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1.
Poker is now one of the most popular types of online gambling, mostly because of its particular structural characteristics. This study aims to investigate the representations of regular poker players of the game's special features, along with their probable links with tilt (i.e. loss of control during the game) and problem gambling. Twenty-three regular poker players recruited online took part in a research interview. All interviews were recorded and fully transcribed. A quantitative lexical analysis was performed using the software Alceste®. Six classes were identified, encompassing 73% of the whole corpus. The main themes were chance vs. skill, sensations and emotions linked to poker, discovery of poker, tilt, differences between live and online gambling, and risks of excessive poker involvement. The experience of tilt appears to be an important feature of poker. Poker players also tended to report more emotional and social aspects of problem gambling than financial consequences. The results underline the structural specificities of poker through the player's representations. The role of emotions and sensations in poker, as they are both sought by the players and involved in the loss of control, may have an influence on the development and maintenance of problem gambling.  相似文献   

2.
On-line poker is a game of chance and skill. The construct of poker playing skill has both a technical (game strategy-related) and an emotional (emotion regulation-related) aspect. A correlational on-line study (N = 354) was conducted to assess differences in technical skills and emotional characteristics related to poker playing style between experienced and inexperienced poker players. Results suggest that, with respect to emotional characteristics, experienced poker players engage in less self-rumination and more self-reflection, as compared to inexperienced players. Experienced poker players are also able to make better decisions, by mathematical standards, in a poker decision-making environment, as assessed by two fictitious on-line poker decision-making scenarios. Furthermore, this study provides supportive evidence that experienced poker players conceptualize the construct of “luck” differently from inexperienced players. A new poker playing experience scale (PES) for accurately measuring poker playing experience is presented in this paper.  相似文献   

3.
In poker, detrimental decision-making as a result of losing control due to negative emotions is known as tilting. Previous evidence suggests that poker experience is related to better emotion regulation in dealing with poker losses, and possibly to reduced severity of tilting in the game. A correlational on-line study (N = 417) was conducted to operationalize the tilting phenomenon by defining certain experiential characteristics that conceivably protect players from tilting or predispose them to it. These characteristics, as well as a measurement of poker experience, were then used in predicting the severity of tilting. It was hypothesized that (1) players with more poker experience are more likely to perceive having tilted less severely, as a result of accumulating poker experience; (2) players with more poker experience have lower severity of tilting; (3) players with more poker experience report lower emotional sensitivity to losses; and (4) players with a higher emotional sensitivity to losses have higher severity of tilting. Hypotheses 1 and 4 were supported, hypothesis 3 was weakly supported, but contrary to hypothesis 2, poker experience was associated with higher tilting severity. It is argued that these results are sensible if experienced players are less likely to tilt in relative terms, per single hand, but more likely to tilt in the long run.  相似文献   

4.
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   

5.
Many recent studies of internet gambling—particularly those that have analysed behavioural tracking data—have used variables such ‘bet size’ and ‘number of games played’ as proxy measures for ‘gambling intensity’. In this paper it is argued that the most stable and reliable measure for ‘gambling intensity’ is the ‘theoretical loss’ (a product of total bet size and house advantage). In the long run, the theoretical loss corresponds with the Gross Gaming Revenue generated by commercial gaming operators. For shorter periods of time, theoretical loss is the most stable measure of gambling intensity as it is not distorted by gamblers’ occasional wins. Even for single bets, the theoretical loss reflects the amount a player is willing to risk. Using behavioural tracking data of 100,000 players who played online casino, lottery and/or poker games, this paper also demonstrates that bet size does not equate to or explain theoretical loss as it does not take into account the house advantage. This lack of accuracy is shown to be even more pronounced for gamblers who play a variety of games.  相似文献   

6.
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   

7.
Poker playing and responsible gambling both entail the use of the executive functions (EF), which are higher-level cognitive abilities. This study investigated if online poker players of different ability showed different performances in their EF and if so, which functions were the most discriminating for their playing ability. Furthermore, it assessed if the EF performance was correlated to the quality of gambling, according to self-reported questionnaires (PGSI, SOGS, GRCS). Three poker experts evaluated anonymized poker hand history files and, then, a trained professional administered an extensive neuropsychological test battery. Data analysis determined which variables of the tests correlated with poker ability and gambling quality scores. The highest correlations between EF test results and poker ability and between EF test results and gambling quality assessment showed that mostly different clusters of executive functions characterize the profile of the strong(er) poker player and those ones of the problem gamblers (PGSI and SOGS) and the one of the cognitions related to gambling (GRCS). Taking into consideration only the variables overlapping between PGSI and SOGS, we found some key predictive factors for a more risky and harmful online poker playing: a lower performance in the emotional intelligence competences (Emotional Quotient inventory Short) and, in particular, those grouped in the Intrapersonal scale (emotional self-awareness, assertiveness, self-regard, independence and self-actualization).  相似文献   

