Near-miss effect

Last updated

Slot machine showing the near-miss effect. The third number, 6, is just below 7, showing the near-miss effect. Near-miss effect.png
Slot machine showing the near-miss effect. The third number, 6, is just below 7, showing the near-miss effect.

The near-miss effect refers to when a player becomes more motivated to continue expending effort because the previous effort "almost succeeded". It occurs in many endeavors, especially sports, but is highly documented and studied in gambling. [1] [2]

Contents

Psychology

The near-miss effect is boosted by conditional reinforcement and personal control. [3] [4] It stimulates reward-related parts of the brain such as the ventral striatum, [5] and can increase heart rate and dopamine transmission in the brain, [6] [7] with the stimuli causing the feeling that the gambler is close to a win. [4]

By stimulating the "win" response, conditional reinforcement, which is only useful in games of skill, may [8] lead a gambler to temporarily mistake a game of luck for a game of skill. [3] For instance, a soccer player who takes a shot and hits the goalpost may legitimately feel encouraged to shoot again, as they perceive the near miss as evidence that they are shooting well that day, the defenders are not defending well, or that they are otherwise about to score, whereas missing a lottery ticket by only one digit has no bearing on the effectiveness of buying another lottery ticket.

According to a study published in Neuron , gamblers also have an inflated confidence when they choose their lottery ticket or throw the roulette ball by themselves, compared to when another person throws it. For example, craps players have been found to throw the dice harder for a higher roll, again mistaking chance for skill. [3]

Effects outside of gambling

Besides gambling, the near-miss effect also affects decision making in other fields. For example, gamblers who experience the near-miss effect view it as a success, leading to riskier decision making. They also subjectively assess the future probability of failure to be lower that the actual probability. Mangers who make decisions leading to the near-miss effect are evaluated as highly as managers who make decisions resulting in successes. [9] Robin L. Dillon, Catherine H. Tinsley and Matthew Cronin, explaining the result, write: "People did not update given probabilities, they did not calculate new probabilities, they simply felt differently about the initial probabilities that were given. Thus it might be said that near-miss information changes people’s frames of reference.” [10]

Documentation

Daniel Kahneman and Amos Tversky in 1982 considered a lottery where the winning ticket number is 865304 and there are three ticket holders, with numbers 361204, 965304 and 865305 respectively. They asserted that the first two ticket holders would not be troubled, whereas the third one would experience frustration due to the near-miss effect. [1]

An experiment on rats used a machine similar to a slot machine to study the near-miss effect. The machine allowed rats to press a lever in which, if all three lights on display flashed, the rats would win a pellet of food; otherwise, the lever would inflict a time penalty. The experiment found that the rats were more likely to press the lever when they won or when two of the three lights flashed (a near-miss). [8] [11] Different studies have shown that about 30% of near-misses increased the rate of gambling behavior. [6]

The near-miss effect is commonly seen in slot machines. For example, in a slot machine where "cherry, cherry, cherry" signals a win, "cherry, cherry, lemon" would be an example of a near-miss. [4] This is shown by measures of direct frustration like how hard the spin button is pressed. [12] Therefore, slot machines have a high rate of near-misses which may add to their addictive potential. [13] The evidence for the emotional impact of near-misses is mixed; some studies show no significant results. [13] [14]

Wordle, a popular word guessing game, contains near-misses. [15] Video games too have similar characteristics. [16]

See also

Related Research Articles

The gambler's fallacy, also known as the Monte Carlo fallacy or the fallacy of the maturity of chances, is the belief that, if an event has occurred less frequently than expected, it is more likely to happen again in the future. The fallacy is commonly associated with gambling, where it may be believed, for example, that the next dice roll is more than usually likely to be six because there have recently been fewer than the expected number of sixes.

