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1.
Abstract

A widely practiced but understudied gambling activity is the wagering that occurs between participants in games of physical skill. Little is known about what draws players to this form of gambling, the sub‐groups involved or their social dynamics, the strategies employed, and whether, and to what extent, this activity is associated with disordered gambling.

Gamblers were studied in their natural environment at two private golf clubs. Prominent themes emerging from the research include: motivations for gambling on golf, socialisation into golf course gambling, the golf course betting hierarchy, deceptive practices and evidence of disordered gambling. In general, the golf course wagering we investigated embraced several unique features and traditions that generally make it a salutary gambling experience, largely free of the destructive elements associated with luck‐based gambling formats. The study's findings are utilised to make observations about other gambling formats and gamblers in general.  相似文献   

2.
Motivations to gamble in the United Kingdom were examined in relation to gambling preferences and behaviour (gambling frequency, game choice, medium of play). A factor analysis delineated six motivational dimensions for gambling as a leisure activity: socialization through learning, escape, peripheral activity, fun/challenge, socialization through competition, and to win money. The motivational dimensions differed significantly for various gambling frequencies and across choice of games, though not across different media of play. More frequent gamblers chose to gamble for escape and/or fun/challenge purposes, while less frequent gamblers chose to gamble for socialization through learning and peripheral activities. Certain gambling motivations significantly affected decisions to play lottery, roulette, poker, betting and slots, but motivations were not significantly different from each other for bingo, blackjack, fixed-odds betting terminals and football pools. The research extends current knowledge of motivations in the UK and recreational gamblers, introducing a new motivational factor – activities indirectly related to gambling – and emphasizing the relationship between gambling motivations and behaviours. Knowledge of motivations assists casino operators in creating effective marketing strategies and aids lawmakers in better understanding the gambling objectives of their citizenry. These motivational dimensions also serve as a baseline against which problematic motivations can be compared.  相似文献   

3.
Losses disguised as wins (LDWs) appear to reinforce gambling persistence. However, little research has examined this phenomenon with real gamblers in natural gambling settings. We aimed to examine the relationship between within-session outcome size and subsequent gambling persistence. Account-based gambling data of individuals playing LDW games over a randomly selected day (2,035,339 bets made by 8636 individuals) was examined. We used a logistic mixed effects model to examine the relationship between the outcome of the previous bet (loss, LDW and real wins) and the odds of continuing betting in a game session. The odds of continuing betting in a game session were positively associated with the outcome of the previous bet. Compared to LDWs, losses lowered the odds of continuing a game session. In contrast, real wins implied greater odds of continuing a game session compared to LDWs. It is concluded that LDWs increase the likelihood of continuing betting compared to losses, but decrease the likelihood of continuing to gamble compared to real wins. As LDWs increase the number of bets made within a gambling session, and hence within-session gambling persistence, LDWs may potentially play an etiological role in the development of gambling problems over time.  相似文献   

4.
Understanding of the harmfulness of game types is needed when planning harm minimization and prevention strategies. Adult data (N = 3555) from the Finnish Gambling 2015 survey was used to investigate the associations between different game types and gambling-related harms. A negative binomial regression model was used to analyse the effects of demographics, gambling involvement factors, and engaging in different game types on the number of gambling-related harms, which were evaluated by PGSI and SOGS. Age of 18–24, gambling several times a week, high relative expenditure, online gambling and engaging weekly either in scratch games, betting games or slot machine gambling were associated with a higher number of gambling harms. Chasing losses was the most typical harm among online poker players and fast-paced daily lottery game players, while poor self-control was the most typical harm with other game types, although some of the results were not statistically significant. Multiple factors were associated with gambling harms, including young age and gambling intensity. Games that provide a possibility for high-frequency gambling are more linked to harms. Recommendations should be implemented to incorporate effective harm-minimizing strategies in the regulation of specific game types both at the legislative level (provision and supply) and at the public health level.  相似文献   

5.
Gambling among primary school students   总被引:2,自引:0,他引:2  
This study identifies the gambling behavior of 1,320 primary school students aged 8 to 12 of the 4th, 5th and 6th grades. Eighty-six percent admitted to having, at some time or another, bet money. Lotteries are the most popular form of gambling for this age group. Sixty-one percent of these students gamble with lotteries. In descending order of popularity, other games played by students were: bingo, card-playing for money, bets on sports, wagering on specific events, video gambling (video poker and slot machines), and finally betting on games of skill. Gambling behaviors differed according to gender. More than 40% of respondents reported gambling once a week or more for at least one game. Because of the early development of gambling behavior in children, prevention programs for pathological gambling should be implemented as early as the fourth grade.This research was supported by a grant from the Fonds Richelieu.  相似文献   