8.
This paper examines the distinct world of online poker. It outlines the online poker eco-system, and the players which inhabit it, their distinctive attitudes and behaviors towards the game and gambling. These unique patterns of behavior have been created and sustained by the interaction of players within online poker forums. Therefore online poker forums were identified as primary mechanism within which a poker sub-culture may exist. The study conducted an extensive netnography of online poker forums. The study found that within the online poker eco-system there are forums which are elevated to sacred status amongst this online poker sub-culture. The members of these forums enact sub-cultural characteristics such as ethos of collaboration/cooperation, and a competitive hierarchy of status. In particular this paper identifies the importance of identity generation, and communities within the online poker eco-system.  相似文献   

9.
Due to intensive marketing and the rapid growth of online gambling, poker currently enjoys great popularity among large sections of the population. Although poker is legally a game of chance in most countries, some (particularly operators of private poker web sites) argue that it should be regarded as a game of skill or sport because the outcome of the game primarily depends on individual aptitude and skill. The available findings indicate that skill plays a meaningful role; however, serious methodological weaknesses and the absence of reliable information regarding the relative importance of chance and skill considerably limit the validity of extant research. Adopting a quasi-experimental approach, the present study examined the extent to which the influence of poker playing skill was more important than card distribution. Three average players and three experts sat down at a six-player table and played 60 computer-based hands of the poker variant “Texas Hold’em” for money. In each hand, one of the average players and one expert received (a) better-than-average cards (winner’s box), (b) average cards (neutral box) and (c) worse-than-average cards (loser’s box). The standardized manipulation of the card distribution controlled the factor of chance to determine differences in performance between the average and expert groups. Overall, 150 individuals participated in a “fixed-limit” game variant, and 150 individuals participated in a “no-limit” game variant. ANOVA results showed that experts did not outperform average players in terms of final cash balance. Rather, card distribution was the decisive factor for successful poker playing. However, expert players were better able to minimize losses when confronted with disadvantageous conditions (i.e., worse-than-average cards). No significant differences were observed between the game variants. Furthermore, supplementary analyses confirm differential game-related actions dependent on the card distribution, player status, and game variant. In conclusion, the study findings indicate that poker should be regarded as a game of chance, at least under certain basic conditions, and suggest new directions for further research.  相似文献   

10.
Poker is a type of gambling that has specific features, including the need to regulate one’s emotion to be successful. The aim of the present study is to assess emotion regulation, anxiety and depression in a sample of regular poker players, and to compare the results of problem and non-problem gamblers. 416 regular online poker players completed online questionnaires including sociodemographic data, measures of problem gambling (CPGI), anxiety and depression (HAD scale), and emotion regulation (ERQ). The CPGI was used to divide participants into four groups according to the intensity of their gambling practice (non-problem, low risk, moderate risk and problem gamblers). Anxiety and depression were significantly higher among severe-problem gamblers than among the other groups. Both significantly predicted problem gambling. On the other hand, there was no difference between groups in emotion regulation (cognitive reappraisal and expressive suppression), which was linked neither to problem gambling nor to anxiety and depression (except for cognitive reappraisal, which was significantly correlated to anxiety). Our results underline the links between anxiety, depression and problem gambling among poker players. If emotion regulation is involved in problem gambling among poker players, as strongly suggested by data from the literature, the emotion regulation strategies we assessed (cognitive reappraisal and expressive suppression) may not be those involved. Further studies are thus needed to investigate the involvement of other emotion regulation strategies.  相似文献   

11.
Since approximately 2003, the popularity of poker has quickly risen to unprecedented heights. This study examined poker play among university students who gamble on a regular basis. A total of 513 undergraduate students (females = 344, males = 170; mean age = 22.1) who gamble in some form at least two times per month completed an online questionnaire; 62.2 per cent (n = 319) of the respondents reported playing poker for money in the past year. A logistic regression analysis showed that poker players were more likely to be male, younger, have higher scores on an index of alcohol abuse, spend more time gambling and gamble more frequently compared to non-poker players. A second logistic regression showed that online/casino poker players were more likely to be male, have higher scores on an index of problem gambling, spend more time and money gambling, and gamble more often compared to social/non-poker players. These results are discussed in terms of the potential of poker's newfound popularity to lead to an increase in addictive behaviours, particularly among adolescents and young males.  相似文献   

12.
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   

13.
Despite the widespread increase in online poker playing and the risk related to excessive poker playing, research on online poker websites is still lacking with regard to pathological gambling prevention strategies offered by the websites. The aim of the present study was to assess the pathological gambling-related prevention strategies of online poker websites. Two keywords (“poker” and “poker help”) were entered into two popular World Wide Web search engines. The first 20 links related to French and English online poker websites were assessed. Seventy-four websites were assessed with a standardized tool designed to rate sites on the basis of accountability, interactivity, prevention strategies, marketing, and messages related to poker strategies. Prevention strategies appeared to be lacking. Whereas a substantial proportion of the websites offered incitation to gambling such as betting “tips,” few sites offered strategies to prevent or address problem gambling. Furthermore, strategies related to poker, such as probability estimation, were mostly reported without acknowledging their limitations. Results of this study suggest that more adequate prevention strategies for risky gambling should be developed for online poker.  相似文献   

