Deconstructing the Modern Slot Machine: Psychological
Ingredients and Personal Vulnerabilities
Dr Luke Clark
New Horizons in Responsible Gambling
22 February 2017
Disclosure Statement
The Centre for Gambling Research at UBC is
supported by the British Columbia Lottery
Corporation (a Crown Corporation) and the Province
of BC government.
Honoraria: Svenska Spel (Sweden), Victorian
Responsible Gambling Foundation (Australia),
National Center for Responsible Gaming (US)
Consultancy: Cambridge Cognition Ltd (UK)
Objectives
• Psychiatry and neuroscience has focussed on personal vulnerability
factors to gambling addiction, neglecting the role of the gambling
product.
• Modern slot machines are among the most harmful gambling
products. These games contain many psychological ingredients that
may underlie their addictiveness.
– Near Misses
– Immersion (as a net result)
– Cash vs credit-based payment
• RG initiatives should respond to, and consider regulating, specific
features.
Who Develops Gambling Problems?
• “Medical Model” (psychiatry &
neuroscience) places Gambling
Disorder alongside the substance
addictions
• “Addiction is a brain disease” (Leshner,
1997 Science)
• Uneven playing field in who develops
addictions
Impulsivity: the Addictive Personality
0
5
10
15
20
25
30
35
40
Neg
Urgency
Pos
Urgency
Lack of
Premed
Lack of
Persev
Sens
Seeking
UPPS-PSubscaleScore
PG Controls
UPPS-P Scale Effect
Size (d)
Negative Urgency 1.8
Positive Urgency 1.5
Lack of Premeditation 0.8
Lack of Perseverance 0.6
Sensation Seeking 0.2
“mood-related
impulsivity”
“narrow”
impulsivity
** **
Michalczuk et al (2011)
*
*
0
1
2
3
4
D2 in Overall Striatum
Controls Gamblers Clark et al (2012 NeuroImage)
Con Gam
1.5
2
2.5
3
10 20 30 40 50
BPNDLimbicStriatum
Negative Urgency
GD
Controls
11C-raclopride PET of dopamine transmission
in Gambling Disorder
A Public Health Approach to
Gambling Harm
GAMBLERGAME
GAMBLING
ENVIRONMENT
Impulsivity
Dopamine
Brain structure
Near-misses
Speed of play
Jackpot size
Korn & Shaffer 1999
Murch & Clark 2015
Venue size
Age restrictions
Opening hours
Revenues & problems by different forms
Maclaren 2015: revenue
from different forms,
across all provinces
• BC: Most popular forms of gambling: lottery (44%), charity raffle
(16%), casino (11%), private games (11%), sports betting (3%)
• Forms most associated with PG: casino (42%), private games
(39%), stocks & shares (27%), bingo (14%), internet gambling
(13%)
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012
0
100
200
300
400
500
600
Fiscal year
RevenueperCanadianadult
(CAD)
VLTs
Slots
Lottery
Horse
All other
Treatment Services
• In treatment services, the most common preferred /
problematic form of gambling are slot machines (25 of 51
in our Vancouver study; Dawn Kennedy’s poster)
• (in UK, 40-50% at London clinic have electronic Roulette as
preferred form)
• More rapid progression from initial use to problematic
gambling (Breen & Zimmerman 2002)
Early Slot Machines
1895 Charles Fey invents
the ‘Liberty Bell’
1938 Bally’s
‘Double Bell’
1973 Bally’s
‘Circus’
Game Features
Speed / Continuity
Pay-out features: Jackpot Size, Max
Bet, Return to Player
Mode of Payment (bill acceptors)
Sensory Feedback / ‘Losses Disguised
as Wins’
Illusory Control (e.g. stopper buttons)
Near-Misses
Slot Machine
Simulations
Pick a shape
Choice
No win
Full-miss outcome
Anticipation
Win outcome
Win 5€
No win
Near-miss outcome
Rating
Win 5€
How much do you want to
continue gambling?
