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1.
Playing instant scratchcards has become a popular activity among a significant minority of the UK population since their introduction by the National Lottery operators (Camelot) on March 21, 1995. This study examined scratchcard gambling in a group of adolescent males. A total of 204 boys from two secondary schools in Birmingham (aged 11 to 16 years; mean age 13.6 years) were administered a questionnaire on their scratchcard gambling behaviour. Ten classes (five in each school) took part in the survey with one class from each year group selected at random by the headteacher. Within each class almost all the children took part. Forty-two percent of the sample (n=86) had bought their own scratchcards since their introduction in March 1995. Ten children (12% of the gamblers who had bought scratchcards themselves) met an adapted version of the DSM-IV criteria for pathological gambling on scratchcards. Furthermore, a significant relationship was found between parents buying scratchcards and the child's scratchcard purchasing behaviour.  相似文献   

2.
Abstract

Despite the popularity of bingo, it is a little studied gambling behaviour. This study was conducted in order to obtain general information regarding the gambling behaviour of current UK bingo players. A total of 412 bingo players completed questionnaires about their gambling behaviour. The majority of participants (57%) played once or twice a week with a small percentage (3%) playing five or more times a week. A large percentage of participants also played the National Lottery (82%) and bought National Lottery scratchcards (40%), but very few ever gambled in a casino (6%). An analysis by age revealed that older bingo players were significantly more likely to play more often. However, younger players are more likely to spend more per bingo session. This paper adds significantly to a sparse literature. The data collected add to our understanding of the bingo phenomenon in the UK.  相似文献   

3.
This article reviews the implementation of the British National Lottery since the first draw took place in November 1994. It seeks to analyse the experience to date against the background of the concerns expressed prior to its introduction and of the regulatory objectives set by the framework legislation. It also considers the impact that the Lottery is having upon the formulation and implementation of regulatory policy affecting other gambling media. The six sections following the introduction deal in turn with the Lottery's income, permitted games, the participants, the good causes benefiting from its proceeds, its impact on other gambling media, and its place within British government policy concerning the regulation of commercial gambling.Since writing this article, some changes in the National Lottery have taken place (at 1 March 1996). The sales of scratchcards have now declined to £20m a week; 330m prizes totalling £2.7bn have been distributed and there have been 343 jackpot winners, 164 of whom have received in excess of £lm. OFLOT has commissioned research on the socio-economic condition of purchasers, which shows that the average weekly spend is £2.63, and that adults within the socio-economic group C2 have the highest spend (OFLOT, 1996). This research also shows that 22% of a sample of children between the ages of 12 and 15 were spending up to £5 a week on lottery tickets. The turnover for the first year is likely to be in the region of £5.5bn, which to date has produced £1.6bn for the good causes. The total turnover represents slightly less than 0.1% of Great Britain's gross national product. The Government's proposed changes to the regulation of casinos and bingo clubs were published in February (Home Office, 1996).  相似文献   

4.
This paper summarizes the degree to which different forms of legal gambling contribute to Problem and Pathological Gambling (PPG) in Canada. Legal gambling activities were compared using meta-analysis of publicly available data concerning Canada’s legal gambling industry. The majority of revenues in the decade spanning 2002–2012 were drawn from Video Lottery Terminals and casino slot machines. Population surveys indicated that three quarters of Canadians reported some form of past-year gambling participation, but most did not play Electronic Gambling Machines. Annual revenues divided by estimated numbers of participants in various gambling activities showed that Video Lottery players spent more money on average than did participants in other forms of gambling. The relative risk of PPG was higher among Video Lottery players than it was for other common forms of gambling. Results from a community study of frequent Video Lottery players showed that the risk of frequent players reporting symptoms of PPG was elevated if they reported playing weekly, spending $50 or more per session, or playing for more than an hour per session. These studies provide converging evidence that Video Lottery is more hazardous to consumers than other forms of gambling that are commonly practised in Canada.  相似文献   

5.
6.
Previous studies of lottery play have tended to adopt one particular approach, concentrating on demographic, personality, cognitive, or social aspects of play. Using the recently introduced United Kingdom National Lottery, this study investigated variables associated with all of these approaches within an overall integrative framework. In a community sample (N = 160), Lottery play was positively correlated with friends' Lottery play, Instants Lottery play, frequency of other gambling, and misunderstanding of Lottery probability, and negatively correlated with level of education. In a regression analysis, friends' Lottery play, Instants Lottery play, and education level were significant unique predictors of Lottery play, and a combination of these and other variables accounted for 38% of the variance in playing behavior. The results are discussed predominantly in terms of the nature of lotteries as a social activity.  相似文献   

