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1.
The study aimed to identify different patterns of gambling activities (PGAs) and to investigate how PGAs differed in gambling problems, substance use outcomes, personality traits and coping strategies. A representative sample of 4989 young Swiss males completed a questionnaire assessing seven distinct gambling activities, gambling problems, substance use outcomes, personality traits and coping strategies. PGAs were identified using latent class analysis (LCA). Differences between PGAs in gambling and substance use outcomes, personality traits and coping strategies were tested. LCA identified six different PGAs. With regard to gambling and substance use outcomes, the three most problematic PGAs were extensive gamblers, followed by private gamblers, and electronic lottery and casino gamblers, respectively. By contrast, the three least detrimental PGAs were rare or non-gamblers, lottery only gamblers and casino gamblers. With regard to personality traits, compared with rare or non-gamblers, private and casino gamblers reported higher levels of sensation seeking. Electronic lottery and casino gamblers, private gamblers and extensive gamblers had higher levels of aggression-hostility. Extensive and casino gamblers reported higher levels of sociability, whereas casino gamblers reported lower levels of anxiety–neuroticism. Extensive gamblers used more maladaptive and less adaptive coping strategies than other groups. Results suggest that gambling is not a homogeneous activity since different types of gamblers exist according to the PGA they are engaged in. Extensive gamblers, electronic and casino gamblers and private gamblers may have the most problematic PGAs. Personality traits and coping skills may predispose individuals to PGAs associated with more or less negative outcomes.  相似文献   

2.
The article explores problem gambling in poker. The distinctions between chance and skill and between bank games and social games are applied to demonstrate how poker is structurally different from most other gambling games. Bank games are organised around a central actor such as the house, the casino or the bookmaker. In social games, players compete against each other on equal statistical footing. Poker is a skill-based social game where players with superior skills may be expected to win even in the long run. Fourteen poker playing problem gamblers were recruited through a treatment program and 15 professional and recreational poker players were recruited through snowball sampling (N = 29). Through qualitative interviews, the paper shows that the particular structural composition of poker has implications for the ways problem gambling arises in poker players. It is argued that poker challenges existing theoretical conceptions about problem gambling relating to money, rationality and control.  相似文献   

3.
Social responsibility in gambling has become a major issue for the gaming industry. The possibility for online gamblers to set voluntary time and money limits are a social responsibility practice that is now widespread among online gaming operators. The main issue concerns whether the voluntary setting of such limits has any positive impact on subsequent gambling behaviour and whether such measures are of help to problem gamblers. In this paper, this issue is examined through data collected from a representative random sample of 100,000 players who gambled on the win2day gambling website. When opening an account at the win2day site, there is a mandatory requirement for all players to set time and cash-in limits (that cannot exceed 800 € per week). During a 3-month period, all voluntary time and/or money limit setting behaviour by a subsample of online gamblers (n = 5,000) within this mandatory framework was tracked and recorded for subsequent data analysis. From the 5,000 gamblers, the 10 % most intense players (as measured by theoretical loss) were further investigated. Voluntary spending limits had the highest significant effect on subsequent monetary spending among casino and lottery gamblers. Monetary spending among poker players significantly decreased after setting a voluntary time limit. The highest significant decrease in playing duration was among poker players after setting a voluntary playing duration limit. The results of the study demonstrated that voluntary limit setting had a specific and significant effect on the studied gamblers. Therefore, voluntary limits appear to show an appropriate effect in the desired target group (i.e., the most gaming intense players).  相似文献   

