ORIGINAL RESEARCH
published: 12 January 2021
doi: 10.3389/fpsyg.2020.609731

Overconfidence in Understanding of
How Electronic Gaming Machines
Work Is Related to Positive Attitudes
Kahlil S. Philander 1,2 and Sally M. Gainsbury 2*

School of Hospitality Business Management, Carson College of Business, Washington State University, Everett, WA,
United States, 2 Science Faculty, Brain and Mind Centre, School of Psychology, University of Sydney, Camperdown, NSW,
Australia

Edited by:
José C. Perales,
University of Granada, Spain
Reviewed by:
Adam Goodie,
University of Georgia, United States
Juan Francisco Navas,
Complutense University of Madrid,
Spain
*Correspondence:
Sally M. Gainsbury
sally.gainsbury@sydney.edu.au
Specialty section:
This article was submitted to
Cognition,
a section of the journal
Frontiers in Psychology
Received: 24 September 2020
Accepted: 09 December 2020
Published: 12 January 2021
Citation:
Philander KS and Gainsbury SM
(2021) Overconfidence
in Understanding of How Electronic
Gaming Machines Work Is Related
to Positive Attitudes.
Front. Psychol. 11:609731.
doi: 10.3389/fpsyg.2020.609731

Previous research has demonstrated that attitudes are a primary determinant of intention
to gamble on electronic gaming machines (EGMs) consistent with the Theory of
Reasoned Action. This paper aims to address how biases in judgment can contribute
to attitudes and subsequently behavior, including maladaptive problematic gambling
behavior. We take a novel approach by viewing overconfidence in one’s understanding
of how outcomes are determined on EGMs as an indication of cognitive distortions.
The novelty of this paper is further increased as we compare attitudes to existing EGMs
with novel EGMs which include a skill component, referred to as skill-based gaming
machines (SGMs), which enables a better controlled comparison between actual and
perceived skill. In Study 1, 232 US-based participants were recruited online who
were shown various slot machines and SGMs and asked a series of questions about
perceived skill and chance in determining outcomes to assess their understanding,
then were asked their confidence in their understanding, attitudes toward the machines
and they completed the Problem Gambling Severity Index. In Study 2, 246 Australian
participants were recruited through community and university student samples; they
attended a laboratory where they were randomly allocated to play a real EGM or
SGM without money and completed the same measures as in Study 1. In Study 2,
participants were randomly told that the outcomes on the machine they would play
were determined entirely by chance, skill, or a mixture of both. In both studies, our
findings suggest that there are more extreme values in overconfidence in how EGMs
work, whereas individuals are more similar in their confidence in understanding SGMs.
We also find a relationship between overconfidence in EGM understanding and positive
attitudes toward EGMs, but no such relationship with SGMs. There was no impact from
controlling for demographics, problem gambling severity, or labeling of machines on
these relationships.
Keywords: electronic gaming machines, skill, attitudes, illusions of control, erroneous beliefs, cognitive
distortions, misunderstanding, gambling

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Overconfidence in How Electronic Gaming Machines Work

gambling activities that include a skill element or structural
characteristics that encourage the perception of skill. Individuals
who prefer gambling activities that contain elements of skill
have a greater illusion of control over outcomes (Myrseth
et al., 2010). A study of online poker players found those
who did not overestimate their skill were more successful
at avoiding developing gambling problems (Griffiths et al.,
2010), suggesting that avoiding cognitive distortions may be
protective against problematic gambling. Given the potential
influence of erroneous beliefs on behavior, it is important to
identify the relationship between these and attitudes toward
gambling activities.
One limitation of erroneous belief measures is that they
generally attempt to estimate fallacies across multiple activities
or the entire set of gambling activities (Goodie and Fortune,
2013; Goodie et al., 2019). These measures provide limited insight
as to how attitudes toward an individual game or game type
are shaped, which is an important consideration for policy and
lower-risk game design. While there are likely to be global
effects of cognitive distortions that impact individuals behavior
across all gambling variants, we contend that attitudes toward
any particular game can be explained, in part, by the degree of
overconfidence that the individual has toward that game, in their
ability to control outcomes. There is minimal research on the
role of overconfidence in how outcomes are determined in the
gambling field. One study found that individuals with gambling
problems are more likely to be overconfident in tasks involving
skills and were more likely to wager that they were correct in their
performance of skilled activities in a simulated gambling task
compared to individuals without gambling problems (Goodie,
2005). In this paper we take a novel approach in viewing
overconfidence as a potential cognitive distortion; if an individual
has a poor understanding, but their subjective assessment of
their understanding matches that uncertainty, then there are
no distortions. We expect individuals could accurately calibrate
their risk taking, based on their matched understanding and
subjective uncertainty.
EGMs are of central interest to gambling regulators and
researchers, given their propensity to be related to gambling
problems (Delfabbro et al., 2020b). EGMs are randomly
determined, however, the products often include redundant
features that reinforce an illusion of control, such as bonus
rounds or stop buttons, which appear to tie user actions to
outcomes (Harrigan et al., 2014; Gainsbury et al., 2018). Until
recently, there were no suitable control devices that facilitated a
comparison to the false appearance of skill in EGMs. However,
SGMs have been developed which incorporate skill elements
into the randomly determined payout schedules of EGMs (for
a review please see Delfabbro et al., 2020a; Pickering et al.,
2020). These machines allow for player skill to impact the longrun house advantage such that all players have the possibility
of winning, including jackpots, but players with higher levels
of skill increase their likelihood of winning small to medium
monetary payouts.
This is similar to other gambling activities, for example
casino-based poker or blackjack, whereby greater skill provides
the player with an advantage such that skill players are more

