The Psychological Record, 2011, 61, 93–112 Slot Machine Preferences of Pathological and Recreational Gamblers Are Verbally Constructed Mark R. Dixon, Holly L. Bihler, and Becky L. Nastally Southern Illinois University Carbondale The current study attempted to alter preferences for concurrently available slot machines of equal payout through the development of equivalence classes and subsequent transfers of functions. Participants rated stimuli consisting of words thought to be associated with having a gambling problem (e.g., desperation and debt), words associated with overcoming a gambling problem (e.g., happiness and wealth), and various colors according to level of “pleasantness.” Next, participants alternated play between two simulated casinos, each containing two slot machines. Equivalence classes were formed between pleasantly and aversively rated stimuli, stimuli associated with the slot machines at each casino, and neutral color stimuli. Intermittent reexposure to the various casino and slot machine options demonstrated that preferences could be altered based on derived transfer of emotive functions via equivalence relations. Key words: choice, gambling, equivalence, transfer of function, slot machine With Americans spending more than $90 billion on gambling in 2006 (American Gaming Association, 2007), our country may have a new favorite pastime. It is now possible to participate in legalized gambling in every state except Hawaii and Utah (Ghezzi, Lyons, & Dixon, 2000), and casinos across the country attract millions of tourists every year. However, it appears that with the increased availability of gambling comes an unfortunate consequence. Although casinos market their product as an innocent form of recreation, the less publicized side of the gaming industry is one of potential gambling disorders that can result in significant financial problems, family dysfunction, and various forms of criminal behavior (Shaffer & Kidman, 2004). Prevalence rates for this level of gambling behavior have now reached 1–2% of the adult population worldwide (Petry, 2005). The natural agenda for researchers interested in gambling is to determine how this behavior goes from being a harmless leisure activity to an addiction that adversely affects one’s life. For researchers from the behavior-analytic tradition, the task has been to address why some gamblers develop pathology and some do not, even though they are exposed to identical programmed contingencies when Correspondence concerning this article should be addressed to Mark R. Dixon, Behavior Analysis and Therapy Program, Rehabilitation Institute, Southern Illinois University Carbondale, IL 62901. E-mail: mdixon@siu.edu 94 Dixon et al. engaging in gambling activities. However, variability of human responding on reinforcement schedules compared to that of nonhumans was observed in basic operant experiments early in the field’s history (Baron & Galizio, 1983; Galizio, 1979). It is accounting for this difference with a single behavioral mechanism that has been of great interest within the behavioral community, and this question is at the heart of a behavioral analysis of gambling. Dixon and Delaney (2006), among others, have suggested the differences observed between gamblers are due to the role of verbal behavior and its impact on subsequent responding (gambling). The majority of research in this area has focused specifically on the effect of derived verbal rules on gambling (Hoon, Dymond, Jackson, & Dixon, 2008; Johnson & Dixon, 2009; Nastally, Dixon, & Jackson, 2010; Zlomke & Dixon, 2006). These types of rules may affect the choice making of a gambler without ever being paired directly with the contingencies involved in gambling. Instead, it is possible that these rules may form via a transfer of stimulus functions once some relations (though not all) among a set of functionally equivalent stimuli have been directly trained. The important point here is that stimuli need not be topographically equivalent. For example, if A is the same as B, and A is the same as C, a verbally competent human will be able to derive that B is the same as C without any direct reinforcement. Additionally, the functions of B will transfer to the C stimulus. Several studies have demonstrated that stimulus functions can frequently transfer through members of equivalence classes (e.g., Barnes-Holmes, Keane, Barnes-Holmes, & Smeets, 2000; Hoon et al., 2008; Johnson & Dixon, 2009; Zlomke & Dixon, 2006). For example, a study by Barnes-Holmes et al. (2000) examined how this transfer of functions can affect participant preferences for brands of soft drinks. Participants initially tasted and provided “pleasantness” ratings for two glasses of soda with identical ingredients labeled as Brand X and Brand Y. Upon completion of the soft drink ratings, two equivalence classes were trained (cancer vek, vek Brand Y; holidays zid, zid Brand X). Following the matching-to-sample training and testing procedures, four out of six participant ratings dramatically increased for the soda brand that participated in the equivalence class with the word holidays and decreased for the brand that was a member of the class containing the word cancer. It is important to note that preferences were created for one brand of soda over the other even though the ingredients were identical. It may be possible that some preferences for certain gambling activities over others are created through similar transfers of function even though rates of payout may be the same. To illustrate how preference may be manipulated via a transfer of function in a gambling context, Zlomke and Dixon (2006) conducted a study in which participants were initially asked to respond to two concurrently available slot machines differing only in color (one yellow and one blue). On average, in pretesting participants demonstrated very little preference for one slot compared to the other. However, following a matching-to-sample procedure that differentially reinforced the selection of the comparison stimuli that was greater than the sample in the presence of a