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1.
Video lottery terminals (VLT) are a highly lucrative gambling format, but at the same time they are among the most hazardous. Previous research has shown that threatening warnings may be an appropriate approach for promoting protective behavior. The present study explores the potential benefits of threatening warnings in the fight against compulsive gambling. A 4 × 2 factorial design experiment was used to test our model based on both Elaboration Likelihood Model and Protection Motivation Theory. 258 VLT adult players (58% males, 42% females) with various degrees of problem gambling were exposed to three threat levels (plus a control condition) from two different sources (i.e., either a medical source or a source related to the provider of VLT’s). Our results show that both higher threat warnings and the medical source of warnings enhance Depth of Information Processing. It was also found that Depth of Information Processing affects positively attitude change and compliance intentions. The theoretical and managerial implications are discussed.  相似文献   

2.
This study tested whether alcohol increases behaviors associated with video lottery terminal (VLT) play, particularly among probable pathological gamblers. Forty-four regular VLT players were designated either probable pathological gamblers or non-pathological gamblers on the basis of scores on the South Oaks Gambling Screen (SOGS); [Lesieur & Blume (1997). American Journal of Psychiatry, 144, 1184–1188] Gamblers from each SOGS category were randomly assigned to either a moderately intoxicating alcohol dose or a control beverage condition (n = 11 per cell in the 2 × 2 between-subjects design). Following beverage consumption and absorption, participants played a video poker VLT game for up to 30 minutes. Four behaviors were measured: “power-bets” (doubling bet after viewing only two cards of the five-card poker hand); total money spent; mean bet magnitude; and number of minutes played. Alcohol increased time spent playing and rate of power-bets, particular among the probable pathological gamblers. Post hoc analyses revealed that alcohol also influenced the proportion of losing hands played––increasing them among the probable pathological gamblers while decreasing them among the non-pathological gamblers. Clinical and policy implications of the findings are discussed.  相似文献   

3.
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   

4.
The phenomena of attention and dissociation were investigated in pathological and occasional video lottery (VLT) gamblers. Twelve problem VLT gamblers [mean age 41.3; 6 male, 6 female; South Oaks Gambling Screen (SOGS; Lesieur & Blume, 1987) scores 5] were compared to a group of 11 occasional VLT gamblers, (mean age 31.9; 4 male, 7 female; SOGS scores < 5). Pathological gamblers were slower than occasional gamblers in reacting to irrelevant external light stimuli while playing on a demonstration video lottery terminal. They were significantly more likely to report more symptoms of general dissociation as measured by the Dissociative Experiences Scale (Bernstein & Putnam, 1986). The results suggest that pathological gamblers may experience a greater narrowing of attention than occasional gamblers when engaged in VLT play.  相似文献   

5.
Video Lottery Terminals (VLT) are associated with pathological gambling and with most of the requests for help in combating gambling addiction. Embeddedness of a person in his or her social network is among the communicational factors that may help explain this phenomenon. To verify this, we compared ego networks of VLT gamblers, of gamblers of games with low request for help and of VLT gamblers in treatment (n = 90). The networks of regular VLT gamblers are small and dense and offer little social support. Gamblers in treatment also have small networks, but they are less dense, have more components and offer more social support. Networks of gamblers with low requests for assistance are approximately twice the size as those of VLT gamblers, are sparser and offer more companionship. In conclusion, the VLT gambler is not an isolated individual, but rather an individual ‘shut-in’ a small network of tightly knitted relationships.  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 present study was conducted to identify game parameters that would reduce the risk of abuse of video lottery terminals (VLTs) by pathological gamblers, while exerting minimal effects on the behavior of non-pathological gamblers. Three manipulations of standard VLT game features were explored. Participants were exposed to: a counter which displayed a running total of money spent; a VLT spinning reels game where participants could no longer stop the reels by touching the screen; and sensory feature manipulations. In control conditions, participants were exposed to standard settings for either a spinning reels or a video poker game. Dependent variables were self-ratings of reactions to each set of parameters. A set of 2(3) × 2 × 2 (game manipulation [experimental condition(s) vs. control condition] × game [spinning reels vs. video poker] × gambler status [pathological vs. non-pathological]) repeated measures ANOVAs were conducted on all dependent variables. The findings suggest that the sensory manipulations (i.e., fast speed/sound or slow speed/no sound manipulations) produced the most robust reaction differences. Before advocating harm reduction policies such as lowering sensory features of VLT games to reduce potential harm to pathological gamblers, it is important to replicate findings in a more naturalistic setting, such as a real bar.  相似文献   