4.
This study examined gambling behavior in the context of a newly opening casino, comparing disordered gamblers to non-disordered gamblers, in a population of individuals involved in methadone maintenance treatment. Disordered gamblers (N = 50) and non-disordered gamblers (N = 50) were surveyed before and after the opening of a new casino on gambling behaviors, substance use, and psychological symptoms. No statistically significant changes in gambling behaviors were observed for disordered gamblers or non-disordered gamblers across time points; however, non-disordered gamblers demonstrated non-significant increases in horse and dog race betting, electronic games, and casino table games. As expected, disordered gamblers were found to spend significantly more money on electronic games and casino table games (p < 0.05) and demonstrated higher rates of drug use and impulsivity than non-disordered gamblers. The introduction of a new casino did not appear to have a major impact on gambling behaviors of individuals attending methadone maintenance treatment, though the non-significant increases in gambling among non-disordered gamblers may indicate that this population is preferentially impacted by the opening of a new casino. Future investigation into the longer term effects of opening a new casino on this population may be warranted.  相似文献   

5.
The current research examined whether the presentation of gambling-related cues facilitates the activation of gambling outcome expectancies using both reaction time (RT) and self-report modes of assessment. Gambling outcome expectancies were assessed by having regular casino or online gamblers (N = 58) complete an outcome expectancy RT task, as well as a self-report measure of gambling outcome expectancies, both before and after exposure to one of two randomly assigned cue conditions (i.e., casino or control video). Consistent with hypotheses, participants exposed to gambling-related cues (i.e., casino cue video condition) responded faster to positive outcome expectancy words preceded by gambling prime relative to non-gambling prime pictures on the post-cue RT task. Similarly, participants in the casino cue video condition self-reported significantly stronger positive gambling outcome expectancies than those in the control cue video condition following cue exposure. Activation of negative gambling outcome expectancies was not observed on either the RT task or self-report measure. The results indicate that exposure to gambling cues activates both implicit and explicit positive gambling outcome expectancies among regular gamblers.  相似文献   

6.
The current study assessed the utility of a responsible gambling (RG) tool that provides players with behavioural feedback about their gambling. Data was obtained from 779 people (n = 694 male; n = 85 female) who gambled online with Svenska Spel (the Swedish gambling operator) and who opted to receive behavioural feedback via an RG tool (Playscan). Importantly, data was also obtained from a matched sample of 779 players who did not opt to receive behavioural feedback. Feedback took the form of a colour-coded risk rating (Green = no issues, Yellow = at-risk, Red = problematic), which was determined by a proprietary algorithm. Additionally, gambling expenditure data (amounts deposited and wagered) was gathered for the week in which players enrolled to use the RG tool, the subsequent week and 24 weeks later (this data was also gathered for the matched sample). Results showed that Yellow (i.e. at-risk) players who used the tool significantly reduced the amounts of money deposited and wagered compared to players who did not use the tool – an effect observed the week following enrolment as well as 24 weeks later. Thus, informing at-risk players who have opted to receive feedback about their gambling appears to have a positive impact on subsequent expenditures.  相似文献   

7.
The emergence of new behaviours associated with communication technologies has prompted questions about the evolution of gambling in the population. The development of online gambling gave rise to public health concerns back 20 years ago. Current knowledge indicates that online gamblers generally tend to show more psychosocial problems than offline gamblers. But those portraits tend to neglect the differences between pure and mixed online gamblers. The goal of this research is to assess if, and to what extent, online gambling generates more harmful impacts on the health and well-being in a sample of adult gamblers in Québec. The propensity score matching method was chosen to assess the variable prevalence of impacts on a sample of 810 regular gamblers recruited from an online panel. They were divided into sub-groups: pure online gamblers (n = 143), mixed online gamblers (n = 125), and a control group of offline gamblers (n = 542). The study has revealed that among online gamblers and their entourage, online gambling does, in fact, result in an extra burden of impacts in several aspects of their lives: work, relationships, mental/physical health, finances, quality of life, and problem gambling according to the Canadian Problem Gambling Index. Results also show that combined with offline gambling, online gambling significantly increases the burden of impacts in terms of both the number and intensity of impacts. This is the first empirical study using propensity score matching to asses the incremental impacts of online gambling by separating pure and mixed gamblers and to compare them to offline gamblers.  相似文献   