7.
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   

8.
Building a National Lottery: reviewing British experience   总被引:2,自引:0,他引:2  
The launch of the United Kingdom's National Lottery at the end of 1994, was one of the most significant developments in both the funding of Britain's cultural sector and the British gambling sector since 1946. Thus in the 1995 financial year National Lottery ticket sales exceeded £5 billion of which 28% went to five specified good causes. This paper presents an overview of the National Lottery's launch and growth to date using published material and data. The lottery's establishment and regulatory regime are discussed, together with its impact in terms of both economic activity and the wider betting and gaming market within the UK. The National Lottery is then considered within the broader international context, and the incoming Labour Government's restructuring plans aimed at creating a People's Lottery are discussed. Thus the paper provides an overview of the development of a major new national institution.  相似文献   

9.
As more gambling venues open in Australia, youth gambling as problem behaviour has been identified. The aim of this study was to assess youth gambling in a population with easy access to gambling, and to evaluate the adequacy of a model for predicting adolescent gambling frequency and problem gambling. The model comprised a combination of the Theory of Reasoned Action (TRA) (Ajzen & Fishbein, 1980), personality variables (venturesomeness, impulsiveness), and cognitive bias variables derived from Weinstein's (1980) propositions concerning unrealistic optimism about future life events. A sample of 1017 school- and university-based adolescents indicated relatively low frequencies of gambling and low scores on the problem gambling scale, with males scoring higher than females on both measures. The TRA was supported with about 30% of the variance of each of gambling behaviour and problem gambling accounted for by intentions, attitudes, and subjective norms. Personality factors added significantly to the prediction of gambling. The cognitive bias variables, although independently not statistically significant, further contributed to prediction.  相似文献   

10.
Parents can have a major influence on young people’s access to and participation in gambling activities. However, with the rise of digital online gambling, there is greater potential for young people to freely explore and engage in gambling activities without parental oversight. This study examined perceived parental influences on adolescents’ gambling activities, including differences in these influences across commercial and simulated types of activities, and the association between parental influences and problem gambling symptoms. A survey of 824 adolescents from 3 secondary schools was conducted. The results indicated that financial gambling was usually facilitated by a parent, particularly for scratch tickets and sports betting. Simulated gambling activities, such as social casino games, tended to be reported as being unsupervised by parents. Young people’s perceptions of parents’ measures to limit, restrict or oversee online and electronic activities were not significantly associated with youth simulated gambling. Their perceptions of parental influences were not significant predictors of problem gambling behaviours. This study underscores the need to examine potential differences in how adolescents develop an understanding of different gambling activities without parental influences, and adds to the continuing debate on the necessity of regulation and other countermeasures to limit young people’s access to simulated gambling activities.  相似文献   

11.
The objectives of the study are: (a) to provide the first prevalence estimates of pathological gambling among Brazilian adolescents using an age-specific instrument in a nationally representative sample; (b) to investigate the extent to which adolescents participate in gambling activities in a developing country; and (c) to correlate different levels of gambling behavior with demographic variables. Multistage cluster sampling selected 3,007 individuals over 14 years of age from Brazilian household population. A total of 661 participants were between 14 and 17 years old. The Lie/Bet Questionnaire and the DSM-IV-MR-J were used for assessing problem and pathological gambling. 2.8% scored positive on the screening questionnaire, while 1.6% were classified as problem and pathological gamblers. Factors associated with problem and pathological gambling were male sex, not currently studying and considering religion as not important. Less than 4 months elapsed between the age of regular gambling involvement and the first gambling problem. Prevalence rates were quite similar from recent studies which used nationally representative samples. The association of problem and pathological gambling with male sex, school drop-out and low religiosity supports the Problem Behavior Theory. The fast progression to problem gambling adds evidence that adolescents may be more vulnerable to the effects of gambling.  相似文献   

12.
It is suggested that commercial video-games (e.g.Nintendo &Sega) and gambling activities have similar attractive features and intermittent reinforcement schedules. This research seeks to examine the nature of this relationship amongst children. One hundred and four children aged 9 to 14, from grades 4, 6, and 8, participated. A questionnaire exploring issues related to video-game playing and gambling behavior in children and adolescents was completed and a computerized blackjack game was individually administered. High frequency video-game players were compared to low frequency video-game players with respect to their gambling performance on the blackjack gambling task as well as on information gathered from the questionnaire. Of particular concern is the risk-taking strategies used by avid video-game players, whether or not children perceive gambling and video-games as involving similar amounts of skill or whether they realize that gambling is primarily a game of chance. The findings, in general, suggest that high frequency video-game players gamble more than low frequency video-game players, report that gambling makes them feel more important, and take greater risks on the blackjack gambling task although no overall differences in success were found. Males exhibited greater risk-taking tendencies on the blackjack task than females. The clinical implications of the findings are addressed.This research was partially supported by a grant from the McGill University Social Science Computer Committee.This is a revision of a paper presented at the Ninth International Conference on Gambling and Risk Taking, Las Vegas, 1994.The authors would like to thank the administration, staff, and students in T.H. Bowes, Prince Charles, Souvenir, Gerald McShane, Our Lady of Pompei, Pierrefonds Comprehensive High School, and Western Laval High School, for their participation and cooperation in this study.  相似文献   