8.
We examine the existence and magnitude of own‐nationality bias. Using player‐match level data from 12 seasons of the UEFA Champions League (UCL) and referee assignment policies that pair players and referees from the same country, we determine the bias that referees exhibit toward players from their native country. Players officiated by a referee from the same country receive a 10% increase in beneficial foul calls. Referees' own‐nationality bias is more pronounced for national team players, players at home, and in later stages of the tournament. Elite referees exhibit as much, or more, own‐nationality bias as their less experienced counterparts. (JEL L83, J15)  相似文献   

9.
Previous research has shown that poker players spend significant time, large amounts of money and have a high prevalence of gambling problems. While some studies have examined the association between gambling behaviours and passion, none have explored this association specifically among poker players. This study aims to examine the relationships between two types of passion (i.e. harmonious and obsessive) and severity of gambling problems among poker players. A sample of 159 poker players was recruited from across Quebec, Canada. The outcome variable of interest was participants’ scores on the Canadian Pathological Gambling Index and the predictive variable was the Gambling Passion Scale. Multiple logistic regression analyses were conducted to identify independent risk factors of at-risk poker players. Severity of gambling problems is positively associated with obsessive passion (p < .05). However, harmonious passion is not associated with gambling problems. These results align with previous findings obtained for other gambling activities. Thus, passion could be considered a useful tool when approaching players to talk about risk-taking.  相似文献   

10.
Ordinarily, the process of decision making by a committee through voting is modeled by a monotonic game the range of whose characteristic function is restricted to {0, 1}. The decision rule that governs the collective action of a voting body induces a hierarchy in the set of players in terms of the a-priori influence that the players have over the decision making process. In order to determine this hierarchy in a swap robust game, one has to either evaluate a power index (e.g., the Shapley–Shubik index, the Banzhaf–Coleman index) for each player or conduct a pairwise comparison between players, whereby a player i is ranked higher than another player j if there exists a coalition in which i is more desirable as a coalition partner than j. In this paper, we outline an alternative mechanism to determine the ranking of players in terms of their a-priori power. This simple and elegant method uses only minimal winning coalitions, rather than the entire set of winning coalitions.  相似文献   

11.
Poker is a game of skill and chance, where players often experience significant monetary losses. Detrimental out-of-control poker decision-making due to negative emotions is known as tilting. A qualitative assessment of losing and tilting was conducted by analysing stories about significant monetary losses, written by Finnish on-line poker players (N = 60). Thematic and narrative analyses uncovered five themes and a narrative structure underlying the aetiology and phenomenology of tilting. Tilting, in the narratives, was often instigated by dissociative feelings (‘unreality’, disbelief) following a significant monetary loss. Thereafter, moral indignation was experienced, followed by chasing behaviour, in an attempt to restore a ‘fair balance’ between wins and losses. In the aftermath of tilting, self-focused feelings of disappointment, depression and/or anxiety, and sleeping problems were experienced. It was also observed that experienced players, as compared to inexperienced ones, exhibited in their narratives a more mature disposition towards encountering ‘bad luck’, and losing in general. The results are relevant in better understanding psychological processes related to losing in the multifaceted game of poker, thus contributing also to existing knowledge on detrimental gambling behaviour.  相似文献   

