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1.
We examined the DSM-IV criteria for pathological gambling as assessed with the DSM-IV-based Diagnostic Interview for Gambling Severity (DIGS; Winters, Specker, & Stinchfield, 2002). We first analyzed the psychometric properties of the DIGS, and then assessed the extent to which performance on two judgment and decision-making tasks, the Georgia Gambling Task (Goodie, 2003) and the Iowa Gambling Task (Bechara, Damasio, Damasio, & Anderson, 1994), related to higher reports of gambling pathology. In a sample of frequent gamblers, we found strong psychometric support for the DSM-IV conception of pathological gambling as measured by the DIGS, predictive relationships between DIGS scores and all cognitive performance measures, and significant differences in performance measures between individuals with and without pathological gambling. Analyses using suggested revisions to the pathological gambling threshold (Stinchfield, 2003) revealed that individuals meeting four of the DSM-IV criteria aligned significantly more with pathological gamblers than with non-pathological gamblers, supporting the suggested change in the cutoff score from five to four symptoms. Discussion focuses on the validity of the DSM-IV criteria as assessed by the DIGS and the role of cognitive biases in pathological gambling.  相似文献   

2.
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   

3.
A focus group of Reno area Gamblers Anonymous members identified four psychological traits contributing to risk for problem gambling, including: Escape, Esteem, Excess and Excitement. A panel of four experts authored 240 Likert-type items to measure these traits. By design, none of the items explicitly referred to gambling activities. Study 1 narrowed the field of useful items by employing a quasi-experimental design which compared the answers of Reno area Gamblers Anonymous members (N = 39) to a control sample (N = 34). Study 2 submitted successful items, plus new items authored with the knowledge gained from Study 1, to validation in a random sample telephone survey across Queensland, Australia (N=2577). The final 40 item Four Es scale (4Es) was reliable (α=.90); predicted gambling problems as measured by the Canadian Problem Gambling Index of Severity (PGSI, Ferris & Wynne (2001). The Canadian Problem Gambling Index: Final Report: Canadian Centre on Substance Abuse); and distinguished problem gamblers from persons with alcohol abuse problems. The new scale can provide a basis for further study in harm minimization, treatment, and theory development.  相似文献   

4.
The Development of a Multi-dimensional Gambling Accessibility Scale   总被引:1,自引:0,他引:1  
The aim of the current study was to develop a scale of gambling accessibility that would have theoretical significance to exposure theory and also serve to highlight the accessibility risk factors for problem gambling. Scale items were generated from the Productivity Commission’s (Australia’s Gambling Industries: Report No. 10. AusInfo, Canberra, 1999) recommendations and tested on a group with high exposure to the gambling environment. In total, 533 gaming venue employees (aged 18–70 years; 67% women) completed a questionnaire that included six 13-item scales measuring accessibility across a range of gambling forms (gaming machines, keno, casino table games, lotteries, horse and dog racing, sports betting). Also included in the questionnaire was the Problem Gambling Severity Index (PGSI) along with measures of gambling frequency and expenditure. Principal components analysis indicated that a common three factor structure existed across all forms of gambling and these were labelled social accessibility, physical accessibility and cognitive accessibility. However, convergent validity was not demonstrated with inconsistent correlations between each subscale and measures of gambling behaviour. These results are discussed in light of exposure theory and the further development of a multi-dimensional measure of gambling accessibility.  相似文献   

5.
This study examined the associations among thinking style (rational versus experiential), gambling related cognitions, and problem gambling severity. The participants were 70 female and 41 male regular gamblers who completed the Gambling Related Cognitions Scale (Raylu and Oei, Addiction 99:757–769, 2004), the Rational-Experiential Inventory (Pacini and Epstien, J Pers Soc Psychol 76(6):972–987, 1999), and the Problem Gambling Severity Index (Ferris and Wynne, The Canadian problem and gambling index: final report. Canadian Centre on Substance Abuse, Ottawa, 2001). Rational thinking was negatively related to problem gambling severity. Gambling related biases increased with problem gambling severity but the strength of those biases was dampened by rational thought. The patterns by which gambling related cognition mediated the association between thinking style and gambling severity suggest that therapeutic interventions may benefit from a consideration of a gambler’s thinking style.  相似文献   