13.
Speeding is a major contributor to motor vehicle accidents, which are the leading cause of death in adolescents. This study compares the extent to which adolescents with gambling behavior and substance use reported driving over the posted speed limits (“speeding”). Florida adolescents ages 13–17 (n = 1051) were surveyed, and asked about gambling activities, problems related to gambling, substance use, demographic questions, and speeding. Of the 562 respondents who were drivers, the gender distribution was 52.1% male and 47.9% female. Of those respondents, 76.9% were Caucasian, 6.8% were African American, 10.1% were Hispanic, and 6.1% were Native American/Asian/Other. Simple correlation analysis revealed that self-reported speeding is significantly related to gambling behavior and substance use. When a linear regression model was used, four factors showed the most significant influence on self-reported speeding: past year gambling tendency, age, trouble with the police due to drinking, and tranquilizer usage. Gambling behavior and high-risk speeding (driving ≥ 10 mph over speed limit) also were noted to be positively correlated. Our data indicate a relationship between risky driving, gambling, and other risk-taking behaviors in adolescents, and support the hypothesis that speeding may be a form of gambling behavior in this age group.  相似文献   

14.
In order to learn about the behaviours and health experiences of people who gamble on the Internet, we conducted an international online survey with respondents recruited via gambling and gambling-related websites. The mean (SD) age of the 4,125 respondents completing the survey was 35.5 (11.8) years, with 79.1% being male and 68.8% UK residents. Respondents provided demographic details and completed validated psychometric screening instruments for problem gambling, mood disturbances, as well as alcohol and substance misuse, and history of deliberate self harm. We applied latent class analysis to respondents’ patterns of regular online gambling activities, and identified subgroups of individuals who used the Internet to gamble in different ways (L 2 = 44.27, bootstrap P = 0.07). We termed the characteristic profiles as ‘non-to-minimal gamblers’; ‘sports bettors’; ‘casino & sports gamblers’; ‘lottery players’; and ‘multi-activity gamblers’. Furthermore, these subgroups of respondents differed on other demographic and psychological dimensions, with significant inter-cluster differences in proportion of individuals scoring above threshold for problem gambling, mood disorders and substance misuse, and history of deliberate self harm (all Χ 2s > 23.4, all P-values <0.001). The ‘casino & sports’ and ‘multi-activity-gamblers’ clusters had the highest prevalence of mental disorder. Internet gamblers appear to be heterogeneous but composed of several subgroups, differing markedly on both demographic and clinical characteristics.  相似文献   

15.
It has been noted that adolescents may be more susceptible to pathological gambling. Not only is it usually illegal, but it appears to be related to high levels of problem gambling and other delinquent activities such as illicit drug taking and alcohol abuse. This paper examines risk factors not only in adolescent gambling but also in videogame playing (which shares many similarities with gambling). There appear to be three main forms of adolescent gambling that have been widely researched. Adolescent gambling activities and general risk factors in adolescent gambling are provided. As well, the influence of technology on adolescents in the form of both videogames and the Internet are examined. It is argued that technologically advanced forms of gambling may be highly appealing to adolescents.  相似文献   

16.
Several studies have found that certain traits of impulsivity are associated with gambling disorder, and influence its severity. Furthermore, it has been suggested that some forms of gambling, particularly electronic gambling machines, are particularly widespread among pathological gamblers. In the present, exploratory study, we aim to clarify the role played by impulsivity in influencing the choice of specific gambling activities, by examining the relation between individual dimensions of impulsivity, and the choice of specific gambling activities in a clinical population. 100 consecutively admitted pathological gamblers at the National Problem Gambling Clinic in London (UK) in 2014 were administered the UPPS-P and BIS-11 impulsivity questionnaires, the Problem Gambling Severity Index, and underwent a structured interview concerning their gambling activities in the month and year prior to assessment. The correlation between individual gambling activities and impulsivity dimensions was analyzed both at a bivariate level, and using logistic regression. We found a significant correlation between Negative Urgency, Motor impulsivity and low-stakes machine gambling on multivariate analysis. Negative urgency (i.e. the tendency to act impulsively in response to negative affect), and Motor impulsivity (a tendency to rash action and restlessness) might be mediating factors in the choice of electronic gambling machines, particularly among patients whose gambling is escape-oriented. Structural and situational characteristics of gambling machines, particularly the widespread availability of low-stakes—rather than high-stakes—gaming machines, might concur to the choice of this form of gambling among individuals who present higher negative urgency and restlessness.  相似文献   

