Mood and audience effects on video lottery terminal gambling.
Little is known about the situational factors associated with gambling behavior. We induced 180 male participants (mean age: 21.6) into a positive, negative, or neutral mood prior to gambling on a video lottery terminal (VLT). While gambling, participants were observed by either a male peer, female peer, or no one. Induced mood had no effect on gambling behavior. Participants induced into a negative mood prior to gambling, however, reported more positive moods after gambling, whereas those with positive and neutral moods reported more negative moods after gambling. Participants observed by either a male or female peer spent less time gambling on the VLT compared to those not observed. Participants observed by a female peer lost less money relative to the other observer conditions. Degree of problem gambling in the last year had little influence on these effects. Some practical implications of these findings are discussed.
Mishra
Sandeep
S
Department of Psychology, University of Lethbridge, Alberta, Canada. sandeep.mishra@uleth.ca
Morgan
Michael
M
Lalumière
Martin L
ML
Williams
Robert J
RJ
D000293:Adolescent; D000328:Adult; D000339:Affect; D016739:Behavior, Addictive / Q000523:psychology*; D005260:Female; D005715:Gambling / Q000523:psychology*; D006801:Humans; D007389:Internal-External Control; D007398:Interpersonal Relations; D008297:Male; D010379:Peer Group; D020377:Self Efficacy; D013334:Students / Q000523:psychology; D018910:Video Games / Q000523:psychology*; D055815:Young Adult