'Men play faster than women and they will play higher denomination machines,' states Terri of California. 'Women play and talk more when they are playing. It's more of a social thing for them but men are looking to win and that is how we play,' says Paul of New Jersey. 'I think more men play video poker where you make choices in your hands than slot machines where you really don't have much to say in how the game goes,' said Denise of Pennsylvania. No deposit online casino bonus codes 2019.
Free to Play Bally Slots Online
Wonder Woman Slot Review
For many comic lovers, Wonder Woman holds the crown as one of the most beloved representations of female power and strength in the DC multiverse.
Making her debut in 1941, Wonder Woman’s character was created by noted psychologist, Dr. William Moulton Marston, to bring to life his vision of the ideal feminist.
Wonder Woman’s extreme athleticism and superior tactical skills are paired with her quest for honesty, peace and love, giving the Amazonian princess a unique balance between traditional masculinity and femininity and making her a somewhat controversial figure for the time.
This may be the driving force behind Wonder Woman’s enduring popularity as, even today, the character maintains a dedicated fan base, often displaying their loyalty with branded merchandise that showcases her signature red, white and blue costume, and the lasso of truth.
With consistent consumer support of the franchise and recent Hollywood reboots of the superhero’s story, nostalgia has prompted popular slot game developer, Bally, to bring the Wonder Woman slot machine to the casino floor.
Compare Game Features – Paylines – RTP
Software | Bally |
Reels | 5 |
Paylines | 40 |
Min. Bet | $0.50 |
Max. Bet | $200 |
Max. RTP | 95.84% |
Max. Jackpot | 250,000 x Bet |
Features | Wild, Progressive, Free Spins |
Mobile App | Yes |
A Classic Wonder Woman Theme
With all the variations of Wonder Woman throughout the years, traditionalist fans will be pleased to see graphics that are based off the 1974 television series.
Symbols on this five-reel Wonder Woman online slot include iconic images, such as the invisible jet, head and armbands, knee-high red boots with the lasso of truth. There are classic shots of Lynda Carter as Wonder Woman or Diana Prince, and Lyle Waggoner as Colonel Steve Trevor.
Game music is taken from the show as well, with regular gameplay set to the show’s standard background score and bonuses that trigger the full theme song with vocals.
Wonder Woman: Core Gameplay
When playing the free Wonder Woman slot machine, one of the first things players will note are the stacked reel symbols. All symbols, except scatter, wild and bonus symbols, can be stacked and include the five Wonder Woman symbols along with traditional card symbols, J through A.
India themed slot machine. Today the exotic imagery of Japanese, Chinese, Korean and some other cultures of the Far East have become a popular theme among all slot machines. This page boasts an impressive array of Asian slots, including classic games and absolutely unique progressive wheels of fortune. Asian-Themed Slot Machines. Asia is a world full of ancient customs, martial arts, dragons, beautiful scenery, even more beautiful women, and, of course, more treasure than you can possibly imagine.The great news is that the world of online slot games can bring all these themes, and the treasure, to your fingertips in an instant – all you have to do is choose what type of game you want to play.
This feature can lead to some exciting wins as any of the nine stacked symbols line up across the reels to cover several of the paylines.
The game is set on five reels with four spaces on each. Wild symbols are possible on reels two, three and four, and will expand to fill the reel when part of a winning combination.
Star symbols in blue, red and gold show up on the first and fifth reel and can trigger a progressive win.
The game also includes three golden Wonder Woman Scatter symbols, found on reels one, three and five, that trigger the bonus when they all appear together.
The Wonder Woman Bonus
Although regular gameplay will be a hit with true Wonder Woman fans, triggering the bonus round definitely pumps up the excitement level.
After receiving a payout for the Scatter symbols, players can choose up to 25 free spins with all purple Diana’s. A number of card symbols change to special gold Diana’s. The number of free games you choose determines how many card symbols are replaced.
