Gaming Machines are also known as One Armed Bandits, Slot Machines, Fruit Machines & 'Pokies'
Who invented the gaming machine?, What was the name of the first gaming machine? Why are gaming machines also called Fruit Machines and Pokies? Can you beat a gaming machine? What is the psychology of gaming machine design?
If these are the sort of questions that interest you thenthis gaming machine lens should provide you with some of the answers.
Originally the machines were entirely mechanical in construction, in the early 1960s hybrid electro-mechanical designs were introduced. Most modern machines are driven by software and the mechanical parts such as the reels are spun using electronic stepper motors.
The older machines due to their mechanical design used to develop personal 'characteristics' due to wear and tear. The reels for example used a part known as a 'reel washer' which was made from leather and these used to wear thin biasing the stopping position of certain reels. This 'knowledge' became known through regular play and so players developed a sense that they could 'beat the machine'.
A classic behaviour of attempting to 'control the outcome' was pulling the handle to gauge the 'feel' of the handle quadrant (a toothed 'gear' that controlled the reel release). This was an important, if originally unintended, aspect of player psychology. So much so that modern machines try to copy the 'feel' of old machines by mimicking the feel even if the release of the reels is more consisently controlled.
Original machines were of course random. The odds were driectly related to the number of symbols on the reels. As games became more complex, natural randomness couldn't cope, and so software alogrythms were designed to 'pre-determine' the stopping position of the reels.
In order to 'police' the 'pre-det' as it is known legislation is imposed in most states throughout the world. In the Netherlands for example machines have to be assessed by a testing institution that checks for 'randomness' etc (using Chi squared tests) over tens of thousands of games, the same goes for the US States such as The Nevada Gaming Comission. The UK was different up until the 21st century, where the onus was placed on operator for the 'legality' of machines. Manufacturers and designers were allowed to design and test any form of game, it was the mass operation of 'rogue' machines that was controlled by the threat of removal of operating licence. This was a peculiar characteristic of the 1968 Gaming Act which was superceded by new legislation in the 2000's
As well as statistical design, money management software (coins in/out), and mechanical design, one armed bandits make full use of social and cognitive psychology in their games designs. Game designs aren't simply 'events' that a player experiences, they are carefully crafted interactions that reinforce continued play.
The Illusion of Control is a classic, which manifests itself in what are known as 'pseudo-skill stops'. They do exactly that. The player believes their skill determines the stopping place of an illuminated panel, or reel. Of course that is not really the case. Another important aspect of game design (on the more complex products) is the Offer of a Decision this implies to the player that they are in control because they are exerting a choice. It false control because the options are within the game and controlled by the software.
At the heart of any One Armed Bandit is the Reinforcement Schedule or payout schedule. Machines are designed to optimise the balance between little and often which infers to the player that they are a 'winner' and that a big win is just around the corner, and big wins which prove to the player that the investment was worth it and that they are a winner. Some wins which have long runs of loosing games are called by designers 'clumpy'. The clumpy payout schedule exploits a form of cognitive dissonance whereby the the more punishing the experience, when the reward of a win comes the more highly prized it is. This type of behaviour can been seen in the 'hazing' rituals of Frat Houses, in which successful entrants become zealously devoted and loyal to the Frat if the ritual is painful or even life threatening!
In this way One Armed Bandits utilise standard Behavioural psychology of positive and negative reinforcement and the power of Cognitive Dissonance theory to keep players at the machine.
Why Call Them 'Fruit' Machines?
An inventive way of getting around the law

The curious name 'Fruit Machine' came from the idea of 'softening' the gambling image by replacing card symbols with fruit symbols
Some products even included a fruit-gum dispenser The orginal name of the Bell-Fruit company was Bell Gum Fruit.

Ganing Machines Haven't Always Been Popular With Everyone
From strict regulation to outright ban.
The legal status of gaming machines has always been controversial. Whether it has been a concern about the influence of criminal elements controlling the supply and operation of machines or whether the concern has been moral or mental welfare based.Slot machine break up image credit SBPD
History of Gambling in theUSA
Endicott Police Department
Trenton Police Museum
Wisconsin Historical Society
Nevada Gaming Commision
Gaming Machine General Knowledge
- Liberty Bell Reno - Home of the Slot Machine
- You've just got to visit this restaurant in Reno if you get the chance. Owned and run by the grandchildren of Charles Fey, it houses a treasure trove of early examples of the first coin operated games, including the very first slot - the Liberty Bell
- Wikipedia Overview of slots
- A great overview from Wikipedia
- One Armed Bandit gag
- Reely Reely funny
- Work to Learn Slot Machines
- Adquire experience and learn slot machines.