6.
Social casino games are online gambling-like games found on social networking sites. They are initially free to play, however, players are encouraged to make micro-transactions (i.e., in-game purchases) for additional game credits or functionality. As a result, they generate billions of dollars in revenue. Yet, little is known as to who purchases virtual credits, let alone why. In the present research, we assessed whether there are individual differences (impulsivity, reward sensitivity, competitiveness, and problem gambling severity) between who is and who is not likely to make micro-transactions during social casino game play. Moreover, we examined possible motivations for making micro-transactions (e.g., extend play, win back lost credits) and whether the individual difference variables of interest predict reported motivation(s) for making micro-transactions. Results showed that social casino gamers who engaged in micro-transactions reported significantly higher levels of impulsivity, reward sensitivity and problem gambling severity, but not competitiveness. In terms of motivation to make micro-transactions, desire to extend play was endorsed most frequently, followed by a desire to access additional features, chasing lost credits, and to speed up play. Lastly, among participants who made micro-transactions, reward sensitivity predicted making micro-transactions to chase lost credits. These results suggest the personality make-up of social casino gamers is important to understand who is likely to make micro-transactions as well as their motivation to do so—information that could prove useful for regulation of the industry.  相似文献   

7.
Youth gambling was investigated in a prospective sample of 532 Minnesota adolescents and young adults. Of particular interest was the possible impact among the study sample of a recent state lottery and of reaching the legal age for gambling on changes in the rate and type of gambling. Overall rates of gambling involvement and pathological gambling did not change across the 1.5 year interval. However, a preference for certain types of gambling activities (e.g., lottery, casino machines) significantly increased, whereas more informal and unregulated games (e.g., betting on games of personal skill) significantly decreased. Also, access to gambling activities by underage youths was high, suggesting the need for tighter controls of legalized games and greater awareness of this problem by the gaming industry and public health officials.Support for this study was provided by the Minnesota Department of Human Services, Compulsive Gambling Treatment Program. A version of this work was presented at the Seventh National Conference on Gambling Behavior, July 24, 1994, New London, CT.  相似文献   

8.
The aim was to examine the association of socio-demographic and lifestyle characteristics with gambling severity level. The study was a part of the National Survey on Lifestyles in Serbia: Substance Abuse and Gambling, in 2014. The sample consisted of 5385 individuals. Based on the Problem Gambling Severity Index (PGSI) score participants were divided into non-problem gambling, low-/moderate-risk gambling and problem gambling. Prevalence of problem gambling was 0.5%, which was associated with having poor self-perceived financial status, having moderate or high risk for psychological distress, playing sports betting, casino games and slot machines. Low/moderate gambling was associated with having poor self-perceived financial status, number of drinking days per year, using any illicit drugs in the last 30 days, playing sports betting, slot machines, and online betting. Programmes of early detection of problem gambling should be developed, and regulation of availability of slot machines and sports betting.  相似文献   

9.
Gambling participation in the U.S.--results from a national survey   总被引:1,自引:0,他引:1  
Demographic patterns of gambling participation in the U.S. were examined. A national telephone survey was conducted with 2,630 representative U.S. residents aged 18 or older. The sample as weighted for analysis was 48% male, 12% black, and 11% Hispanic. Respondents were questioned on 15 types of gambling: how often they played and how much they won or lost. Eighty-two percent gambled in the past year. Lottery was the most commonly played game, while casino gambling accounted for the largest extent of gambling involvement. Men and women were equally likely to gamble in the past year, but men gambled more frequently and had larger wins and losses, particularly on sports betting and games of skill. Blacks were less likely to have gambled in the past year, but blacks who gambled did so more heavily than other racial groups. Blacks and Hispanics were more likely than average to be pathological gamblers. The rate of past year gambling declined with age, but extent of gambling involvement among gamblers did not vary with age. Rates of participation in most forms of gambling increased with socioeconomic status, but higher socioeconomic status gamblers had lower rates of pathological gambling, and lower extent of gambling involvement, particularly for lottery. New Englanders gambled more heavily than other Americans. Comparison with past studies showed an increase in overall gambling participation in the U.S., and large increases in rates of participation in lottery and casino gambling.  相似文献   