8.
This study investigated co-morbidity of problem gambling and problematic Internet use (PIU) among adolescent Internet and land-based gamblers, with the classic approach using sum-scores of symptoms and a promising new method, namely the network perspective. This perspective allows testing for how multiple disorders are associated, showing symptoms overlap and centralities. We used cross-sectional data from two population-based samples of adolescents aged 17 years in France (n = 2,240) and Switzerland (n = 944). Measures included Internet gambling, problem gambling and PIU. The classic approach showed that Internet gambling was associated with increased levels of disordered gambling and PIU, but that correlations between disorders were weak (R2 min = 3.2%, R2 max = 17.6%). The network perspective showed that the co-morbid network of Internet gamblers was more connected in comparison with land-based gamblers. Problem gambling and PIU appeared as separate disorders, but their relationship was increased among Internet gamblers in comparison with land-based gamblers. The network perspective appeared as a promising avenue for a better understanding of addictive disorders, but it should not replace the classic approach, which showed increased levels of addictive behaviours among Internet gamblers.  相似文献   

9.
Outcome expectancies are the positive or negative effects that individuals anticipate may occur from engaging in a given behaviour. Although explicit outcome expectancies have been found to play an important role in gambling, research has yet to assess the role of implicit outcome expectancies in gambling. In two studies, we investigated whether implicit and explicit positive gambling outcome expectancies were independent predictors of gambling behaviour (i.e. amount of time spent and money risked gambling; Study 1) and problem gambling severity (Study 2). In both studies, implicit positive gambling outcome expectancies were assessed by having regular gamblers (N = 58 in Study 1; N = 96 in Study 2) complete a gambling outcome expectancy reaction time (RT) task. A self-report measure of positive gambling outcome expectancies was used to assess participants' explicit positive gambling outcome expectancies. Both the RT task and self-report measure of positive gambling outcome expectancies significantly contributed unique as well as shared variance in the prediction of self-reported gambling behaviour (Study 1) and problem gambling severity (Study 2). Findings from the current research point to the importance of using both direct and indirect assessment modes when examining the role of outcome expectancies in gambling.  相似文献   

10.
In the current study, we assessed whether undergraduate electronic gaming machine (EGM) gamblers would be more apt to set a time limit and spend less time gambling when asked to consider setting an explicit time limit prior to their gambling session. To this end, participants (N = 43) were randomly assigned to a time limit pop-up condition or control condition, both of which involved gambling on an EGM in a virtual reality (VR) casino. In the time limit pop-up condition, participants were asked (via pop-up message) to consider setting a time limit on play and entering that limit in an available text box prior to commencing play. In the no time limit pop-up condition, participants engaged in play immediately upon accessing the EGM in the VR casino (i.e. they were not exposed to a time limit pop-up message). As predicted, participants who were explicitly asked to consider setting a time limit on their EGM play were significantly more likely to do so and spent less time gambling than those who were not given such instructions. The results provide preliminary support for the contention that setting a time limit on EGM play is an effective responsible gambling strategy.  相似文献   

11.
Based on different characteristics of gambling types, this study aimed to develop an assessment tool to evaluate the risk potential of available and planned gambling types in German-speaking countries. In the first module, 26 experts were interviewed over the course of a Delphi study, and an analysis of those results led to the selection of relevant characteristics and scaling values. Building on the first module, the second module consisted of standardized data collection of nonproblem, problem and pathological gamblers (characteristics: n = 363; scales: n = 356), which served as an empirical validation. Ten characteristics were identified with different weights and differentiated scaling values to evaluate the risk potential, and a psychometric validation indicated that the assessment tool was reliable (α = 0.91; r ik  = 0.50; r it  = 0.33–0.80). The correlation measures from data of epidemiological studies (R 2 = 0.84) and a treatment survey (p < 0.001) demonstrated that the assessment tool was valid. This assessment tool, which was verified by psychometric validation, can serve the legislation and jurisdiction, the gaming industry and consumers as a future basis for risk evaluation of gambling types.  相似文献   