17.
Fantasy sports is a growing industry with a reported 56.8 million individuals participating in the United States and Canada alone in 2015. Whereas this activity has attracted considerable public attention, little research has examined its impact on adolescents in spite of their high rates of gambling. The current study examined the relationship between regular participation (more than once a month) in sport-relevant gambling activities among adolescents and those identified as being at-risk for a gambling problem. Questionnaire responses were collected from high school students (N = 6818; 49 % male) in Wood County, Ohio, United States. Statistical analyses revealed that regular involvement in sports betting, fantasy sports betting, and daily fantasy sports betting among adolescents was associated with a higher risk of gambling problems. Further, although males participate more frequently in these activities, females who participate have a stronger likelihood of being at-risk. Students aged 16–19 years old are at a higher risk for developing a gambling problem compared to younger adolescents when regularly engaging in sports-related gambling. Moreover, regularly participating in daily fantasy sports is the strongest predictor of at-risk gambling behavior in 13–15 year old students. A hierarchical logistic regression supports that controlling for gender and age, all forms of sport-relevant gambling activities are significant predictors of at-risk gambling. This study contributes to a more comprehensive understanding of the impact of sports betting and fantasy sports on adolescents and establishes an initial step for future studies to further investigate these relationships.  相似文献   

18.
An adolescent version of the South Oaks Gambling Screen was administered to 965 high school students, aged 14 to 19 years, in the city of Windsor, Ontario. Ninety percent of the adolescents were involved in gambling activities and a substantial proportion of these were engaged in underage gambling. High levels of problem gambling behaviors were found. Problem gambling behaviors were found to be related to the number of different gambling activities and the amount of money gambled. Problem gambling was defined as a score of five or more on the SOGS-RA screen utilizing a scoring method that paralleled the SOGS scoring method. Problem gambling levels were estimated to be 8.1%±1.8% of the adolescent sample. There were significant gender differences in the level of problem gambling, but no significant difference with age was found.  相似文献   

19.
The broad expansion of gambling across North America during the last two decades has generated concern about the extent of gambling and problem gambling in youth, and the need to more accurately monitor it. The South Oaks Gambling Screen-Revised for Adolescents (SOGS-RA) is a promising instrument for screening problem gambling (Winters, Stinchfield, & Fulkerson, 1993) that requires more evaluation. Accordingly, further psychometric analysis of the instrument was conducted as part of a community survey of gambling in a sample of 1,000 male and female youth, aged 12 to 17 years. The analyses extended previous focus by including females, young adolescents, and an evaluation of youth classified as at-risk. Consistent with preliminary findings obtained during scale development, the distribution of item endorsement revealed trends of over-endorsement for some items (e.g., gambled more than intended, felt bad about the amount bet), and under-endorsement for others (e.g., criticized or told you had a gambling problem). These results suggest consideration of some form of weighting procedure, item deletion or re-wording. A factor analysis of the SOGS-RA items suggested a two-factor solution, with one factor interpreted as Control over Gambling and the other Gambling Consequences. It is proposed that the two factors may represent early versus more severe levels of gambling problems, respectively. The results highlight the need for further psychometric evaluation and refinement of instruments used to identify gambling problems in young people.  相似文献   

20.
There is a paucity of research in the UK which examines problem gambling and that which does exist is mainly quantitative, focuses on male samples and fails to look at treatment seeking populations or obstacles preventing problem gamblers from seeking treatment. This paper presents findings from part of a larger qualitative study that explored the experience of treatment for female problem gamblers. Data were collected using semi-structured interviews with eight women who had received individual cognitive-behavioural therapy in the National Health Service for their gambling problem. An interpretative phenomenological analysis approach was applied in the research process, identifying three main themes, of which the subtheme ‘Barriers to Treatment’ is examined here. Internal and external barriers to treatment organically emerged in all female participants’ accounts and appear to have an impact on service utilisation. Input directly from gamblers can be combined with findings from other studies to devise better ways of reaching female problem gamblers. A better understanding of barriers to treatment can also provide valuable direction for future research and suggest applications in clinical service provision and treatment planning.  相似文献   

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