Induced mood and persistence at gaming

Citation
Am. Hills et al., Induced mood and persistence at gaming, ADDICTION, 96(11), 2001, pp. 1629-1638
Citations number
33
Categorie Soggetti
Public Health & Health Care Science","Clinical Psycology & Psychiatry
Journal title
ADDICTION
ISSN journal
09652140 → ACNP
Volume
96
Issue
11
Year of publication
2001
Pages
1629 - 1638
Database
ISI
SICI code
0965-2140(200111)96:11<1629:IMAPAG>2.0.ZU;2-W
Abstract
Aims. Using the affect infusion model (AIM), this study aimed to assess the impact of prior mood on gaming persistence in regular and non-regular gamb lers (assumed to be motivated and heuristic decision-makers, respectively). Design, measures and setting. A 2x3 experimental design in a laboratory se tting employed factors of gambler type (regular, non-regular) and prior moo d (happy, neutral, depressed). Measures were number of trials played on a g ambling game, and mood ratings (post-mood induction, during and after play) . Participants and intervention. Sixty regular and 60 non-regular gamblers (all male students) were assigned randomly to watch a video inducing one of the three mood conditions. They were then given AUD$10.00 to gamble in a c omputerized card-cutting game. Findings. AIM predictions were supported: pr ior mood did not affect gaming persistence for regular gamblers, but non-re gulars showed reduced persistence across happy, neutral and depressed moods . After-play mood ratings were related to winnings for regulars, and losing regulars were significantly more unhappy after-play compared to during-pla y, and compared to both their winning counterparts and non-regulars. Mood a nd winnings were unrelated for non-regulars, with little during-to after-pl ay mood change. Conclusions. The findings speak to depression as a causal f actor in addictive gambling. Depressed mood did not enhance persistence in regular gamblers, but rather failed to have the inhibitory effect observed in non-regular gamblers. Evidence of mood changes during gambling was obtai ned, although multiple measures (self-report, physiological indicators, ant icipated states) of both affective valence and arousal are advocated for fu ture studies.