Abstract
Slot machines are one of the most played games by pathological
gamblers. New technologies, e.g. immersive Virtual Reality (VR),
offer more possibilities to exploit erroneous beliefs in the context of
gambling. However, the risk potential of VR-based gambling has not
been researched, yet. A higher immersion might increase harmful
aspects, thus making VR realizations more dangerous. Measuring
harm-inducing factors reveals the risk potential of virtual gambling.
In a user study, we analyze a slot machine realized as a desktop 3D
and as an immersive VR version. Both versions are compared in
respect to effects on dissociation, urge to gamble, dark flow, and
illusion of control. Our study shows significantly higher values
of dissociation, dark flow, and urge to gamble in the VR version.
Presence significantly correlates with all measured harm-inducing
factors. We demonstrate that VR-based gambling has a higher risk
potential. This creates the importance of regulating VR-based gam-
bling.
Users
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