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1.
Michael J. A. Wohl Sally Gainsbury Melissa J. Stewart Travis Sztainert 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2013,29(4):703-717
Although most gamblers set a monetary limit on their play, many exceed this limit—an antecedent of problematic gambling. Responsible gambling tools may assist players to gamble within their means. Historically, however, the impact of such tools has been assessed in isolation. In the current research, two responsible gambling tools that target adherence to a monetary limit were assessed among 72 electronic gaming machine (EGM) players. Participants watched an educational animation explaining how EGMs work (or a neutral video) and then played an EGM in a virtual reality environment. All participants were asked to set a monetary limit on their play, but only half were reminded when that limit was reached. Results showed that both the animation and pop-up limit reminder helped gamblers stay within their preset monetary limit; however, an interaction qualified these main effects. Among participants who did not experience the pop-up reminder, those who watched the animation stayed within their preset monetary limits more than those who did not watch the animation. For those who were reminded of their limit, however, there was no difference in limit adherence between those who watched the animation and those who did not watch the animation. From a responsible gambling perspective, the current study suggests that there is no additive effect of exposure to both responsible gambling tools. Therefore, for minimal disruption in play, a pop-up message reminding gamblers of their preset monetary limit might be preferred over the lengthier educational animation. 相似文献
2.
Anna C. Thomas Felicity C. Allen James Phillips 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2009,25(3):343-355
Electronic gambling machines (EGMs) are known to be a particularly risky form of gambling (Petry. Addiction 98(5):645–655,
2003). It is vital that researchers and clinicians are aware of factors which could lead to people having problems with this
form. Gambling motivation is one such factor. This study developed a measure of EGM gambling motivations based on the results
of qualitative research conducted with EGM problem gamblers and experienced counsellors (Thomas et al. Int J Mental Health
Addiction 7:97–107, 2009). A community based sample of 232 females (M = 29.60 years of age, SD = 15.41 years) and 123 males
(M = 29.64 years of age, SD = 12.29 years) participated. Exploratory factor analysis extracted three motivational factors
indicating people gambled on EGMs to escape, for its accessibility and for the social environment. Gambling to escape and
for its accessibility had substantial positive correlations with frequency of EGM gambling and gambling problems. Social environment
correlated less well with these indicators of excessive gambling. Correlations between factors suggested the accessible, social
experience offered by EGM venues increases their appeal as a means of escape. The new subscales were internally consistent
and demonstrated good evidence of validity. This new measure will facilitate future investigations into the relationships
between gambling motivations, other aetiological factors and EGM problem gambling. 相似文献
3.
PAUL DELFABBRO 《International Gambling Studies》2013,13(2):151-165
In Australia, there is evidence to suggest that there is a positive association between the geographical accessibility of electronic gaming machines (EGMs) and the frequency and intensity of gambling in local areas. Evidence such as this has been used to introduce regulatory policies to reduce the geographical accessibility of EGMs through the reduction of gaming machine numbers in venues. The aim of this paper was to describe the process involved in the 15 per cent reduction in gaming machine numbers in the state of South Australia and the apparent effects on gaming revenue and gambling behaviours. Detailed analysis of objective EGM data as well as survey-based interviews with 400 regular EGM players provided only limited evidence of behavioural changes or significant reductions in gaming revenue. The paper describes the nature of industry responses to circumvent the effects of the reduction in machine numbers and the implications of these findings for future regulatory policies relating to EGM gambling. 相似文献
4.
Karen Trevorrow Susan Moore 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》1998,14(3):263-284
Since the introduction of electronic gaming machines (EGMs) in Victoria, Australia, the visibility of women as gamblers has greatly increased, yet few researchers have explored female gambling patterns and motives. An exception was a study by Brown and Coventry (1997), involving a phone-in of women with gambling problems, and analysis of gambling support service data. Results led the authors to suggest that the most common motivations for women gambling were boredom, loneliness and isolation. The current research assessed this claim through a comparative study of female EGM gamblers and non-gamblers, matched for age and education and drawn from the same geographic location. Data indicated that gambling women in general (N = 38) did not report higher levels of loneliness or social isolation than non-gambling women (N = 57). However, the sub-group of women classified though the South Oaks Gambling Screen as having gambling problems (N = 18) were significantly more lonely (in the sense of alienated rather than friendless or isolated) than the rest of the sample, including both non-gamblers and those who gambled but experienced only minor, or no problems with this activity. Problem gambling women were also more likely to be involved in social networks for which gambling was normative. The study is suggestive of loneliness (or alienation) as either a consequence or a vulnerability factor for problem gambling, but a longitudinal research design would be needed to clarify this issue. 相似文献
5.