INTRODUCTION
Gambling is a popular activity internationally, with past-year
participation rates varying from 58 to 83% (Dowling et al.,
2016; Castrén et al., 2018; Salonen et al., 2018; Volberg et al.,
2018). Research often focuses on what contributes to excessive
gambling, but there is a significant research gap to inform why
people gamble, including uptake of novel gambling activities.
There is evidence to support the Theory of Reasoned Action
(TRA, Fishbein and Ajzen, 1975) to explain intentions to
gamble, including on electronic gaming machines (EGMs), i.e.,
slots, pokies, fixed odds betting terminals (Thrasher et al.,
2011; Lee, 2013; Shin and Montalto, 2015; Gainsbury et al.,
2019a). According to the TRA, intent to gamble is predicated
on both positive attitudes toward the activity and perceived
social norms. However, there is an absence of research to
understand what contributes to positive attitudes toward various
gambling activities.
Despite policies mandating gambling product information
disclosure, erroneous beliefs about gambling and erroneous
understandings of how outcomes are determined are widely
held by gambling consumers (Goodie et al., 2019). Due to the
potential for substantial money spending in the case of gambling,
erroneous beliefs about gambling may lead to serious harms
(Goodie et al., 2019).
One of the empirical challenges in understanding the link
between electronic gaming machines (EGMs), erroneous beliefs,
and attitudes toward gambling, relates to the role of user actions
in generating the random outcomes. A new gambling product
has been developed, similar to EGMs but with notable differences
in how outcomes are determined through the inclusion of skillbased outcomes, which are referred to here as skill gaming
machines (SGMs). This development provides an opportunity to
examine the relationship between attitudes toward a gambling
product and erroneous understanding of how outcomes are
determined, in the form of overconfidence in understanding
of the machines. This paper considers the extent to which
consumers understand the newer SGMs in comparison to EGMs,
the impact of labels explaining how outcomes are determined,
and the role of actual and subjective understanding of the
differing machines on positive product attitudes.

LITERATURE REVIEW
Gambling-related erroneous beliefs tend to be based on a
misunderstanding of how outcomes are determined and can
impact gambling, and can contribute to the development of
gambling problems (Goodie et al., 2019). Overestimation of
control over outcomes strengthens individuals’ win expectations,
leading players to place higher bets and persist in betting
(Kwak, 2016). Distorted cognitions can moderate the relationship
between risky gambling practices and spending (Miller and
Currie, 2008) and erroneous beliefs are an independent
predictor of problem gambling severity (MacKay and Hodgins,
2012). Illusions of control and other erroneous beliefs, such
as a belief in luck, may be more common in relation to

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Overconfidence in How Electronic Gaming Machines Work

The TRA is a well-established social cognitive model which
posits that behavior is determined by an individual’s intent to
perform that behavior, which is in turn predicted by attitudes
toward the behavior and perceived social norms toward the
behavior (i.e., a perception of how others perceive the behavior).
The TRA has been previously applied to gambling with evidence
supporting this theoretical framework (Cummings and Corney,
1987; Moore and Ohtsuka, 1997; Thrasher et al., 2011; Lee,
2013; Shin and Montalto, 2015). Preliminary evidence supports
the TRA as an explanatory model for understanding intent to
gamble on EGMs and SGMs which found more positive attitudes
and stronger subjective norms predicted a stronger intention
to gamble, and this finding was stronger for SGMs than EGMs
(Gainsbury et al., 2019a). The current investigation uses the data
from this study and aims to extend the published results by
examining an antecedent of attitudes (Study 1) and addresses
the MTurk study data limitations with a subsequent lab-based
study (Study 2). As the TRA is a relevant conceptual model
to understand gambling behavioral intention and subsequent
action it is important to identify what factors influence the
sub-components, including personal attitudes toward specific
gambling activities and products, given the role of these in
determining behavior.

likely to win than unskilled players, but the house retains an
advantage to ensure that most players will lose in the long-run.
Unlike poker and blackjack, the skill mechanics within SGMs are
modeled on video and mobile games (which are not classified
as gambling as they do not provide monetary payouts) and may
include pattern matching, fighter, or sports-based player actions.
SGMs are often physically different from EGMs and include
touchscreen or video-game-style controllers and considerable
interactivity and decision-making. Several, predominantly US,
jurisdictions have enacted legislation permitting SGMs and
other jurisdictions are permitting SGMs within existing EGM
regulation frameworks. However, policy makers and stakeholders
have expressed concerns regarding the extent to which SGMs
may exacerbate gambling harms (Hoskins and Hoskins, 2019).
One concern is that consumers may not understand the extent to
which skill impacts SGM outcomes in relation to chance and that
subsequently, consumers will develop erroneous beliefs which
may increase risky gambling including excessive play and chasing
losses and lead to harms.
There is limited empirical research on SGMs related to their
impact or the extent to which players understand these devices.
The current paper builds on published results by the authors,
which found that after reading a description of SGMs and viewing
a brief video of examples, participants recruited from a US-based
online sample understood that SGMs involved more skill than
EGMs, but they were not confident that they understood how the
machines worked (Gainsbury et al., 2020). Further, compared to
participants with no prior SGM experience, participants who had
experience gambling on SGMs had a poorer understanding of
how outcomes were determined for EGMs but not SGMs. They
also had higher rates of gambling-related cognitive distortions
in general and higher problem gambling severity scores. This
indicates that experience playing SGMs did not significantly
enhance understanding of SGMs and that individuals already
involved in gambling and with existing cognitive distortions and
gambling problems are likely to play these new products. Similar
results were found in a related study of casino patrons who played
a SGM (Gainsbury et al., 2019b). Following play, participants
did not have a good understanding of how outcomes were
determined for SGMs, and this did not differ based on prior use
of SGMs in casinos. Participants with greater gambling-related
erroneous beliefs, including illusions of control, and gambling
problems were more likely to have played and report interest
in playing SGMs.
Many harm prevention strategies involve the provision of
information intended to educate consumers about game play for
example through messages on products, or signs and brochures
in venues. These strategies persist despite repeated research
showing that knowledge of gambling odds and information about
gambling is unlikely to impact gambling behaviors (Monaghan
and Blaszczynski, 2009; Parke et al., 2014; Ginley et al., 2017).
A common legislative requirement across jurisdictions that were
early adopters in permitting skill-based gambling, is clear labeling
of SGMs as containing skill-elements (Larche et al., 2016).
However, given the tendency for EGM play information to fail
to influence behavior, it is possible that similar signage for SGMs
is ineffective in impacting cognitions.

