One key factor in how addictive any kind of gambling might be is how frequently players can place bets.
“In line with hypotheses supporting frustration theory and cognitive regret, this might make the electronic gaming machine more enticing,” writes Griffiths in one paper.
When a player loses, for instance, the character Mr Smithers might declare, “You’re fired!” Griffiths wonders whether the taunts of a common machine referencing The Simpsons has an antagonistic effect on players.
Much is still unknown about how their design impacts player behaviour, but, for example, many machines and casinos use red and similar colours – considered more arousing. “Though you should probably walk away at that point.”īut are devices like gambling machines actively manipulative as well? Griffiths has written about the cues that electronic gaming machines give to players.