12.
Little empirical investigation has been made of the relationship between personality and gambling play style. In an observation of on-table poker behavior, this study classified 44 players competing in an amateur league (43 male; mean age 32) according to two main dimensions of play style; tight or loose and aggressive or passive. Superstitious beliefs towards the game were additionally measured. The NEO-PI-R questionnaire (Costa and McCrae, Revised NEO personality inventory (NEO-PI-R) and NEO-five factor inventory (NEO-FFI) professional manual, 1992) was used to measure personality according to the five-factor model. Results showed players with superstitious beliefs to be significantly higher in neuroticism and lower in conscientiousness and than those with no superstitious beliefs. Results approaching significance showed players adopting an aggressive style to be higher in extraversion than passive players and superstitious players to be lower in extraversion than non-superstitious players. Analysis of play style according to age of player revealed a significantly higher mean age among loose compared to tight players. Implications of results concerning validity of these style classifications and potential development in future work are discussed.  相似文献   

13.
It is suggested that commercial video-games (e.g.Nintendo &Sega) and gambling activities have similar attractive features and intermittent reinforcement schedules. This research seeks to examine the nature of this relationship amongst children. One hundred and four children aged 9 to 14, from grades 4, 6, and 8, participated. A questionnaire exploring issues related to video-game playing and gambling behavior in children and adolescents was completed and a computerized blackjack game was individually administered. High frequency video-game players were compared to low frequency video-game players with respect to their gambling performance on the blackjack gambling task as well as on information gathered from the questionnaire. Of particular concern is the risk-taking strategies used by avid video-game players, whether or not children perceive gambling and video-games as involving similar amounts of skill or whether they realize that gambling is primarily a game of chance. The findings, in general, suggest that high frequency video-game players gamble more than low frequency video-game players, report that gambling makes them feel more important, and take greater risks on the blackjack gambling task although no overall differences in success were found. Males exhibited greater risk-taking tendencies on the blackjack task than females. The clinical implications of the findings are addressed.This research was partially supported by a grant from the McGill University Social Science Computer Committee.This is a revision of a paper presented at the Ninth International Conference on Gambling and Risk Taking, Las Vegas, 1994.The authors would like to thank the administration, staff, and students in T.H. Bowes, Prince Charles, Souvenir, Gerald McShane, Our Lady of Pompei, Pierrefonds Comprehensive High School, and Western Laval High School, for their participation and cooperation in this study.  相似文献   

14.
We experimentally study punishment patterns across network structures, and their effect on cooperation. In a repeated public goods setting, subjects can only observe and punish their neighbors. Centralized structures (like the star network) outperform other incomplete networks and reach contribution levels like the ones observed in a complete network. Our results suggest that hierarchical network structures with a commonly observed player benefit more from sanctions not because central players punish more, but because they follow, and promote, different punishment patterns. While quasi-central players in other incomplete architectures (like the line network) retaliate, and get trapped in the vicious circle of antisocial punishment, central players in the star network do not punish back, increase their contributions when sanctioned by peripheral players, and sanction other participants in a prosocial manner. Our results illustrate recent field studies on the evolutionary prevalence of hierarchical networks. We document a network-based rationale for this positive effect in an identity-free, fully anonymous environment. (JEL C72, C91, C92, D90, H41)  相似文献   

15.
Nonprofit soccer clubs are currently facing many ethical challenges, such as abuse, doping and match fixing. While research suggests that organizational (board) ethical leadership may be effective to tackle these ethical issues, empirical support in the context of sport remains limited. Drawing on the perceptions of a sample of nonprofit soccer players (n = 438) and coaches (n = 106), we indicate that the coaches play an important mediating role regarding the associations between board ethical leadership and ethical climate. The theoretical underpinnings of ethical leadership—formed by social learning theory and social exchange theory—and the social distance between the board and the players in nonprofit soccer clubs provide support in this regard. In sum, our results demonstrate that the influence of board ethical leadership in nonprofit soccer clubs partly trickles down to the players via coach ethical leadership. Finally, practical implications for nonprofit soccer club management are discussed.  相似文献   

