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astragaloi
knucklebones of sheep, painted with symbols and used like dice by Greeks/Romans for betting
Aztec ball game
rubber ball game, where sepctators bet on outcomes
used dried beans as betting tokens
lukochuko
tossing bark like a coin, families bet useful household objects (eg: axes, arrowheads)
winners are pressured to keep playing to redistribute items amongst families
used gambling prosocially and for social levelling
prosocial gambling
using gambling as a way to share resources
social levelling
prevents inequality, no family keeps all valuable items
why no money in lukochuko?
money is more emotionally charged and isn’t as willingly redistributed
house edge
built-in profit margin for the operator
ensures that gamblers lose in the long run
expected value (EV)
what you expect to earn on average in the long run
eg: long-term average return
negative EV
long-term loss - common in most gambling
positive EV
long-term profit
psychological definition of gambling
behaviour where something of value is risked, often money, on an uncertain chance for a larger prize
problems with the psychological definition of gambling
is overly broad - gambling can include "stocks, crypto, marriage, university
these are all risky with uncertain outcomes
legal definition of gambling
consists of…
1. consideration: cost to enter (eg: stake, wager)
2. prize: what can be won
3. outcome: determined by chace
loot box
virtual item in video games that generates a random reward of varying rarity
common items = low value
obtained via gameplay or microtransactions (small real-money payments)
concerns of lootboxes
popular amongst underage children, often disliked, regulators unsure whether to classify it as gambling
Li et al study findings
loot box purchasers are more likely to play daily/long sessions, score higher on IGD (internet gaming disorder), and have higher gambling behaviours
value of loot boxes
monetary value: items can be sold on third-party sites, similar to gambling
non-monetary value: game advantages, faster levelling, bragging rights
no losses debate: rarity affects value, but duplicates are less wanted - players often keep spending
what is a decision
situation with more than one response option
risky decisions
outcomes are uncertain, emotional, and involve rewards and/or punishments
parameters of decisions
size of gains/losses
probability
delay
effort
effort
difficulty of obtaining payoff
delay
timing of payoff, eg: immediate vs future
probability
likelihood of outcome
judgement
personal estimation of an outcome to occur
risk as variance (economics)
risk is the spread of outcomes, more variance = riskier
eg: $90/10 is riskier than $60/40
risk as a hazard
risk is the chance of harm, potential for negative consequences
eg: a -10/+50 is more risky than a +10/+30 gamble
Knightian risk
based off of known probabilities
eg: roulette
Knightian uncertainty
probabilities are unknown, must be estimated
eg: sports betting
expected value formula
probability x value
results in the long-term average return if the gamble is repeated many times
expected utility
probability x utility
explains real-life choices, eg: lottery tickets bring suspense and hope
utility
based on your subjective value, including emotions
Bernoulli effect
diminishing marginal utility: each additional gain is worth less subjectively
eg: $100 has more value to a poor vs rich person
framing effect - violations of expected utility
tropical flue problem
people are risk averse with gains, and prefer certainty
people are risk seeking with loss, to try and avoid certain loss
identical EVs, but choices shift with framing
prospect theory - 2 functions
value function
weighting function
value function
reference point = current state
gains and losses are treated differently, where losses feel stronger
diminishing sensitivity: utility curve flattens with larger amounts
weighting function
objective probabilities are distorted into subjective ones (inverted S curve)
rare events are overweighted, eg: lottery winning seems more likely
common events are underweighted, eg: 50/50 events feel less certain
probability distortion
rare risks are overestimated, and common risks are underestimated
optimism bias
the belief that bad things are less likely to happen to yourself
heuristics - definition
simple rules that save effort, giving “good enough” answers
availability heuristic
judge frequency of an event by how easily examples come to mind
representativeness heuristic
judge likelihood by similarity to stereotype
engineers and lawyers is an example of…
representativeness heuristic
engineer vs layers example
group A is told 30 people are engineers, 70 are lawyers
group B is told 70 people are engineers, 30 lawyers
when given a description of one person, they are likely to say 50/50 chance of them being an engineer vs lawyer despite being given the numbers
base-rate neglect
ignores true frequencies when numbers are provided
eg: engineers vs lawyers
conjunction fallacy
thinking that two conditions are more likely than one alone
eg: Linda is a bank clerk and active feminist
the Linda problem
description of Linda is given to participants
tasked to sort 10 cards in order of likelihood
people are more likely to think 2 characteristics (eg: Linda is a bank clerk + feminist) instead of 1 (bank clerk), even though 1 is more likely
gambler’s fallacy
expecting outcomes to “balance out”
eg: red comes up 4 times, so black is due the next time
heuristics in blackjack study
most gamblers increase their bet after runs of loses, decreasing bets after runs of wins - relying on representativeness
smaller number increase bets after win, and decrease after losses - relying on availability
goal of risk communication
convey threats clearly so people make informed choices (eg: evacuations)
challenge of risk communication
perceptions shift with fraiming and uncertainty