Background And Aims: This research aimed to characterize social information processing abilities in a population of regular nondisordered poker players compared to controls.
Methods: Participants completed the Posner cueing paradigm task including social cues (faces) to assess attention allocation towards social stimuli, including the effect of the presentation time (subliminal vs supraliminal) and of the emotion displayed. The study included two groups of participants: 30 regular nondisordered poker players (those who played at least three times a week in Texas Hold'em poker games for at least three months) and 30 control participants (those who did not gamble or gambled less than once a month, whatever the game).
Results: The group of regular nondisordered poker players displayed an enhancement of the inhibition of return during the Posner cueing task. This means that in valid trials, they took longer to respond to the already processed localization in supraliminal conditions compared to controls. However, our results did not evidence any particular engagement or disengagement attention abilities toward specific types of emotion.
Discussion And Conclusions: These results suggest that regular nondisordered poker players displayed social information processing abilities, which may be due to the importance to efficiently process social information that can serve as tells in live poker. The observed enhancement of the inhibition of return may permit poker players to not process a localization that has already processed to save attentional resources. Further research regarding the establishment of the IOR in other forms of gambling and with non-social cues needs to be performed.
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http://dx.doi.org/10.1556/2006.2022.00082 | DOI Listing |
Data Brief
December 2024
Faculty of Computing, Universiti Teknologi Malaysia, 81310 Skudai, Johor Bahru, Malaysia.
The dataset presents raw data on the egocentric (first-person view) and exocentric (third-person view) perspectives, including 47166 frame images. Egocentric and exocentric frame images are recorded from original iPhone videos simultaneously. The egocentric view captures the details of proximity hand gestures and attentiveness of the iPhone wearer, while the exocentric view captures the hand gestures in the top-down view of all participants.
View Article and Find Full Text PDFJ Behav Addict
October 2024
1Université de Franche Comté, UMR INSERM 1322 LINC, F-25000, Besançon, France.
Background And Aims: Gambling activity evolves along a continuum from recreational to Gambling Disorder (GD) and a particular challenge is to identify whether there are some neurophysiological particularities already present in gamblers at an early stage. Our main goal was to determine whether, in the gamblers' population, neural responses generated during uncertain decisions were different depending on problematic gambling risk defined by the Canadian Problem Gambling Index (CPGI). We tested the following hypothesis, that the Problem Gambling group would show a different brain activity related to outcomes processing than people with low risk.
View Article and Find Full Text PDFAddict Biol
February 2024
UMR INSERM 1322LINC, Université de Franche-Comté, Besançon, France.
Online poker gambling (OPG) involves various executive control processes and emotion regulation. In this context, we hypothesized that online poker players, accustomed to handling virtual cards, would show high performance on computerized decision-making tasks such as the Iowa Gambling Task (IGT). Using press advertisements, we recruited a non-gambler group (NG; n = 20) and an OPG group (n = 22).
View Article and Find Full Text PDFJ Gambl Stud
September 2024
Department of Human and Social Sciences, University of Wuppertal, Gaußstr. 20, 42119, Wuppertal, Germany.
The study addresses the question whether professional gamblers can be considered an occupational group from a sociological perspective. It combines survey data on poker players from the German state North Rhine-Westphalia with sociological theory in order to explain the oxymoron of professional gambling. The descriptive analysis of the survey data is supplemented by ego-centric network data of the poker players to analyze whether hobby and professional players maintain different forms of social relationships.
View Article and Find Full Text PDFJ Behav Addict
September 2023
1Health and Well-Being Promotion Unit, Finnish Institute for Health and Welfare, P.O. Box 30, FI-00271, Helsinki, Finland.
Objective And Method: Electronic gambling machines are a prominent cause of significant gambling harms globally. We use simulations of a simplified video poker game to show how changes in game volatility, defined primarily by the size of the main prize, affect patterns of wins and losses as well as winning streaks.
Results: We found that in low- and medium volatility games the proportion of winning players quickly drops to zero after about 30 h of play, while in the high volatility game 5% of players are still winning after playing for 100 h.
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