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Nearly every state in the US provides its residents (and visitors) an opportunity at a life-changing lottery jackpot. Notably absent from that list of states is one of the biggest gambling venues in the world: Nevada.
While residents might feel a twinge of jealousy from the frequent news stories of lucky multi-million-dollar-winning lottery players, Nevada doesn’t exactly have a shortage of methods for people to win their own big money jackpots. The most potentially lucrative one of all is Megabucksslot machines.
Responsible for most of Nevada’s biggest money jackpots of all time, Megabucks slot machines are perhaps the closest alternative Nevada has to a true lottery. Megabucks is a simple game with a massive progressive jackpot.
Megabucks: a simple game
It’s likely that most mental images of a slot machine conjure this game to mind. Megabucks slot machines have three reels and one payline going right through the middle of the reels. The game features many of the typical slot machine symbols — 7’s, cherries, and bars — that any slot player has seen numerous times before.
The goal of the game is to match these symbols along the lone payline. That’s it. There’s no intricate series of patterns. There’s no complicated bonus game to trigger. And there’s no underlying theme associated with the game.
It’s just a matter of whether the player matches three like symbols on the payline or not. Match the symbols, and get paid.
The Megabucks progressive jackpot
While true that Megabucks has a simple game design, that doesn’t mean the game lacks appeal. Rather, it might be one of the most appealing slot machine games available due to its substantial progressive jackpot.
With a minimum prize of $10 million, the Megabucks progressive jackpot can be an attractive gamble for anyone. Slot players are sure to become most intrigued when the jackpot climbs to its higher amounts.
Twenty or even $30 million jackpots are not unheard of for Megabucks. Each machine linked to the jackpot has the amount prominently posted just above the machine, large enough to see from the other side of a room. There will never be any confusion over a specific jackpot amount.
Megabucks is a standard $1 slot machine. The caveat is that a player must bet the maximum ($3) on a spin to be eligible to win the progressive jackpot. Once the maximum bet is made and the reels are spun, landing “MEGABUCKS” symbols along the payline on each of the reels is what it takes to win the hefty prize. Similar to picking winning lottery numbers, it really is that simple to win the Megabucks jackpot.
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If one does manage to win the jackpot, the similarities to lottery winnings don’t end there. Jackpot winners are given a 25-year annuity for their winnings rather than the entire sum all at once. At $3 per spin, going for the jackpot could also be a costly endeavor. As most lottery players can attest, just because a game is simple to play, doesn’t mean it’s easy to win.
So you’re telling me there’s a chance?
Since 2005, when the jackpot was set at a minimum of $10 million, 22 people have won the prize. That’s about two people per year on average in the state of Nevada who find themselves lucky enough to be referred to as Megabucks progressive jackpot winners.
A number of sources seem to agree that the odds of any eligible spin hitting the jackpot is about 50 million to one. It’s a long shot to be sure, but that doesn’t mean it’s not worth trying at all.
To put that into perspective, if it’s worth the time and energy to worry about the dangers of shark attacks when swimming in the ocean or plane crashes when flying in the air, then it’s statistically worth the effort to give Megabucks a few spins in hopes of becoming the next lucky winner. Somebody is going to win it, after all.
With the odds of hitting the jackpot so low and the relatively few ways for a player to win money, it shouldn’t come as a surprise that Megabucks slot machines sports one of the highest levels of volatility in the slot world. Unlike many modern slot machine games, there aren’t an abundance of ways to win amounts close to the cost of a spin.
Essentially, this game amounts to most likely losing the entirety of the bet on a spin, but with a small percentage of spins leading to sizable wins.
Because of these qualities, Megabucks is not likely to attract slot enthusiasts, as they would be looking for a more valuable experience for their money. Since slot seekers would be more focused on the progressive jackpot opportunity, the higher volatility, and relatively low time investment, Megabucks is a popular choice for them.
No end in sight
Lotteries in the US have been popular for hundreds of years and remain popular to this day. It’s clear that the low risk/high reward game model is attractive to many. So long as people dream of the lavish lifestyle that only millions and millions of dollars can provide, they will always be willing to take their chances.
