The age-related positivity effect in electronic gambling.
- Publisher:
- TAYLOR & FRANCIS INC
- Publication Type:
- Journal Article
- Citation:
- Exp Aging Res, 2018, 44, (2), pp. 135-147
- Issue Date:
- 2018-03
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The age related positivity effect in electronic gambling.pdf | Published version | 1.35 MB |
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Full metadata record
Field | Value | Language |
---|---|---|
dc.contributor.author | Bailey, PE | |
dc.contributor.author | Gonsalvez, CJ | |
dc.contributor.author | Maiuolo, M | |
dc.contributor.author | Leon, T | |
dc.contributor.author | Benedek, G | |
dc.date.accessioned | 2022-09-09T20:51:08Z | |
dc.date.available | 2022-09-09T20:51:08Z | |
dc.date.issued | 2018-03 | |
dc.identifier.citation | Exp Aging Res, 2018, 44, (2), pp. 135-147 | |
dc.identifier.issn | 0361-073X | |
dc.identifier.issn | 1096-4657 | |
dc.identifier.uri | http://hdl.handle.net/10453/161591 | |
dc.description.abstract | BACKGROUND: Older adults are increasingly spending time and money playing electronic gambling machines (EGMs). The current study assessed whether the age-related positivity effect influences responding to various EGM outcomes, including wins and losses of equivalent magnitude and frequency. We also explored cognitive mechanisms potentially underpinning the positivity effect. METHODS: We recorded the skin conductance response (SCR) of healthy older and younger adults while they played for wins, losses, and fake wins (losses disguised as wins). After every win and fake win, participants were forced to choose red or black to either double their win or lose it. They also provided ratings of enjoyment and excitement, estimated number of wins and losses, and completed measures of cognitive function. RESULTS: Young and older adults demonstrated larger SCRs to wins relative to losses. When these wins and losses were of equivalent magnitude and frequency following a double-or-nothing scenario, only older adults responded more to a win than a loss. There were no age group differences in excitement and enjoyment, but older adults were more accurate than young adults in their recall of wins and losses. CONCLUSION: During EGM play, young and older adults demonstrate similar patterns on autonomic arousal. However, young adults' responding suggests generalized excitement, whereas older adults respond more to the prospect of financial gain. | |
dc.format | Print-Electronic | |
dc.language | eng | |
dc.publisher | TAYLOR & FRANCIS INC | |
dc.relation | http://purl.org/au-research/grants/arc/DP130101420 | |
dc.relation.ispartof | Exp Aging Res | |
dc.relation.isbasedon | 10.1080/0361073X.2017.1422474 | |
dc.rights | info:eu-repo/semantics/closedAccess | |
dc.subject | 1103 Clinical Sciences, 1117 Public Health and Health Services, 1701 Psychology | |
dc.subject.classification | Experimental Psychology | |
dc.subject.mesh | Adolescent | |
dc.subject.mesh | Adult | |
dc.subject.mesh | Aged | |
dc.subject.mesh | Aged, 80 and over | |
dc.subject.mesh | Aging | |
dc.subject.mesh | Arousal | |
dc.subject.mesh | Female | |
dc.subject.mesh | Galvanic Skin Response | |
dc.subject.mesh | Gambling | |
dc.subject.mesh | Humans | |
dc.subject.mesh | Male | |
dc.subject.mesh | Middle Aged | |
dc.subject.mesh | Motivation | |
dc.subject.mesh | Reward | |
dc.subject.mesh | Young Adult | |
dc.subject.mesh | Humans | |
dc.subject.mesh | Gambling | |
dc.subject.mesh | Motivation | |
dc.subject.mesh | Reward | |
dc.subject.mesh | Arousal | |
dc.subject.mesh | Galvanic Skin Response | |
dc.subject.mesh | Aging | |
dc.subject.mesh | Adolescent | |
dc.subject.mesh | Adult | |
dc.subject.mesh | Aged | |
dc.subject.mesh | Aged, 80 and over | |
dc.subject.mesh | Middle Aged | |
dc.subject.mesh | Female | |
dc.subject.mesh | Male | |
dc.subject.mesh | Young Adult | |
dc.title | The age-related positivity effect in electronic gambling. | |
dc.type | Journal Article | |
utslib.citation.volume | 44 | |
utslib.location.activity | United States | |
utslib.for | 1103 Clinical Sciences | |
utslib.for | 1117 Public Health and Health Services | |
utslib.for | 1701 Psychology | |
pubs.organisational-group | /University of Technology Sydney | |
pubs.organisational-group | /University of Technology Sydney/Faculty of Health | |
pubs.organisational-group | /University of Technology Sydney/Faculty of Health/Graduate School of Health | |
pubs.organisational-group | /University of Technology Sydney/Faculty of Health/Graduate School of Health/GSH.Clinical Psychology | |
utslib.copyright.status | closed_access | * |
dc.date.updated | 2022-09-09T20:51:04Z | |
pubs.issue | 2 | |
pubs.publication-status | Published | |
pubs.volume | 44 | |
utslib.citation.issue | 2 |
Abstract:
BACKGROUND: Older adults are increasingly spending time and money playing electronic gambling machines (EGMs). The current study assessed whether the age-related positivity effect influences responding to various EGM outcomes, including wins and losses of equivalent magnitude and frequency. We also explored cognitive mechanisms potentially underpinning the positivity effect. METHODS: We recorded the skin conductance response (SCR) of healthy older and younger adults while they played for wins, losses, and fake wins (losses disguised as wins). After every win and fake win, participants were forced to choose red or black to either double their win or lose it. They also provided ratings of enjoyment and excitement, estimated number of wins and losses, and completed measures of cognitive function. RESULTS: Young and older adults demonstrated larger SCRs to wins relative to losses. When these wins and losses were of equivalent magnitude and frequency following a double-or-nothing scenario, only older adults responded more to a win than a loss. There were no age group differences in excitement and enjoyment, but older adults were more accurate than young adults in their recall of wins and losses. CONCLUSION: During EGM play, young and older adults demonstrate similar patterns on autonomic arousal. However, young adults' responding suggests generalized excitement, whereas older adults respond more to the prospect of financial gain.
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