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Dive into the research topics where Candice Graydon is active.

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Featured researches published by Candice Graydon.


Journal of Gambling Studies | 2014

The Impact of Sound in Modern Multiline Video Slot Machine Play

Mike J. Dixon; Kevin Harrigan; Diane L. Santesso; Candice Graydon; Jonathan A. Fugelsang; Karen Collins

Slot machine wins and losses have distinctive, measurable, physiological effects on players. The contributing factors to these effects remain under-explored. We believe that sound is one of these key contributing factors. Sound plays an important role in reinforcement, and thus on arousal level and stress response of players. It is the use of sound for positive reinforcement in particular that we believe influences the player. In the current study, we investigate the role that sound plays in psychophysical responses to slot machine play. A total of 96 gamblers played a slot machine simulator with and without sound being paired with reinforcement. Skin conductance responses and heart rate, as well as subjective judgments about the gambling experience were examined. The results showed that the sound influenced the arousal of participants both psychophysically and psychologically. The sound also influenced players’ preferences, with the majority of players preferring to play slot machines that were accompanied by winning sounds. The sounds also caused players to significantly overestimate the number of times they won while playing the slot machine.


Journal of Gambling Studies | 2015

Using sound to unmask losses disguised as wins in multiline slot machines.

Mike J. Dixon; Karen Collins; Kevin Harrigan; Candice Graydon; Jonathan A. Fugelsang

Losses disguised as wins (LDWs) are slot machine outcomes where participants bet on multiple lines and win back less than their wager. Despite losing money, the machine celebrates these outcomes with reinforcing sights and sounds. Here, we sought to show that psychophysically and psychologically, participants treat LDWs as wins, but that we could expose LDWs as losses by using negative sounds as feedback. 157 participants were allocated into one of three conditions: a standard sound condition where LDWs, despite being losses, are paired with winning sights and sounds; a silent condition, where LDWs are paired with silence; and a negative sound condition where LDWs and regular losses are both followed by a negative sound. After viewing a paytable, participants conducted 300 spins on a slot machine simulator while heart rate deceleration (HRD) and skin conductance responses (SCRs) were monitored. Participants were then shown 20 different spin outcomes including LDWs and asked whether they had won or lost on that outcome. Participants then estimated on how many spins (out of 300) they won more than they wagered. SCRs were similar for losses and LDWs (both smaller than actual wins). HRD, however, was steeper for both wins and LDWs, compared to losses. In the standard condition, a majority of participants (mis)categorized LDWs as wins, and significantly overestimated the number of times they actually won. In the negative sound condition, this pattern was reversed; most participants correctly categorized LDWs as losses, and they gave high-fidelity win estimates. We conclude that participants both think and physiologically react to LDWs as though they are wins, a miscategorization that misleads them to think that they are winning more often than they actually are. Sound can be used to effectively prevent this misconception and unmask the disguise of LDWs.


Journal of Gambling Studies | 2017

Reinforcing Small Wins and Frustrating Near-Misses: Further Investigation Into Scratch Card Gambling.

Madison Stange; Mikyla Grau; Sandra Osazuwa; Candice Graydon; Mike J. Dixon

Scratch card games are incredibly popular in the Canadian marketplace. However, only recently have researchers started to systematically analyze their structural characteristics and how these in turn affect the gambler. We present two studies designed to further understand the underlying physiological and psychological effects that scratch cards have on gamblers. We had gamblers (63 in Experiment 1, 68 in Experiment 2) play custom made scratch cards involving a small win, a regular loss and a near-miss—where they uncovered two out of the three symbols needed to win the top prize. Our predictions were that despite near-misses and losses being objectively equivalent (the gambler wins nothing) gamblers’ reactions to these outcomes would differ dramatically. During game play, skin conductance levels and heart rate were recorded, as well as how long gamblers paused between each game. Gamblers’ subjective reactions to the different outcomes were then assessed. In both studies, near-misses triggered higher levels of physiological arousal (skin conductance levels and heart rates) than losses. Gamblers paused significantly longer following small wins than other outcomes, and reported high arousal, positive affect and urge to gamble—a constellation of results consistent with their rewarding properties. Importantly near-miss outcomes were rated as highly arousing, negative in emotional tone, and the most frustrating of all three outcome types examined. In Experiment 2, when we measured subjective urge to gamble immediately after each outcome, urge to gamble was significantly higher following near-misses than regular losses. Thus, despite not rewarding the gambler with any monetary gain, these outcomes nevertheless triggered higher arousal and larger urges to gamble than regular losses, a finding that may explain in part, the allure of scratch cards as a gambling activity.


