what expression is commonly used to describe slot machines?
what are the three categories of drug harms?
how do the categories of drug harm relate to gambling?
what are capture rates?
from the proportion of people who use the substance, what proportion have problematic use
* usually most people who smoke cigarettes are addicted in some way (high capture rate)
* lots of people drink alcohol but not a large proportion of them are addicted (low capture rate)
what are the capture rates on some popular forms of gambling?
how common is lottery play among problem gamblers?
what is the history of the slot machine?
what are EGMs? what is a VLT?
electronic gaming machines
* any form of gambling you can do while standing at an electronic terminal
* they are called different names internationally
* VLT is a slot machine that is in a pub/bar (not allowed in BC)
what forms of gambling bring in the most revenue? how is this related to problem gambling?
do different types of gambling differ in their harm?
what form of gambling is most common among problem gamblers?
what is the progression from initial use of gambling to problematic use for EGM gamblers and non-EGM gamblers?
when people describe slot machines (EGMs) as the ‘crack cocaine of gambling’, which of these statements are based on firm evidence?
a. slot machines are the most accessible form of gambling
b. slot machines are known to have a stronger effect on the brain dopamine system
c. slot machines act as a gateway to other forms of gambling
d. people with gambling problems typically have slot machines as their preferred form of gambling
d. people with gambling problems typically have slot machines as their preferred form of gambling
what are the structural characteristics of gambling products?
how should policy makers decide whether a new game should be brought into the market?
how do near misses effect how long a person gambles?
do slot machines increase the number of near misses?
what type of gambling allows for ‘losses disguised as wins’?
how do losses disguised as wins affect gamblers?
how do multi-line vs. single line games affect gamblers with high PGSI scores?
what is dark flow? what is it correlated with? why might people experience it?
what does it mean to be “zoned out” or “zoned in”? which one is experience while gambling?
which of the following is unlikely to explain the increased harms with EGM gambling?
a. intense audiovisual feedback
b. slow speed of play
c. high rate of near-misses
d. frequent reinforcement including LDWs
e. immersive game design
b. slow speed of play
what study looks at whether dark flow state is a zoned in or zoned out state?