Abstract

Slot machines are a very popular form of gambling in which a small proportion of gamblers experience gambling-related problems. These players refer to a trance-like state that researchers have labelled ‘dark flow’—a pleasurable, but maladaptive state where players become completely occupied by the game. We assessed 110 gamblers for mindfulness (using the Mindful Attention Awareness Scale), gambling problems (using the Problem Gambling Severity Index), depressive symptoms (using the Depression, Anxiety, and Stress Scale), and boredom proneness (using the Boredom Proneness Scale). Participants played both a multiline and single-line slot machine simulator and were occasionally interrupted with thought probes to assess whether they were thinking about the game or something else. After playing each game, we retrospectively assessed dark flow and affect during play. Our key results were that the number of “on-game” reports during the multiline game were significantly higher than the single-line game, and that we found significantly greater flow during the multiline game than the single-line game. We also found significantly lower negative affect during the multiline game than the single-line game. Using hierarchical multiple regression, we found that dark flow accounted for unique variance when predicting problem gambling severity (over and above depression, mindfulness, and boredom proneness). These assessments help bolster our previous assertions about escape gambling—if some players are prone to having their mind-wander to negative places, the frequent but unpredictable reinforcement of multiline slot machines may help rein in the wandering mind and prevent minds from unintentionally wandering to negative thoughts.

Highlights

  • In our home jurisdiction of Ontario, Canada, the Ontario Lottery and Gaming Corporation (OLG) is a government body responsible for conducting and managing casinos, gaming facilities, and lotteries

  • Using Steiger’s Z (Steiger, 1980) we showed that the correlation between mindfulness from the Mindful Attention Awareness Scale (MAAS) and Problem Gambling Severity Index (PGSI) was significantly different from the correlation between our in-game measure of mindfulness and PGSI, Z = − 2.56, p =

  • We capitalized on previous research that shows that problem gambling severity significantly correlates with flow during play (Dixon et al, 2017, 2014, 2019a, 2019b, 2014; Murch et al, 2017)

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Summary

Introduction

In our home jurisdiction of Ontario, Canada, the Ontario Lottery and Gaming Corporation (OLG) is a government body responsible for conducting and managing casinos, gaming facilities, and lotteries. In a report conducted for the Ontario Problem Gambling Research Centre and the Ontario Ministry of Health and Long-Term Care, Willams and Volberg (2013) estimated that problem gamblers account for approximately one quarter (24.1%) of the revenue generated from government-sponsored gambling. They note that the proportion of revenue generated from problem gamblers playing electronic gambling machines (e.g., slot machines) is even higher (Williams & Volberg, 2013). It is essential to understand why slot machines have the propensity to create such problems and which players are most likely to be negatively impacted by slots play

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