yellow contextual cue, eight out of nine participants preferred the yellow slot machine. It appeared that the function of “greater than” had been transferred to the yellow contextual cue and because the slot machine shared formal properties with this cue, participants responded differently than they had in pretesting, even though the payout rates of the slot machine remained the same. This study provided initial ALTERING SLOT MACHINE PREFERENCES 95 evidence that recreational gamblers’ preferences may be altered through the transfer of stimulus functions. Hoon et al. (2008) replicated the results of Zlomke and Dixon (2006) by utilizing gambling-related stimuli in a relational training procedure consisting of only two comparison stimuli at a time, as opposed to the traditional matching-to-sample procedure. Five out of six participants demonstrated a preference for the slot machine that shared contextual features with the greater-than cue following the training procedure. The effect of function transfer on choice making in a gambling context has even been demonstrated with children (Johnson & Dixon, 2009). During a children’s board game, preferences for red- or blue-colored die were increased or decreased from baseline based on matching-to-sample training procedures that established relations between “greater than” or “less than” and the two colors. However, across behavioral, and nonbehavioral, approaches to gambling, questions have been raised about the external validity of studying gambling under simulated conditions in artificial settings (Delfabbro, 2004). Although the previously cited studies addressed the component of verbal behavior that definitely applies to gambling, an experimental procedure involving a two-choice paradigm may not accurately represent the complex, context dependent choices that gambling may involve. To more accurately depict that process, experiments should expand their methodology to include multiple (at least more than two) options for participant response patterns to occur. It is only through these means that we may more closely represent the multifaceted networks in an individual whose history is impossible to fully know. Furthermore, none of the prior published studies by behavioral researchers that have appeared in peer-reviewed journals have utilized actual pathological gamblers—the clinical population of interest. Therefore, the purpose of the current study was to extend the findings of prior studies on the transfer of stimulus functions in a gambling context by expanding the methodology used to assess preferential responding in gamblers—both pathological and nonpathological. Method Participants and Screening Four participants (two men and two women, ages 24 to 40 years) were asked to fill out the South Oaks Gambling Screen (SOGS; Lesieur & Blume, 1987). The SOGS is a 20-item self-report screening instrument and is the most frequently used standardized assessment of problem gambling (Shaffer, Hall, & Vander Bilt, 1999), with a score of 5 or more indicative of probable pathological gambling. SOGS scores for Participants 1 through 4 were 5, 7, 0, and 9, respectively, although all participants reported prior experience with some form of gambling. The experimenter actively recruited participants through a public posting, and the participants received a gift card and/or course extra credit in exchange for participating. Setting and Apparatus The experiment took place in a small, unoccupied room in a university laboratory setting. Participants had no contact with other participants during 96 Dixon et al. the course of the experiment in order to reduce the possibility of communication of any kind. The experiment was presented on an HP Pavilion laptop computer and was programmed using Visual Basic.NET. Experimental Design and Procedure Table 1 graphically represents the procession of each phase in the experiment. Participants were exposed to a multiple schedule of reinforcement in which each component consisted of a concurrent schedule yielding reinforcement 33% of the time. This reinforcement percentage differed from other similar published studies on gambling (Hoon et al., 2008; Zlomke & Dixon, 2006) that have used a 50% payback percentage and was utilized to extend the external validity of the investigation. Each component of the multiple schedule was presented on every other trial. After the presentation of 60 trials of the multiple schedule, participants were exposed to various types of conditional discrimination training and testing procedures and were reexposed to the multiple schedule immediately following each of these training and testing procedures. Phase 1: Stimuli rating. Participants were presented with 22 total stimuli, one at a time, and were asked to rate each one on a scale from 1 (I don’t like it at all) to 10 (I like it very much). Each stimulus was randomly presented three times. Three types of stimuli were presented. One set of stimuli consisted of seven words that describe possible negative consequences of problem gambling: death, AIDS, desperation, debt, divorce, hate, and pain. Another set of stimuli consisted of seven words that may be seen as positive effects of avoiding problem gambling: wealth, health, happiness, family, love, pleasure, and hope. The third type of stimuli consisted of eight colored squares. The colors used were red, orange, yellow, green, blue, purple, pink, and white. The ratings obtained during this part of the experiment allowed the experimenter to create participant-specific equivalence classes for each participant. In order to examine transfer of functions and change preference, it is important to be sure that stimuli do in fact have the presumed pleasant or unpleasant emotive functions. The two words rated the lowest (the most aversive), the two words rated the highest (the most pleasant), and the four colors rated most neutrally (closest in absolute value to 5) were used to create equivalence classes. The rest of the previously rated words were not used during any other part of the experiment. For clarity, the word rated as most aversive