Choosing eight games will replace all card symbols with gold Diana’s. Sixteen games will change symbols J through K and selecting 25 games will change only the J and Q symbols. Scatter symbols are not available during the bonus so no additional games may be won.
If the bonuses aren’t hitting naturally, the game also offers the option to buy a bonus. Players can choose their stake, paying between 9.25 and 462.50, and can make their free game selection.
Progressive Wins
The inclusion of progressive opportunities also adds value to the Wonder Woman slot machine. The blue, red and gold progressive star symbols are only found on reels one and five. To win the progressive jackpot requires landing a matching set. Isoftbet slots free play.
Two blue stars award the mini progressive, red stars award the major and it takes two gold stars to award the mega progressive. When a progressive is triggered, the payout is awarded immediately with no further action required.
Progressive star symbols are only available within the base game and cannot be triggered during the bonus. Higher bets increase the chance of winning a progressive award, creating some incentive to raise bet levels.
Final Thoughts
Wonder Woman’s recent Hollywood reboot gives this game a popularity boost, but it’s hard to predict whether that attention is sustainable.
Younger fans who prefer the updated Wonder Woman character may create a demand for something more contemporary.
For now, lifetime fans of the Wonder Woman franchise can take a journey into their favorite superhero’s past. Take advantage of the winning potential that comes with a lucrative bonus game and progressive jackpots.
Abstract
In a simulated casino environment, 6 nonpathological women played concurrently available commercial slot machines programmed to pay out at different rates. Participants did not always demonstrate preferences for the higher paying machine. The data suggest that factors other than programmed or obtained rate of reinforcement may control gambling behavior, which should encourage behavior analysts to look beyond direct, contingency-driven explanations of gambling.
Gambling is both a serious societal problem and a popular pastime (see ). The literature on gambling is vast, but little of it is experimental or behavior analytic (see Weatherly & Phelps, 2006), which is unfortunate given the potential contributions of behavior analysis to the study of gambling (; Weatherly & Dixon, 2007). Basic research shows that organisms are generally (e.g., ), but not perfectly (e.g., ), sensitive to relative rates of reinforcement. However, several studies from our laboratory have failed to find such sensitivity when participants gamble (; Weatherly & Brandt, 2004). These studies assessed sensitivity across conditions or sessions rather than when the options were presented concurrently, which may have hindered discrimination (e.g., Shah, Bradshaw, & Szabadi, 1989).
The present study attempted to determine whether individuals given multiple opportunities to play concurrently available slot machines in a simulated casino environment would demonstrate sensitivity to reinforcement by choosing to play the higher paying machine. The primary focus was not whether players could ever display such sensitivity, but rather if they would do so under conditions that mimicked those faced in actual casinos.
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METHOD
Participants
Six women who scored less than 5 on the South Oaks Gambling Screen (SOGS; ) participated. Women were recruited because women, as opposed to men, tend to prefer gambling on slot machines (e.g., ). All 6 were Caucasian. Jan, April, May, June, Juli, and Nova were 45, 47, 40, 44, 41, and 24 years of age, respectively. Four were married; two were single. One had an annual income of below $10,000, 2 earned between $25,000 and $34,999, and 3 earned more than $35,000.
Materials and apparatus
Participants provided informed consent and then completed the SOGS, a demographic questionnaire, and the Gambling Functional Assessment (GFA; Dixon & Johnson, 2007) prior to gambling. They completed the SOGS again following the final gambling session to assess potential negative effects of the procedure.
The demographic questionnaire asked participants' sex, age, marital status, race or ethnicity, and annual income. This information was requested because each is related to a known risk factor for pathological gambling (). The SOGS is a 20-item self-report questionnaire designed to measure participants' gambling history. It is the most widely used screen for the potential presence of pathological gambling (Petry). Scores of 5 or more on the SOGS suggest the possible presence of pathology. Participants had to score below 5 on the initial administration of the SOGS to participate. Jan, April, May, June, Juli, and Nova scored 0, 0, 1, 3, 1, and 0, respectively.
