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1.
The Impact of Social Desirability Biases on Self-Report Among College Student and Problem Gamblers 总被引:1,自引:1,他引:0
Kuentzel JG Henderson MJ Melville CL 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2008,24(3):307-319
The impacts of two types of social desirability bias, self-deceptive enhancement (SDE) and impression management (IM), were
examined on self-reports of gambling problems, measured by the South Oaks Gambling Screen (SOGS), and recent gambling behavior, as measured by the Timeline Followback (TLFB) method, in a sample of college students (N = 191), and a sample of treatment-seeking problem gamblers (N = 49). Consistent with our expectations, IM was negatively associated with SOGS scores in both samples. IM was most highly
correlated with SOGS scores among treatment-seeking participants (r = −.44, p < .01). Substantial numbers of participants in both samples had high enough IM scores as to call into question the validity
of their self-report gambling data, according to published interpretive guidelines. With respect to SDE, we had predicted
that it would be positively related to gambling behaviors and gambling-related problems, but found that SDE was inversely
related to SOGS scores in both samples. Very little evidence was found for social desirability effects on TLFB scores. Thus,
preliminary evidence was obtained that self-report data on gambling problems, but not on gambling behavior (frequency of gambling
and amount of time and money spent), may be susceptible to the effects of impression management in both college students and
treatment-seeking gamblers. 相似文献
2.
John W. Welte Grace M. Barnes Marie-Cecile O. Tidwell Joseph H. Hoffman 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2011,27(1):49-61
Two national U.S. telephone surveys of gambling were conducted, an adult survey (age 18 and over, N = 2,631) in 1999–2000 and a youth (age 14–21, N = 2,274) survey in 2005–2007. The data from these surveys were combined to examine the prevalence of any gambling, frequent
gambling and problem gambling across the lifespan. These types of gambling involvement increased in frequency during the teens,
reached a high level in the respondents’ 20s and 30s, and then fell off in as the respondents aged. The notion that gambling
involvement generally, and especially problem gambling, is most prevalent during the teens was not supported. A comparison
of the age patterns of gambling involvement and alcohol involvement showed that alcohol involvement peaks at a younger age
than gambling involvement; and thus, the theory that deviant behaviors peak at an early age applies more to alcohol than to
gambling. 相似文献
3.
Janice C. Marceaux Cameron L. Melville 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2011,27(1):171-190
This study examined the efficacy of two group treatments for pathological gambling, a node-link mapping-enhanced cognitive-behavioral
group therapy (CBGT-mapping) and twelve-step facilitated (TSF) group treatment. Forty-nine participants meeting criteria for
pathological gambling were recruited from local newspaper advertisements. These participants were randomly assigned to one
of three conditions: TSF (n = 11), CBGT-mapping (n = 18), and Wait-List control (n = 9); 11 refused treatment prior to randomization. Outcome measures included number of DSM-IV criteria met, perception of
control/self-efficacy, desire to gamble, and frequency of gambling episodes. Analyses revealed a significant treatment group × time
interaction (η2partial = .39). Specifically, the group treatments resulted in significant improvements in the dependent measures, while the Wait-List
group remained relatively stable. Overall, CBGT-mapping and TSF had no significant differences on any outcome measure at follow-up
assessments. Analysis of post-treatment and 6-month follow-up reveal a significant improvement in gambling outcomes (i.e.,
fewer DSM-IV criteria met, greater self-efficacy, and fewer gambling episodes (η2partial = .35), with treatment gains maintained at 6 months. These results are consistent with previous research for group treatment
for pathological gambling and provide support for the utility of TSF and a mapping-based CBT therapy as viable intervention
for pathological gambling. 相似文献
4.
Tsitsika A Critselis E Janikian M Kormas G Kafetzis DA 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2011,27(3):389-400
The study objectives were to evaluate the correlates and psychosocial implications of internet gambling among adolescents,
as well as the association between internet gambling and problematic internet use. A cross-sectional study design was applied
among a random sample (N = 484) of adolescents (71.2% boys; 28.8% girls; mean age ± standard deviation, SD = 14.88 ± 0.55 years). Self-completed questionnaires,
including internet gambling practices, internet use characteristics, Young Internet Addiction Test, and Strengths and Difficulties
Questionnaire were utilized. The prevalence of internet gambling was 15.1%. Internet gambling was associated with psychosocial
maladjustment, including Abnormal Conduct Problems (gender adjusted odds ratio, AOR = 3.83; 95% confidence interval, 95% CI:
1.86–7.92) and Borderline Peer Problems (AOR = 2.04; 95% CI: 1.09–3.85). The likelihood of concomitant problematic internet
use was significantly higher among internet gamblers (AOR = 1.81; 95% CI: 1.03–3.19). Multivariate regression analyses indicated
that among all characteristics of internet use assessed, utilizing the internet for the purposes of gambling practices was
independently associated with problematic internet use among adolescents (AOR = 3.43; 95% CI: 1.40–8.39). Thus, the study
findings suggest that adolescents who participate in internet gambling practices are more likely to concomitantly present
with problematic internet use. 相似文献
5.
