It is suggested that commercial video games and gambling activities make use of similar types of intermittent reinforcement schedules. This research seeks to examine the nature of this relationship amongst children and adolescents. One hundred and four children from grades 4, 6, and 8 participated. A questionnaire exploring issues related to video game playing and gambling behavior was completed and a computerized blackjack game was individually administered. High frequency video game players are compared to low frequency video game players with respect to their gambling performance on the blackjack gambling task as well as on information gathered from the questionnaire. Findings suggest that high frequency video game players nor only gamble more than low frequency video game players but report that gambling makes them feel more important. Furthermore, they appear to be taking greater risks on the blackjack gambling task. Males exhibited greater risk-taking tendencies on the blackjack task than did females.
Identifer | oai:union.ndltd.org:LACETR/oai:collectionscanada.gc.ca:QMM.26274 |
Date | January 1994 |
Creators | Gupta, Rina |
Contributors | Derevensky, Jeffrey L. (advisor) |
Publisher | McGill University |
Source Sets | Library and Archives Canada ETDs Repository / Centre d'archives des thèses électroniques de Bibliothèque et Archives Canada |
Language | English |
Detected Language | English |
Type | Electronic Thesis or Dissertation |
Format | application/pdf |
Coverage | Master of Arts (Department of Educational and Counselling Psychology.) |
Rights | All items in eScholarship@McGill are protected by copyright with all rights reserved unless otherwise indicated. |
Relation | alephsysno: 001430988, proquestno: MM99903, Theses scanned by UMI/ProQuest. |
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