will be referred to as Aversive 1, the word rated as the second most aversive will be referred to as Aversive 2, the words rated as the most pleasant will be labeled in the same fashion as Pleasant 1 and Pleasant 2, and the neutrally rated colors will be referred to as Neutral 1 through Neutral 4. The instructions for this phase were as follows: You will be presented with a series of words and pictures. Read each word and look at each picture carefully. After you have done so, click on the word or picture using the cursor. After you click on the word or picture, a rating scale will appear. Please rate the word or picture based on how you feel about it on a scale from 1 being “I don’t like it at all” to 10 “I like it very much.” If you have no feelings about the word/picture or feel neutral, rate the word or picture a 5. To rate the word or picture, slide the pink bar to the number (1–10) you wish to rate the word or picture. After you have rated the word or picture click on the button labeled “CONTINUE.” ALTERING SLOT MACHINE PREFERENCES 97 Table 1 A Schematic Overview of All Phases Within the Experiment Phase 1: Stimuli Rating Phase 2: Initial Casino Exposure Phase 3: Conditional Discrimination Training of Casino-A Stimuli 2 sets of training A–B, A–C, mixed A–B/A–C; test B–C & C–B Two 3-member classes: Pleasant & aversive Phase 4: Second Casino Exposure Phase 5: Altered Conditional Discrimination Training of Casino-A Stimuli 1 set of mixed training A1–C2/A2–C1; test C–A Phase 6: Third Casino Exposure Phase 7: Conditional Discrimination Training of Casino-B Stimuli 2 sets of training A–B, A–C, mixed A–B/A–C; test B–C & C–B Two 3-member classes: second-most pleasant & aversive Phase 8: Fourth Casino Exposure Phase 9: Altered Conditional Discrimination Training of Casino-B Stimuli 1 set of mixed training A3–C4/A4–C3; test C–A Phase 10: Final Casino Exposure The words and pictures presented appeared in the center near the top of the screen. The scale was positioned below the stimuli, with the numbers 1 Table 2 through 10 labeled above the sliding scale. The numbers 1, 5, and 10 were Equivalence Classes and Preference for Stimuli During labeled “I don’t like it at all,” “neutral,” and “IPercentages like it very much,” respectively. Slot Machine Phasesthis for stage, Participant 1 Phase Equal-Probability 2: Initial casino exposure. During participants selected Phasecomputer-simulated 2 Phase 4 Phase 6 Phase 8 Phase 10 between and played two different slot machines at two different “casinos” Casino 1(Casino 1 and Casino 2). Therefore, between the two casinos A1 (Win) 90 80 27 93 100 B1 (Pleasure) 100 98 Dixon et al. there were four total slot machines. At each casino, participants were presented with a choice screen with two buttons. Each of these buttons represented a different slot machine. The buttons at Casino 1 were labeled “Win” and “Lose.” The buttons at Casino 2 were labeled “Jackpot” and “Bankrupt.” These words were considered relative opposite gambling-related stimuli, and while it may be assumed that a participant would prefer slot machines labeled “Win” and “Jackpot” over “Lose” and “Bankrupt,” our concurrent-operants procedure allowed this to be assessed experimentally. Selecting one of the buttons resulted in the presentation of the corresponding slot machine. After one spin, or trial, participants switched to the other casino, where they were presented with the choice screen for the other casino. The casinos looked almost identical in form. The only differences were that each was labeled (Casino 1 or Casino 2), the background color was different (one was light orange and the other was bright red), and the buttons for each slot machine were labeled. The slot machines were identical in form, that is, there were no physical differences among the slot machines. All the computersimulated slot machines were programmed on a variable ratio (p = .33) schedule. In addition to the visual indication of a winning spin (the three pictures lined up on the payoff line and the addition of credits), the participant also heard an auditory sound while the word “Winner” flashed on the screen. Participants completed a total of 80 trials during this initial phase. The first 10 trials at each casino were forced (five trials on each slot machine). During the forced trials, only one button was present on each casino’s choice screen (instead of two buttons). Upon selecting that button, the participant played the corresponding slot machine for one trial. Upon completion of the trial, play switched to the other casino where only a single slot machine was available. Play alternated between casinos and slot machines until the five forced trials were completed at each casino. After the forced trials, both of the buttons representing each of the casinos were present on the choice screens and participants were permitted to select between the two slot machines at each casino. After completion of the forced trials, the participant started out at Casino 1 and played one trial on his/her slot machine of choice. Once the trial was over, the participant moved to Casino 2 and was given the choice between two slot machines at that casino. Participants continued to alternate between Casino 1 and Casino 2 and continued to choose which slot machine they preferred to play at each casino until they completed 60 choice trials (80 total trials). The following directions were presented to participants during this phase: During the following part of the experiment, you will be presented with a screen with one or two buttons. The buttons will bring you to the corresponding slot machine. Therefore, after selecting one of the slot machines by clicking on one of the buttons, you must play the slot machine by clicking on the button labeled “SPIN.” After pressing the spin button, the slot machine will proceed to spin and stop, resulting in either a win or loss of tokens. If all three of the pictures land on the payoff line, you will be awarded with credits; any other combination of stimuli will result in a loss of credits. Your current total number of