Katharine M. Papoff Joan E. Norris 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2009,25(2):185-199
Instant ticket purchase gambling (ITPG) is pervasive in Ontario and has features that mimic slot machine play. Previous researchers
have reported that ITPG is one preferred activity for at-risk/problem gamblers. In the general Canadian population, rate of
participation in ITPG is second only to lottery ticket gambling. Both are particularly favored by youth and seniors. The next
cohort of seniors will be Canada’s baby boomers, one-third of whom live in Ontario. Secondary analysis of Statistics Canada
data revealed that adults in this cohort who buy instant gambling tickets (N = 1781) are significantly different from the complete group of their age peers (N = 4266) in number of activities pursued and frequency of involvement. At-risk/problem gambling prevalence was 10.2% amongst
Ontario baby boomers who participate in instant ticket gambling, significantly higher than the 6.7% found amongst the total
group of baby boom gamblers. For those who reported experiencing one or more of the Canadian Problem Gambling Index indicators
for problem gambling (N = 237), 73% were buying instant tickets. Future research should consider cohort effects and explore combinations of preferred
gambling activities that may increase risk for problem gambling. Social policy recommendations include the use of all ITPG
venues as key locations for promoting awareness of problem gambling treatment services.
This work was funded by Ontario Problem Gambling Research Centre. 相似文献
6.
Michael J. A. Wohl Kelly-Lyn Christie Kimberly Matheson Hymie Anisman 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(3):469-486
In light of the financial harm that often accompanies problem gambling, and the difficulty in resolving it, there is a pressing
need for prevention resources. In the present study, we examined the preventive effects of an animation-based video that educated
participants on how slot machines function, the prudence of setting financial limits, and strategies to avoid problems. Non-problem
gamblers (N = 242) at a slots venue were randomly assigned to watch either an animation or a control video. Compared to participants
who watched the control video, those who watched the animation endorsed strategies to gamble within financial limits, reported
greater behavioral intentions to use the strategies, and exceeded their pre-set limits less frequently during their subsequent
gambling session. Some effects waned over a 30-day period suggesting booster sessions may be required for long term sustainability.
The effectiveness of animation-based education as a prevention tool and the need for adjunctive measures is discussed. 相似文献
7.
Matthew J. Rockloff Nancy Greer 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2011,27(3):443-451
One component of social facilitation on gambling is the potential for an audience of people to observe the play of Electronic
Gaming Machine (EGM) gamblers and influence their behaviour without participating directly in gambling themselves. An experiment
was conducted with an audience of onlookers, purported to be students of research methods, taking notes while watching the
participants play an EGM. Forty-three male and 82 female participants (N = 125), aged 18–79 (M = 49.2, SD = 15.6), played a laptop simulated 3-reel EGM using a $20 stake in three conditions: (1) alone, (2) watched by
a simulated audience of six persons, or (3) watched by an audience of 26. Outcomes on the poker machine were rigged with a
fixed sequence of five wins in the first 20 spins and indefinite losses thereafter. The results found smaller bet-sizes associated
with larger audiences of onlookers, and this outcome is consistent with a hypothesized motivation to display more wins to
the audience. Moreover, final payouts were greater in the audience conditions compared to the control, further suggesting
that an audience may be a protective factor limiting player losses. 相似文献
8.
David C. Hodgins Nady el-Guebaly 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(1):117-127
A prospective study of the role of comorbid substance abuse and dependence and mood disorders in the outcome from pathological
gambling. A naturalistic sample of pathological gamblers who had recently quit gambling (N = 101) was followed and data were available for 83% of participants at 3 months, 80% at 12 months, and 52% at 5 years. Those
participants with a drug diagnosis during their lifetime were less likely to have a minimum 3 month period of abstinence,
and those who had been involved in gambling treatment were more likely to have a minimum 12 months of continuous abstinence.
Lifetime gambling problem severity and involvement in gambling treatment were most commonly associated with a shorter time
to achieving a period of abstinence of any length. Lifetime history of a mood disorder also predicted a longer time to reach
a minimum 3 months of continuous abstinence. Both gambling treatment and an alcohol diagnosis follow up predicted an increase
in the odds of experiencing a relapse from a minimum 6 month period of abstinence. Overall, comorbid mental health disorders
are predictive of shorter term but not longer term outcome. 相似文献
9.
