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.