credits will be displayed in the upper right-hand corner. After you play the slot machine, you will be presented with a button that reads “PRESS ALTERING SLOT MACHINE PREFERENCES 99 HERE TO CONTINUE.” Press the button and you will be taken to the other casino. This casino and your credits earned are totally separate from the other casino. Therefore, credits you earn at one of the casinos do not transfer or mix with the credits at the other casino. This casino will look identical to the other casino and will operate in the same manner. After choosing which slot machine to play and playing that slot machine, you will be returned to the first casino you played. At this casino you will begin each time at the choice screen and will get to choose which slot machine you would like to play next. You will continue to alternate between casinos and get to choose which slot machines you want to play at each of the casinos until you are instructed to stop. TRY TO WIN AS MUCH AS POSSIBLE. For ease of communication, the casino containing the most preferred slot machine, where the experimenter attempted to alter preferences first, will be referred to as Casino A. The other casino will be referred to as Casino B. These names will be used because either Casino 1 or Casino 2 could have contained the most highly preferred slot machine. Phase 3: Conditional discrimination training of Casino A stimuli. After initial preference for each slot machine was assessed, play was discontinued and a conditional discrimination program immediately began. The matchingto-sample program consisted of the following phases: A–B training, A–C training, mixed A–B/A–C training, and testing for equivalence. This resulted in the formation of two 3-member equivalence classes. The purpose of creating these equivalence classes was to strengthen the existing preference for the preferred slot machine at only one of the casinos via the transfer of stimulus functions. Since preferences for either of the slot machines and emotional ratings of stimuli may differ, the stimuli used to establish equivalence classes and alter preferences were participant specific. The stimuli that were used and equivalence classes that were formed were dependent on several different factors including: (a) which slot machine at which of the two casinos the participant showed the strongest preference for during the second phase, (b) which words the participant rated as most aversive (Aversive 1 and Aversive 2), (c) which words the participant rated as the most pleasant (Pleasant 1 and Pleasant 2), and (d) which colors were rated the closest to neutral (Neutral 1, Neutral 2, Neutral 3, and Neutral 4). One class consisted of A1, the word associated with the most preferred slot machine, B1, the most pleasantly rated word (Pleasant 1), and C1, one of the neutrally rated colors (Neutral 1). The other class consisted of A2, the word associated with the less preferred slot machine (at the same casino as the slot machine in Class 1), B2, the most aversively rated word (Aversive 1), and C2, one of the neutrally rated colors (Neutral 2). The following instructions were presented: In a moment some words and pictures will appear on this screen. Your task is to look at the word or picture at the top of the screen and choose one of the two words or pictures at the bottom of the screen by selecting one of them using the touchpad or mouse. During the beginning of this stage, the computer will provide you with feedback on your performance. If you make a correct response you will hear a brief high-pitched 100 Dixon et al. sound and will see the word “CORRECT” flash across the screen. If you make an incorrect response, you will hear a brief lowpitched sound and see the word “INCORRECT” flash across the screen. Later on, the task will become more difficult and feedback will no longer be presented. It is important that you try to make as many correct choices as possible during this entire stage of the experiment. The more correct responses you make, the faster you will complete this segment of the experiment. During each trial, the sample stimulus was centered near the top of the screen, while the two comparison stimuli were in a single row near the bottom of the screen. Selection of the correct stimulus immediately resulted in the presentation of a high-pitched sound and the word “Correct” on the screen. Incorrect selections resulted in the presentation of a low-pitched sound and the word “Incorrect” on the screen. The next trial began 2 s after “Correct” or “Incorrect” was presented. The A–B training consisted of blocks of 18 trials. During each trial block, the sample stimuli (A1 and A2) were displayed nine times each in a random sequence. The positions of comparison stimuli (B1 and B2) were randomized. The criterion for completion of this phase was one block with at least 16 correct responses. If less than 16 correct responses were made, participants began another 18-trial block of A–B training and continued to complete 18-trial blocks until the criterion had been met. Upon meeting the criterion for A–B training, the participants immediately began A–C training. This training was identical, except the comparison stimuli now consisted of C stimuli (C1 and C2). Once the criterion was met, the participant advanced to mixed A–B/A–C training. If the criterion was not met, the participant began another 18-trial block of A–C training. They did not return to A–B training. Mixed A–B/A–C training consisted of a combination of the first two parts of training. The order of the trials was randomized. The same auditory and visual stimuli that were used in the first two parts of the training were presented contingent on correct and incorrect responses. Each trial block consisted of 36 trials. Criterion for completion was 32 of 36 correct responses. If criterion was not met, only mixed A–B/A–C training was repeated. This concluded the training segment of Phase 3. The remainder of Phase 3 consisted of testing trial blocks, during which the discriminant auditory and visual stimuli were no longer provided contingent on