Serving as Nevada’s de facto lottery, there’s no reason to think Megabucks slot machines will be any different. Anybody with few dollars and a dream knows that an eight-figure payday could be waiting for them the next time they decide to spend a couple minutes playing the slots.
This fact alone will keep seasoned slot players, as well as casual casino-goers, sitting down and trying their luck with Megabucks.
An operant conditioning chamber (also known as the Skinner box) is a laboratory apparatus used to study animal behavior. The operant conditioning chamber was created by B. F. Skinner while he was a graduate student at Harvard University. It may have been inspired by Jerzy Konorski's studies. It is used to study both operant conditioning and classical conditioning.[1][2]
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Skinner created the operant chamber as a variation of the puzzle box originally created by Edward Thorndike.[3]
History[edit]
In 1905, American psychologist, Edward Thorndike proposed a ‘law of effect’, which formed the basis of operant conditioning. Thorndike conducted experiments to discover how cats learn new behaviors. His most famous work involved monitoring cats as they attempted to escape from puzzle boxes which trapped the animals until they moved a lever or performed an action that triggered their release. He ran several trials with each animal and carefully recorded the time it took for them to perform the necessary actions to escape. Thorndike discovered that his cats seemed to learn from a trial-and-error process rather than insightful inspections of their environment. Learning happened when actions led to an effect and that this effect influenced whether the behavior would be repeated. Thorndike’s ‘law of effect’ contained the core elements of what would become known as operant conditioning. About fifty years after Thorndike’s first described the principles of operant conditioning and the law of effect, B. F. Skinner expanded upon his work. Skinner theorized that if a behavior is followed by a reward, that behavior is more likely to be repeated, but added that if it is followed by some sort of punishment, it is less likely to be repeated.
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Purpose[edit]
An operant conditioning chamber permits experimenters to study behavior conditioning (training) by teaching a subject animal to perform certain actions (like pressing a lever) in response to specific stimuli, such as a light or sound signal. When the subject correctly performs the behavior, the chamber mechanism delivers food or other reward. In some cases, the mechanism delivers a punishment for incorrect or missing responses. For instance, to test how operant conditioning works for certain invertebrates, such as fruit flies, psychologists use a device known as a 'heat box'. Essentially this takes up the same form as the Skinner box, but the box is composed of two sides: one side that can undergo temperature change and the other that does not. As soon as the invertebrate crosses over to the side that can undergo a temperature change, the area is heated up. Eventually, the invertebrate will be conditioned to stay on the side that does not undergo a temperature change. This goes to the extent that even when the temperature is turned to its lowest point, the fruit fly will still refrain from approaching that area of the heat box.[4] These types of apparatuses allow experimenters to perform studies in conditioning and training through reward/punishment mechanisms.
Structure[edit]
The structure forming the shell of a chamber is a box large enough to easily accommodate the animal being used as a subject. (Commonly used model animals include rodents—usually lab rats—pigeons, and primates). It is often sound-proof and light-proof to avoid distracting stimuli.
Operant chambers have at least one operandum (or 'manipulandum'), and often two or more, that can automatically detect the occurrence of a behavioral response or action. Typical operanda for primates and rats are response levers; if the subject presses the lever, the opposite end moves and closes a switch that is monitored by a computer or other programmed device. Typical operanda for pigeons and other birds are response keys with a switch that closes if the bird pecks at the key with sufficient force. The other minimal requirement of a conditioning chamber is that it has a means of delivering a primary reinforcer (a reward, such as food, etc.) or unconditioned stimulus like food (usually pellets) or water. It can also register the delivery of a conditioned reinforcer, such as an LED signal (see Jackson & Hackenberg 1996 in the Journal of the Experimental Analysis of Behavior for example) as a 'token'.
Despite such a simple configuration (one operandum and one feeder) it is nevertheless possible to investigate a variety of psychological phenomena. Modern operant conditioning chambers typically have multiple operanda, such as several response levers, two or more feeders, and a variety of devices capable of generating different stimuli including lights, sounds, music, figures, and drawings. Some configurations use an LCD panel for the computer generation of a variety of visual stimuli.