Rodda S Brown SL Phillips JG 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2004,20(1):71-81
Given higher reported rates of smoking in populations under treatment for problem gambling, in a sample of 81 Electronic Gaming Machine players, this study considered whether: 1) there were relationships between tobacco dependency and problem gambling, and 2) a common mechanism such as negative affect was involved. The untreated sample comprised eighty-one Electronic Gaming Machine players that completed the South Oaks Gambling Screen, the Tobacco Dependence Scale and the State-Trait Anxiety Inventory. There was a relationship between smoking status and scores on the South Oaks Gambling Screen, and negative affect contributed to both gambling problems and tobacco dependence. It was suggested that gambling problems and tobacco dependence have similar characteristics. The data has implications for treatment and anti-smoking legislation in gaming venues. 相似文献
6.
Stergios Xouridas 《International Gambling Studies》2018,18(3):439-459
To provide insights into etiological factors of gambling at the population level, it is critical to document the separate contributions of biological aging, period influences, and birth cohorts on observed temporal trends in gambling. This study investigated age, period, and cohort effects on prevalence rates of electronic gaming machine (EGM) gambling in Germany. We used data from a series of repeated cross-sectional surveys from the Federal Centre for Health Education covering the period 2007–2015. A total of 53,005 participants were surveyed about their past-year participation in EGMs. Using the intrinsic estimator, we disentangled the separate effects of age (16–17 to 64–65 years), period (2007, 2009, 2011, 2013, 2015), and birth cohort (1941–42 to 1997–98). Age effects were highest for those aged 18–33 (p < 0.001). Period effects were highest in 2013 and lowest in 2015 (p < 0.005). A significant increasing birth cohort effect was evident in cohorts born between 1985 and 1998 (p < 0.005). Implications of these results are discussed with regard to the vulnerability of younger ages to gambling, period changes in the regulatory framework of Germany, and differential cohort vulnerability of the Millennial generation due to early-life video gaming experiences. 相似文献
7.
Matthew J. Rockloff Nancy Greer Carly Fay Lionel G. Evans 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2011,27(1):63-72
An experiment tested whether thinking about oneself, particularly in negative terms, increases gambling intensity on Electronic
Gaming Machines (EGMs). Forty male and 65 Female participants, aged 18–76 (M = 46.2, SD = 15.3), were recruited through newspaper advertisements to play a laptop simulated EGM in Hervey Bay, Queensland,
Australia. Prior to play, subjects in the test conditions audio tape-recorded 2 min of self reflection on either: (1) “things
you like about yourself,” or (2) “things you don’t like about yourself.” Immediately after the recordings, the subjects played an EGM that was programmed (rigged) with five wins
in the first 20 spins, and indefinite losses thereafter. Participants gambled more intensively in terms of Average Bet Size,
Number of Trials Played, and Speed of Betting in the negative self reflection condition compared to the control condition.
The experiment supports the proposition that EGM gambling behavior is motivated by escape from negative self reflection. 相似文献
8.
Alexander Blaszczynski Sally Gainsbury Lisa Karlov 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2014,30(3):697-712
Structural characteristics of gaming machines contribute to persistence in play and excessive losses. The purpose of this study was to evaluate the effectiveness of five proposed responsible gaming features: responsible gaming messages; a bank meter quarantining winnings until termination of play; alarm clock facilitating setting time-reminders; demo mode allowing play without money; and a charity donation feature where residual amounts can be donated rather than played to zero credits. A series of ten modified gaming machines were located in five Australian gambling venues. The sample comprised 300 patrons attending the venue and who played the gaming machines. Participants completed a structured interview eliciting gambling and socio-demographic data and information on their perceptions and experience of play on the index machines. Results showed that one-quarter of participants considered that these features would contribute to preventing recreational gamblers from developing problems. Just under half of the participants rated these effects to be at least moderate or significant. The promising results suggest that further refinements to several of these features could represent a modest but effective approach to minimising excessive gambling on gaming machines. 相似文献
9.
David Pickernell Robyn Keast Kerry Brown Nina Yousefpour Chris Miller 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2013,29(4):689-701
Gambling activities and the revenues derived have been seen as a way to increase economic development in deprived areas. There are also, however, concerns about the effects of gambling in general and electronic gaming machines (EGMs) in particular, on the resources available to the localities in which they are situated. This paper focuses on the factors that determine the extent and spending of community benefit-related EGM-generated resources within Victoria, Australia, focusing in particular on the relationships between EGM activity and socio-economic and social capital indicators, and how this relates to the community benefit resources generated by gaming. 相似文献
10.
This paper examines the debate about possible relationships between problem gambling and accessibility to electronic gaming machines (EGMs), in the context of the Victorian Government's policy that imposed a ‘cap’ on EGMs in disadvantaged communities. Using GIS (Geographical Information Systems), the spatial distribution of social disadvantage in three ‘capped’ localities was compared with the spatial distribution of gaming venues and patterns of concentrated EGM expenditure during 2001–2005, including seasonal trends. Research revealed different relationships between spatial and social categories in the study localities, indicating the need for more systematic local area analysis. This research raises questions about the limitations of conventional methodologies and regulatory strategies based on simple measures such as gaming machine density. We propose improvements to the methodology to better measure the changing level of local supply and demand for machine gaming. 相似文献
11.