- Slot Machine Tips: simple yet effective: Bingo Blog - Online Bingo Lady
- Slot machine tips for those that prefer a simple approach because they're playing the games as an entertainment rather than for anything more serious are listed here.
- Slot Systems: 9 Slot Machines I'd Like to Play
- Slot Systems
The purpose of this site is to actually test various slot machine betting systems and record live results here. I figure that anyone can sell a slots system, and anyone can debunk one mathematically. - Slot Machine Blog
- Slot machine tips and advice on how to win, and repair slot machines.
- Pokies and Slot Machine Information
- Pokies and Slot Machine Information Blog
- UK style online fruit machines
- Play UK style online fruit machines for free or real money all fruit machines are the same as the uk fruit machines with feature games and bonuses such as extra live, skill stop etc.
- Barcrest, Amusement, Jackpot, Warranty items at low prices on eBay.co.uk
- Buy Barcrest, Amusement, Jackpot, Warranty, Spares, Arcade, Pub items at low prices. Sign up with eBay.co.uk to begin buying and selling Barcrest items online.
- timhunkin/for_amusement_only
- engineer tim
- Coin-Op Museum Index: A
- Coin-Op Museum, the No Name Coin Op Museum, is the Internet's premier resource covering mechanical arcade machines from 1840 through the present.
- Mills Antique Slots Machines
- Innovators of early one armed bandit design and manufacture
- Interview with Jackson Lears
- The author of Something for Nothing: Luck in America (2003), Jackson Lears, the Board of Governors Professor of History at Rutgers University and the editor-in-chief of Raritan gives his views
Books About One Armed Bandits
Urban Myths and Stories
Most people know how One Armed Bandits got their name from the 'pull handle' on one side of the machine, but where did the name (mostly used in the UK) Fruit Machine come from? Well according to the story it comes from the fact that when machines were illegal a 'gum' dispenser was attached to the side which dispensed 'fruit flavoured' gum as a way to get around the law.In the 1960s, so the story goes a mysterious American paid a visit to Nottingham England and the factory of a cash register manufacturer based in Leen Gate Lenton. The gentleman called Wilkinson realised that the same mechanical technology that was used to make a cash register could be used to make a slot machine. As a result he provided the company with the 'blue prints' he had with him and the company Bell-Fruit Manufacturing was created. Mr Wilkinson died mysteriously in a car accident some months later...the perpetrators were assumed to be mob gangsters.
Bell-Fruit Manufacturing dominated the UK manufacturing scene in the early 1960s along with ACE coin. In 1968 the Gaming Act was introduced to ensure the business remained clear of organised crime.
In the 1970s the first microprocessor controlled machines were introduced by Barcrest and JPM
Apparently the best time to play a UK slot machine is Monday lunchtime. This is because the machines are designed to hit a set weekly payout percentage and over the week-end more casual and possibly inebriated players miss 'win opportunities'. As a result the machines 'think' they haven't paid out enough and so they are ready to rock and roll after the week-end.
The picture is of the Bell-Fruit Manufacturing premises on Leengate in Nottingham. Originally it was a tannery. image credit Lenton Times where you can find additional archive images and more on the Bell-Fruit story.
One Armed Bandit Manufacturers
Makers of 'real' machines and their digital alternatives
- Bell-Fruit Games
- UKs Bell-Fruit Games the 21st century version of Bell-Fruit Manufacturing
- Games Media
- All digital gaming
- IGT
- US Giant
- Barcrest
- UK manufacturing group
- Barcrest Group
- Barcrest Group is a leading force in the European amusement industry with a reputation for outstanding creativity and innovation. For 40 years the Group has used its skills and expertise to provide customers with exceptional gaming products, all developed and tested to the very highest standards and supported by an unswerving commitment to service.
