• If you are interested in participating in this study, please email:

    med-bmh-vr@monash.edu

    Australians gamble more than any other nation in the world, with up to 500,000 Australians currently experiencing, or are at risk of, problem gambling. As each problem gambler has a negative impact on the lives of 5 – 10 others, up to 5 million Australians are affected each year. Of the many types of gambling, ‘pokies’ is perhaps the most insidious. Strategic use of sounds, lights, thematic programming and phenomena such as ‘losses disguised as wins’ and ‘near-misses’ are carefully constructed to lure players into addiction and keep them there. Importantly, the gamblers ‘zone’ – a hypnotic gambling state – is a well-known phenomenon that maintains problem gambling behavior. Traditional laboratory research is unable to immerse participants into such ‘zones’ to measure the effect that the gambling environment has on decision-making and behaviour. Virtual reality (VR), by contrast, is a fully immersive, naturalistic technology that may overcome these limitations currently restricting the impact of research into the fundamental, treatment and policy aspects of problem gambling. VR offers the advantage of exposure to stimuli, which in real-life would be impractical, dangerous, or extremely costly to duplicate.

    BMH Laboratory and sensiLab have built a novel Virtual Reality Gambling Environment (ViRGE). Using the latest HTC Vive technology, ViRGE immerses users in a virtual casino through which they can freely move and gamble at will. This enables ecologically valid real-time investigation of affective, cognitive and physiological changes associated with virtual gambling. Importantly, it allows determination of the behavioural impact of subtle, but important structural characteristics of pokie machines (eg, near-misses) and changes in the gambling environment (eg, responsible gambling messages, alcohol consumption). Using ViRGE, this research project is currently investigating how near-miss outcomes motivate slot machine play using physiological (eg, heart rate, skin conductance), behavioural (eg, pace), and psychological (eg, mood) approaches.

    People Involved

    Rico Lee Murat Yücel Mitch Stevenson Louisa Detez Rebecca Segrave
  • Information for Participants

    If you are interested in participating in this study, please email:

    med-bmh-vr@monash.edu

    This study has been approved by the Monash University Human Research Ethics Committee (MUHREC): Project Number: CF16/1915 - 2016000978