Abbott MW McKenna BG 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2005,21(4):559-581
Ninety-four recently sentenced women prisoners were interviewed to assess aspects of their gambling involvement, problem gambling
and relationships between gambling and criminal offending. A third of the women, on the basis of their SOGS-R scores, were
assessed as lifetime probable pathological gamblers and just under a quarter were assessed as probable pathological gamblers
during the 6 months prior to imprisonment. For women prisoners, a preference for non-casino gaming machines and housie were
predictive of problem gambling. Relative to non-problem gamblers, problem gamblers experienced higher rates of childhood conduct
disorder and current non-psychotic mental disorder. Just over a quarter of prisoners and a half of the problem gamblers had
committed a crime to obtain money to gamble. Few women said their early offending or convictions related to gambling. It was
concluded that most women were “criminals first and problem gamblers second” rather than people whose offending careers commenced
as a consequence of problem gambling. However, the extent of problem gambling-related offending among the women prisoners
highlights the potential for comprehensive assessment and treatment programs in prison to reduce recidivism and other adverse
impacts of problem gambling and gambling-related offending. 相似文献
12.
Robert Ladouceur Christian Jacques Serge Sévigny Michael Cantinotti 《International Gambling Studies》2013,13(2):139-154
Abstract This study evaluates the influence of the format, arrangement and availability of Electronic Gaming Machines Outside Casinos (EGMOC) on gambling behaviour and perceptions. Two studies comprising occasional, at-risk and probable pathological gamblers were conducted. The first study used focus groups, while the second was conducted in a laboratory setting reproducing a bar. The results of the former study indicate that while format does not influence gambling behaviours, the arrangement of EGMOC in a gambling setting is a critical factor: in general, gamblers perceive isolated areas in a gambling venue as a factor contributing to impaired control. However, behavioural results obtained in the laboratory setting do not corroborate subjective data. Finally, gamblers suggested almost unanimously that the availability of EGMOC should be limited to a small number of sites. The results are discussed in the perspective of responsible gambling policies. 相似文献
13.
Abbott MW Volberg RA Rönnberg S 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2004,20(3):237-258
National surveys of gambling and problem gambling have recently been completed in New Zealand and Sweden. These studies are unique in that data collection was undertaken by official government statistical agencies, involved large, nationally representative samples, and attained high response rates. Comparison of the findings is facilitated by the use of similar procedures and instrumentation and is of interest in that both countries have similar per capita gambling expenditure and welfare states that have recently undergone major economic and social restructuring. Data on gambling participation, problem gambling prevalence and risk factors for problem gambling are presented and discussed. While there are a number of similarities and differences, the Swedish findings are more similar to those of an earlier national survey conducted in New Zealand during 1991. This suggests that risk factors are changing over time in relation to evolving patterns of gambling participation and attitudes towards gambling, a finding that has implications for future patterns of gambling and problem gambling in these and other countries. 相似文献
14.
Abbott MW McKenna BG Giles LC 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2005,21(4):537-558
Recently sentenced inmates in four New Zealand male prisons (N = 357) were interviewed to assess their gambling involvement, problem gambling and criminal offending. Frequent participation
in and high expenditure on continuous forms of gambling prior to imprisonment were reported. Nineteen percent said they had
been in prison for a gambling-related offence and most of this offending was property-related and non-violent. On the basis
of their SOGS-R scores, 21% were lifetime probable pathological gamblers and 16% were probable pathological gamblers during
the six months prior to imprisonment. Of the “current” problem gamblers, 51% reported gambling-related offending and 35% had
been imprisoned for a crime of this type. Gambling-related offending increased with problem gambling severity. However, only
five percent of problem gamblers said their early offending was gambling-related. The large majority reported other types
of offending at this time. Few men had sought or received help for gambling problems prior to imprisonment or during their
present incarceration. This highlights the potential for assessment and treatment programs in prison to reduce recidivism
and adverse effects of problem gambling and gambling-related offending. 相似文献
15.