16.
Abstract

Collegiate American football players may be at risk for cardiovascular disease. Objective: To compare cardiovascular disease risk factors and cardiovascular structure and function parameters of football players, stratified by position, to a group of sedentary, nonathletes. Participants: Twenty-six collegiate football players and 13 nonathletes participated in this study. Methods: Blood pressures, anthropometrics, and blood chemistries were obtained and analyzed using standardized procedures. Resting echocardiography was used to evaluate cardiac morphology and function. Brachial artery flow-mediated dilation was assessed using high-resolution ultrasonography. Results: The prevalence of the metabolic syndrome was significantly higher amongst the linemen compared to the skill-position players (46% versus 0%, p < .05). Mildly abnormal wall thickness was noted in 20% of the football players. No significant differences in vascular function were observed between the groups. Conclusions: The increased prevalence of the metabolic syndrome and its components in the collegiate linemen may increase cardiovascular disease risk.  相似文献   

17.
We consider two players' choice about the formation of an alliance ahead of conflict in a framework with incomplete information about the strength of the potential ally. When deciding on alliance formation, players anticipate the self‐selection of other players and the informational value of own and other players' choices. In the absence of these signaling effects, strong players have an incentive to stand alone, which leads to a separating equilibrium. This separating equilibrium can be destabilized by deception incentives if beliefs are updated on the basis of endogenous alliance formation choices. Weak players may find it attractive to appear strong in order to deter competitors from positive effort choices. Strong players may find it attractive to appear weak in order to give their competitors a false sense of security and then beat them with little effort. Moreover, appearing weak allows players to free‐ride when alliances are formed. (JEL D72, D74)  相似文献   

18.
Poker is a competitive, social game of skill and luck, which presents players with numerous challenging strategic and interpersonal decisions. The adaptation of poker into a game played over the internet provides the unprecedented opportunity to quantitatively analyze extremely large numbers of hands and players. This paper analyzes roughly twenty-seven million hands played online in small-stakes, medium-stakes and high-stakes games. Using PokerTracker software, statistics are generated to (a) gauge the types of strategies utilized by players (i.e. the ‘strategic demography’) at each level and (b) examine the various payoffs associated with different strategies at varying levels of play. The results show that competitive edges attenuate as one moves up levels, and tight-aggressive strategies––which tend to be the most remunerative––become more prevalent. Further, payoffs for different combinations of cards, varies between levels, showing how strategic payoffs are derived from competitive interactions. Smaller-stakes players also have more difficulty appropriately weighting incentive structures with frequent small gains and occasional large losses. Consequently, the relationship between winning a large proportion of hands and profitability is negative, and is strongest in small-stakes games. These variations reveal a meta-game of rationality and psychology which underlies the card game. Adopting risk-neutrality to maximize expected value, aggression and appropriate mental accounting, are cognitive burdens on players, and underpin the rationality work––reconfiguring of personal preferences and goals––players engage into be competitive, and maximize their winning and profit chances.  相似文献   

19.
In this article, we focus on the analysis of individual decision‐making for the formation of social networks, using experimentally generated data. We analyze the determinants of the individual demand for links under the assumption of agents' static expectations and identify patterns of behavior that correspond to three specific objectives: players propose links so as to maximize expected profits (myopic best response strategy); players attempt to establish the largest number of direct links (reciprocator strategy); and players maximize expected profits per direct link (opportunistic strategy). These strategies explain approximately 74% of the observed choices. We demonstrate that they are deliberately adopted and, by means of a finite mixture model, well identified and separated in our sample. (JEL C33, C35, C90, D85)  相似文献   

20.
The changes happen quickly in today's world, simultaneously interacting with technological advances in the sciences and new paradigms socio-political and economic, in search of a sustainable future and a present with emergency strategies for the preservation of humanity and the planet "Earth ". Currently, the mobility of people in the intra-urban space is being threatened by congestion, pollution resulting from the appreciation of the culture of personal transport and the precariousness of public transportation. In the city of Jo?o Pessoa (PB), the subject of this finding for these disorders. Workers suffer the consequences of daily stress takes to access home-work, difficulty in arriving at the right time to the workplace and adverse reactions caused by pollution. The VLT (Light Rail Vehicle) has been presented as a viable solution to the problems of public transport, with several experiments that can be seen as positive in the world. This work involves the implementation of a public transport system based on VLT Corridor along the Avenue Dom Pedro II, in Jo?o Pessoa (PB), aiming to acquire a good transport network for use of the population, reduce the number of vehicles on process, minimize pollution and optimize urban mobility.  相似文献   

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