Helga Myrseth Geir Scott Brunborg Magnus Eidem 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(4):561-569
Cognitive distortions have been thought to play an important role in the development and maintenance of pathological gambling.
The present study investigated whether severity of gambling problems and gamblers’ preference for chance or skill games were
related to two sub-factors of cognitive distortions as measured by the Gamblers Belief Questionnaire: Luck/Perseverance, which
reflects an individual’s perception that chance is favorable to him/her, and Illusion of Control, which reflects an individual’s
perception that his/her behavior influences chance occurrences. Participants (N = 166) were recruited from a race track (n = 79), off-course betting facilities (n = 50) and from an online treatment program for problem gamblers (n = 49). Gambling severity was measured by the South Oaks Gambling Screen, and 73 were classified as pathological gamblers
whereas 93 were classified as non-pathological gamblers. The present study supports previous proposals that cognitive distortions
are core processes related to gambling behavior as pathological gamblers reported more cognitive distortions than did non-pathological
gamblers. A preference for skill games was also associated with greater Illusion of Control compared to a preference for chance
games. For gamblers preferring skill games there were no differences in Luck/Perseverance or Illusion of Control between pathological
and non-pathological gamblers. 相似文献
10.
Li H Mao LL Zhang JJ Wu Y Li A Chen J 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2012,28(1):47-68
The purpose of this study was to identify and examine the dimensions of problem gambling behaviors associated with purchasing
sports lottery in China. This was accomplished through the development and validation of the Scale of Assessing Problem Gambling
(SAPG). The SAPG was initially developed through a comprehensive qualitative research process. Research participants (N = 4,982) were Chinese residents who had purchased sports lottery tickets, who responded to a survey packet, representing
a response rate of 91.4%. Data were split into two halves, one for conducting an EFA and the other for a CFA. A five-factor
model with 19 items (Social Consequence, Financial Consequence, Harmful Behavior, Compulsive Disorder, and Depression Sign)
showed good measurement properties to assess problem gambling of sports lottery consumers in China, including good fit to
the data (RMSEA = 0.050, TLI = 0.978, and CFI = 0.922), convergent and discriminate validity, and reliability. Regression
analyses revealed that except for Depression Sign, the SAPG factors were significantly (P < 0.05) predictive of purchase behaviors of sports lottery. This study represents an initial effort to understand the dimensions
of problem gambling associated with Chinese sports lottery. The developed scale may be adopted by researchers and practitioners
to examine problem gambling behaviors and develop effective prevention and intervention procedures based on tangible evidence. 相似文献
11.
Vitaro F Wanner B Brendgen M Tremblay RE 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2008,24(4):535-553
We compared offspring of problem gamblers (n = 42) to offspring of parents without gambling problems (n = 100) to see (1) whether the two groups differed with respect to depressive feelings and conduct/antisociality problems
and (2) whether ineffective parenting or the offspring’s own gambling problems played a mediating role in this context. Participants
were drawn from a relatively large community-based study (N = 1,872). Parents rated their own gambling and other mental health problems when their children were in mid-adolescence.
The children’s self-reports on depressive feelings and conduct/antisociality problems were assessed at two points in time:
by mid-adolescence and again by early adulthood. Results showed that children of parents with gambling problems reported more
depressive feelings and more conduct problems by mid-adolescence than children of parents without gambling problems. Children
of problem gamblers also experienced an increase in their depressive symptoms from mid-adolescence to early adulthood. Importantly,
ineffective parenting, but not children’s gambling problems, mediated almost all the links between parental problem gambling
and children’s adjustment problems. These results add to a very small data base showing that children of problem gamblers
are at risk for a variety of adjustment problems.
相似文献
Frank VitaroEmail: |
12.
Jessie L. Breyer Andria M. Botzet Ken C. Winters Randy D. Stinchfield Gerald August George Realmuto 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2009,25(2):227-238
Young adulthood is a period renowned for engagement in impulsive and risky behaviors, including gambling. There are some indications
that young adults exhibit higher gambling rates in comparison to older adults. Problem gambling has also been linked to ADHD.
This longitudinal study examines the relationship between gambling and ADHD among an epidemiological sample of young adults
(n = 235; males = 179, females = 56) aged 18-24. Results indicate that individuals who report childhood ADHD symptoms which
persist into young adulthood experience greater gambling problem severity than participants with no ADHD or those with non-persistent
ADHD. 相似文献
13.