The GFA is a 20-item self-report questionnaire designed to identify the consequences that maintain respondents' gambling. The four possible consequences are sensory experience, escape, attention, and tangible rewards. The top score in any category is 30, with the highest score indicating the primary reinforcing consequence.
Three slot machines were used: a “Triple Diamond” that allowed the player to bet one to two coins per play, a “Red, White, and Blue” (wild) that allowed the player to bet one to three coins per play, and a “Sizzlin 7's” that allowed the player to bet one to three coins per play. The overall payback percentage for each machine could be altered by changing a computer chip on the internal control panel (between sessions). Each machine took tokens worth $0.05 each and was equipped with an internal counter that recorded the number of coins put into the machine and the number of coins dispensed. All wins were dispensed in tokens rather than accumulated as credits on the machine so that the number of coins won could be tracked. The number of trials played was recorded by hand.
Procedure
Participants were observed individually. Before the first session, the participant completed the informed consent process and the questionnaires. In the first session, the researcher gave each participant the identical instructions: She would be staked with 100 tokens ($5 total) for each session; she could play two of the slot machines, which were identified to her each session; she could freely switch between the two slots during the session. Sessions ended when the participant decided to quit or 20 min had elapsed. Participants were informed that they would be paid in cash at the end of the study for all the tokens they accumulated across the sessions. Participants were allowed to withdraw tokens from their accumulated amount for additional play if they lost all 100 tokens in a session.
The researcher remained in the room to record the number of plays on each machine (i.e., a lever pull or button press that made the reels spin) and whether the participant always bet the same number of tokens per play, but did not record the bet size for every individual play. Agreement was assessed by comparing the coins played (as registered by the counter on the machine) to the number of plays recorded by the researcher for sessions in which the participant always bet the same number of tokens per play. A constant bet size was noted in 72 of the 117 sessions (and thus the number of trials played multiplied by the constant bet per trial should equal the number of tokens played according to the machine's counter). The hand-recorded data perfectly corresponded to the coins played in 67 of those 72 sessions (93%).
Participants played each pair of machines at certain payback percentages. Once the participant met the criterion for stability (exclusive or near-exclusive preference for one machine across two or more sessions based on visual inspection of the data), the researcher changed the payback percentage on one or both machines. The exception to this rule was for Juli in the first condition, in which she displayed a reliable pattern of switching preference between machines. For Juli, the researcher changed conditions after she had displayed seven consecutive sessions with a shift in machine preference. Although the difference in payback percentages was small, they were chosen because they are those used in casino slot machines (as were the overall payback percentages used in the study). All three machines were used, so changing conditions sometimes entailed changing machines. This practice helped prevent bias for a particular machine but confounded changes in payback percentage with a change in other factors (e.g., maximum bet per play, the visual and auditory stimuli that occurred during play). Again, however, this procedure mimicked an actual casino environment, which presents players with a variety of machines.
The number of conditions, number of sessions per condition, and the payback percentages on the slots for each participant in each condition are shown in Figure 1. Payback percentage refers to the percentage of the original bet that would be expected to be returned, on average, over an indefinite period of play. Anything below 100% represents a contingency in which the player will lose over time, perhaps slowly (e.g., 98% payback) or quickly (e.g., 85%). Because of the probabilistic nature of a slot machine, coupled with the fact that participants did not play over an indefinite period of time, it was possible for obtained payback percentages to differ from programmed percentages. Condition length differed depending on participants' schedules and the stability of their data. After the final session, participants completed the SOGS a second time, answered two questions on how they had gambled, were paid, debriefed, and dismissed.
The percentage of the coins played on the slot machine that had the highest programmed rate of payback in each session for each participant. The ratios displayed in each panel represent the different probabilities programmed on the two different slot machines. The asterisk represents the slot machine that had the highest obtained (vs. programmed) payback percentage in conditions in which both machines were played. The underscore indicates that the participant displayed exclusive choice of that particular machine; the other machine was not played during that condition.