Long-term memory (LTM) is the stage of the Atkinson–Shiffrin memory model in which informative knowledge is held indefinitely. It is defined in contrast to sensory memory, the initial stage, and short-term or working memory, the second stage, which persists for about 18 to 30 seconds. LTM is grouped into two categories known as explicit memory and implicit memory. Explicit memory is broken down into episodic and semantic memory, while implicit memory includes procedural memory and emotional conditioning.

<span class="mw-page-title-main">Slot machine</span> Casino gambling machine

A slot machine, fruit machine, poker machine or pokies is a gambling machine that creates a game of chance for its customers.

Operant conditioning, also called instrumental conditioning, is a learning process where voluntary behaviors are modified by association with the addition of reward or aversive stimuli. The frequency or duration of the behavior may increase through reinforcement or decrease through punishment or extinction.

<span class="mw-page-title-main">Operant conditioning chamber</span> Laboratory apparatus used to study animal behavior

An operant conditioning chamber is a laboratory apparatus used to study animal behavior. The operant conditioning chamber was created by B. F. Skinner while he was a graduate student at Harvard University. The chamber can be used to study both operant conditioning and classical conditioning.

<span class="mw-page-title-main">St. Petersburg paradox</span> Paradox involving a game with repeated coin flipping

The St. Petersburg paradox or St. Petersburg lottery is a paradox involving the game of flipping a coin where the expected payoff of the lottery game is infinite but nevertheless seems to be worth only a very small amount to the participants. The St. Petersburg paradox is a situation where a naïve decision criterion that takes only the expected value into account predicts a course of action that presumably no actual person would be willing to take. Several resolutions to the paradox have been proposed, including the impossible amount of money a casino would need to continue the game indefinitely.

Neuroeconomics is an interdisciplinary field that seeks to explain human decision-making, the ability to process multiple alternatives and to follow through on a plan of action. It studies how economic behavior can shape our understanding of the brain, and how neuroscientific discoveries can guide models of economics.

The illusion of control is the tendency for people to overestimate their ability to control events. It was named by U.S. psychologist Ellen Langer and is thought to influence gambling behavior and belief in the paranormal. Along with illusory superiority and optimism bias, the illusion of control is one of the positive illusions.

The expected utility hypothesis is a foundational assumption in mathematical economics concerning decision making under uncertainty. It postulates that rational agents maximize utility, meaning the subjective desirability of their actions. Rational choice theory, a cornerstone of microeconomics, builds this postulate to model aggregate social behaviour.

<span class="mw-page-title-main">Adult neurogenesis</span> Generating of neurons from neural stem cells in adults

Adult neurogenesis is the process in which neurons are generated from neural stem cells in the adult. This process differs from prenatal neurogenesis.

<span class="mw-page-title-main">Problem gambling</span> Repetitive gambling despite demonstrable harm and adverse consequences

Problem gambling, ludopathy or ludomania is repetitive gambling behavior despite harm and negative consequences. Problem gambling may be diagnosed as a mental disorder according to DSM-5 if certain diagnostic criteria are met. Pathological gambling is a common disorder associated with social and family costs.

The Allais paradox is a choice problem designed by Maurice Allais to show an inconsistency of actual observed choices with the predictions of expected utility theory. The Allais paradox demonstrates that individuals rarely make rational decisions consistently when required to do so immediately. The independence axiom of expected utility theory, which requires that the preferences of an individual should not change when altering two lotteries by equal proportions, was proven to be violated by the paradox.

<span class="mw-page-title-main">Quinpirole</span> Chemical compound

Quinpirole is a psychoactive drug and research chemical which acts as a selective D2 and D3 receptor agonist. It is used in scientific research. Quinpirole has been shown to increase locomotion and sniffing behavior in mice treated with it. At least one study has found that quinpirole induces compulsive behavior symptomatic of obsessive compulsive disorder in rats. Another study in rats show that quinpirole produces significant THC-like effects when metabolic degradation of anandamide is inhibited, supporting the hypothesis that these effects of quinpirole are mediated by cannabinoid CB1 receptors. Quinpirole may also reduce relapse in adolescent rat models of cocaine addiction.