6.
Dixon and Johnson (Analysis of Gambling Behavior 2007, 1:44–49) introduced the Gambling Functional Assessment (GFA), which attempts to identify the consequences that may be maintaining a person’s gambling behavior. The present study had 949 introductory psychology students complete the GFA, with 124 of them completing the measure a second time 12 weeks later. Measures of internal consistency were quite good regardless of whether “non-gamblers” were included or excluded. Test–retest reliability was somewhat mixed, with Escape scores yielding substandard coefficients, especially among females. Both internal and test–retest reliability were typically poorer for female respondents. In general, the GFA performed within the limits of acceptable reliability, and coefficients compared favorably with similar measures. Future investigations will need to determine the reliability and validity of the instrument, especially as it pertains to its intended population, pathological gamblers.  相似文献   

7.
Gambling cognitions have constantly been associated with the development and maintenance of problem gambling. Despite researchers reporting high rates of gambling and problem gambling among the Chinese, little is known about the role of gambling cognitions among Chinese individuals (Raylu & Oei, 2004a). This is partly because there is a lack of validated instruments to assess gambling cognitions in this population. Thus, the purpose of the present study was to examine and validate the Gambling Related Cognitions Scale-Chinese version (GRCS-C), which was based on the 23-item Gambling Related Cognitions Scale (GRCS; Raylu & Oei, 2004b). Confirmatory Factory Analysis (CFA) using 422 Chinese participants (166 Male, 256 Female; Mean age = 32.28 years) from the general community (221 living in Australia and 201 living in Taiwan) confirmed that a five-factor model was a good fit for the data. The Cronbach’s alpha coefficient for the overall scale was .95, and ranged from .83 to .89 for the five factors. Concurrent, discriminant, and predictive validities of the GRCS (Chinese version) were also good suggesting that the GRCS-C is a valid and reliable instrument for assessing gambling cognitions among non-clinical Chinese samples.  相似文献   

8.
The present study assessed the divergent validity of several self-report and objective behavioral measures for assessing pathological gambling using three samples divided by South Oaks Gambling Scale score [Lesieur, & Blume (1987). American Journal of Psychiatry, 144, 1184–1188]: pathological gamblers, potential pathological gamblers, and non-pathological gamblers. Self-report measures included the Gamblers’ Beliefs Questionnaire [GBQ; Steenbergh, Meyers, May, & Whelan (2002). Psychology of Addictive Behaviors, 16, 143–149], the Gambling Passion Scale [GPS; Rousseau, Vallerand, Ratelle, Mageau, & Provencher, (2002). Journal of Gambling Studies, 18, 45–66], the Eysenck Impulsivity Questionnaire [EIQ; Eysenck, & Eysenck (1978). Psychological Reports, 43, 1247–1255], and the Stanford Time Perspective Inventory [STPI; Zimbardo, & Boyd (1999). Journal of Personality and Social Psychology, 77, 1271–1288]. Behavioral tasks included the delay discounting task [Madden, Petry, Badger, & Bickel (1997). Experimental & Clinical Psychopharmacology, 5, 256–263] and the Future Time Perspectives [FTP; Wallace (1956). Journal of Abnormal Psychology, 52, 240–245]. The GBQ, GPS, Impulsivity subscale of the EIQ, and DDT all exhibited robust divergent validity, however, neither measure of time perspective discriminated between groups. Applications of these findings to etiological research and clinical contexts are discussed.This work was originally presented in November, 2003 at the 37th annual convention of the Association for the Advancement of Behavior Therapy in Boston, MA.  相似文献   

