"10.1556/2006.2023.00048","DOIUrl":null,"url":null,"abstract":"<p><strong>Objective and method: </strong>Electronic gambling machines are a prominent cause of significant gambling harms globally. We use simulations of a simplified video poker game to show how changes in game volatility, defined primarily by the size of the main prize, affect patterns of wins and losses as well as winning streaks.</p><p><strong>Results: </strong>We found that in low- and medium volatility games the proportion of winning players quickly drops to zero after about 30 h of play, while in the high volatility game 5% of players are still winning after playing for 100 h. However, the proportion of winning streaks was significantly higher in the low- and medium volatility games compared with high volatility: the simulated players were on a winning streak about 26.3, 25.6 and 18% of the time in the low-, medium- and high volatility games, respectively.</p><p><strong>Conclusions: </strong>Fast-paced video poker with varying volatility levels but identical return-to-player rates and win frequencies can yield highly different result patterns across individuals. These patterns may be counter-intuitive for players and difficult to realize without simulations and visualizations. We argue that the findings have relevance for responsible gambling communication and for building a better understanding of how cognitive biases influence gambling behaviour.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":""},"PeriodicalIF":6.6000,"publicationDate":"2023-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ftp.ncbi.nlm.nih.gov/pub/pmc/oa_pdf/37/94/jba-12-711.PMC10562822.pdf","citationCount":"1","resultStr":"{\"title\":\"Increased volatility in video poker results in more winning players but shorter winning streaks - Evidence from simulations.\",\"authors\":\"Jussi Palomäki,&nbsp;Nigel Turner,&nbsp;Joseph Macey,&nbsp;Sari Castrén\",\"doi\":\"10.1556/2006.2023.00048\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Objective and method: </strong>Electronic gambling machines are a prominent cause of significant gambling harms globally. We use simulations of a simplified video poker game to show how changes in game volatility, defined primarily by the size of the main prize, affect patterns of wins and losses as well as winning streaks.</p><p><strong>Results: </strong>We found that in low- and medium volatility games the proportion of winning players quickly drops to zero after about 30 h of play, while in the high volatility game 5% of players are still winning after playing for 100 h. However, the proportion of winning streaks was significantly higher in the low- and medium volatility games compared with high volatility: the simulated players were on a winning streak about 26.3, 25.6 and 18% of the time in the low-, medium- and high volatility games, respectively.</p><p><strong>Conclusions: </strong>Fast-paced video poker with varying volatility levels but identical return-to-player rates and win frequencies can yield highly different result patterns across individuals. These patterns may be counter-intuitive for players and difficult to realize without simulations and visualizations. We argue that the findings have relevance for responsible gambling communication and for building a better understanding of how cognitive biases influence gambling behaviour.</p>\",\"PeriodicalId\":15049,\"journal\":{\"name\":\"Journal of Behavioral Addictions\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":6.6000,\"publicationDate\":\"2023-09-25\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://ftp.ncbi.nlm.nih.gov/pub/pmc/oa_pdf/37/94/jba-12-711.PMC10562822.pdf\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Behavioral Addictions\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1556/2006.2023.00048\",\"RegionNum\":1,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHIATRY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Behavioral Addictions","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1556/2006.2023.00048","RegionNum":1,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHIATRY","Score":null,"Total":0}
引用次数: 1

摘要

目的和方法:电子赌博机是造成全球重大赌博危害的突出原因。我们使用简化视频扑克游戏的模拟来显示游戏波动性的变化(主要由主要奖金的大小定义)如何影响输赢模式以及连胜。结果:我们发现,在低波动和中等波动的游戏中,获胜玩家的比例在玩了大约30小时后迅速降至零,而在高波动游戏中,5%的玩家在玩了100小时后仍然获胜。然而,与高波动率相比,低波动率和中波动率游戏中的连胜比例显著更高:模拟玩家在低波动率、中波动率和高波动率游戏的连胜时间分别约为26.3%、25.6%和18%。结论:快节奏的视频扑克具有不同的波动水平,但玩家回报率和获胜频率相同,可能会在不同的个人中产生截然不同的结果模式。这些模式对玩家来说可能是反直觉的,如果没有模拟和可视化,很难实现。我们认为,这些发现与负责任的赌博交流以及更好地理解认知偏见如何影响赌博行为有关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

摘要图片

摘要图片

摘要图片

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Increased volatility in video poker results in more winning players but shorter winning streaks - Evidence from simulations.

Objective and method: Electronic gambling machines are a prominent cause of significant gambling harms globally. We use simulations of a simplified video poker game to show how changes in game volatility, defined primarily by the size of the main prize, affect patterns of wins and losses as well as winning streaks.

Results: We found that in low- and medium volatility games the proportion of winning players quickly drops to zero after about 30 h of play, while in the high volatility game 5% of players are still winning after playing for 100 h. However, the proportion of winning streaks was significantly higher in the low- and medium volatility games compared with high volatility: the simulated players were on a winning streak about 26.3, 25.6 and 18% of the time in the low-, medium- and high volatility games, respectively.

Conclusions: Fast-paced video poker with varying volatility levels but identical return-to-player rates and win frequencies can yield highly different result patterns across individuals. These patterns may be counter-intuitive for players and difficult to realize without simulations and visualizations. We argue that the findings have relevance for responsible gambling communication and for building a better understanding of how cognitive biases influence gambling behaviour.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
期刊最新文献
Long-term changes on behavioral addictions symptoms among adults with attention deficit hyperactivity disorder treated with methylphenidate. Mainland China's 2021 restrictions on under-18s' video game time were imposed when older 2019 restrictions already applied: Omitting the historical regulatory context is misleading. Longitudinal trait and state-like differences in the components model of addiction: An illustration through social media addiction and work addiction. "Phones off while school's on": Evaluating problematic phone use and the social, wellbeing, and academic effects of banning phones in schools. Emotional difficulties mediate the impact of adverse childhood experiences on compulsive buying-shopping problems.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1