- JPM ltd
- JPM International has been a leader in the international gaming and entertainment markets for more than 35 years. Its core proposition is developing compelling games which offer the opportunity to win a cash prize. JPM International has an established market position in the UK, Spain, Netherlands, Australia and Central and Eastern Europe. JPM International's Amusement with Prizes (AWP) and Skill with Prizes (SWP) games have consistently been among the top performers in their markets since the company was founded as an upgrader of slot machines in 1972. With the advent of new channels such as online terminals, JPM International's strategy is to develop games which can be launched onto several platforms and customised for a variety of international markets. JPM International has offices in Birmingham and Cardiff in the UK, together with a network of UK and International distibutors. In 2004, JPM performed a Management Buyout from Japan's Sega Corp. and the group is now wholly owned by its directors.
- Bally
- Bally Technologies, Inc., incorporated in September 1968, is a diversified, worldwide gaming company that designs, manufactures, operates and distributes slot and video machines to a global gaming industry that includes casino, racino, video lottery, central determination and Class II markets. It also designs, integrates and sells highly specialized computerized monitoring systems that provide casinos with networked accounting and security services for their gaming machines with more than 300,000 game monitoring units installed worldwide at more than 225 locations. Based in Las Vegas, the Company conducts its machine and systems operations, and operates Rainbow Casino, a 35,000-square foot dockside location in Vicksburg, Mississippi, which has approximately 12 table games and 900 gaming devices.
Trade Magazines
News and Reviews in this massive global industry
- Coin Slot
- Long standing UK trade paper
- Euroslot
- Digital news
- Intergame
- The Leading Trade Magazine. Excellent content and journalism.
- UK Fruit Machines Online
- On-line resource
One Armed Bandit Poll
Blog Posts from Google
- Online Fruit Machines The Latest Games!
- One significant aspect to note about online fruit machines is that the number of reels, which are the number of coins that have been placed into the casino's one armed bandit, are what establish the payback of the online fruit machines. ...
- Roms - Fruit-Emu (Fruit Machine Emulation)
- Money Laundry Doctors And Nurses Cops and Robbers red version and any one arm bandit keep up the good work on these fantastic fruit machines and i would like to thank the poeple who designed and uploaded the following great machines ...
- One Armed Bandit, Fruit Machine, Slot Machine. (Dartford, Price: £100)
- Traditional One Armed Bandit Action not this silly Push Button Rubbish. This is the Elector-Mechanical type of Machine. The only Push Buttons are the Reel Hold. Payout is via the Front Mounted Coin Tray as shown. ...
- BetHype - Online Fruit Machines The Latest Games!
- Rather, the machines operate in a random number generator fashion, called RNG for short. This is built into the machine or to be more certain, with online one armed bandits, it is built into the programming of the software. ...
Gaming Machine Psychology
- Psychblog
- What UK academic Professor Mark Griffiths has to say
- Slashdot Article
- Discussion thread by games designers
- BBC Report on Super Casinos
- Nothing is left to chance with the decor and ambiance of a casino, where everything is designed to encourage gamblers to stay and spend.
- Insights from Al Krigman
- Conditioning is a central training principle of behavioral psychology. Nearly everybody knows of the experiments by Ivan Pavlov in the early 1900s. Pavlov started by ringing a bell and presenting food simultaneously. When he stopped offering the food, the dogs still salivated at the sound of the bell. Later, to keep the dogs responding to the bell, he reinforced the behavior by accompanying it with food at random, but frequently enough that the stimulus was not futile too often. B F Skinner extended this work during the 1930s using conditioning to train animals such as pigeons and rats to perform various tasks.
- Professor Mark Griffiths comments
- It gives the impression that winning is far more common than losing as you can't hear the sound of losing!
- Slash Dot article
- Slot machines take advantage of basic human psychology to maximize their appeal. In contrast to most other casino games such as blackjack or poker, playing a slot machine requires no skill, intellect, or decision-making ability.
- Gamcare
- Concerned with gambling addiction in the UK
Japan's Most Wanted - One Armed Bandit

Japan probe pointed the way to this amazing application of One Armed Bandit imagery to catch Japan's Most Wanted.
Try it yourself Pachideka One Armed Bandit You might need to wait for the flash to load.
A Book To Avoid?
Robbing the One-Armed Bandits: Finding and Exploiting Advantageous Slot Machines
Amazon Price: (as of 12/28/2009)![]()
It's not just the machines that might try and rip you off
Bloggers Who Claim To Beat One Armed Bandits
Professionals, Con Men, or Deluded?
- Bar-X Magic7 Fruit Machine
- Bar-X Magic7 has long been a favourite UK fruit machine in arcades. Electrocoin, the original manufacturers of this great fruit machine, created a game that's simply a legend in my books. Addictive? Yes. High payouts? Yes. Fun to play? ...