9.
A large, integrated survey data set provided by the Ontario Problem Gambling Centre was used to investigate psychometric properties of the Problem Gambling Severity Index (PGSI). This nine-item self-report instrument was designed to measure a single, problem gambling construct. Unlike its nearest competitor—the South Oaks Gambling Screen (SOGS)—the PGSI was designed specifically for use with a general population rather than in a clinical context. The present analyses demonstrated that the PGSI does assess a single, underlying, factor, but that this is complicated by different, multiple factor structures for respondents with differing levels of problem gambling severity. The PGSI also demonstrated small to moderate correlations with measures of gambling frequency and faulty cognitions. Overall, the PGSI presents a viable alternative to the SOGS for assessing degrees of problem gambling severity in a non-clinical context.
Thomas HoltgravesEmail:
  相似文献   

10.
Recent research has found that men and women who end up in gambling treatment tend to follow different trajectories to that endpoint: women generally begin gambling later in life, but progress to problems and seek treatment more quickly. With women’s prevalence rates of gambling and disordered gambling increasing, it has become important to identify the causes and consequences of these trajectory differences. The current study used a sample of 2,256 gamblers enrolled in the Iowa Gambling Treatment Program to examine the relationship of gender and other demographic, economic and health-related (i.e., psychosocial) factors to empirically-identified gambling problem trajectories. The results indicated that gender made a statistically significant contribution to the prediction of trajectory, but increased predictive accuracy by only 1–2% beyond a model with psychosocial predictors. Gender’s contribution was limited to its relationship to age of initiation; men and women’s problem progression did not differ meaningfully once age of gambling initiation was taken into account. Gender is a unique contributor to the development of gambling problems among treatment seekers, but it is only one small part of the myriad psychosocial characteristics that influence gambling problem development.
Sarah E. NelsonEmail:
  相似文献   

11.
A 3 item screen for problem gambling was developed based on a conceptual analogue of the Alcohol Use Disorders Identification TestConsumption (Bush et al. in Arch Intern Med 158:1789–1795, 1998); a brief screen that measures consumption rather than harm. Data were collected from an email panel survey of 588 men and 810 women (n = 1,398) across all states in Australia. Respondents indicated their consumption of gambling products using the 3 items of the new Consumption Screen for Problem Gambling (CSPG). Receiver Operating Characteristics curve analysis was used to analyze the performance of the new items relative to the Problem Gambling Severity Index (Ferris and Wynne in The Canadian problem gambling index: Final report, 2001). Results show a 98% probability that the CSPG score for a randomly chosen positive case of problem gambling will exceed the score for a randomly chosen negative case. In addition, a score of 4+ on the CSPG identified all 14 cases of Problem Gambling correctly, while only 7.3% of non-problem gamblers had scores of 4+ (sensitivity = 100%; specificity = 92.7%). Lastly, only 3.0% of respondents without any gambling problems had CSPG scores of 4+. The current study suggests that the CSPG, a brief consumption-based measure for gambling products, can quickly and accurately identify people who are likely to be experiencing gambling problems.  相似文献   

12.
Dixon and Johnson (Anal Gambl Behav 1: 44–49, 2007) proposed the Gambling Functional Assessment as a tool to identify the consequences maintaining the respondent’s gambling behavior, but subsequent studies on its psychometric properties suggested that it could use improvement. The present study investigated the internal consistency of the Gambling Functional Assessment—Revised using the responses of 1,060 undergraduate students. Temporal reliability was assessed by a second administration of the measure four (n = 87) or twelve (n = 98) weeks after the first administration. Temporal reliability was also compared to the South Oaks Gambling Screen (Lesieur and Blume in Am J Psychiatry 144: 1184–1188, 1987), which was also administered at both time points. Internal consistency measures were good to excellent, even when potential non-gamblers were excluded from the analyses. Temporal stability was also very good, with the possible exception of the consequence of “escape” at 12 weeks. The Gambling Functional Assessment—Revised represents a potentially useful tool for researchers and therapists interested in why respondents are gambling.  相似文献   