14.
This study examines the correlations of adolescents’ self-esteem, loneliness and depression with their internet use behaviors with a sample of 665 adolescents from seven secondary schools in Hong Kong. The results suggest that frequent online gaming is more strongly correlated to internet addiction and such correlation is higher than other predictors of internet addiction in online behaviors including social interactions or viewing of pornographic materials. Male adolescents tend to spend more time on online gaming than female counterparts. In terms of the effect of internet addiction on adolescents’ psychological well-being, self-esteem is negatively correlated with internet addiction, whereas depression and loneliness are positively correlated with internet addiction. Comparatively, depression had stronger correlation with internet addiction than loneliness or self-esteem. A standardized definition and assessment tool for identifying internet addiction appears to be an unmet need. Findings from this study provide insights for social workers and teachers on designing preventive programs for adolescents susceptible to internet addiction, as well as emotional disturbance arising from internet addiction.  相似文献   

15.
Research has noted many similarities between video gaming and gambling activities. It has been suggested that video game players may also be attracted to gambling, although there is limited research on this possibility. The present study examined concurrent video gaming and gambling habits in a sample of regular video game players in Australia (N = 485, 84 % male, M age = 25.8). Gambling involvement was found to be a generally unpopular activity among regular video game players. No significant association between frequency of video game play and frequency of gambling was found. Although significant correlations between gaming ‘addiction’ scores and gambling frequency were identified, age was the only significant predictor of gambling when controlling for all remaining variables. These findings are critically discussed in the context of past research, and future research directions concerning the link between video gaming and gambling are proposed.  相似文献   

16.
The Assessment Checklist for Adolescents — ACA is a 105-item carer-report mental health rating scale, measuring behaviours, emotional states, traits, and manners of relating to others, as manifested by adolescents (ages 12 to 17) residing in various types of alternate care, as well as those adopted from care. The ACA was designed for population and clinical research with these young people, and for use as a clinical assessment measure. The ACA's content was largely derived from the Assessment Checklist for Children (ACC). Fifteen ACC items were modified to better reflect adolescent difficulties, and 25 additional items were derived using a combination of inductive and deductive strategies. Item and factor analyses were carried out on scores from a 136-item research instrument, obtained for 230 young people residing in long-term care (as part of the NSW Children in Care study). These data were supplemented by ACC scores obtained for 142 adolescents residing in treatment foster care in Ontario, Canada. A robust 7-factor model was identified among a core of 73 clinical item scores, accounting for 51% of score variance. Four of the factors replicate ACC clinical scales (non-reciprocal interpersonal behaviour; sexual behaviour problems; food maintenance behaviour; and suicide discourse), and three are unique to the ACA (social instability/behavioural dysregulation; emotional dysregulation/distorted social cognition; and dissociation/trauma symptoms). The ACA also contains two empirically-derived low self-esteem scales (low confidence; negative self-image) that are shared with the ACC. Initial data indicate that the ACA has good content, construct and criterion-related validity, as well as high internal reliability.  相似文献   

17.
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   

18.
The concept of passion is relevant to understanding gambling behaviours and gambling problems. Longitudinal studies are useful to better understand the absence and development of gambling problems; however, only one study has specifically considered poker players. Using a longitudinal design, this study aims to determine the influence, 1 year later, of two forms of passion—harmonious and obsessive—on gambling problems in poker players. A total of 116 poker players was recruited from across Quebec, Canada. The outcome variable of interest was participants’ category 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 1 year later. Obsessive passion at baseline doubled the risk of gambling problems 1 year later (p < 0.01); for harmonious passion, there was no association. Number of gambling activities, drug problems, and impulsivity were also associated with at-risk gambling. This study highlights the links between obsessive passion and at-risk behaviours among poker players. It is therefore important to prevent the development of obsessive passion among poker players.  相似文献   

19.
Pachinko is an ‘amusement arcade’ type machine that is popular throughout Japan, with an estimated 17.1 million ‘players’ providing an enormous annual revenue of 2.87 trillion yen (US$250 billion). It is simple and easy to play and has all the hallmarks and structural features of gaming machines worldwide. While academic discourses on the addictive potential of gaming machines are well developed, their application to pachinko is very limited. This is, perhaps, due to a number of factors. First, pachinko is portrayed as a game rather than as gambling in Japan, so that addiction issues are ignored or downplayed. Second, most accounts of ‘playing’ pachinko are journalistic rather than academic. Third, academics tend to focus on police corruption and organized crime rather than addiction. Here, we take the approach that pachinko represents ‘gambling by proxy’ and explore its addictive potential. We conclude that unless pachinko is recognized as a form of gambling, present changes in Japanese legislation will be of limited value in tackling addiction.  相似文献   

20.
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   

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