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Current Study
The current research aimed to examine the role of overconfidence
in EGM and SGM game understanding, testing whether
overconfidence predicted attitudes toward the game types, and
testing whether simple labels providing information about
how outcomes are determined will impact this relationship.
Study One presents further analyses from the previously
mentioned US-online dataset (Gainsbury et al., 2020) and
Study Two presents analyses from a subsequent Australian
lab-based study, which aimed to overcome some of the
limitations in Study One. Specifically, compared to Study
One, Study Two recruited a broader sample from a different
geographic location with no previous exposure to SGMs and
provided participants with a notice of how outcomes were
determined. Study Two randomly allocated participants to
either play and respond regarding SGMs or EGMs, unlike
Study One, which asked about both types of machines
without random allocation. The outcomes of this research
make an important Contribution To The Field by advancing
understanding of whether cognitive distortions measured
by overconfidence in an individual’s understanding of how
outcomes are determined, predicts attitudes toward EGMs and
newly introduced SGMs, which introduce an element of skill to
EGMs. The implications of this research are relevant for policy
makers in determining whether interventions which enhance
accuracy of understanding how outcomes are determined for
existing and novel gambling activities are an appropriate harm
minimization measure.
We hypothesize that game understanding is important and
systematically misunderstood by EGM players. In SGMs, we
expect similar distributions of game understanding but given that
the skill component is more obvious, we expect individuals to
project their subjective skill level more correctly.

Overconfidence in How Electronic Gaming Machines Work

understanding (M = 16.04, SD = 3.43) was small but statistically
significant using Welch’s unequal variances t-test, t(314) = −2.54,
p = 0.01.

STUDY 1
Study 1 was a secondary analysis of an observational study
administered through an online survey. The study included
several questions about the nature of skill and chance in SGMs
and EGMs, along with self-reported measures. Ethics clearance
for Study 1 was provided by University of Sydney Human
Research Ethics Committee 2017-890. The study was not preregistered, but the measures used and data analyzed are freely
available at: https://osf.io/utf9z/.

Self-Reported Game Understanding
Self-reported game understanding was coded on a five-point
Likert scale (1, strongly disagree; 5, strongly agree). The
question was:
• I understand how a player’s skill impacts the outcomes of
(slot machines/skill-based gambling machines).

Materials and Methods

The difference in average scores for self-reported SGM
understanding (M = 3.99, SD = 0.93) and self-reported slot
understanding (M = 2.91, SD = 1.42) was over one unit on the
scale and statistically significant using Welch’s unequal variances
t-test, t(315) = 8.64, p < 0.001.

Participants
A sample was recruited in November 2017 using Amazon
Mechanical Turk (MTurk), an online platform for tasks.
Participants were restricted to legal gambling age (21 years of age
or older) individuals with an MTurk approval rating of at least
95% (Goodman et al., 2013), who speak English, and who live in
North America. Respondents must also had resided in or visited a
jurisdiction that contained the games shown in the study. A total
of 232 respondents were recruited and 48 were removed from
analysis due to failing at least one of two attention checks or not
completing the survey.

Game Attitudes
Three items assessed the appeal, excitement, and enjoyableness
of (slot machines/skill-based gambling machines). These measures
have previously been used to assess attitudes and were found to
be predictive of future intent to gamble on machines (Gainsbury
et al., 2019a). Items were assessed on a 5-point Likert scale (1,
very unenjoyable; 5, very enjoyable). Higher scores indicate a
more positive attitude. The items showed adequate consistency
using Cronbach’s alpha (α) in slot machines, α = 0.92, and SGMs,
α = 0.90.

Procedure
Participants were shown brief videos1 within the survey depicting
various SGMs and EGMs and were asked a series of questions
about perceived skill and chance in gambling and nongambling games.

Problem Gambling Severity Index
Respondents were asked questions from the problem gambling
severity index (PGSI) (Ferris and Wynne, 2001), as gambling
problems are potentially related to both attitudes and
overconfidence. We score the index using categories suggested by
Currie et al. (2013), as these are the points that have been found
as valid for inference. The sample classified participants into one
of four groups: non-problem/non-gambling (n = 83; 45.11%),
low-risk gambling (n = 48; 26.09%), moderate-risk gambling
(n = 13; 7.07%), and problem gambling (n = 40; 21.74%).