Journal of Gambling Studies | 2016

''I was that close'': Investigating Players' Reactions to Losses, Wins, and Near-Misses on Scratch Cards

Madison Stange; Candice Graydon; Mike J. Dixon

While scratch cards are a popular, accessible, and inexpensive form of gambling, very little is known about how they affect and influence the player. This study sought to understand the physiological and subjective experience of scratch card play, with special emphasis on the effect of near-miss outcomes (i.e. uncovering two out of three “grand prize” symbols needed to win said prize), which are remarkably prevalent in scratch card games. Thirty-eight undergraduate students from the University of Waterloo each played two custom scratch card games and experienced three types of outcomes (losses, wins and near-misses) while their skin conductance levels (SCLs) and post-reinforcement pauses were recorded. Each participant also rated each outcome in terms of its subjective level of arousal, valence, and frustration. Our results indicate that players interpreted near-misses as negatively valenced, highly arousing, frustrating losses, and were faster to move onto the next game following this type of outcome than following winning outcomes. Additionally, near-miss outcomes were associated with the largest amount of change in SCLs as the outcome was revealed. This work has implications for the problem gambling literature as it provides evidence of the frustration hypothesis of near-misses in scratch cards, and is the first study to examine the physiological and psychological experiences of scratch card players.


Journal of Gambling Studies | 2018

Dark Flow, Depression and Multiline Slot Machine Play

Mike J. Dixon; Madison Stange; Chanel J. Larche; Candice Graydon; Jonathan A. Fugelsang; Kevin Harrigan

Multiline slot machines allow for a unique outcome type referred to as a loss disguised as a win (LDW). An LDW occurs when a player gains credits on a spin, but fewer credits than their original wager (e.g. 15-cent gain on a 20-cent wager). These outcomes alter the gambler’s play experience by providing frequent, albeit smaller, credit gains throughout a playing session that are in fact net losses. Despite this negative overall value, research has shown that players physiologically respond to LDWs as if they are wins, not losses. These outcomes also create a “smoother” experience for the player that seems to promote a highly absorbing, flow-like state that we have called “dark flow”. Past research has indicated that there may be a relationship between problem gambling status and dark flow, as well as between dark flow, depression, and gambling expectancies. In this study, we sought to further understand these relationships, while examining the influence of LDWs on game preference in the context of single versus multiline slots play. We used a realistic slot machine simulator equipped with a force transducer to measure how hard players pressed the spin button following different outcomes. This measure of arousal showed that LDWs were treated similarly to small wins. Participants overwhelmingly preferred the multiline game and experienced more positive affect while playing it, compared to the single-line game. Problem gambling severity index scores were related to dark flow in both games, but this relationship was stronger for the multiline game. Additionally, depression symptomatology and dark flow were strongly correlated in the multiline game, with significant relationships between depression and gambling expectancy, and gambling expectancy and dark flow ratings also emerging.