- History of the Slot Machines - Mechanical to Computerized Electronics
- The fruit machine wasn't far behind. In 1910 the Mills Company introduced a slight variation to the Liberty Bell and called it the Operator Bell featuring the now famous fruit symbols. Sources have it that over 30 thousand of these cast ...
- someone has found this user - Fruit-Emu (Fruit Machine Emulation)
- New User, Jackooo, General FME Discussion, 5, 08-06-2009 05:34 PM. New User Saying Hi, and would like some help! aspwiz, Real Fruit Machines, 7, 02-12-2004 02:49 AM. new user, bodge, Real Fruit Machines, 12, 02-10-2004 09:45 PM ...
- Whats the deal with these oldies? - Fruit-Emu (Fruit Machine ...
- lost fkin £180 today gambling on fruit machines, ffs, happy campers and that red gaming lightning/tornao 1, fuckin skanked, even now iv had to break into my own machines float to buy xmas pressies cause of these fkin twats lol ... I used to play for all the reasons mentioned already along with this one..i wanted to beat the machine its sounds daft but when your young and stupid its possible lol, beat the machine as in get the jackpot.it may sound easy but when you only ...
Gaming Machine News
- The shape of slots to come: Think HD, big screens, surround-sound, video clips ...
- What were once derisively called "one-armed bandits" account for 70 percent to 75 percent of gambling revenue at casinos that offer slots and table games. ...
- Court splits jackpot between rival gamblers
- TOULOUSE, France (Reuters) - A French court has split the jackpot from a casino slot machine between the woman who put in the money and the man who pulled ...
- Jerome Christenson: Funding for new Vikings stadium is a losing bet
- It's bad enough that the state lottery has taken over the old numbers racket - we don't need legislators turning a new gang of one-armed bandits loose on ...
Gaming Machine Flickr Voting (Plexo)
Which image will hit the jackpot?
Gaming Law
- UK Department of Culture Media and Sport
- One armed bandits or fruit machines as they are known in the UK have a legal definition. They are called Amusement With Prizes machines or awp's. They come in different classes depending on the permissable stake and the jackpot. Operating or where you can site a machine is also governed by legal factors.
- USA Slot Machines - Ownership Regulations by State
- Disclaimer: Check details with a properly qualified legal agent before acting on this information.
Outlines ownership and regulation infromation for slot machines by state. USA slots ownership laws and casino location. - United States state slot machine ownership regulations - Wikipedia, the free encyclopedia
- From Wikipedia
The Illusion of Control
Illusion of control is the tendency for human beings to believe they can control, or at least influence, outcomes that they demonstrably have no influence over. It has been demonstrated in a succession of different experiments, and is thought to influence gambling behavior and belief in the paranormal.
Reinforcement Schedules
The psychology behind the hit frequencies, payouts and Jackpots.
Operant conditioning is the use of consequences to modify the occurrence and form of behavior. Operant conditioning is distinguished from classical conditioning (also called respondent conditioning, or Pavlovian conditioning) in that operant conditioning deals with the modification of "voluntary behavior" or operant behavior. Operant behavior "operates" on the environment and is maintained by its consequences, while classical conditioning deals with the conditioning of respondent behaviors which are elicited by antecedent conditions. Behaviors conditioned via a classical conditioning procedure are not maintained by consequences.Domjan, Michael, Ed., The Principles of Learning and Behavior, Fifth Edition, Belmont, CA: Thomson/Wadsworth, 2003 The main dependent variable is the rate of response that is developed over a period of time. New operant responses can be further developed and shaped by reinforcing close approximations of the desired response.
It's important to note that organisms are not spoken of as being reinforced, punished, or extinguished; it is the response that is reinforced, punished, or extinguished. Additionally, reinforcement, punishment, and extinction are not terms whose use is restricted to the laboratory. Naturally occurring consequences can also be said to reinforce, punish, or extinguish behavior and are not always delivered by people.
* Reinforcement is a consequence that causes a behavior to occur with greater frequency.
* Punishment is a consequence that causes a behavior to occur with less frequency.
* Extinction is the lack of any consequence following a behavior. When a behavior is inconsequential, producing neither favorable nor unfavorable consequences, it will occur with less frequency. When a previously reinforced behavior is no longer reinforced with either positive or negative reinforcement, it leads to a decline in the response.