Some operant chambers can also have electrified nets or floors so that shocks can be given to the animals; or lights of different colors that give information about when the food is available.Although the use of shock is not unheard of, approval may be needed in countries that regulate experimentation on animals.
Research impact[edit]
Operant conditioning chambers have become common in a variety of research disciplines especially in animal learning. There are varieties of applications for operant conditioning. For instance, shaping a behavior of a child is influenced by the compliments, comments, approval, and disapproval of one's behavior. An important factor of operant conditioning is its ability to explain learning in real-life situations. From an early age, parents nurture their children’s behavior by using rewards and by showing praise following an achievement (crawling or taking a first step) which reinforces such behavior. When a child misbehaves, punishments in the form of verbal discouragement or the removal of privileges are used to discourage them from repeating their actions. An example of this behavior shaping is seen by way of military students. They are exposed to strict punishments and this continuous routine influences their behavior and shapes them to be a disciplined individual. Skinner’s theory of operant conditioning played a key role in helping psychologists to understand how behavior is learned. It explains why reinforcements can be used so effectively in the learning process, and how schedules of reinforcement can affect the outcome of conditioning.
Commercial applications[edit]
Slot machines and online games are sometimes cited[5] as examples of human devices that use sophisticated operant schedules of reinforcement to reward repetitive actions.[6]
Social networking services such as Google, Facebook and Twitter have been identified as using the techniques.[citation needed] Critics use terms such as Skinnerian marketing[7] for the way the companies use the ideas to keep users engaged and using the service.
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Gamification, the technique of using game design elements in non-game contexts, has also been described as using operant conditioning and other behaviorist techniques to encourage desired user behaviors.[8]
Skinner box[edit]
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Skinner is noted to have said that he did not want to be an eponym.[9] Further, he believed that Clark Hull and his Yale students coined the expression: Skinner stated he did not use the term himself, and went so far as to ask Howard Hunt to use 'lever box' instead of 'Skinner box' in a published document.[10]
See also[edit]
References[edit]
- ^R.Carlson, Neil (2009). Psychology-the science of behavior. U.S: Pearson Education Canada; 4th edition. p. 207. ISBN978-0-205-64524-4.
- ^Krebs, John R. (1983). 'Animal behaviour: From Skinner box to the field'. Nature. 304 (5922): 117. Bibcode:1983Natur.304..117K. doi:10.1038/304117a0. PMID6866102. S2CID5360836.
- ^Schacter, Daniel L.; Gilbert, Daniel T.; Wegner, Daniel M.; Nock, Matthew K. (2014). 'B. F. Skinner: The Role of Reinforcement and Punishment'. Psychology (3rd ed.). Macmillan. pp. 278–80. ISBN978-1-4641-5528-4.
- ^Brembs, Björn (2003). 'Operant conditioning in invertebrates'(PDF). Current Opinion in Neurobiology. 13 (6): 710–717. doi:10.1016/j.conb.2003.10.002. PMID14662373. S2CID2385291.
- ^Hopson, J. (April 2001). 'Behavioral game design'. Gamasutra. Retrieved 27 April 2019.
- ^Dennis Coon (2005). Psychology: A modular approach to mind and behavior. Thomson Wadsworth. pp. 278–279. ISBN0-534-60593-1.
- ^Davidow, Bill. 'Skinner Marketing: We're the Rats, and Facebook Likes Are the Reward'. The Atlantic. Retrieved 1 May 2015.
- ^Thompson, Andrew (6 May 2015). 'Slot machines perfected addictive gaming. Now, tech wants their tricks'. The Verge.
- ^Skinner, B. F. (1959). Cumulative record (1999 definitive ed.). Cambridge, MA: B.F. Skinner Foundation. p 620
- ^Skinner, B. F. (1983). A Matter of Consequences. New York, NY: Alfred A. Knopf, Inc. p 116, 164
External links[edit]
Wikimedia Commons has media related to Skinner boxes. |
- From Pavlov to Skinner Box - background and experiment