responding. During testing, the emergence of derived relations was assessed. For one 18-trial block, the sample stimuli consisted of B stimuli and the comparison stimuli consisted of C stimuli. For the other 18-trial block, the sample stimuli consisted of C stimuli and the comparison stimuli consisted of B stimuli. These blocks were not repeated. Criterion for equivalence was set at 16 of 18 correct responses. If this criterion was not met, the participant repeated mixed A–B/A–C training until the criterion was met. Phase 4: Second casino exposure. After participants met criterion for equivalence, they were reexposed to the slot machines at Casino 1 and Casino 2. This phase was identical to Phase 2 except for two important differences: (a) There were no forced trials, and (b) the buttons for the slot machines at Casino A were labeled with any two of the six stimuli from the newly formed equivalence classes. The choice screens at Casino A randomly alternated between presentations of A1 and A2, B1 and B2, or C1 and C2. At ALTERING SLOT MACHINE PREFERENCES 101 Casino B, only A3 and A4 were presented at every choice screen. This phase consisted of 60 choice trials (30 at each casino). Phase 5: Altered conditional discrimination training of Casino A stimuli. The physical layout and the consequences for correct and incorrect responses were the same as Phase 3; however, this phase consisted of an 18-trial block of mixed A1–C2/A2–C1 training. The sample stimulus consisted of either A1 or A2, and both C1 and C2 served as comparisons during every trial. The positions of the comparisons were randomized. The criterion for completion of this phase was one block with at least 16 of 18 correct responses. If the criterion was not met, the phase was repeated until at least 16 correct responses were made. Next, the emergence of untrained relations was tested. Discriminant auditory and visual stimuli were no longer provided contingent on responding. The sample stimuli consisted of either C1 or C2, and A1 and A2 served as the comparison stimuli. The criterion for this phase was 16 of 18 correct responses. If the criterion was not met, A1–C2/A2–C1 training was repeated. Phase 6: Third casino exposure. This phase was identical to Phase 4 with one exception: The buttons at Casino A were labeled with either A1 and A2 or C1 and C2. For example, at Casino 1 the button for Slot 1 might have been labeled “Win” (A1) and Slot 2 would have been labeled “Lose” (A2). During the following trial at Casino 1, the buttons for the slots might have been blue (C2) and purple (C1) boxes. Up to this phase, only variables related to Casino A had been manipulated, whereas variables at Casino B remained constant. The same types of conditional discrimination training sessions that took place during Phases 3 and 5 that were intended to alter responding at the first casino were subsequently implemented in an attempt to alter preferences at Casino B. Phase 7: Conditional discrimination training of Casino B stimuli. This phase was identical to Phase 3 with the exception of the stimuli used and the equivalence classes formed. In this phase only stimuli from Casino B were used. No changes were made at Casino A. One of the classes consisted of A3, the word label of the most preferred slot machine at Casino B (as assessed by preference percentage during Phase 6), B3, the second most pleasantly rated word (Pleasant 2), and C3, one of the neutrally rated colors (Neutral 3). The other class consisted of A4, the word label of the less preferred slot machine at Casino B, B4, the second most aversively rated word (Aversive 2), and C4, one of the neutrally rated colors (Neutral 4). Phase 8: Fourth casino exposure. After participants met criterion for equivalence during Phase 7, they were reexposed to the slot machines at Casino 1 and Casino 2. This phase was identical to Phases 4 and 6 with the exceptions of the buttons presented. At Casino A the only buttons at each choice trial consisted of the A1 and A2 stimuli (for example, “Win” and “Lose”). At Casino B, the choice screen randomly alternated between presentations of A3 and A4, B3 and B4, or C3 and C4. Each choice screen consisted of one stimulus from each of the newly formed equivalence classes. Phase 9: Altered conditional discrimination training of Casino B stimuli. This phase was identical to Phase 5 except that the purpose was to alter baseline conditional discriminations at Casino B; therefore the training included different stimuli. This phase consisted of an 18-trial block of mixed A3–C4/ A4–C3 training. The sample stimulus consisted of either A3 or A4, and both C3 and C4 served as comparisons during every trial. During testing for the Conditional Discrimination Training of Casino-A Stimuli 2 sets of training A–B, A–C, mixed A–B/A–C; test B–C & C–B Two 3-member classes: Pleasant & aversive 102 Dixon et al. Phase 4: Second Casino Exposure emergence of untrained relations, the sample stimuli consisted of either C3 or C4, while the comparisons consisted of A3 and A4. Phase 10: Final casino exposure. During this phase only A1 and A2 Phase 5: were presented at the choice screen for Casino A. The choice screen at Conditionalalternated Discrimination Training ofA3 Casino-A Stimuli CasinoAltered B randomly between and A4 or C3 and C4. All the slot 1 set of mixed training A1–C2/A2–C1; test C–A machine characteristics were identical to the equal probability payout rates in Phases 4, 6, and 8. Phase 6: Results Third Casino Exposure Across Phases 3, 5, 7, and 9, which were comprised of conditional discrimination training, only one participant (Participant 2) required repeated exposure 7: to any of the training blocksPhase in order to meet criterion and advance to Phases 4, Conditional Discrimination Training of Casino-B Stimuli 6, 8, and 10. This occurred during A–B training in &Phase 2 sets of training A–B, A–C, mixed A–B/A–C; test B–C C–B 3. Participants 1, 3, and 4 all metTwo criterion within each phase after one& trial block. 