Four contexts of operant conditioning:
Here the terms "positive" and "negative" are not used in their popular sense, but rather: "positive" refers to addition, and "negative" refers to subtraction.
What is added or subtracted may be either reinforcement or punishment. Hence positive punishment is sometimes a confusing term, as it denotes the addition of a stimulus or increase in the intensity of a stimulus that is aversive (such as spanking or an electric shock) The four procedures are:
# Positive reinforcement(Reinforcement) occurs when a behavior (response) is followed by a favorable stimulus (commonly seen as pleasant) that increases the frequency of that behavior. In the Skinner box experiment, a stimulus such as food or sugar solution can be delivered when the rat engages in a target behavior, such as pressing a lever.
# Negative reinforcement(Escape) occurs when a behavior (response) is followed by the removal of an aversive stimulus (commonly seen as unpleasant) thereby increasing that behavior's frequency. In the Skinner box experiment, negative reinforcement can be a loud noise continuously sounding inside the rat's cage until it engages in the target behavior, such as pressing a lever, upon which the loud noise is removed.
# Positive punishment(Punishment) (also called "Punishment by contingent stimulation") occurs when a behavior (response) is followed by an aversive stimulus, such as introducing a shock or loud noise, resulting in a decrease in that behavior.
# Negative punishment(Penalty) (also called "Punishment by contingent withdrawal") occurs when a behavior (response) is followed by the removal of a favorable stimulus, such as taking away a child's toy following an undesired behavior, resulting in a decrease in that behavior.
Also:
* Avoidance learning is a type of learning in which a certain behavior results in the cessation of an aversive stimulus. For example, performing the behavior of shielding one's eyes when in the sunlight (or going indoors) will help avoid the aversive stimulation of having light in one's eyes.
* Extinction occurs when a behavior (response) that had previously been reinforced is no longer effective. In the Skinner box experiment, this is the rat pushing the lever and being rewarded with a food pellet several times, and then pushing the lever again and never receiving a food pellet again. Eventually the rat would cease pushing the lever.
* Noncontingent reinforcement refers to delivery of reinforcing stimuli regardless of the organism's (aberrant) behavior. The idea is that the target behavior decreases because it is no longer necessary to receive the reinforcement. This typically entails time-based delivery of stimuli identified as maintaining aberrant behavior, which serves to decrease the rate of the target behavior.Tucker, M., Sigafoos, J., & Bushell, H. (1998). Use
of noncontingent reinforcement in the treatment
of challenging behavior. Behavior Modification, 22,
529?547. As no measured behavior is identified as being strengthened, there is controversy surrounding the use of the term noncontingent "reinforcement".Poling, A., & Normand, M. (1999). Noncontingent reinforcement: an inappropriate description of time-based schedules that reduce behavior. Journal of Applied Behavior Analysis, 32, 237-238.
More One Armed Bandit Psychology
So you think you can win?
The 'gamblers fallacy, also known as the Monte Carlo fallacy or the fallacy of the maturity of chances', is the belief that if deviations from expected behaviour are observed in repeated independent trials of some random process then these deviations are likely to be evened out by opposite deviations in the future. For example, if a fair coin is tossed repeatedly and tails comes up a larger number of times than is expected, a gambler may incorrectly believe that this means that heads is more likely in future tosses. Such an expectation could be mistakenly referred to as being due. This is an informal fallacy. It is also known colloquially as the law of averages.
The gamblers fallacy implicitly involves an assertion of negative correlation between trials of the random process and therefore involves a denial of the exchangeability of outcomes of the random process.
The inverse gambler's fallacy is the belief that an unlikely outcome of a random process (such as rolling double sixes on a pair of dice) implies that the process is likely to have occurred many times before reaching that outcome.
The reversal is also a fallacy, the 'reverse gamblers fallacy''', in which a gambler may instead decide that tails are more likely out of some mystical preconception that fate has thus far allowed for consistent results of the tail; the false conclusion being, why change if odds favor tails? Again, the fallacy is the belief that the "universe" somehow carries a memory of past results which tend to favor or disfavor future outcomes.
Do you play gaming machines?
What do you think about gaming machines?
Do you have a favourite gaming machine? How do you play a gaming machine to win? Where do you play gaming machines?
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- Cathy Cathy Nov 27, 2009 @ 3:39 am
- I bought the book 'Pokie Secrets' about Australian pokies and found it very useful, perhaps you could suggest it to your readers. I won about $250 on the first night after reading it.
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