Document Type
Poster Presentation
Abstract
The current research examined the patterns of gambling, specifically those in video poker. There is little research on this subject, and the research that exists tends to examine compulsive gambling (Maccallum & Blaszczynski, 2002, & Shepherd & Dickerson, 2001). This study examined people who do not necessarily have a gambling problem and attempted to determine whether or not the near miss phenomena, or a near win hand, is reinforcing to the video poker players. The software being used is a modified version of the video poker package developed by Dixon, Mac Lin, and Hayes (1999) and can be used on most Microsoft Windows operating systems. The uniqueness of this study can be found in the fact that it focused on different response latencies, with an emphasis on betting patterns when participants are given a certain hand (i.e. a hand that only requires one more card to win a large amount of money). It is hypothesized that those participants who have been rewarded for betting more will continue to bet more until this behavior is extinguished. The question the study will attempt to answer is whether just being in the situation of the near miss phenomenon is reinforcing in and of itself.
Publication Date
2003
Journal Title
Conference Proceedings: Undergraduate Social Science Research Conference
Volume
7
Issue
1
First Page
120
Last Page
122
Copyright
©2003 by the University of Northern Iowa
Language
en
File Format
application/pdf
Publisher
University of Northern Iowa
City
Cedar Falls, IA
Recommended Citation
Daugherty, Dustin; Tangeman, Nick; and MacLin, Otto H.
(2003)
"Gambling Patterns in Video Poker,"
Conference Proceedings: Undergraduate Social Science Research Conference: Vol. 7:
Iss.
1, Article 28.
Available at:
https://scholarworks.uni.edu/csbsproceedings/vol7/iss1/28