Betancourt LM Brodsky NL Brown CA McKenna KA Giannetta JM Yang W Romer D Hurt H 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2012,28(2):225-238
Our objectives for this report were to identify trajectories of youth gambling behavior, and to examine their relation to
executive cognitive function (ECF) and associated problem behaviors. Philadelphia school children, enrolled at ages 10–12 years
(n = 387; 49% male), completed three annual assessments of risk behaviors, ECF, impulsivity, problem behaviors and demographics.
Across ages 10–15 years, using methods from Nagin et al., two groups were identified: Early Gamblers (n = 111) initiated early and continued in later assessments, and Later Gamblers (n = 276) initiated at later ages and gambled less. Betting money on cards and sports were the most frequently reported gambling
behaviors. Using gambling group as outcome, final backward selection logistic regression model showed Early Gamblers are more
likely male (P = 0.001), report more active coping (P = 0.042), impulsive behaviors (P ≤ 0.008), and have friends who gamble (P = 0.001). Groups were similar in ECF, parental monitoring, marital status, SES, and race. Early Gamblers had higher incidence
of problem behaviors and drug use (all P ≤ 0.006). Two gambling groups were identified in early adolescence with Early Gamblers showing higher levels of impulsivity
and comorbid problems but similar levels of ECF compared to Late Gamblers. As more gambling groups are identified through
later adolescence, ECF may emerge as a relevant precursor of problem gambling at this later time. 相似文献
14.
Matthew J. Rockloff Nancy Greer Carly Fay Lionel G. Evans 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2011,27(1):63-72
An experiment tested whether thinking about oneself, particularly in negative terms, increases gambling intensity on Electronic
Gaming Machines (EGMs). Forty male and 65 Female participants, aged 18–76 (M = 46.2, SD = 15.3), were recruited through newspaper advertisements to play a laptop simulated EGM in Hervey Bay, Queensland,
Australia. Prior to play, subjects in the test conditions audio tape-recorded 2 min of self reflection on either: (1) “things
you like about yourself,” or (2) “things you don’t like about yourself.” Immediately after the recordings, the subjects played an EGM that was programmed (rigged) with five wins
in the first 20 spins, and indefinite losses thereafter. Participants gambled more intensively in terms of Average Bet Size,
Number of Trials Played, and Speed of Betting in the negative self reflection condition compared to the control condition.
The experiment supports the proposition that EGM gambling behavior is motivated by escape from negative self reflection. 相似文献
15.
N. Will Shead David C. Hodgins 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2009,25(3):357-375
Factor scores on a gambling expectancy questionnaire (GEQ) were used to subtype 132 university students who gamble regularly
(37.9% male; M age = 22.6 years, SD = 6.04) as: Reward Expectancy Gamblers (Reward EGs)—have strong expectations that gambling
augments positive mood, Relief Expectancy Gamblers (Relief EGs)—have strong expectations that gambling relieves negative affect,
and Non-Expectancy Gamblers (Non-EGs)—have neither strong expectation. Gambling on a high-low card game was compared across
subtypes following priming for either “relief” or “reward” affect-regulation expectancies with the Scrambled Sentence Test
(SST). The hypothesized Prime type × GEQ subtype interaction was not significant. When a more stringent set of criteria for
GEQ subtyping was imposed, the “purified” sub-sample (n = 54) resulted in the hypothesized statistically significant Prime type × GEQ subtype interaction. Relief EGs gambled more
after being primed with the construct “relief of negative emotions” compared to after being primed with the construct “augmentation
of positive emotion.” Planned orthogonal contrasts showed a significant linear increase in number of bets made across GEQ
subtypes when prime type corresponded to GEQ subtype. The results suggest a need for components in gambling treatment programs
that address clients’ expectancies that gambling can provide a specific desirable emotional outcome. 相似文献
16.
Sally Gainsbury Alex Blaszczynski 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2011,27(1):83-97
Increased recognition of the risks associated with gambling has resulted in a greater focus on empirical research to increase
the understanding of gambling and design appropriate response strategies. Laboratory studies are a popular mode of research
due to their relative ease and lower costs compared to field research; however such studies may be limited in the extent to
which results can be generalized to real gambling scenarios. The current research investigated the validity of a laboratory
research study using 127 university students (male = 97, mean age = 20.4) investigating the impact of harm-minimisation measures
by replicating the study in gambling venues with 124 club patrons (male = 89, mean age = 44.1). The main results and effects
of both studies were in the same direction, but fewer significant results were found in the venue study. Venue participants
provided much less information in response to survey questions than student participants and were less likely to return follow-up
questionnaires. It was concluded that both laboratory and field studies provide valuable contributions to the field, but caution
should be taken in interpreting results, and where possible both methodologies should be used to verify conclusions. 相似文献
17.