3-member classes: second-most pleasant aversive The stimuli used during the conditional discrimination training were dependent on the ratings of the words and colored squares during Phase 1. Therefore, the classes created were Phase 8: participant specific. During the initial conFourth Casino Exposure ditional discrimination training (Phase 3), two classes were formed. The stimuli for Class 1 were as follows: A1 = word label from the most highly preferred slot (during Phase 2), B1 = Pleasant 1, and C1 = Neutral 1. The stimuli for Class Phase 9: from the less preferred slot machine (at the 2 were as follows: A2 = word label Altered Conditional Discrimination Training of Casino-B Stimuli 2. The classes formed same casino as A1), B2 = Aversive 1, and C2 = Neutral 1 set of mixed training A3–C4/A4–C3; test C–A during Phase 7 were created in the same manner using the word labels from the slot machines at the remaining casino: Pleasant 2, Aversive 2, Neutral 3, and Neutral 4. The stimuli that comprised Class 1, Class 2, Class 3, and Class Phase 10: 4 are shown for each participant in Tables 2, 3, 4, and 5. Final Casino Exposure Percentage of responses allocated during Phase 2 and Phase 6 was used to identify the preferred slot machines, around which the equivalence Table 2 Equivalence Classes and Preference Percentages for Stimuli During Equal-Probability Slot Machine Phases for Participant 1 Phase 2 Phase 4 Phase 6 Phase 8 Casino 1 A1 (Win) 90 80 27 93 B1 (Pleasure) 100 C1 (Orange) 90 67 A2 (Lose) 10 20 73 7 B2 (Death) 0 C2 (Red) 10 33 Casino 2 A3 (Jackpot) 90 97 100 100 B3 (Happiness) 100 C3 (Purple) 100 A4 (Bankrupt) 10 3 0 0 B4 (AIDS) 0 C4 (Yellow) 0 Phase 10 100 0 93 7 7 93 ALTERING SLOT MACHINE PREFERENCES Table 3 Equivalence Classes and Preference Percentages for Stimuli During Equal-Probability Slot Machine Phases for Participant 2 Phase 2 Phase 4 Phase 6 Phase 8 Casino 1 A1 (Lose) 67 10 47 50 B1 (Hope) 0 C1 (Pink) 10 53 A2 (Win) 33 90 53 50 B2 (Death) 100 C2 (Blue) 90 47 Casino 2 A3 (Jackpot) 53 50 50 70 B3 (Pleasure) 60 C3 (Green) 40 A4 (Bankrupt) 47 50 50 30 B4 (AIDS) 40 C4 (Purple) 60 103 Phase 10 50 50 73 33 27 67 Table 4 Equivalence Classes and Preference Percentages for Stimuli During EqualProbability Slot Machine Phases for Participant 3 Phase 2 Phase 4 Phase 6 Phase 8 Phase 10 Casino 2 A1 (Jackpot) 63 100 87 97 93 B1 (Hope) 100 C1 (Red) 100 7 A2 (Bankrupt) 37 0 13 3 7 B2 (Debt) 0 C2 (White) 0 93 Casino 1 A3 (Win) 43 90 97 100 100 B3 (Pleasure) 100 C3 (Green) 100 0 A4 (Lose) 57 10 3 0 0 B4 (Divorce) 0 C4 (Orange) 0 100 classes would be built. On some occasions, this resulted in equivalence classes with stimuli that likely held different emotive functions. For example, as shown in Table 3, Participant 2 allocated a larger number of responses to the slot labeled “Lose” at Casino 1, resulting in the following equivalence classes: A1 = Lose, B1 = Hope, and C1 = Pink for Class 1 Table 5 Equivalence Classes and Preference Percentages Stimuli During Equal- that and A2 = Win, B2 = Death, and C2 = Pink for for Class 2. Table 5 shows Probability Slot Machine Phases for Participant 4 Phase 2 Phase 4 Phase 6 Phase 8 Phase 10 Casino 1 104 Dixon et al. Table 5 Equivalence Classes and Preference Percentages for Stimuli During EqualProbability Slot Machine Phases for Participant 4 Phase 2 Phase 4 Phase 6 Phase 8 Phase 10 Casino 1 A1 (Win) 73 100 60 90 57 B1 (Wealth) 80 C1 (Blue) 90 33 A2 (Lose) 27 0 40 10 43 B2 (Debt) 20 C2 (Green) 10 67 Casino 2 A3 (Bankrupt) 37 10 53 70 53 B3 (Hope) 70 C3 (Red) 60 40 A4 (Jackpot) 63 90 47 30 47 B4 (Desperation) 30 C4 (Pink) 40 60 Participant 4 was also trained to form at least two classes containing stimuli with potentially inconsistent emotive functions (Class 3 and Class 4). Figures 1, 2, 3, and 4 show a visual representation of response allocation (by preference percentage) across the various phases. The preference percentages of Participants 1, 3, and 4 were consistent with the equivalence classes formed or altered during the immediately preceding phase throughout the course of the experiment; that is, their response allocation was similar to optimal responding. See Figure 3 for an example of optimal responding and Figure 1 for a less robust example of optimal responding. These participants allocated a higher percentage of responses to A1 when presented with the choice of A1 or A2 during Phase 4, just as they had during Phase 2. They also allocated a higher percentage of responses to the other Class-1 stimuli (B1 and C1) than the Class-2 (B2 and C2) stimuli during Phase 4. After classes were altered through A1–C2/A2–C1 training during Phase 5, the participants allocated a higher percentage of responses to A1 and C2 or to A2 and C1, suggesting that stimuli took on new emotive functions. For Participant 1, the negative emotive function of C2 (that was derived during the initial conditional discrimination training) was transferred to A1. The emotive functions were transferred in the opposite direction for Participants 3 and 4. The positive emotive function of A1 transferred to C2, while the negative emotive function of A2 transferred to C1, resulting in more responses allocated to A1 and C2. After Class 3 and Class 4 were formed during Phase 7, Participants 1, 3, and 4 allocated a larger percentage of responses to A3, B3, and C3. Following A3–C4/A4–C3 training during Phase 9, all of the participants allocated more responses to A3 and C4 than to A4 and C3. Participants 3 and 4 continued to allocate a higher percentage of responses to A1 in Phase 8 and 10. This is to be expected since the emotive function of A1 had not been altered during Phase 5 (i.e., the function of A1 transferred to C2 instead of vice versa). ALTERING SLOT MACHINE PREFERENCES Preference Percentages for Slot Machines Class construction at Casino 1 100 A1 C1 80 Class construction at Casino 2 Alter classes at Casino 1 B1 A1 105 Alter classes at Casino 2 A1 Casino 1 A1 C1 60 40 A1 20 0 100 A3 A3 A3 C3 A3 B3 A3 Casino 2 80 60 40 20 C3 0 Phase 2 Phase 4 Phase 6 Phase 8 Phase 10 Figure 1. Preference percentages for slot machines during equal-probability slot machine phases for Participant 1. Class construction at