Problem Gamblers show increased
brain responses to near-misses
CONTROLS GAMBLERS
GAMBLERS > CONTROLS
fMRI:
near-miss >
full-miss
Sulpiride
Percentsignalchange
Near-miss
Full-miss
T
6.7
11
CONTROLS
Sescousse
et al, 2016
GAMBLERS
Lost in the Game
• During play, some gamblers enter a ‘trance-
like’ state (immersion, flow, dissociation)
• This state may provide a means of escape from
stress, low mood, boredom
• Particularly common during slot machine
gambling; slot machine design has served to
“smooth the play experience”
Spencer Murch
Sensory Feedback in the Rat Casino
https://www.youtube.com/watch?v=0Mw50JsaESY
stimulus
lights on
nosepoke in lit
hole
5s time out
(p = 0.1)
P1: 1 pellet
(p = 0.9)
P4: 4 pellets
(p = 0.4)
P2: 2 pellets
(p = 0.8)
P3: 3 pellets
(p = 0.5)
40s time out
(p = 0.6)
10s time out
(p = 0.2)
30s time
out (p = 0.5)
Trial
rewarded
Trial
punished
OR
Cued rGT:
Uncued rGT:
Profitability 295 99 411 135
Barrus & Winstanley (2016)
The Plastic Trap
• In a ‘cashless’ society, should
we be able to play slot machines
using credit cards / app-based
payment?
• In consumer psychology, people
make more risky & excessive
purchases when paying on credit
(the ‘pain of paying’ hypothesis)
• Current practices are a hybrid:
cash in, ticket out
Chua et al, New Horizons poster
Conclusions
Clinical emphasis on vulnerability to gambling addiction should not
trivialize the impact of the gambling product.
Slot machines are psychologically complex games with many
ingredients. Are the ingredients that make a game fun the same
ingredients that make it addictive?
From an RG perspective, initiatives to encourage limit setting are
important, but by themselves may be insufficient.
The next phase of research will describe how specific game
features interact with personal vulnerability to shape gambling
harms.
CGR People
Dr Luke Clark
Director
Dawn Kennedy
Research
Assistant
Spencer Murch
Dr Tilman
Lesch
Dr Eve Limbrick-
Oldfield
Graduate Students
Mario Ferrari Ke ZhangGabriel Brooks
Post-Doc Fellows
Cindy Chang Candy Chua
Undergrad RAs
Keni Ng
Limbrick-Oldfield et al 2017: brain areas hyper-reactive to gambling cues and
correlated with cravings in problem gamblers
2.3 4.5
Z = -4 X = -2
-12
-10
-8
-6
-4
-2
0
2
4
6
Carfentanil Displacement by Amphetamine
(Opioid Release)
PG Con
* * * **
Carfentanil PET imaging of mu-opioid receptors
and opioid release in Gambling Disorder
Oral amphetamine (0.5 mg/kg)
releases endogenous opioids,
displacing ligand from receptors
(lower BP)
Opioid release blunted in PGs (no
diff in baseline receptors)
BASELINE POST-AMPH
Mick et al (2016 Neuropsychopharm)
Genes or Environment?
31
Slutske et al 2000: 6744 Vietnam era twins.
Rate of lifetime Path. Gambling: 1.4%, subclinical: 6.2%
Rate of lifetime Alcohol Dependence: 35%
PG genetics: 40-50% (from MZ-DZ disparity)
Overlap between PG genes and AD genes: 12-20%
https://www.youtube.com/watch?v=0Mw50JsaESY
One of the other unique aspects of the research environment at UBC is the opportunity to collaborate with Catharine Winstanley’s lab at the Centre for Brain Health, who are the leading group anywhere in the world on animal models of gambling behaviour. In this rat gambling task, the animal can choose on each trial between 4 holes in the wall of the cage, by poking its nose into the hole. The outcomes of these choices can be good or bad. The rat might win some food pellets, between 1 and 4 pellets across the different options. But there’s a chance that the rat might suffer a time-out, which is like a rat equivalent of being sent to the naughty step, when the rat can’t earn any more food pellets for a short time. So P2 here is quite a good gamble; there’s a high chance of etting 2 pellets, and a low chance of a short timeout. P3 on the other hand offers 3 pellets but the probability is much lower, and the timeout is both longer and more likely. So the return to player on these 2 options is very different: P2 is a much better bet in the long run. Now Catharine’s task has been refining this procedure for coming up to a decade now, and in their latest version, they manipulate the bells and whistles. The uncued group play the game with the sound turned off, but for another group of animals, whenever they win the food pellets, they receive additional feedback in the form of flashing lights and a chiming flourish, and the intensity of that feedback scales with the number of pellets: P3 gives more intense feedback than P2. So the food is the money here; you should be making choices based on food profitability, but the rats are skewed by the bells and whistles. This group make fewer choices to P2, and more choices to the riskier option P3. This was also a variable effect; some rats are much more sensitive to the cues that others, and in Mike Barrus’ paper this was further linked to a specific kind of dopamine receptor. One way that we’re currently taking this forward is to see if we can use this model of sensory feedback to emulate a loss disguised as a win in the rats.