13.
Gambling is now a popular legal activity among people around the world. Despite numerous studies on individuals’ gambling behavior, few researchers examine the influence of religiosity on gambling participation. This study investigated the effect of religiosity, measured in terms of frequency of religious participation and importance of faith, on gambling participation across four different types of games: casino, track, lottery, and bingo. Using data collected by the National Gambling Impact Study Commission in 1999, the study found that there was indeed a significant difference in the frequency of religious participation between gamblers and non-gamblers. Moreover, it seemed like the more types of games one played, the lower was their frequency of religious participation. The importance of faith, however, did not seem to have a significant impact on gambling participation. The implications of these findings to businesses and public policy makers were discussed.  相似文献   

14.
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   

15.
The Social Facilitation Effect shows performance on many simple tasks is enhanced by crowds of onlookers or co-actors (others performing the same activity). Previous experimental research has shown that Electronic Gaming Machine (EGM) betting behavior is intensified by the belief that others are gambling along with the subject (Rockloff and Dyer, J Gambl Stud 23(1):1–12, 2007). The present study extends these findings by simulating crowds of differing sizes using a fake video-conference along with a live confederate who gambles concurrently with the subjects. Fifty-four male and 81 female subjects aged 18–82 (M = 46.9, SD = 16.7) played a laptop simulated 3-reel EGM using a $20 stake in 3 conditions: (1) alone, (2) in a simulated group of 5 persons plus 1 live confederate, or (3) in a simulated group of 25 persons plus 1 live confederate. The EGM outcomes were rigged with a fixed 20 trial winning sequence followed by an indefinite losing sequence. As hypothesised, gambling intensity, as measured by trials played, speed of betting and final payouts, was progressively greater with larger crowd sizes (P < .05). In contrast, bet-size was slightly lower with larger crowds. The results suggest that gambling venues with more players tend to increase gambling persistence and contribute to greater long term monetary losses.  相似文献   

16.
The Inventory of Gambling Situations (IGS-63; Turner and Littman-Sharp, Inventory of gambling situations users guide, 2006) is a 63-item measure of high-risk gambling situations. It assesses gambling across 10 situational subscales that load onto two higher-order factors: negative and positive situations (Stewart et al. Psychology of Addictive Behaviors, 22:257–268, 2008). While the IGS-63 has excellent psychometric properties (Littman-Sharp et al., The Inventory of Gambling Situations: Reliability, factor structure, and validity (IGS Technical Manual), in press) its length may preclude its use in time-limited contexts. The purpose of this study was to develop and validate a 10-item short-form of the IGS (IGS-10). Each IGS-10 item reflects one of the ten subscale categories from the IGS-63, with two items from the original subscales included as examples for each IGS-10 item. The IGS-10 was administered to 180 undergraduate gamblers along with the IGS-63 and the Problem Gambling Severity Index (PGSI; Ferris and Wynne, Canadian Problem Gambling Index: Final report, 2001). IGS-10 items showed convergent validity with the corresponding IGS-63 subscales (r’s = .60–.73). Principal components analysis of the IGS-10 revealed two factors: negative (α = .84) and positive (α = .85). PGSI scores correlated significantly with all IGS-10 items (r’s = .33–.58) and with both IGS-10 higher-order subscales (r’s = .66 [negative] and .49 [positive]), supporting the criterion validity of the IGS-10. Since minimal information is lost when using the IGS-10, the short form may prove particularly useful when respondent burden prevents using the full IGS-63.  相似文献   