Measures
Game Understanding
Respondents were asked similar, but separate, game
understanding questions about EGMs and SGMs. Consistent
with regional terminology, EGMs were described as “slot
machines.” The questions were then scored differently to reflect
accuracy of the responses (measured game understanding). Items
were coded on a five-point Likert scale (1, strongly disagree; 5,
strongly agree) and a summative accuracy score from 4 to 20 was
computed. The questions were:

Demographic Variables
Respondents were asked to provide their age (M = 34.02,
SD = 9.29), gender (32.07% female, 67.93% male),
employment status (full-time = 78.26%, part-time = 9.24%,
unemployed = 4.89%, other = 7.61%), and household income
band (median band = USD 50,000–70,000).

• A player of greater skill is more likely to win money on
(slot machines/skill-based gambling machines) over 1 h of
play, compared to a player of lesser skill. (Reverse scored
for slot machines).
• Over the long term, all players will lose money on (slot
machines/skill-based gambling machines).
• The outcomes of (slot machines/skill-based gambling
machines) are random no matter what a player does.
(Reverse scored for SGMs).
• With practice a player can improve their outcomes on
(slot machines/skill-based gambling machines) over time.
(Reverse scored for slot machines).

Analysis
To test for the relation between overconfidence and attitudes
toward the electronic gaming machines, we regress measures
of overconfidence onto the attitude factor variables in a series
of ordinary least square models with sensitivity analysis to
demonstrate the robustness of the results (Leamer, 1985). Our
sensitivity analysis procedure includes first estimating a simple
regression model, then estimating a second model that includes
potentially confounding PGSI categories, and finally a fully
specified model that adds demographic controls.

Across all individuals, the difference in average scores for
SGM understanding (M = 15.27, SD = 2.22) and slot machine

Available upon reasonable request to the author.

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Overconfidence in How Electronic Gaming Machines Work

STUDY 2

Overconfidence Measures
Measures of overconfidence were computed as the difference
between standardized measured game understanding and
standardized self-reported game understanding, for both game
variants, respectively. That is,

Study 1 demonstrated a different relation between EGM and
SGM overconfidence and player attitudes, but there may have
been confounds from comparisons made by respondents, as
they were asked to rate both machines simultaneously. It is also
unclear if the media fully illustrated the user experience on these
gaming machines. To address these deficiencies, Study 2 was
a laboratory study, involving play by subjects on actual SGMs
and EGMs in a demonstration mode. The study included several
questions about the nature of skill and chance in SGMs and
EGMs, but we address the potential confounding issues in Study 1
by randomly assigning subjects to either SGMs or EGMs. Ethics
clearance for study 2 was provided by the University of Sydney
Human Research Ethics Committee (2010-738).
Given the propensity for individuals to hold cognitive biases,
our pre-registered hypothesis was that participants who played
machines with skill labels will have a less accurate understanding
of the outcomes of machines than those who played machines
labeled as determined by chance or with no label at all. As there
is minimal literature to guide expectations, our pre-registered
exploratory analysis was to investigate the impact of framing
on understanding of SGM/EGMs and irrational beliefs. Finally,
we explored whether labeling impacted variables that may be
indicative of gambling-related harm, including future intent to
play, immersion, craving, perceptions of skill vs. chance and
irrational beliefs. In addition, we conducted a non-pre-registered
exploration of the impact of mis-labeling machines on erroneous
beliefs and game understanding. The pre-registration details,
measures, and data are available at https://osf.io/ba5n2/.

j

Over confidenti =
j

j

(Self reported unders tan dingi − measuredunders tan dingi )
(1)
Where, the respondent is denoted by “i” and the activity
(Slots or SGMs) is denoted by “j.” Intuitively, we measure
whether respondents self-reported level of game understanding
is near our measured level, with higher values denoting greater
overconfidence and thus greater misunderstanding of the nature
of the game. Prior to computing overconfidence, we standardize
our measures of understanding with z-scores, to place them
on similar scales.
Overconfidence can be viewed as an overestimation of
understanding of how games work or an overestimation of
control over outcomes2 . As our measures of understanding
do not distinguish between these concepts, we treat our
overconfidence variable as a more general measure of
these specific phenomena. Table 1 includes summary
statistics of the attitude, overconfidence, and standardized
understanding variables.
Figure 1 illustrates the Kernel density plots of understanding
and overconfidence variables. SGM understanding appears
relatively normally distributed, but there is left-skewness
in the distribution of slot machine understanding. This
skewness contributes to a fat-tail in the distribution of
overconfidence. A larger share of respondents have a high level
of overconfidence about their understanding of slot machines, as
compared to SGMs.

Materials and Methods
Participants
The study aggregated subjects sampled from three target groups
within the Australian population: (i) young adults (aged 18–39
years), since this population is a potential target audience for
SGMs (Delfabbro et al., 2020a; Pickering et al., 2020) and have
relatively high rates of gambling and gaming-related problems
(Gainsbury et al., 2014; Welte et al., 2015); (ii) regular EGM
users, since such individuals would likely encounter SGMs if they
were made available in gambling venues; and (iii) community
members, since it is important to understand the potential appeal
and impact of SGMs on individuals who may not regularly
attend licensed gambling venues but may be interested in skillrelated games. The use of multiple sampling strategies improves
our study validity, as convenience samples like college students
may not generalize well when attitudinal variables are used
(Hanel and Vione, 2016).
To participate, respondents had to be at least 18 years of
age, an Australian resident, and fluent in English. Young adults
were recruited via an online research participant recruitment
platform hosted by the (University redacted). This platform
allows students to sign up to participate in research studies as
part of a voluntary research participation assessment component
in exchange for course credit. Students outside of the research
participation assessment scheme can also sign up to participate in