12.
People gamble for emotional, social and monetary reasons. However, it remains unclear whether the relationships between these distinct aspects of gambling motivation and gambling behaviour hold across gender and types of gambling. Thus, the current study compared gambling motivation across different subgroups while taking into account problem gambling severity. A total of 4945 adults were recruited as part of the Northern Territory (Australia) population gambling survey. Of the full sample, 1207 participants (52% female) completed the Gambling Outcomes Expectancies Scale to assess gambling motivation. This subsample comprised those who scored one or more on the PGSI (n = 407) and a random sample of those who gambled at least once a year with a PGSI of zero (n = 800). The findings revealed excitement, escape and monetary expectancies increased in concert with gambling risk for both men and women, although only escape differentiated the low-risk and at-risk gamblers when other expectancies were controlled. In relation to differences across types of gambling, horse races/sports bettors rated excitement but not escape more favourably than lottery players. These findings suggest problem gambling severity should be considered when examining motivation difference by gender and that gambling motivation depends, in part, on preferred activity.  相似文献   

13.
This study examined whether a positive association between personal relative deprivation and disordered gambling severity is mediated by the motivation to gamble for financial gain. We hypothesized that this would occur specifically among people who perceived a low personal capacity for upward economic mobility via conventional means of advancement. A sample of community gamblers (N = 196) completed measures of personal relative deprivation, perceptions about upward economic mobility, gambling motivations (financial, coping, enhancement and social) and disordered gambling severity. The predicted moderated mediation model was observed – among people who perceived a low capacity for upward economic mobility, relative deprivation predicted disordered gambling severity via the motivation to gamble for financial gain. This indirect effect did not hold among people who perceived a high capacity for upward mobility. These findings suggest the importance of addressing beliefs about upward economic mobility in gambling prevention and intervention strategies. Among gamblers who feel relatively deprived, it may be advantageous to highlight feasible avenues for upward economic mobility that do not involve gambling.  相似文献   

14.
Numerous studies have documented that under-age gambling is quite common. The present study employs interviews of 48 university students who gambled under-age to determine the motives and methods associated with casino gambling by minors. The information gathered in these interviews indicates that access to casinos is easily attained, that the risk of exposure once gambling is minimal, and the motivations of under-age gamblers differ in important ways from that of adults, as access to alcohol, accompanying parents, and the desire to experience the “forbidden fruit” of casino gambling are commonly mentioned motivations by under-age gamblers.
Mark NicholsEmail:
  相似文献   

15.
The measurement of harm in the context of non-problem gambling has received little attention from researchers in the field. Using the combined data from six provincial gambling surveys conducted in Canada between 2001 and 2005 (N = 12,285), we compared how different thresholds of defining gambling-related harm impacts prevalence, the relationship with indicators of gambling intensity and the characteristics of non-pathological gamblers who report experiencing below threshold symptoms of problem gambling. Survey items defining harm were drawn from the Problem Gambling Severity Index (PGSI) of the Canadian Problem Gambling Index. Three definitions of harm – reporting one or more problem gambling symptoms, reporting two or more problem gambling symptoms and having a PGSI score ≥ 3 – demonstrated a strong relationship with indicators of gambling intensity, and reliably differentiated low-threshold and zero symptom problem gamblers in terms of gambling characteristics and other risk factors.  相似文献   

16.
Impulsivity is a factor that has been linked strongly to problem gambling; however, conceptualization problems have impeded research in this area. Research suggests that there may be as many as five impulsivity subtypes and that some but not all of these subtypes are involved in problem gambling. This cross-sectional and correlational study used the multifaceted UPPS-P Impulsive Behaviour Scale as a predictor of problem gambling in a community (N = 200) sample of Australian adult gamblers. Of the five impulsivity subtypes, negative urgency, positive urgency and sensation seeking were found to be positively related to problem gambling, while lack of premeditation and lack of perseverance were unrelated. Multiple regression analyses revealed that positive urgency and negative urgency were the only significant predictors of problem gambling, suggesting that individuals who have the tendency to act rashly when in a positive or negative mood are more likely to display problem gambling behaviour. The results provide further evidence of the significant role of strong emotions in problem gambling. Further, it appears that problem gambling can be motivated both by the impulsive desire to avoid negative mood states and by the impulsive desire to maintain and enhance positive mood states.  相似文献   