Jason Landon Katie Palmer du Preez Maria Bellringer Alyssa Page Max Abbott 《International Gambling Studies》2016,16(1):49-66
In New Zealand, a pop-up message feature that interrupts gambling is mandatory on all electronic gaming machines (EGMs) in all venues. The present research documented the views and experiences of pop-up messages from a range of gamblers and gambling venue staff. A series of focus groups was held with 40 gamblers (ranging from infrequent gamblers to current/former problem gamblers), and 19 staff from casino and non-casino venues. Most participants thought that pop-up messages were ineffective as a harm-minimization measure. Venue staff participants viewed pop-up messages much more negatively than gamblers, who were generally accepting of their existence and sometimes described them as useful. Venue staff participants were also very negative about the additional hassles and confusion they believed to be caused by pop-up messages, and a range of problems they perceived with their accuracy. Nonetheless, there was a consistent although less prevalent view that pop-up messages were useful in reducing gambling harm and potentially bringing harmful gamblers to the attention of others. Participants raised some possibilities for enhancing their effectiveness; these were generally consistent with the evidence base developed since the introduction of pop-up messages in the New Zealand gambling environment. 相似文献
16.
Sally Monaghan Alex Blaszczynski 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(1):67-88
Harm-minimization strategies aim to reduce gambling-related risks; however, minimal evidence supports the effectiveness of current strategies involving the placement of warning signs in gambling venues and on electronic gaming machines (EGMs). This qualitative replication study evaluated the differential effect of pop-up messages compared to static signs and the content of messages on EGMs on recall, thoughts, and behaviors assessed during the session and at 2-week follow-up. In Study 1, 127 regular EGM gamblers (male = 97, mean age = 20.3) recruited from a university student population attended a laboratory where they were randomly assigned to play a computer-based simulated EGM analogue displaying signs that differed by (a) mode of presentation (pop-up and static) and (b) message content (informative, self-appraisal, and control/blank). In Study 2, an identical methodology was used but included the use of a simulated EGM within an in vivo gaming setting with 124 regular EGM players (male = 81, mean age = 44.1). Results from both studies showed that pop-up messages were recalled more effectively than static messages immediately and at 2-week follow-up. Pop-up messages reportedly had a significantly greater impact on within-session thoughts and behaviors. Messages encouraging self-appraisal resulted in significantly greater effect on self-reported thoughts and behaviors during both the experimental session and in subsequent EGM play. These findings support the effectiveness of pop-up messages containing self-appraisal messages as an appropriate harm-minimization initiative. 相似文献
17.
Maria Bellringer Steve Taylor Fa'asisila Savila Max Abbott 《International Gambling Studies》2013,13(3):457-471
There is a paucity of research investigating child gambling, particularly studies that do not use retrospective designs. The presented findings provide cross-sectional data of the gambling behaviours of 874 9-year old Pacific children from a birth cohort study (recruited from one hospital) investigating health, developmental and social outcomes for Pacific children and their families in New Zealand. Structured interviews were administered to participants (mothers and children), face to face, in their homes (mothers) or school (children). Child gambling behaviours and associations with some maternal behaviours were investigated; five gambling participation questions were included in the child interview. Almost all child respondents (96%) reported having played card games with family or friends and 60% reported participation in housie (bingo), although only 27% reported having bet with money. Associations were noted between child gambling and household deprivation, and effectiveness of parental monitoring. There was no association between children's gambling and mothers' gambling. This is the first research to examine gambling in Pacific children at 9 years of age within a familial context. It will allow exploration of links between parental gambling and child development of gambling behaviours, as well as risk and protective factors for problem gambling at future data collection phases of the study. 相似文献
18.
Ryan K. MAY James P. Whelan Andrew W. Meyers Timothy A. Steenbergh 《International Gambling Studies》2013,13(2):155-167
Abstract The present study investigated a primary assumption of the cognitive theory of problem gambling, that gambling-related irrational beliefs lead directly to problematic gambling behaviour. Participants (N =114) received a message designed to increase their illusion of control (IOC) over a computerised roulette game, a message designed to decrease their IOC, or a neutral message. Participants then played the game, during which their gambling behaviour was recorded and irrational beliefs were measured. Based on the cognitive model, it was expected that those receiving the IOC enhancement message would evidence greater levels of irrational beliefs and correspondingly more intense gambling behaviour and that those in the IOC reduction condition would show decreased levels of both irrational beliefs and behaviour. However, although conditions differed as to levels of irrational beliefs, there were no significant differences in gambling behaviour. Results are discussed and implications of the results on the cognitive theory of problematic gambling are explored. 相似文献
19.
Seth W. Whiting Mark R. Dixon 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2013,29(3):525-534
The influence of a brief mental imagery task was examined to determine if imagining engaging in gambling behaviors would satiate the participant on gambling-related reinforcers and subsequently reduce gambling behavior. Thirty-one participants underwent a mental imagery task consisting of either imagining gambling on a slot machine 30 times and placing quarters into a laundry machine 3 times, or imagining gambling on a slot machine 3 times and placing quarters in a laundry machine 30 times. Following the imagery task, participants were allowed to play a real slot machine and stop whenever they wanted to be finished. The results showed that those who imagined playing the slot machine 30 times before actually gambling played significantly fewer trials than those who imagined playing only 3 times. Clinical implications and future directions are discussed. 相似文献