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The purpose of this study was to test the effect of gambling goals (i.e., gambling achievement-orientation) on chasing behavior (i.e., decision to chase, chasing spins) over and above known antecedents (e.g., problem gambling severity, winning money motivations, approach/avoidance motivation).
= 121) were provided $20 and invited to use those funds on a slot machine situated in an immersive virtual reality casino.
Unbeknownst to participants, outcomes were manipulated such that a nominal amount of money was either won or lost (depending on experimental condition) after 30 spins.
Before the 31st spin, participants were asked if they wished to continue play.