Women Aren't Slot Machines Games
RESULTS AND DISCUSSION
GFA scores suggested most participants gambled for similar reasons. Jan had never gambled and scored 0 in each category. The other participants had scores in at least one GFA category (April: sensory = 6, tangible = 4; May: tangible = 5; June: sensory = 4, tangible = 4; Juli: sensory = 6; Nova: sensory = 7, escape = 3, tangible = 7). Mean number of trials (mean bet per trial) were 99.8 (1), 65 (2.9), 36.4 (2.2), 44.6 (2.1), 48.4 (2.3), and 64 (1.3) for Jan, April, May, June, Juli, and Nova, respectively. They experienced overall payback percentages of 97.9%, 90.3%, 78.4%, 91.8%, 75.2%, and 139.9%, respectively.
Figure 1 presents the percentage of the total coins played by each participant in each session on the slot that was programmed to provide the highest payback percentage. With the exception of Juli, participants rarely switched machines in a session. In only 19 of the 117 total sessions were both machines played in the same session. The same was true within conditions; across the 25 total conditions, participants played one machine exclusively in a particular condition in 13 conditions.
Figure 1 provides little evidence that programmed payback percentage governed behavior. Jan, April, and May frequently played exclusively on the machine with the highest programmed payback percentage, but did so fortuitously. That is, they never played the other machine, so one cannot conclude that their play was the outcome of stimulus control by the programmed contingencies. In fact, had they played the other machine, it is possible that a higher obtained payback percentage would have been experienced on the machine with the lower programmed payback percentage, an outcome that was observed in several conditions for several participants (asterisk in Figure 1). Further, there were several discrepancies between gambling behavior and both the programmed and obtained payback percentages. In only 5 of the 25 possible conditions did participants play both slot machines and then come to display exclusive preference for the slot machine that paid out at the higher rate.
The researcher asked each participant “What strategy did you use when playing?” and “How did you choose between machines?” Although anecdotal and not open to experimental analysis, in no case did any participant indicate that overall payback rate was governing her behavior.
The present results have limitations. Participants were faced with choosing between slots that differed in multiple ways, not just by payback percentage. This procedure maximized external validity by mimicking the conditions gamblers face in actual casinos. The present results may not apply to men or to certain groups of women. One could also argue that sensitivity to payback percentages and to differences in payback percentages would have emerged had the current participants been given further opportunities to gamble. Finally, participants did not gamble with their own money. Ethical considerations dictated staking money, but research suggests that individuals take steps to avoid the loss of staked money (see Kahneman, Knetsch, & Thaler, 1990) and that participants gamble more conservatively with even small amounts of staked money than for credits with no monetary value (Weatherly & Brandt, 2004; Weatherly & Meier, 2007).
The current data are consistent with the idea that participants' gambling was rule governed. Jan nearly always played only 100 tokens and bet only one token at a time. June and Nova reliably displayed exclusive preference for a particular slot, despite extended experience with a poor payback percentage. Verbal responses suggest that preferences for a machine emerged for reasons other than payback rates, consistent with recent research (e.g., ) and theories of gambling (e.g., Weatherly & Dixon, 2007).
The present findings do not demonstrate that people can never discriminate a very high-paying from a very low-paying machine under controlled conditions, but they do show that such discrimination may not emerge under conditions found in casinos. From a treatment standpoint, behavior analysts would be wise to identify procedures that help gamblers to discriminate payback rates. It is also important for them to recognize that gambling behavior may be largely rule governed.
Acknowledgments
We thank David P. Austin for help with data collection and the Office of the Vice President for Research at the University of North Dakota for partial financial support for the present study. We also thank North Dakota State Senator Nicholas P. Hacker, North Dakota Attorney General Wayne Stenehjem, and other members of the governing bodies of the state of North Dakota for drafting and passing legislation that made this research possible.
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