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A) It becomes a proven fact. B) It becomes stronger. C) It disappears immediately. D) It may not hold.
A) Large samples are always random. B) Large samples must be avoided. C) Small samples must represent the larger population. D) Small samples are always irrelevant.
A) Sigmund Freud and Carl Jung. B) Isaac Newton and Albert Einstein. C) B.F. Skinner and Ivan Pavlov. D) Amos Tversky and Daniel Kahneman.
A) Affect heuristic. B) Anchoring heuristic. C) Representativeness heuristic. D) Availability heuristic.
A) They believe it makes the sequence more representative. B) It is mathematically more likely. C) The wheel is programmed to balance out. D) The dealer intervenes to change the odds.
A) The preference for longer gambling sessions. B) Believing short random sequences should reflect longer ones. C) The inability to count coins. D) Ignoring the outcome of large gambling events.
A) Seeing random streaks as non-random. B) Only gambling in crowded casinos. C) Mistaking skill for luck. D) Ignoring streaks entirely.
A) The belief that chance is a fair process that corrects itself. B) The belief that the house always loses. C) The belief that gamblers always win eventually. D) The belief that the dealer is always honest.
A) The ability to predict the next number. B) Feeling lucky when gambling. C) Believing the casino controls all outcomes. D) Believing gambling outcomes are the result of personal skill.
A) They reject the idea that chance overcomes skill. B) They are naturally better at math. C) They never lose at games. D) They have total control over the gambling device.
A) They include long streaks of heads. B) They keep the ratio of heads to tails close to 0.5. C) They refuse to include patterns. D) They choose only heads.
A) A change in game rules. B) Ignoring the gambler's fallacy. C) Playing for longer periods. D) Increased luck.
A) The player wins more often. B) The player's success increases. C) The player's success may decrease. D) The game becomes entirely random.
A) Streaks occur less often than expected. B) Streaks are more likely to occur than people expect. C) Streaks are impossible in small samples. D) Streaks are only found in large samples.
A) Assuming the next flip must be heads after a streak of tails. B) Ignoring the outcome of the first dice roll. C) Assuming a single low-probability event implies many previous trials. D) Assuming a high-probability event implies no previous trials.
A) No, the tail is more likely B) Yes C) The probability cannot be determined D) No, the 21 heads is more likely
A) The Central Limit Theorem B) The Law of Large Numbers C) Bayes' theorem D) Pythagorean theorem
A) 6.25% B) 64.39% C) 93.75% D) 50%
A) Tom Stoppard B) Pierre-Simon Laplace C) Isaac Newton D) Monte Carlo
A) August 18, 1913 B) July 18, 1913 C) September 18, 1913 D) August 18, 1923
A) 3/51 B) 3/52 C) 4/52 D) 4/51
A) Blackjack B) Poker C) Baccarat D) Roulette
A) Statistical permutation B) Geometric progression C) Bayesian inference D) Linear regression
A) Hot-hand fallacy B) Retrospective fallacy C) Positive recency fallacy D) Economic bias fallacy
A) They are only exhibited in financial markets B) The hot-hand fallacy is a type of gambler's fallacy C) One construct might be responsible for both D) They are completely unrelated cognitive biases
A) 100% B) 24% C) 78% D) 57%
A) Occipital lobe B) Cerebellum C) Frontoparietal network D) Temporal lobe
A) Directly proportional B) Negatively correlated C) No correlation D) Positively correlated
A) Caudate B) Ventral striatum C) Amygdala D) Prefrontal cortex
A) Executive, goal-directed processes B) Sensory processing C) Affective decision-making D) Reflexive movement
A) Amygdala B) Frontoparietal network C) Striatum D) Prefrontal cortex
A) Observational learning B) Choice-outcome contingency C) Abstract reasoning D) Pavlovian classical conditioning
A) Physical coordination B) Language processing C) Memory recall D) Choice-outcome contingency method
A) Representativeness heuristic B) Negative recency effect C) Gambler's acceleration D) Positive reinforcement
A) 10% B) 20% C) 50% D) 35%
A) None B) 15% C) 5% D) 10%
A) Randomization B) Segregation C) Grouping D) Sequencing
A) Monetary incentives B) Government regulations C) Personal bias D) Lack of experience
A) 8% B) 20% C) 1.3% D) 5.5%
A) Pari-mutuel lottery B) Private charity lottery C) Scratch-off lottery D) State-run fixed odds lottery
A) Six months B) Three days C) Two months D) Three months
A) Subscription fees B) In-game advertisements C) Direct currency purchases D) Loot boxes
A) 2010 B) 2020 C) 2018 D) 2015
A) Luck-booster B) Reward-multiplier C) Drop-accelerator D) Pity-timer |