International Gambling Studies | 2017

Losses disguised as wins in multiline slots: using an educational animation to reduce erroneous win overestimates

Candice Graydon; Mike J. Dixon; Kevin Harrigan; Jonathan A. Fugelsang; Michelle Jarick

Abstract Slot machines are available in several countries, with multiline games growing in popularity. Interestingly, many audiovisually reinforced small ‘wins’ in multiline games are in fact monetary losses – outcomes referred to as losses disguised as wins (LDWs). Research suggests that LDWs cause players to overestimate how many times they remember actually winning during a playing session. The study sought to replicate this finding and see if a short educational animation about LDWs could significantly reduce this LDW-triggered win overestimation effect. It employed a mixed design, with animation viewed (LDW, control) as the between-subjects factor, and game played (200 spins on a few LDW or many LDW game; game order counterbalanced) as the within-subjects factor. Fifty-four novice participants estimated how many times they won more than they wagered in each game. In the control animation group, the study replicated the LDW-triggered win overestimation effect for participants playing the many LDW game. Crucially, win overestimates were significantly reduced in this many LDW game for players exposed to the LDW animation. The study concludes that LDWs can lead novice gamblers to remember winning more often than they actually do during a playing session, but educating participants about LDWs can reduce these erroneous win overestimates.


Journal of Gambling Studies | 2018

Losses Disguised as Wins Affect Game Selection on Multiline Slots

Candice Graydon; Madison Stange; Mike J. Dixon

Multiline slots are exciting games that contain features which make them alluring. One such feature is a loss disguised as a win (LDW); wherein, players win less than they wager (e.g., bet 2 dollars, win back 50 cents), but this net loss is disguised by flashing graphics and winning sounds. Research to date concludes that LDWs are both rewarding and reinforcing. Here, we investigated whether LDWs affect players’ game selection. Thirty-two undergraduate students with experience playing slot machines played 100 spins on four games—two had positive payback percentages (115%) and two had negative payback percentages (85%) after 100 spins. For each payback percentage condition, there was a game with no LDWs and a game with a moderate number of LDWs. For the 100 spins, players could choose to play whichever game they wished. They then rated their preference for each game following the 100-spins and chose a game to continue playing. The majority of players preferred playing the positive payback percentage game with LDWs and chose to continue playing this game over the three other games. We conclude that in addition to LDWs being reinforcing and rewarding, LDWs do in fact influence game selection. We conclude that responsible gambling initiatives should educate players about LDWs.


Journal of Gambling Studies | 2017

Increased Urge to Gamble Following Near-Miss Outcomes May Drive Purchasing Behaviour in Scratch Card Gambling

Madison Stange; Candice Graydon; Mike J. Dixon

Previous research into scratch card gambling has highlighted the effects of these games on players’ arousal and affective states. Specifically, near-miss outcomes in scratch cards (uncovering 2 of 3 needed jackpot symbols) have been associated with high levels of physiological and subjective arousal and negative emotional evaluations, including increased frustration. We sought to extend this research by examining whether near-misses prompted increases in gambling urge, and the subsequent purchasing of additional scratch cards. Participants played two scratch cards with varying outcomes with half of the sample experiencing a near-miss for the jackpot prize, and the other half experiencing a regular loss. Players rated their urge to continue gambling after each game outcome, and following the initial playing phase, were then able to use their winnings to purchase additional cards. Our results indicated that near-misses increased the urge to gamble significantly more than regular losses, and urge to gamble in the near-miss group was significantly correlated with purchasing at least one additional card. Although some players in the loss group purchased another card, there was no correlation between urge to gamble and purchasing in this group. Additionally, participants in the near-miss group who purchased additional cards reported higher levels of urge than those who did not purchase more cards. This was not true for the loss group: participants who experienced solely losing outcomes reported similar levels of urge regardless of whether or not they purchased more scratch cards. Despite near-misses’ objective status as monetary losses, the increased urge that follows near-miss outcomes may translate into further scratch card gambling for a subset of individuals .


Addiction | 2014

The allure of multi-line games in modern slot machines

Mike J. Dixon; Candice Graydon; Kevin Harrigan; Lisa Wojtowicz; Vivian Siu; Jonathan A. Fugelsang


Journal of Gambling Studies | 2018

Near-Misses and Stop Buttons in Slot Machine Play: An Investigation of How They Affect Players, and May Foster Erroneous Cognitions

Mike J. Dixon; Chanel J. Larche; Madison Stange; Candice Graydon; Jonathan A. Fugelsang

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Mikyla Grau

University of Waterloo

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