17.
Objective: To examine behavioral patterns of actual Internet gamblers who experienced gambling-related problems and voluntarily closed their accounts. Design: A nested case–control design was used to compare gamblers who closed their accounts because of gambling problems to those who maintained open accounts. Setting: Actual play patterns of in vivo Internet gamblers who subscribed to an Internet gambling site. Participants: 226 gamblers who closed accounts due to gambling problems were selected from a cohort of 47,603 Internet gamblers who subscribed to an Internet gambling site during February 2005; 226 matched-case controls were selected from the group of gamblers who did not close their accounts. Daily aggregates of behavioral data were collected during an 18-month study period. Main outcome measures: Main outcomes of interest were daily aggregates of stake, odds, and net loss, which were standardized by the daily aggregate number of bets. We also examined the number of bets to measure trajectory of gambling frequency. Results: Account closers due to gambling problems experienced increasing monetary loss as the time to closure approached; they also increased their stake per bet. Yet they did not chase longer odds; their choices of wagers were more probabilistically conservative (i.e., short odds) compared with the controls. The changes of monetary involvement and risk preference occurred concurrently during the last few days prior to voluntary closing. Conclusions: Our finding of an involvement-seeking yet risk-averse tendency among self-identified problem gamblers challenges the notion that problem gamblers seek “long odds” during “chasing.”  相似文献   

18.
Internet gambling is growing rapidly, as is concern about its possible effect on the public’s health. This paper reports the results of the first prospective longitudinal study of actual Internet sports gambling behavior during eight study months. Data include recorded fixed-odds bets on the outcome of sporting contests and live-action bets on the outcome of events within contests for 40,499 Internet sports gambling service subscribers who enrolled during February 2005. We tracked the following primary gambling behaviors: daily totals of the number of bets made, money bet, and money won. We transformed these variables into measures of gambling involvement. We analyzed behavior for both fixed-odds and live-action bets. The median betting behavior of the 39,719 fixed-odds bettors was to place 2.5 bets of €4 (approximately $5.3 US) every fourth day during the median 4 months from first to last bet. This typical pattern incurred a loss of 29% of the amount wagered. The median betting behavior of the 24,794 live-action bettors was to place 2.8 wagers of €4 every fourth day during the median duration of 6 weeks at a loss of 18% of the amount wagered. We also examined the behavior of empirically determined groups of heavily involved bettors whose activity exceeded that of 99% of the sample.  相似文献   

19.
Research on the neural correlates of decision making in gambling tasks may be informative for understanding problem gambling. The present study explored confidence and overconfidence using magnetoencephalography (MEG) to measure brain activity during a judgment task. Nineteen undergraduates who self-identified as frequent gamblers (average age 19.7 years; 5 females, 14 males) participated in this study. Participants first completed the DIGS (Winters, Specker & Stinchfield, 2002), a measure of gambling pathology. They then engaged in a behavioral task of confidence assessment, wherein they answered two-alternative trivia questions and estimated the probability that each answer was correct. In a subsequent MEG task, they viewed the questions and a target answer, and indicated with a button press whether the target matched the correct answer. Confidence was directly related to activity in the right prefrontal cortex. Matching and mismatching targets were associated with activity in the medial occipital cortex and left supramarginal gyrus, respectively. An interaction of pathology and match/mismatch was observed in the right inferior occipital-temporal junction region, showing more activity following a mismatch in non-problem gamblers, but not in problem gamblers. Implications of the results for understanding of top–down modulation and attentional systems are discussed in relation to gambling behavior.  相似文献   

20.
Children (N = 130) in grades 4 and 6 from various schools in the Greater Montreal Region completed a questionnaire concerning their gambling behavior and played a computer-simulated roulette game individually (baseline trial & post-test trial) and in groups (same and mixed gender dyads or triads: group trial). The purpose of this design was to measure children's betting behavior (via average wagers) and to determine if any changes in betting occur as a result of playing in groups of two, three, same and/or different gender peers. Results of repeated measures analyses reveal that during individual and group play, males consistently exhibit higher average wagers than females. Average wagers of females and mixed gender groupings appear to be most affected by the group condition. Females were found to increase their average wagers when playing with females and males. Female dyads' wagers increase significantly during group play, indicating they are dramatically affected by the group game. Most changes resulting from group play were generally maintained over a relatively short period of time in the post-test condition. Results are interpreted with respect to the importance of the influence of the peer group on children's gambling behavior. Future directions for research are suggested.  相似文献   

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