Numerical cognition is a subdiscipline of cognitive science that studies the cognitive, developmental and neural bases of numbers and mathematics. As with many cognitive science endeavors, this is a highly interdisciplinary topic, and includes researchers in cognitive psychology, developmental psychology, neuroscience and cognitive linguistics. This discipline, although it may interact with questions in the philosophy of mathematics, is primarily concerned with empirical questions.

The "hot hand" is a phenomenon, previously considered a cognitive social bias, that a person who experiences a successful outcome has a greater chance of success in further attempts. The concept is often applied to sports and skill-based tasks in general and originates from basketball, where a shooter is more likely to score if their previous attempts were successful; i.e., while having the "hot hand.” While previous success at a task can indeed change the psychological attitude and subsequent success rate of a player, researchers for many years did not find evidence for a "hot hand" in practice, dismissing it as fallacious. However, later research questioned whether the belief is indeed a fallacy. Some recent studies using modern statistical analysis have observed evidence for the "hot hand" in some sporting activities; however, other recent studies have not observed evidence of the "hot hand". Moreover, evidence suggests that only a small subset of players may show a "hot hand" and, among those who do, the magnitude of the "hot hand" tends to be small.

Risk aversion is a preference for a sure outcome over a gamble with higher or equal expected value. Conversely, rejection of a sure thing in favor of a gamble of lower or equal expected value is known as risk-seeking behavior.

Cognitive bias in animals is a pattern of deviation in judgment, whereby inferences about other animals and situations may be affected by irrelevant information or emotional states. It is sometimes said that animals create their own "subjective social reality" from their perception of the input. In humans, for example, an optimistic or pessimistic bias might affect one's answer to the question "Is the glass half empty or half full?"

Joni Wallis is a cognitive neurophysiologist and Professor in the Department of Psychology at the University of California, Berkeley.

The uncertainty effect, also known as direct risk aversion, is a phenomenon from economics and psychology which suggests that individuals may be prone to expressing such an extreme distaste for risk that they ascribe a lower value to a risky prospect than its worst possible realization.