10.
11.
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   

12.
Problem gamblers often have distorted beliefs about gambling, including illusion of control and gambler's fallacy. Most multiline slots games allow players to adjust the number of wagered paylines and the amount bet per line, and over time this control may support incorrect conclusions and promote distorted gambling beliefs. We created software to run simulations of a popular multiline slots game and examined the effects of betting on single versus multiple paylines. Simultaneous multiline betting tends to produce a less varied gambling experience because it increases the frequency of legitimate wins and ‘losses disguised as wins’, while decreasing the occurrence of ‘big wins’. It also shortens consecutive series of losing spins and it prolongs the time a typical player takes to exhaust funds. Indirect control over losing streaks may give some players the false impression that they can play skilfully and predict the occurrence of wins. However, applying five different wagering strategies in our simulations showed that none had any real effect on the average percentage of wagers that would be ‘paid back’ to players as prizes. Player control over multiline slots games may lead frequent gamblers to incorrect conclusions that sustain excessive play despite recurring losses.  相似文献   

13.
According to the social axioms framework, people's beliefs about how the world functions (i.e., internal or external locus of control) are related to their social behaviors. Previous researchers have attempted to relate locus of control to gambling behavior, but the results have not been clear-cut. The present study speculated that the effects of perceived control (i.e., belief in luck and belief in skill) on gambling behavior are domain-specific and vary with the type of gambling. A total of 306 adult Macau residents ranging in age from 18 to 65 with casino gambling experience were recruited by going door to door. Empirical data on gambling frequency and perceived control relating to 13 types of gambling were collected. Our results demonstrated that the effects of belief in luck or skill on gambling behavior varied across different gambling categories. Specifically, for football lottery, Chinese lottery, and baccarat, it was not belief in skill but rather belief in luck that was a positive significant predictor of gambling frequency. Only for slot machines and stud poker did belief in skill significantly predict gambling frequency. For the remaining eight gambling categories, neither belief in luck nor belief in skill could predict gambling frequency. Our findings indicate that neither internal nor external locus of control can consistently explain people's gambling behaviors. Instead, which factor plays a greater role in a person's gambling behavior is dependent on the gambling type. Therefore, the finding that not all gambles are created equal might be a promising avenue for further research and treatment approaches.  相似文献   

14.
ABSTRACT

Psychological needs are satisfied through leisure participation, which in turn influences subjective well-being. The present study explored the psychological needs reported to be satisfied through gambling participation and examined associations between need satisfaction, game preferences and subjective well-being. A heterogeneous, self-selected sample of 1446 participants was recruited, through the Internet gambling provider Kindred Group Plc, for an online questionnaire survey. Five psychological need dimensions of gambling were identified, using exploratory and confirmatory factor analyses on calibration and validation samples, respectively: mastery, detachment, self-affirmation, risk and excitement, and affiliation. Challenge and mastery need satisfaction was higher for poker than for sports betting, horse racing, slots or casino table games; both self-affirmation and affiliation were also higher for poker than for sports betting and slots. By comparison, detachment was higher for slots than for sports gambling. While there were no significant variations in stress levels between the different forms of gambling, happiness ratings were lower for slots compared with sports betting and poker. This study provides insight into how distinctive patterns of play may satisfy different psychological needs and provides preliminary insights into how gambling patterns may prove adaptive or maladaptive as leisure choices.  相似文献   

15.
According to the cognitive perspective on gambling, regular gamblers persist in trying to win money at gambling because they hold a set of false beliefs about the nature of gambling, the likelihood of winning, and their own expertise. In order to investigate this claim, twenty seven university students were recruited who played one of three types of games at least twice a week: slot machines, video draw poker, and video amusement games. Subjects played their preferred machines on site (clubs, hotels and amusement arcades) first for at least thirty minutes and then the other two games for a minimum of twenty minutes each. During play, each subject spoke aloud into a microphone describing what he or she was doing or thinking about in the game. It was hypothesised that slot machine players would verbalise more irrational thinking than video poker or video amusement players and that slot machines would elicit more irrational thinking than video poker or video amusement machines. Most importantly, it was hypothesised that slot machine players would exhibit relatively greater amounts of irrational thinking when playing their preferred game. The data supported all three hypotheses. Out of all of the statements made by slot machine players when playing slot machines, 38% were categorised irrational. Furthermore, 80% of the strategic statements made by slot machine players while playing slot machines were categorised as irrational. These results are consistent with earlier work which showed high levels of irrational thinking in artificial gambling games. Together, the results provide support for a cognitive view of the origins of gambling problems.  相似文献   

