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