A study using animal-attached technology to measure food consumption in four very different wild vertebrates has revealed that animals using a high-risk strategy to find rarer food are particularly susceptible to becoming extinct, as they fail to gather food for their young before they starve.
The blinking lights and exciting jingles in casinos may encourage risky decision-making and potentially promote problem gambling behaviour, suggests new research from the University of British Columbia.
The intense audiovisual feedback from slot machines can directly influence a player's decisions, suggests a laboratory study of more than 100 healthy adults published in JNeurosci. The research raises new concerns that these machines and similar devices promote problematic gambling.
A new CAMH study shows that free gambling-themed games may be a gateway to paid gambling for young people, and gameplay is linked with a higher risk of gambling problems among some adolescents. Called social casino games, they let people try their hand at casino table games, slots, poker or bingo without betting real money. Nearly one in eight high school students said they had played social casino games in the past three months.
Warren Bickel, the director of the Virginia Tech Carilion Research Institute (VTCRI) Addiction Recovery Research Center, and Keith Humphreys, the Esther Ting Memorial Professor in psychiatry and behavioral science at Stanford University, called their colleagues to action in an article published in JAMA Psychiatry, a journal of the American Medical Association.
The brain's orbitofrontal cortex deals with social interactions, including regret, and has been much studied with fMRI and EEG. Using ECoG, which provides more detailed information about brain activity on millisecond timescales and with better resolution, researchers were able to follow the thoughts that swirl through this brain area during a simple betting game. Surprisingly, after placing a bet, gamblers dwell mostly on regret over previous bets, whether won or lost, essentially second-guessing previous decisions.
In-game purchasing systems, such as 'loot boxes', in popular online games resemble gambling and may pose financial risks for vulnerable players, according to gambling psychology researchers at the University of Adelaide.
An editorial published today by Addiction argues that some online games use in-game purchasing systems that disguise or withhold the long-term cost of microtransactions until the player is already financially and psychologically committed. Such purchasing systems push free-to-play online gaming closer to gambling and may present financial risks for vulnerable players.
Consumers who perceive the benefits of large sums of money promised in mass marketing scams (MMS) are more likely to discount the risks and fall prey to perpetrators, according to new research co-authored by the University of Plymouth.
Parents who restrict their children's use of new media technologies may be acting counterproductively in the long run, particularly if they invoke afterschool homework time as the reason. Their children's scholastic achievements at college lag behind the academic performance of same-age peers, a University of Zurich study shows.