Casino 1 Class construction at Casino 2 Alter classes at Casino 1 Alter classes at Casino 2 Casino 1 Preference Percentages for Slot Machines 100 80 60 A1 C1 40 20 C1 A1 0 A1 A1 A1 B1 Casino 2 100 80 60 A3 A3 A3 A3 40 A3 B3 C3 C3 20 0 Phase 2 Phase 4 Phase 6 Phase 8 Phase 10 Figure 2. Preference percentages for slot machines during equal-probability slot machine phases for Participant 2. Participant 1, however, who chose A1 on only 27% of trials during Phase 6, allocated 93% and 100% of responses to A1 in Phase 8 and Phase 10, respectively. Participant 2’s preferences for slot machines were more variable. Response allocation was altered at Casino 1 during Phases 4 and 6 and at Dixon et al. 106 Preference Percentages for Slot Machines Class construction at Casino 2 C1 A1 B1 100 80 60 Class construction at Casino 1 Alter classes at Casino 2 Alter classes at Casino 1 A1 A1 A1 Casino 2 A1 40 20 C1 0 100 C3 A3 B3 A3 A3 A3 Casino 1 80 60 40 A3 20 C3 0 Phase 2 Phase 4 Phase 6 Phase 8 Phase 10 Figure 3. Preference percentages for slot machines during equal-probability slot machine phases for Participant 3. Preference Percentages for Slot Machines Class construction at Casino 1 100 80 C1 Class construction at Casino 2 Alter classes at Casino 1 A1 A1 Casino 1 A1 B1 A1 Alter classes at Casino 2 A1 60 40 C1 20 0 Casino 2 100 80 60 40 A3 C3 A3 B3 C3 A3 20 A3 A3 0 Phase 2 Phase 4 Phase 6 Phase 8 Phase 10 Figure 4. Preference percentages for slot machines during equal-probability slot machine phases for Participant 4. Casino 2 during Phases 8 and 10. Preference percentages did not change at Casino 2 during Phases 4 and 6 or at Casino 1 during Phases 8 and 10 (i.e., response allocations only differed at each casino following conditional ALTERING SLOT MACHINE PREFERENCES 107 discrimination training intended to alter responding at that casino). However, the response allocation was not always consistent with the previously trained conditional discriminations. For example, during Phase 2 a higher percentage of responses was allocated toward A1; therefore, an equivalence class consisting of A1 (Lose), B1 (Hope), and C1 (Pink) was created. During Phase 4, however, Class-1 stimuli were only chosen on 10%, 0%, and 10% of trials. During Phase 8, A3 was selected on 70% of trials; however, the preference was lower for B3 (60%) and only 40% of responses were allocated to C3. Interestingly, during Phases 6 and 10, response allocations were consistent with the A1–C2/A2–C1 and A3–C4/A4–C3 training intended to alter the previously established equivalence classes. Discussion In the current study, preferences for computer-simulated slot machines were altered via the transfer of stimulus functions. For these participants, response allocation was higher toward the slot machines labeled with any three members of an established equivalence class, and the response allocations were subsequently changed following class-altering conditional discrimination training. The findings from the current study support existing research on the transfer of functions through equivalence relations (Barnes-Holmes et al., 2000) and, more specifically, research on altering gambling preferences via the transfer of stimulus functions (Hoon et al., 2008; Johnson & Dixon, 2009; Zlomke & Dixon, 2006). These results also support previous research on derived stimulus relations utilizing reversal of baseline conditional discriminations to strengthen experimental control of pre- and post-test design methodology (Murphy, Barnes-Holmes, & BarnesHolmes, 2005; Smeets & Barnes-Holmes, 2005; Smeets, Barnes-Holmes, Akpinar, & Barnes-Holmes, 2003). For conceptual clarity it should be noted that only those trials in Testing Phases 4 and 8 that allowed the participant to choose between slot machines labeled with C-1 and C-2 stimuli (colors) were adequate tests of derived transfer of stimulus functions. Because the conditional discrimination procedure involved direct training of A–B stimuli (slot name to pleasant/aversive word) and A–C stimuli (slot name to neutral color), response allocation to slot machines labeled “Win” or “Jackpot” or pleasantly rated words among B stimuli would only indicate a transfer of function based on symmetrical relations. Thus, this could be explained through second-order conditioning and would not be an example of verbal behavior as defined in the derived stimulus– response literature (Dymond & Rehfeldt, 2000). Likewise, although the evidence of transfer of stimulus function is not robust for each participant in all phases, the data serves as an initial demonstration of complex verbal processes in gambling participants. It is possible that during the various phases of conditional discrimination training throughout the experiment, each equivalence class formed could be looked at as an externally provided rule. For example, Participant 1 may have had an internal rule such as “I am more likely to win while playing the slot machine labeled ‘Win.’” Following the formation of the equivalence class, the participant would have two new external rules including, “I am more likely to win while playing the ‘Pleasure’ slot machine” and “I am more likely to win while playing the orange slot machine.” However, it 108 Dixon et al. is worth noting that this interpretation would assume that the trials involving color stimuli did actually serve as pure instances of function transfer, and as pointed out earlier, the sequence of discrimination training in the present experiment may not support this. Further research is necessary to determine the extent to which preexisting functions, or internally generated rules, can and will transfer to stimuli that most likely carry preexisting functions themselves, such as emotive words and colors. Across participants, some variability in responding can be observed. For example, Participant 2’s preference for slot machines appeared to be affected by the conditional discrimination training during some phases but not during others. The cause of this variability could be further examined in an extension of the current study. By videotaping