17.
This paper reports the findings of a study of explicit and implicit learning and gambling with non-problem (n = 107), sub-clinical problem gamblers (n = 13), and probable pathological gamblers (n = 46). Two probability learning tasks modeled after gambling games and an artificial grammar task were used to explore how people learn patterns. In each of the two probability learning tasks, the outcome of the game was biased during the first part (learning phase) of the task. The results showed that many of the participants in the experimental conditions learned the bias and gradually unlearned the bias during the extinction phase of the study. Probable pathological gamblers showed less retention of the bias during two probability tasks and repeated the same errors during the artificial grammar task suggesting that they emphasize explicit learning strategies rather than implicit learning strategies. The results are consistent with the idea that pathological gamblers are more likely to utilize explicit rules than implicit rules.  相似文献   

18.
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   

19.
Background Few investigations have characterized groups of older adults with gambling problems, and published reports are currently limited by small samples of older adult problem gamblers. Gambling helplines represent a widespread mechanism for assisting problem gamblers to move into treatment settings. Given data from older adult problem gamblers in treatment, we hypothesized that older as compared with younger adult problem gamblers calling a gambling helpline would be less likely to report gambling-related problems.Design and methods Logistic regression analyses were performed on data obtained from January 1, 2000 to December 31, 2001, inclusive, from callers with gambling problems (N = 1,084) contacting the Connecticut Council on Problem Gambling Helpline.Results Of the 1,018 phone calls used in the logistic regression analyses, 168 (16.5%) were from older adults and 850 (83.5%) from younger adults. Age-related differences were observed in demographic features, types and patterns of gambling reported as problematic, gambling-related problems and psychiatric symptoms, substance use problems, patterns of indebtedness, and family histories of addictive disorders. Older as compared with younger adult problem gamblers were more likely to report having lower incomes, longer durations of gambling, fewer types of problematic gambling, and problems with casino slot machine gambling and less likely to report gambling-related anxiety, family problems, illegal behaviors and arrests, drug problems, indebtedness to bookies or acquaintances, family histories of drug abuse, and problems with casino table gambling.Conclusions Older as compared with younger adult problem gamblers calling a gambling helpline differ on many clinically relevant features. The findings suggest the need for improved and unique prevention and treatment strategies for older adults with gambling problems.  相似文献   

20.
Despite numerous studies demonstrating the influence of cognitive distortions on gambling problem severity, empirical data regarding the role of psychological vulnerability on the latter is limited. Hence, this study assesses the mediating effect of cognitive distortions between psychological vulnerability (personality and mood), and gambling problem severity. It also verifies whether the relationships between these variables differs according to the preferred gambling activity. The sample is composed of 272 male gamblers [191 poker players; 81 video lottery terminal (VLT) players] aged between 18 and 82 years (M = 35.2). Bootstrap analysis results revealed that cognitive distortions mediate the effect of narcissism on gambling problem severity for both groups. The level of depression for VLT players significantly predicted gambling problem severity, both directly and indirectly via the mediating effect of cognitive distortions. Mediation analyses also indicated that narcissism had an indirect impact on problem gambling through cognitive distortions for both groups. These findings suggest that certain vulnerabilities related to personality and mood may influence cognitive distortion intensity and gambling problem severity. In addition, psychological vulnerabilities could differ based on preferred gambling activity. These results may be useful for prevention policies, identifying high risk gamblers and planning psychological interventions.  相似文献   

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