Evidence map›Paper›PMID 39412891›Full record

ArticleJournal of behavioral addictions2024

Illusions of control: A quasi-experiment comparing skill-based and traditional slot machines.

Matthew Rockloff, Alex M T Russell, Nerilee Hing, Matthew Browne, Hannah Thorne, Philip Newall, Tess Visintin

Abstract readComparative Study
In one paragraph

Article in Journal of behavioral addictions, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Matthew Rockloff1 Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.ORCID 0000-0002-0080-2690
Alex M T Russell1 Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.ORCID 0000-0002-3685-7220
Nerilee Hing1 Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.ORCID 0000-0002-2150-9784
Matthew Browne1 Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.ORCID 0000-0002-2668-6229
Hannah Thorne1 Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.ORCID 0000-0002-2830-2911
Philip Newall1 Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.ORCID 0000-0002-1660-9254
Tess Visintin1 Experimental Gambling Research Laboratory, School of Health, Medical and Applied Sciences, CQUniversity, Australia.ORCID 0000-0001-9683-7371

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background and Aims: Electronic gaming machines (EGMs) are a significant source of gambling spend due to their widespread use. Skill-based gambling machines (SGMs) represent an innovative adaptation, merging EGMs' chance-based rewards with video game-like skills. This study aimed to explore the appeal and behavioural consequences of playing SGMs in comparison to traditional reel-based EGMs, particularly focusing on illusions of control, betting behaviour, and the subjective experience of gamblers. Methods: Participants (N = 1,260) were recruited online and engaged in an online task simulating either an SGM or a reel-based EGM, with outcomes represented to influence their survey compensation. The study examined the effect of SGMs relative to EGMs on bet size, persistence, enjoyment, illusions of control, game immersion, and the influence of demographic and gambling problem severity. Results: SGMs particularly appealed to younger adults, regular EGM players, and people with more gambling problems. Despite identical payout structures, people assigned to play SGM showed greater illusions of control, believing in the influence of skill on game outcomes and that practice could improve results. However, there was no significant difference in overall betting intensity between SGM and EGM players, although specific demographic groups showed faster betting speeds in SGMs. Discussion and Conclusions: SGMs, despite not inherently encouraging higher betting intensity, attract vulnerable groups and create illusions of control, posing new regulatory challenges. The visual and interactive features of SGMs, while appealing, might contribute to these perceptions, indicating a need for careful regulation and further research on their long-term impacts on gambling behaviour and harm.

Indexed as

GamblingIllusionsAdolescentAdultFemaleHumansMaleMiddle AgedRewardVideo GamesYoung Adultbetting behaviorelectronic gaming machines (EGMs)gambling harmillusions of controlskill-based gambling machines (SGMs)video gaming and gambling

Identifiers

PMID39412891
PMCPMC11737417

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.