participants and asking them to explain the “strategy” or “rule” they are following during every trial, the experimenter may be able to assess which types of rules the participant is following and thus whether functions of stimuli actually transferred. Furthermore, the current study could be altered in order to separate the effects of reinforcement contingencies from the effects of rules. Providing immediate feedback (in the form of credits added or removed) for trials at one casino but not at the other casino would allow for examination of response allocation with and without reinforcement. Verbal rules may also explain an interesting change in the response allocation of Participant 3. His response allocation to A3 at Casino 1 increased at the same time that response allocation increased for A1 at Casino 2 (following conditional discrimination training) during Phase 4 (see Figure 3). During Phase 3, equivalence classes were formed: Class 1 = A1 (Jackpot), B1 (Hope), and C1 (Red) and Class 2 = A2 (Bankrupt), B2 (Debt), and C2 (White); these classes were intended to affect responding at Casino 2 only. However, preference percentage for the available Class-3 stimulus A3 (Pleasure) increased from 43% in Phase 2 to 90% in Phase 4. This participant may have formed a general rule such as “Good or positive stimuli are better” and applied this rule across all trials. During Phase 3, the conditional discrimination training was intended to strengthen or maintain responding at A1 while also creating a preference for B1 and C1 stimuli. However, if the classes formed were in fact inconsistent, it is possible that the functions of the stimuli may have transferred in either direction, resulting in classes with positive or negative emotive functions and not necessarily the emotive functions intended by the experimenter. Participants 2 and 3 formed at least one presumably inconsistent class during the experiment; however, the experimenters could not be sure that these classes contained stimuli with originally inconsistent functions since the A stimuli were not included in the initial wordrating task. The data from Participant 1 was notable for various reasons. Participant 1 showed a strong preference for A1 (Win) during Phases 2 and 4. Following A1–C2/A2–C1 conditional discrimination training he allocated a higher percentage of responses to A2 and C1 than A1 and C2. The negative emotive functions of the previously neutral C2 (Red) stimulus appeared to transfer to A1 (Win) instead of vice versa (the functions of A1 transferring to C2). This is particularly interesting considering that C2 was a neutral stimulus prior to the formation of the equivalence classes. For Participants 3 and 4, functions transferred in the opposite direction. ALTERING SLOT MACHINE PREFERENCES 109 To address the limitations (and perhaps the variability in individual responding) in the current study, future investigations could employ several methodological variations. First, if similar nonarbitrary stimuli are utilized in future research, experimenters may want to consider training the reversal of baseline preferences in initial conditional discrimination training phases. Second, to address similar limitations in the current study, a pretest of slot machine responding could also be incorporated to detect a more pronounced shift in preference. And lastly, to avoid or minimize the effect of preexisting idiosyncratic functions, future researchers might also consider incorporating all arbitrary stimuli, thus removing the current words and colors that were used in the present investigation. However, doing so might not allow for the type of evaluation of preexperimental history with various words as they apply to gambling and risk taking. Additionally, a future study might consider recruiting a larger number of pathological gamblers or using a between-subjects design to directly compare the responding of pathological to nonpathological gamblers so that greater external validity might be obtained. It has been suggested elsewhere that clinical populations may be less sensitive to experimental contingencies during human operant investigations (Wulfert, Greenway, Farkas, Hayes, & Dougher, 1994). In the current study, the question of why some gamblers’ preferences can be altered through the establishment of equivalence classes but other gamblers’ preferences are unaffected remains unanswered. Researchers should also expand beyond the frequently used slot machine apparatus and explore other casino games such as roulette, video poker, and other table games found in casinos. This will ensure that the findings that are generated are not an artifact of slot machines but truly generalize to gambling behavior broadly. Lastly, future research may also look at applying therapeutic treatments to alter existing gambling-related equivalence classes in order to alter gambling-related behavior (Wilson, Hayes, Gregg, & Zettle, 2001). In closing, the current study demonstrated that it is possible to alter gambler behavior based on derived transfer of emotive functions. This study lends support to the existing research in this area of gambling (Hoon et al., 2008; Johnson & Dixon, 2009; Zlomke & Dixon, 2006) and provides some insight into idiosyncratic choice-making within this population. It is now evident that programmed contingencies only in part control the behavior of complex, verbal organisms and studies that utilize them as participants need to take this into account. By doing so, we can move closer to approximating ways in which to help those who have been adversely affected by this cultural epidemic. References American Gaming Association. (2007). Industry information fact sheets: Statistics. Washington, DC: American Gaming Association. Retrieved, February 12, 2009 from http://www.americangaming.org/Industry/ factsheets/statistics_detail.cfv?id=8 Barnes-Holmes, D., Keane, J., Barnes-Holmes, Y., & Smeets, P. M. (2000). A derived transfer of emotive functions as a means of establishing differential preferences for soft drinks. 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