References

  1. 1 2 Reid, R. L. (1986). "The psychology of the near miss" (PDF). Journal of Gambling Behavior. 2 (1): 32–39. doi:10.1007/BF01019932. ISSN   0742-0714.
  2. Tao, Suo; Yang, Yan; Zeng, Fan; Mengmeng, Wang; Guoxiang, Zhao. "The near-miss effect in gambling game". Advances in Psychological Science (in Chinese). 26 (9).
  3. 1 2 3 Clark, Luke; Lawrence, Andrew J; Astley Jones, Frances; Gray, Nicola (2009). "Gambling Near-Misses Enhance Motivation to Gamble and Recruit Win-Related Brain Circuitry". Neuron. 61 (3): 481–490. doi:10.1016/j.neuron.2008.12.031. PMC   2658737 . PMID   19217383.
  4. 1 2 3 Pisklak, Jeffery M; Yong, Joshua J H; Spetch, Marcia L (2020). "The Near-Miss Effect in Slot Machines: A Review and Experimental Analysis Over Half a Century Later". Journal of Gambling Studies. 36 (2): 611–632. doi:10.1007/s10899-019-09891-8. PMC   7214505 . PMID   31522339.
  5. Quaglieri, Alessandro; Pizzo, Alessandra; Cricenti, Clarissa; Tagliaferri, Ginevra; Frisari, Francesca Valeria; Burrai, Jessica; Mari, Emanuela; Lausi, Giulia; Giannini, Anna Maria; Zivi, Pierpaolo (1 February 2024). "Gambling and virtual reality: unraveling the illusion of near-misses effect". Frontiers in Psychiatry. 15. doi: 10.3389/fpsyt.2024.1322631 . ISSN   1664-0640. PMC   10867214 . PMID   38362030.
  6. 1 2 Clark, Luke; Liu, Rui; McKavanagh, Rebecca; Garrett, Alice; Dunn, Barnaby D.; Aitken, Michael R. F. (12 November 2013). "Learning and Affect Following Near-Miss Outcomes in Simulated Gambling". Journal of Behavioral Decision Making. 26 (5): 442–450. doi:10.1002/bdm.1774. ISSN   0894-3257.
  7. Chase, Henry W.; Clark, Luke (5 May 2010). "Gambling Severity Predicts Midbrain Response to Near-Miss Outcomes". Journal of Neuroscience. 30 (18): 6180–6187. doi:10.1523/JNEUROSCI.5758-09.2010. ISSN   0270-6474. PMC   2929454 . PMID   20445043.
  8. 1 2 Lehrer, Jonah. "The Near-Miss Effect". Wired. ISSN   1059-1028 . Retrieved 9 November 2024.
  9. Sundali, James A.; Safford, Amanda H.; Croson, Rachel (2012). "The impact of near-miss events on betting behavior: An examination of casino rapid roulette play". Judgment and Decision Making. 7 (6): 768–778. doi:10.1017/S1930297500003326. ISSN   1930-2975.
  10. Dillon, Robin L.; Tinsley, Catherine H.; Cronin, Matthew (2011). "Why Near-Miss Events Can Decrease an Individual's Protective Response to Hurricanes". Risk Analysis. 31 (3): 448. Bibcode:2011RiskA..31..440D. doi:10.1111/j.1539-6924.2010.01506.x. ISSN   1539-6924. PMID   20880221.
  11. Winstanley, Catharine A.; Cocker, Paul J.; Rogers, Robert D. (5 January 2011). "Dopamine Modulates Reward Expectancy During Performance of a Slot Machine Task in Rats: Evidence for a 'Near-miss' Effect". Neuropsychopharmacology. 36 (5): 913–925. doi:10.1038/npp.2010.230. ISSN   1740-634X. PMC   3077261 . PMID   21209612.
  12. Dixon, Mike J.; Larche, Chanel J.; Stange, Madison; Graydon, Candice; Fugelsang, Jonathan A. (1 March 2018). "Near-Misses and Stop Buttons in Slot Machine Play: An Investigation of How They Affect Players, and May Foster Erroneous Cognitions". Journal of Gambling Studies. 34 (1): 161–180. doi:10.1007/s10899-017-9699-x. ISSN   1573-3602. PMC   5846825 . PMID   28702882.
  13. 1 2 Palmer, Lucas; Ferrari, Mario A; Clark, Luke (2024). "The near-miss effect in online slot machine gambling: A series of conceptual replications". American Psychological Association . 38 (6): 716–727. doi:10.1037/adb0000999. PMID   38709628.
  14. Barton, K. R.; Yazdani, Y.; Ayer, N.; Kalvapalle, S.; Brown, S.; Stapleton, J.; Brown, D. G.; Harrigan, K. A. (1 December 2017). "The Effect of Losses Disguised as Wins and Near Misses in Electronic Gaming Machines: A Systematic Review". Journal of Gambling Studies. 33 (4): 1241–1260. doi:10.1007/s10899-017-9688-0. ISSN   1573-3602. PMC   5663799 . PMID   28421402.
  15. Dixon, Mike J.; Gunpat, Brittany S.; Boucher, Isabelle A.; Tsang, Monica; Ahmed, Sara; Shaikevich, Greg; Dhode, Isha; Leung, Joshua; Kruger, Tyler B. (17 October 2024). "Using "Wordle" to assess the effects of goal gradients and near-misses". Scientific Reports. 14 (1): 24336. Bibcode:2024NatSR..1424336D. doi:10.1038/s41598-024-74450-0. ISSN   2045-2322. PMC   11487082 . PMID   39420198.
  16. "The Near Miss Effect and Game Rewards". The Psychology of Games. 2 September 2016. Retrieved 9 December 2024.