16.
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.  相似文献   

17.
Identifying potential risk factors for problem gambling (PG) is of primary importance for planning preventive and therapeutic interventions. We illustrate a new approach based on the combination of standard logistic regression and an innovative method of supervised data mining (Logic Learning Machine or LLM). Data were taken from a pilot cross-sectional study to identify subjects with PG behaviour, assessed by two internationally validated scales (SOGS and Lie/Bet). Information was obtained from 251 gamblers recruited in six betting establishments. Data on socio-demographic characteristics, lifestyle and cognitive-related factors, and type, place and frequency of preferred gambling were obtained by a self-administered questionnaire. The following variables associated with PG were identified: instant gratification games, alcohol abuse, cognitive distortion, illegal behaviours and having started gambling with a relative or a friend. Furthermore, the combination of LLM and LR indicated the presence of two different types of PG, namely: (a) daily gamblers, more prone to illegal behaviour, with poor money management skills and who started gambling at an early age, and (b) non-daily gamblers, characterised by superstitious beliefs and a higher preference for immediate reward games. Finally, instant gratification games were strongly associated with the number of games usually played. Studies on gamblers habitually frequently betting shops are rare. The finding of different types of PG by habitual gamblers deserves further analysis in larger studies. Advanced data mining algorithms, like LLM, are powerful tools and potentially useful in identifying risk factors for PG.  相似文献   

18.
Automated gambling products are now a common feature on many casino floors. Despite their increasing prevalence, little research has considered the impact of converting games traditionally free from technological enhancements to automated versions. This review seeks to illustrate how automation is likely to change the way people engage and experience traditional games based around five prominent modifications: visual and auditory enhancements; illusions of control; cognitive complexity; expedited play; and social customisation. Otherwise known as the “VICES” framework. The inclusion of rich graphics, event-dependent sound and game-play information such as statistics, history, betting options and strategic betting are likely to prolong and entice gambling while encouraging more intense betting. Changes to the social environment due to the asocial nature of automated products is also likely to significantly change the gambling experience. Given the increasing prevalence of these products in the marketplace, it is important to consider the implications of converting traditional products to automated form as technological enhancements have the potential to allow for faster, more intense betting. More research is needed to determine the full impact of automation on player behaviours in order to understand the potential risks associated with technological enhancements to traditional games.  相似文献   

19.
During 2011, the Governor of Massachusetts signed a bill to allow casino gambling in the state (Commonwealth of Massachusetts 2011). As a result, two resort casinos will begin operations during 2018 and 2019; a smaller slots parlor began operations during June 2015. Prior to this expansion, gambling was widely available in Massachusetts, through the state lottery, off-track betting, and gambling opportunities available in neighboring states. Within this context, it is important to understand the patterns of gambling involvement in the population prior to gambling expansion. The current study examined gambling involvement, patterns of play, and gambling-related problems prior to gambling expansion among a sample of 511 Massachusetts residents who were members of a statewide Internet panel. To measure patterns of play, we asked questions about past-year games played and frequency of play. To measure breadth of involvement, we assessed the number of different games played. To measure depth of involvement, we measured time spent gambling, amount wagered, and amount won or lost. Principal component analysis revealed four play pattern components accounting for more than 50% of the variance in game play frequency. Multiple regression analyses revealed that component scores composed of casino gambling and skill-based gambling (e.g., poker, sports) variables uniquely contributed to the prediction of gambling-related problems, even when depth of involvement was controlled. However, the addition of breadth of involvement to the model resulted in a model where no set of variables contributed significantly, suggesting a complex relationship among play patterns, depth, and breadth of involvement. The study established discrete and distinguishable gambling play patterns associated with gambling-related problems and identified groups of individuals potentially vulnerable to the effects of gambling expansion.  相似文献   

20.
Slot machines are the most “addictive” games because (a) the disorder (pathological gambling) appears more rapidly in these games than with any other; (b) most patients who seek professional help are mainly addicted to electronic gambling, and (c) even though it is not the more frequent game, most of all the money spent on legal games of chance (at least in Spain) goes to slot machines. Structural characteristics of slot machines induce to gamble because electronic games show the main parameters of operant conditioning, mainly the immediacy of the reinforcement. Ten pathological gamblers played slot machine in two conditions: immediate and delayed reinforcement. The results corroborate the importance of the immediacy of the reinforcement in gambling, because when the result appears immediately (after 2 s), more games are played than when the result is delayed only 10 s. Critical issues in problem gambling prevention and public health are discussed.  相似文献   

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