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Record W2943153303 · doi:10.4309/jgi.2019.41.4

When Losing Money and Time Feels Good: The Paradoxical Role of Flow in Gambling

2019· article· en· W2943153303 on OpenAlex
Raymond Lavoie, Kelley Main

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

venuePublished in a venue whose home country is Canada.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueJournal of Gambling Issues · 2019
Typearticle
Languageen
FieldPsychology
TopicGambling Behavior and Treatments
Canadian institutionsnot available
Fundersnot available
KeywordsPsychologyCounterintuitiveSocial psychologyContext (archaeology)Epistemology

Abstract

fetched live from OpenAlex

Despite being well-known for its positive consequences, the psychological state of flow has raised some concerns. In this research, we advanced our understanding of the relationships that flow has in the context of online gambling. Across two studies, in which participants played blackjack and slots, we demonstrated that flow is associated with an increase in the amount of time spent gambling. Flow is also related to an increase in the amount of money spent. We demonstrated that the reason that flow increases the amount of playing time is that its inherently enjoyable nature makes it difficult to stop. We also tested the alternative hypothesis that this relationship occurs because in flow, people lose track of time. Although flow is related to losing track of time, that does not mediate the relationship with playing time. Lastly, we demonstrated that despite losing more money and spending more time while gambling, those who experienced flow had more enjoyable experiences overall, creating a counterintuitive and potentially dangerous situation for gamblers. A secondary goal of this research was to explore ways in which to protect consumers from this paradox. We used warning messages and on-screen interruptions to potentially thwart flow. However, both tactics were ineffective. We discuss the implications for future research and practice.RésuméBien qu’il soit connu pour ses conséquences positives, l’état de fonctionnement psychologique optimal (state of flow) suscite certaines inquiétudes. Dans cette recherche, nous approfondissons notre compréhension des relations propres à cet état qui s’établissent dans le contexte du jeu en ligne. Dans deux études dans lesquelles les participants ont joué au blackjack et à des machines à sous, nous avons démontré que l’état optimal est associé à une augmentation du temps passé à jouer. Cet état psychologique est également lié à une augmentation des dépenses. Nous démontrons la raison pour laquelle l’état optimal augmente le temps de jeu, notamment sa nature intrinsèquement agréable qui rend un arrêt difficile. Nous avons également testé l’autre hypothèse selon laquelle cette relation est due au fait que, dans cet état optimal, les gens perdent le contrôle du temps. Bien que cet état soit lié à la perte de la notion du temps, cela ne modifie pas la relation avec le temps de jeu. Enfin, nous démontrons que malgré la perte d’argent et la perte de temps au jeu, ceux qui vivent une expérience optimale au jeu ont eu des expériences plus agréables dans l’ensemble, créant une situation contre-intuitive et potentiellement nocive pour les joueurs. Un objectif secondaire de cette recherche est d’explorer les moyens de protéger les consommateurs de ce paradoxe. Nous avons utilisé des messages d’avertissement et des interruptions à l’écran pour tenter d’entraver l’état optimal, en vain. Ces deux tactiques se révèlent inefficaces. Nous abordons les répercussions pour la recherche et la pratique futures.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.039
Threshold uncertainty score0.514

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.105
GPT teacher head0.397
Teacher spread0.291 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it