RESULTS
We found evidence suggesting that overconfidence is positively
related to attitudes toward slots. As shown in Table 2, computed
estimates suggest that each unit in the slot overconfidence
scale is related to a 1.28–1.67 increase in the slot attitude
factor scores, depending on the model specification. We do
not find a significant relation of SGM overconfidence to
SGM attitudes. These findings are robust to inclusion of
control variables for PGSI categories, age categories, gender,
employment status, and household income. We also find
that individuals in the low and moderate PGSI categories
have more positive attitudes toward slots and SGMs than
gamblers in the non-problem category. The relationship is less
robust for individuals in the PGSI problem category, where
we do not find a significant effect in either of our fully
specified models.

We thank our editor for this insight.

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Overconfidence in How Electronic Gaming Machines Work

TABLE 1 | Summary Statistics.
Count

Mean

SD

Min

Max

Self-reported slot understanding (z-score)

0.000

1.000

−1.344

1.466

Self-reported SGM understanding (z-score)

0.000

1.000

−3.233

1.086

Measured slot understanding (z-score)

0.000

1.000

−2.049

1.154

Measured SGM understanding (z-score)

0.000

1.000

−3.729

2.132

Slot attitude factor

0.000

0.947

−2.524

1.200

SGM attitude factor

0.000

0.926

−3.860

1.006

Slot overconfidence

0.000

1.658

−2.498

3.225

SGM overconfidence

0.000

1.010

−3.834

3.462

FIGURE 1 | Kernel density plots of measured understanding and overconfidence scores by machine type for study 1. The distribution of overconfidence shows large
fat-tail effects in slot machines but not SGMs.
TABLE 2 | Ordinary least squares regression of overconfidence variables onto attitude factor variables (online survey).
Slots

Slots

Slots

Slots-

0.167***

0.128*

0.132*

Overconfidence

(0.041)

(0.053)

(0.059)

SGMs

SGMs

SGMs

SGM-

−0.019

0.018

0.034

Overconfidence

(0.088)

(0.089)

(0.091)

PGSI low
PGSI moderate
PGSI problem
Constant

0.442*

0.387*

0.556***

0.524**

(0.170)

(0.181)

(0.154)

(0.164)

0.866***

0.728***

0.765***

0.739**

(0.186)

(0.201)

(0.189)

(0.223)

0.407*

0.362

0.060

0.002

(0.160)

(0.202)

(0.163)

(0.214)

0.000

−0.265*

−0.202

−0.000

−0.212

−0.228

(0.067)

(0.113)

(0.223)

(0.068)

(0.127)

(0.236)

Age categories

No

No

Yes

No

No

Yes

Gender

No

No

Yes

No

No

Yes

Employment

No

No

Yes

No

No

Yes

Household income

No

No

Yes

No

No

Yes

N

R2

0.086

0.159

0.252

0.000

0.090

0.204

*p < 0.05, **p < 0.01, ***p < 0.001. Heteroskedasticity robust standard errors shown in brackets. PGSI measures are binary variables representing categories in the
problem gambling severity index, with non-problem/non-gambling excluded as the base category.

studies and are offered a monetary reimbursement for their time.
Regular EGM users were recruited by distributing 500 leaflets in
a local gambling venue and by posting a recruitment notice in an

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e-newsletter distributed to club members. Additional participants
who reported playing EGMs at least monthly were recruited
through a recruitment agency. Community members were

Overconfidence in How Electronic Gaming Machines Work

tablet devices. Once all participants had completed the posttest questionnaire, the researcher provided a verbal debrief to
ensure that participants understood the experimental protocol,
and the role of skill and chance in determining outcomes in each
machine type. Participants were able to ask any questions about
their experience playing the machines. Participants were awarded
course credit or offered a monetary reimbursement for their time.

recruited through word-of-mouth and social media posts, and via
a recruitment agency. A total of 133 student respondents and 113
community members were recruited in November/December
2019, for an aggregate sample of 246 individuals.

Procedures
Upon arrival, consenting participants completed pre-test
questionnaires using tablet devices. Once all participants had
completed the pre-test questionnaire, they were taken by a
researcher to a room housing three EGMs and three SGMs.
Up to six participants were included in each session. Machines
were pre-loaded with credit. The researcher instructed each
participant to sit at the specific gaming machine corresponding
to the experimental condition to which they had been
randomly assigned.
Each machine additionally had a labeling condition to which
participants were randomly assigned. The appearance of a
machine as having a skill component through design elements,
such as a video game style controller, may have an impact on
the individual’s thoughts and behaviors. To control for the effects
of framing gaming machine outcomes as being influenced by
skill or chance, the description of the machines provided to
participants in the pre-test questionnaire differed across three
categories: (i) “outcomes on the machine you are going to play
are determined by a mix of skill and chance” (“skill label”); (ii)
“outcomes on the machine you are going to play are determined
completely by chance” (“chance label”); or (iii) no reference was
made to the role of skill or chance (“no label”). We summarize
the conditions in Table 3, and use these labeling conditions as
additional explanatory variables.
All machines were set to “demo mode” such that no real
money was involved in playing the machines, however, the
machines operated as they would if they were in a licensed
venue. The EGM was a standard reel-based game which included
bonus rounds in which participants were shown a deck of cards
and could select “red/black” for the next card to be drawn to
win an additional prize. The SGM had two play components,
the “chance” component consisted of reel-spins as in regular
EGMs and the “skill” component was a bonus feature in which
participants entered a battle scene and used the video-game
controller to fight monsters while acting as a Knight-style avatar3 .
No credits were bet in the skill gaming component, however,
superior performance in this component may result in a “win”
for participants and increase their credit total. Participants
were instructed to play the machines for 20 min. Participants
were then asked to complete the post-test questionnaire using

