Levels of arousal in high- and low-frequency gamblers
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Cited by (99)
Virtual reality as a platform for research in gambling behaviour
2020, Computers in Human BehaviorCitation Excerpt :For clarity, we henceforth use the term system immersivity to refer to Slater’s definition based on technical characteristics of VR, and immersion to refer to the multi-dimensional sense of engagement and involvement described by Brown and Cairns, and Jennett et al. Affect is an important factor in understanding gambling behaviour (e.g. Dickerson & Adcock, 1987; Leary & Dickerson, 1985; Wulfert, Roland, Hartley, Wang, & Franco, 2005), and it is therefore useful to consider how VR mediates affective responses. Work by Riva et al. (2007) investigated the ability of VR scenes to invoke specific emotions (anxiety and relaxation), and reported an inter-relationship between presence and emotional response.
Stress vulnerability in male youth with Internet Gaming Disorder
2017, PsychoneuroendocrinologyCitation Excerpt :One study found no difference in cortisol reactivity to a decision-making task, comparing patients with pathological gambling and healthy controls (Labudda et al., 2007). Besides the HPA axis, early research found greater cue-related autonomic arousal (indexed by mean heart rate) to acute gambling in high- compared to low-frequency gamblers (Leary and Dickerson, 1985), highlighting the importance of arousal in the maintenance of addictive behavior. While neuroimaging studies suggest similarities between IGD and pathological gambling (Fauth-Bühler and Mann, 2015), no previous studies have explicitly addressed stress vulnerability in IGD.
High-frequency gamblers show increased resistance to extinction following partial reinforcement
2012, Behavioural Brain ResearchCapturing SCL and HR changes to win and loss events during gambling on electronic machines
2010, International Journal of Psychophysiology