Joy D. Patton 《Child and Adolescent Social Work Journal》2012,29(3):185-202
The major focus of this study was to test the theory driven conceptual model derived from the literature regarding risk, protective
and desistance factors in relation to violent behavior of female adolescents. This study utilized The National Longitudinal
Adolescent Health Study (Add Health) dataset and included 2,031 female participants. The conceptual model developed was based
on life course perspective as it relates to violent behavior in adolescents. The tested SEM model suggested: (1) that each
of the latent variables of risk (β = .06, t = .02, p < .001) and protective factors (β = −.07, t = .01, p < .001) were significantly directly associated with violent behavior, (2) the latent variable, desistance factors (β = .01,
t = .06, p > .05), was not significantly directly associated with violent behavior, (3) there were mediating effects between risk factors,
protective factors and violent behavior (β = −.12, t = .04, p < .05) and (4) there were no mediating effects between risk factors, desistance factors and violent behavior (β = −1.28,
t = 2.99, p > .05). 相似文献
18.
Kushner M Thurus P Sletten S Frye B Abrams K Adson D Demark JV Maurer E Donahue C 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2008,24(2):219-227
Cue reactivity, while increasingly recognized as a central feature of drug and alcohol addiction, is not well studied in gambling.
We evaluated the urge to gamble in a simulated casino environment among frequent gamblers who alternated between cycles in
which they observed others playing ten hands of Blackjack (first, third and fifth cycle) and cycles in which they played ten
hands of Blackjack themselves (second and fourth cycle). The played cycles served as a manipulation for the observed cycles
in terms of “priming” (having previously gambled in the environment vs. not) and “anticipation” (expecting more opportunities
to gamble in the environment vs. not) and, thus, allowed these conditions: observed cycle 1 = anticipation (+) and prime (−); observed cycle 2 = anticipation (+) and prime (+); and observed cycle 3 = anticipation (−) and prime (+). Subjects’ urge to gamble was greater in the gambling environment than in a neutral setting
and both positive anticipation and positive priming increased cue reactivity within the gambling environment. The frequency
of gambling outside of the study did not affect cue reactivity. However, a preference for Blackjack (vs. other types of gambling)
and observing winning (vs. losing) hands were both associated with stronger cue reactivity in the study. These findings contribute
to our understanding of pathological gambling. 相似文献
19.
Sarah E. Nelson John H. Kleschinsky Richard A. LaBrie Sara Kaplan Howard J. Shaffer 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(1):129-144
For more than a decade, casinos around the world have offered self-exclusion programs (SEPs) to gamblers seeking help with
their gambling behavior. Despite the proliferation of SEPs, little is known about the long-term outcomes for gamblers who
utilize these programs. The current study assessed the experiences of a sample (N = 113) of Missouri self-excluders (SEs) for as long as 10 years after their initial enrollment in the Missouri Voluntary
Exclusion Program (MVEP). Most SEs had positive experiences with MVEP and reduced their gambling and gambling problems after
enrollment. However, 50% of SEs who attempted to trespass at Missouri casinos after enrollment were able to, indicating that
the benefit of MVEP was attributable more to the act of enrollment than enforcement. SEs who engaged in complementary treatment
or self-help groups had more positive outcomes than those who did not, suggesting that SEPs ought to encourage and provide
information about additional support and treatment options to participants. 相似文献
20.
Momper SL Nandi V Ompad DC Delva J Galea S 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2009,25(1):49-65
Objectives To examine the prevalence of gambling and types of gambling activities in a sample of undocumented Mexican immigrants. Design Non-probability cross-sectional design. Setting New York City. Sample The 431 respondents ranged in age from 18 to 80 (mean age 32), 69.7% were male. Results More than half (53.8%) reported gambling in their lifetime and of those most (43.9%) played scratch and win tickets or the
lottery. In multivariate analyses men reported gambling more than women [2.13, 95% CI = (1.03, 4.38)]. The odds of gambling
in their lifetime were higher among those reporting sending money to family or friends in the home country [2.65, 95% CI = 1.10,
6.38)], and those who reported 1–5 days as compared to no days of poor mental health in the past 30 days [2.44, 95% CI = 1.22,
4.89)]. Conversely, those who reported entering the U.S. to live after 1996 were less likely to report gambling [0.44, 95%
CI = (0.22, 0.89)] as compared to those who had lived in the U.S. longer. Conclusion There is a need to further explore both the prevalence and the severity of gambling amongst the growing population of undocumented
Mexican immigrants in the U.S. 相似文献