Measures
A similar set of variables to those used in Study 1 appeared in the
survey instrument from Study 2, including game understanding,
self-reported game understanding, game attitudes, game
intentions, and SGM/EGM overconfidence. Household income
values were collected as Australian dollars, and age was collected
as a non-categorical variable to allow for its use as a continuous
regression input. We use two additional variable, “told skill,”
which is a dummy variable equal to “1” if their machine had
a skill label and “0” otherwise; and “told chance,” which is a
dummy variable equal to “1” if their machine had a chance
label and “0” otherwise. A total of 75 participants received the
skill label and 93 received the chance label. The average age was
34.04 (SD = 17.32), gender (female = 56.91%, male = 42.68%,
other = 0.41%), employment status (student = 39.43%, fulltime = 24.39%, part-time = 22.36%, unemployed = 3.25%,
other = 10.57%), and household income band (median
band = AUD 65,000–77,999 per year).
Across all respondents, there were 105 non-gamblers/nonproblem gamblers (41.50%), 87 low-risk gamblers (34.39%), 31
moderate-risk gamblers (12.25%), and 30 problem gamblers
(11.86%). There were 140 females (56.91%), 105 males (42.68%),
and 1 non-binary (0.41%) subjects. There were 115 respondents
reporting as working in a paid job (46.75%), 97 as students
(39.43%), and 34 in other employment circumstances (13.82%).
Between groups, the difference in average scores for SGM
understanding (M = 12.40, SD = 2.92) and EGM understanding
(M = 15.49, SD = 3.47) was significant, using Welch’s unequal
variances t-test, t(237) = −7.55, p< 0.001. Self-reported SGM
understanding (M = 3.10, SD = 1.23) was higher than selfreported EGM understanding (M = 2.43, SD = 1.34) using Welch’s
unequal variances t-test, t(243) = 4.10, p < 0.001.
Table 4 summarizes non-categorical variables used
in the study, including standardized versions of the
understanding measures.
Figure 2 illustrates the Kernel density plots of the
understanding variables, and the overconfidence variables.
We observe that SGM understanding appears relatively normally
distributed, but there is left-skewness in the distribution of EGM
understanding. This skewness contributes to a fat-tail in the
distribution of overconfidence. A larger share of respondents
have a high level of overconfidence about their understanding of
EGMs, as compared to SGMs.

For a demonstration of the specific SGM used please see https://www.youtube.
com/watch?v=9ga7UC6zL_s

TABLE 3 | Experimental conditions.

Analysis

Framing label
Machine type

Skill label

Chance label

No label

EGM

Condition 1

Condition 2

Condition 3

SGM

Condition 4

Condition 5

Condition 6

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To test for the relationship between overconfidence and attitudes
toward the gambling machines, we regress overconfidence
onto the factor variables. We then fit multivariate models
to assess the robustness of the findings, which includes

Overconfidence in How Electronic Gaming Machines Work

TABLE 4 | Summary statistics.
Count

Mean

SD

Min

Max

Self-reported EGM understanding (z-score)

0.000

1.000

−1.074

1.920

Self-reported SGM understanding (z-score)

0.000

1.000

−1.713

1.543

Measured EGM understanding (z-score)

0.000

1.000

−3.024

1.299

Measured SGM understanding (z-score)

0.000

1.000

−2.192

2.600

EGM overconfidence

0.000

1.787

−2.373

4.656

SGM overconfidence

0.000

1.107

−3.287

3.050

EGM attitudes factor

0.000

1.000

−2.241

1.697

SGM attitudes factor

0.000

1.000

−1.938

1.862

Age

34.044

17.324

FIGURE 2 | Kernel density plots of measured understanding and overconfidence scores by machine type for study 2. The distribution of overconfidence shows large
fat-tail effects in EGMs but not SGMs.

game (mis)understanding in consumer attitudes toward EGMs.
Our hypothesis was supported, as our results demonstrated
that EGMs are systematically misunderstood by individuals,
resulting in cognitive biases that relate strongly to attitudes.
These findings highlight the importance of overconfidence as
maladaptive thought that relates to positive affect toward EGMs.
Results from both studies showed a non-normal distribution
of overconfidence toward EGM understanding, and that as
overconfidence increased, participant’s positive attitudes toward
playing EGMs also increased. This finding was robust and did not
change in relation to personal characteristics, level of problem
gambling severity, or whether participants were provided with
accurate or inaccurate information about how EGMs worked.
The same relationship was not found for SGMs, which may
be related to the absence of a relationship or to a much lower
frequency of influential extreme values than was observed in
the case of EGMs.
The provision of accurate and inaccurate information about
how outcomes were determined did not influence attitudes. As
positive attitudes have been shown to predict intent to play EGMs
(Gainsbury et al., 2019a), individuals who are overconfident
that they understand EGMs may be more likely to play the
devices. This may lead to negative outcomes as previous research
shows inaccurate understanding of EGMs and erroneous beliefs
is related to gambling problems (Goodie et al., 2019). The
current research suggests that the erroneous beliefs may influence
behavior due to their influence on attitudes, which is consistent

the mislabelled machine condition. Our sensitivity analysis
procedure consolidates the PGSI and demographic control
addition step used in Study 1 into a single model.

