Gambling and virtual reality: unraveling the illusion of near-misses effect

Front Psychiatry. 2024 Feb 1:15:1322631. doi: 10.3389/fpsyt.2024.1322631. eCollection 2024.

Abstract

Introduction: Studying gambling behavior is a crucial element in reducing the impact of problem gambling. Nevertheless, most current research is carried out in controlled laboratory settings rather than real-life situations, which raises concerns about how applicable the findings are in the broader context. Virtual reality (VR) has proven to be a valuable tool and has been utilized in various experimental scenarios. A limited number of studies have employed VR to investigate gambling behaviors, and few have explored them in an older adolescent context.

Methods: This study examined the behavioral and physiological effects of gambling behavior, including problem gambling, gaming addiction, and risk-taking decision-making in a sample of 36 high-school students aged between 18 to 20 years using an ad-hoc constructed VR scenario designed to simulate a slot-machine platform.

Results: The behavioral results highlighted that participants reporting more problem gambling were sensitive to near-misses: i.e., they bet more after near-misses than after losses. This result may reflect the false belief that gamblers, after near-misses, are closer to winning. Physiological data showed that participants exhibited heart rate deceleration during the anticipation of the outcome, which has been suggested to represent a marker of feedback anticipation processing and hyposensitivity to losses.

Discussion: Overall, this study provides evidence for a new VR tool to assess gambling behaviors and new insights into gambling-related behavioral and physiological factors. Implications for the treatment of problem gambling are discussed.

Keywords: adolescence; decision making; gaming addiction; problem gambling; risk-taking behavior; slot machine.

Grants and funding

The author(s) declare financial support was received for the research, authorship, and/or publication of this article. This research was funded by “Ministero dell’Interno”, CUP F23J18000050007, within the Project: “Nei Panni di Caino capire e difendere le ragioni di Abele (Educazione alla legalità per la prevenzione di comportamenti antisociali espressi anche attraverso l’uso della realtà virtuale immersiva)” PON Legalità FESR/FSE 2014 – 2020.