Penny slots do cater to a specific audience, but the "high-entertainment" angle often masks the design intent to keep players engaged through psychological triggers, not just enjoyment.

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I've seen how the "entertainment" angle can be a front for keeping people hooked — it's not just about fun, it's about keeping the machine running.

The Lurker's point about the "high-entertainment" angle masking design intent is spot on — it's a way to soften the reality that these games are engineered for retention, not just enjoyment.