RESULTS
We find similar results as in Study 1. Overconfidence is related
positively toward EGM attitudes but is unrelated to SGM
attitudes. We produce a similar effect size as in Study 1. As
shown in Table 5, our estimates of the EGM overconfidence scale
imply a 0.172–0.190 increase in attitude factor scores, for each
unit increase in overconfidence. Consistent with prior literature
that shows a limited effect of messaging, we find no statistically
significant impact of the chance or skill labeling conditions. We
also find that individuals in the low and moderate PGSI categories
have more positive attitudes toward EGMs and SGMs. In this
study, we found individuals in the low and problem categories
had significantly higher attitudes toward EGMs than individuals
in the non-problem category. However, we found individuals in
problem category had significantly lower attitudes toward SGMs
than non-problem gamblers.

DISCUSSION
The advent of a new form of machine gambling, which involves a
skill component, provided an opportunity to examine the role of

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Overconfidence in How Electronic Gaming Machines Work

TABLE 5 | Ordinary least squares regression of overconfidence variables onto attitude factor variables (experiment).
EGMs

EGMs

EGMs

SGMs

SGMs

SGMs

EGM-

0.190***

0.187***

0.172**

Overconfidence

(0.041)

(0.043)

SGM-

(0.053)
0.154

0.152

0.085

Overconfidence

(0.081)

(0.084)

(0.101)

Told chance
Told skill

−0.012

−0.154

0.240

0.334

(0.198)

(0.213)

(0.231)

(0.219)

−0.083

−0.219

0.054

0.280

(0.231)

(0.240)

(0.202)

(0.205)

PGSI low
PGSI moderate
PGSI problem
Age

0.579**

0.151

(0.200)

(0.198)

0.444

0.118

(0.326)

(0.303)

0.729*

−0.876**

(0.312)

(0.326)

0.015

−0.018*

(0.008)
Constant

(0.008)

−0.000

0.030

−0.518

0.000

−0.099

−0.938

(0.085)

(0.150)

(0.556)

(0.089)

(0.162)

(0.742)

Gender

No

No

Yes

No

No

Yes

Employment

No

No

Yes

No

No

Yes

Household income

No

No

Yes

No

No

Yes

N

R2

0.116

0.117

0.443

0.029

0.040

0.372

*p < 0.05, **p < 0.01, ***p < 0.001. Heteroskedasticity robust standard errors shown in brackets. PGSI measures are binary variables representing categories in the
problem gambling severity index, with non-problem/non-gambling excluded as the base category.

and have high self-efficacy (Wood and Bandura, 1989). The
greater perceived role of skill in SGMs may keep individuals
focused on the activity and how their actions influence outcomes,
with the constant feedback and shifting efforts reducing a sense
of overconfidence developing that influences attitudes. We note
that in Study 2, we observed that individuals in the PGSI
problem gambling category had significantly higher attitudes
toward EGMs than non-problem gamblers, but significantly
lower attitudes toward SGMs. Given the lack of research on
SGMs, the interpretation of these findings are hypothetical and
warrant further research.
The research outcomes are somewhat surprising as EGMs
should be easier to understand in terms of how outcomes
are determined than SGMs, yet participants had higher rated
understanding of SGMs. Outcomes are completely chance based
for EGMs, with no influence of any external or personal
factors. In contrast, SGMs include many different formats,
skill plays a differing and inconsistent role, and chance is still
the predominant factor but to an undefined extent. As such,
it is rational that participants indicated uncertainty in their
understanding of SGMs to a greater extent than EGMs. The
findings suggest that this awareness of the lack of understanding
may play a protective factor as it was not related to attitudes
to play, which is related to intention in the literature. Previous
research has found that individuals with greater gamblingrelated irrational beliefs are more likely to play SGMs, but that
understanding did not influence intent to play (deidentified).
Study Two supports this finding in a new sample and based on
random allocation to exposure to SGMs.

with the learning and cognitive pathway mentioned in several
psych-social models of gambling behavior (e.g., Blaszczynski
and Nower (2002). This finding did not hold for SGMs and
participants had a more normal distribution of overconfidence
values in their understanding of SGMs.
Despite the appearance of more extreme values of EGMs
overconfidence, both studies showed participants had higher
measured understanding and lower self-reported understanding
of EGMs than SGMs. While this may relate to the distribution
of the underlying measures, it may also suggest that there is a
subset of individuals with a highly distorted view of their EGM
understanding and warrants further study.
Based on our results, it may be expected that SGM players
would be more effective at moderating their risk taking behaviors,
based on their understanding or lack of certainty of how
outcomes are determined, in comparison to EGMs. That is,
relative to EGMs, SGM players recognize the limits of their
understanding, and have attitudes that are uncorrelated with the
degree of overconfidence. The findings may indicate that when
faced with a novel activity, individuals have less well-developed
biases. SGMs were entirely new to Study Two participants and
Study One participants had limited experience with the devices.
Alternatively, the increased interactivity and complexity of
SGMs may be less likely to lead to cognitive biases than randomly
determined games, given human biases to look for patterns
(Kahneman and Tversky, 2013). Social and cognitive psychology
research suggests that when performing challenging tasks with
a focus on acquiring an incremental skill that can be enhanced
through effort, people focus on learning, use analytical strategies,

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Overconfidence in How Electronic Gaming Machines Work

of harms. There was no gambling behavior measured in either
study. Nonetheless, given the precautionary principle (O’Riordan
and Cameron, 1994; Raffensperger and Tickner, 1999), it is
important for research to examine SGMs in jurisdictions before
these are considered for regulatory approval. The benefit of
laboratory-based research enables random allocation to be
exposed to EGMs or SGMs, which would not be possible in a
real-world trial. Given the inherent limitations associated with
laboratory-based research, we recommend real-world trials in
controlled venues to investigate engagement amongst a broader
cohort with SGMs including those familiar with gaming without
gambling experience as well as those already highly engaged with
other gambling activities to assess the impact on real gambling
behavior and outcomes.

