the gambling stimuli more often continued on
to the next condition of the experiment.
Simulated gambling activity. All residents
were exposed to a simulated gambling game of
their choice on a laptop computer for two
sessions of each duration of engagement (i.e., 5,
10, and 20 min). Data on happiness levels were
collected during a 10-min baseline prior to the
implementation of the gambling activity when
the experimenter first entered the facility and
located the resident in the nursing home. No
controls for experimental observation settings
were made; thus, the resident could have
been in various settings (e.g., room, dining hall)
or with various people (family members, staff,
other residents).
After the 10-min baseline observation, the
experimenter directed the resident to play the
simulated gambling game (Hoyle Casino
Games). The experimenter asked the participant
to choose among playing slot machines,
standard video poker, roulette, blackjack, or
craps. No actual money was exchanged during
the course of the experiment. Thus, the
gambling activity was an analogue to actual
gambling. All bets and winnings were purely
hypothetical. When the participant was seated
at a table with the laptop in front of him or her,
the experimenter started the computer, loaded
the software, and oriented the participant to the
computer mouse and screen with prompts such
as pointing or gesturing. However, during the
simulated gambling activity, the experimenter
attempted to minimize social interactions with
the participant to evaluate the isolated effects of
the simulated gambling task. For example, if the
resident attempted to interact, the experimenter
directed him or her back to the game.
After the resident played the simulated
gambling game for one of the three potential
engagement duration, the individual returned
to his or her previous activity. The duration of
engagement on a particular day was determined
randomly for each participant. Follow-up data
were collected on happiness levels at 10-min