Given previous findings that positive attitudes predict
intention to play EGMs (Gainsbury et al., 2019a), our results are
similar to Goodie (2005), who found that individuals with greater
confidence in their understanding of how the outcomes are
determined were more likely to engage in EGM gambling activity.
Our findings suggest that decision-making underlying gambling
behavior may be related to individual cognitive processes and
decision strategies. Therefore, effective policies and practices to
influence cognitive processes and decision-making capabilities
could influence EGM gambling behavior. However, there was
no impact of the labeling of machines as being based on
either chance or skill, including when this information was
accurate or inaccurate. This is consistent with previous research
that messages providing information to inform EGM play is
ineffective in altering cognitions or behaviors (Monaghan and
Blaszczynski, 2010). The labeling may have been too subtle to
influence attitudes given the highly impactful stimulus of SGMs
and EGMs. The results support previous findings suggesting that
messages need to attract attention to have any impact, such
as being presented on machine screens during a break in play
(Gainsbury et al., 2015; Landon et al., 2016; Ginley et al., 2017;
Harris et al., 2018; Critchlow et al., 2020).
SGM understanding was higher among participants in Study
One than in Study Two. Given that 43% of participants in Study
One had some prior experience with SGMs, this may indicate that
previous gambling opportunities shapes understanding, although
Study Two participants also had a chance to play the SGM,
albeit in a simulated environment. Given the differences between
the participant groups, further research is needed to assess
the impact of SGM play on consumer understanding of how
outcomes are determined.
SGM understanding was not impacted by framing in the
current research. The framing was relatively minor, but the results
suggest that play experience or perception of machines, not how
these are describes shapes attitudes. The lack of attention and
comprehension of information provided about how outcomes
are determined is consistent with research about informative
messaging (Monaghan and Blaszczynski, 2009; Ginley et al.,
2017) and may account for misunderstanding of EGMs. Although
the findings are preliminary, the implications are that labeling
needs to be much stronger and more persuasive to change beliefs
and misconceptions. Further research is required regarding the
optimal timing for messages to shape attitudes as messages may
be more impactful after initial engagement given that messages
prior to play had no impact, but these need to be strong enough
to counter experience.

Implications
This study makes an important Contribution To The Field.
It furthers the available literature regarding SGMs and builds
on wider research demonstrating connections in understanding,
cognitive biases, and attitudes between populations. These
findings suggest that in contrast to a tendency for individuals
to over-estimate their knowledge of how EGMs work, which
leads to positive attitudes with a subsequent impact on decisionmaking and behavior, individuals are cautious in their accuracy
of understanding SGMs and there is no observed biases which
influence attitudes. This is an important outcome as we found
no evidence to suggest that when exposed to SGMs, individuals
will over-emphasize the role of skill and this will influence their
attitudes toward SGMs and subsequent intent to play these
machines. Even considering the limitations of the research, this
is an important finding for regulators considering the impact of
SGMs. Further research is needed to examine the impact of SGMs
in a licensed gambling environment and to consider differences
between cohorts in terms of overconfidence in understanding
SGMs and the influence of this on attitudes and subsequent
intention and behavior.

DATA AVAILABILITY STATEMENT
The datasets presented in this study can be found in online
repositories. The names of the repository/repositories and
accession number(s) can be found below: https://osf.io/ba5n2/.

ETHICS STATEMENT
The studies involving human participants were reviewed and
approved by the University of Sydney Human Research Ethics
Committee. The patients/participants provided their written
informed consent to participate in this study.

Limitations and Future Research
The results from these studies need to be considered in terms
of the methodological limitations of the research. Both samples
were self-recruited and were non-probabilistic or representative
of the broader population of consumers likely to play EGMs and
SGMs. The results are based on self-report which may be biased
and not accurately capture understanding of the machines or true
attitudes. To reduce the potential bias in self-report responses we
asked participants on feedback of both EGMs and SGMs and used
the PGSI to control for prior gambling exposure and experience

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AUTHOR CONTRIBUTIONS
Both authors listed have made a substantial, direct and
intellectual contribution to the work, and approved it
for publication.

Overconfidence in How Electronic Gaming Machines Work

Gaming Solutions. The funding bodies had no involvement in
any aspects of the research including, but not limited to, the
research questions, methodology, research conduct, or analysis
of results. There were no constraints on or approvals required
for publication.

FUNDING
This work was supported by the Australian Research Council
Discovery Early Career Research Award (DE1060100459)
awarded to SG and a grant awarded to SG and KP from Wymac

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Conflict of Interest: Funding for Study 2 was received from Wymac Gaming
Solutions who also provided the machines used in the research. Wymac had no
input into the design, methodology, research conduct, analysis, or publication
process. Both authors maintain disclosure statements at: https://www.tandfonline.
com/action/journalInformation?show=editorialBoard&journalCode=rigs20.
Copyright © 2021 Philander and Gainsbury. This is an open-access article distributed
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