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1.
The purpose of this study was to compare rates of gambling among Minnesota public school students between 1992, 1995, and 1998. The three samples included 75,806 students in the 9th and 12th grades in 1992; 73,897 9th and 12th grade students in 1995; and 78,564 9th and 12th grade students in 1998. Students were administered the Minnesota Student Survey, a 121-item, anonymous, self-administered, paper-and-pencil questionnaire that inquires about multiple behavioral domains, including gambling behaviors. The same questionnaire, with minor revisions to the gambling items, was administered in 1992, 1995, and 1998 to students in their classrooms by the Minnesota Department of Education. The results showed two opposite trends. On the one hand, fewer students gambled in 1998 than in 1995 and 1992. On the other hand, there was a small, but growing number of 12th grade students who gambled frequently. In terms of trends over time for specific games, the lottery showed a significant decline in the number of 9th grade students who played at all. There was also a significant increase in the number of 12th grade students who played the lottery weekly or more often. The findings that frequent lottery gambling has increased among 12th grade students and that underage gambling continues among these students, are both cause for concern. This is the first generation of youth to be exposed to widespread accessability to legalized gambling venues and gambling advertising. Legalized gambling may be a new "rite of passage" for some of today's youth. It will be important to continue to monitor youth gambling and to provide information and resources to assist youth in making healthy decisions about their gambling behavior.  相似文献   

2.
The purposes of this study were to examine the prevalence of gambling among youth, compare rates of gambling between 1992 and 1995, and determine what levels of gambling frequency may be considered common and uncommon. The two samples included 122,700 Minnesota public school students in the 6th, 9th, and 12th grades in 1992; and 75,900 9th and 12th grade students in 1995. Students were administered the Minnesota Student Survey, a 126-item, anonymous, self-administered, paper-and-pencil questionnaire that inquires about multiple content domains, including gambling behaviors. The same questionnaire, with minor revisions to the gambling items, was administered in both 1992 and 1995 to students in their classrooms by the Minnesota Department of Education. There were slight decreases in overall gambling rates from 1992 to 1995. The majority of students gambled at least once during the past year. However, most did not play any game on a weekly/daily rate and did not report any problems associated with their gambling. Gender, grade, and race effects were found for gambling frequency. Boys gambled more often than girls, and 9th and 12th grade students gambled more often than 6th grade students. Asian American and White students reported lower rates of gambling frequency than Mexican/Latin American, African American, and American Indian students. From a statistical standpoint (i.e., beyond the 97.7 percentile), it may be considered in the uncommon range for girls to play two or more games at a weekly/daily rate, and for boys to play four or more games at a weekly/daily rate. Variables associated with gambling frequency included antisocial behavior, gender, and alcohol use frequency. Although the finding that gambling did not increase from 1992 to 1995 is encouraging, this is the first generation of youth to be exposed to widespread accessability to gambling venues and gambling advertising and it will be important to continue monitoring the prevalence of youth gambling.  相似文献   

3.
The development and initial psychometric properties of an adolescent gambling problem severity measure are described. The scale, based on a revision of the South Oaks Gambling Screen (Lesieur & Blume, 1987), was administered to 1,101 older (ages 15 to 18) Minnesota adolescents as part of a state-wide gambling survey. Study results indicated that the scale had moderate internal consistency reliability and was significantly related to alternate measures of problem severity for male subjects. Because the rate and severity of gambling among females was very low, the psychometric adequacy of the scale for females is not known at this time. The implications of study findings to the conceptual understanding of adolescent gambling problem severity as well as study limitations and future research needs, are discussed.Support for the study was provided by the Minnesota Department of Human Services and the Center for Addiction Studies, University of Minnesota, Duluth. The authors gratefully acknowledge the assistance from Robert Blum, Linda Harris, Durand Jacobs, J. Laundergan, Alan Mathiason, Brenda Miller, James Schaefer, school officials from the participating high schools, and interviewers who assisted with the telephone survey.  相似文献   

4.
Abstract

In this study of gambling frequency and problem gambling in school‐based young people from the western suburbs of Melbourne, 710 students from Years 10, 11 and 12 were surveyed in 1996, and 776 students from the same years and from the same schools were surveyed in 1998. The mean age of both cohorts was 16.3 years. The major aim of the study was to assess changes in youth gambling patterns over this two‐year period. A second aim was to compare gambling patterns among Asian youth in comparison with their Anglo‐European counterparts. Results indicated that gambling frequency (including use of poker machines) had significantly reduced over the two‐year period, as had problem gambling. Contrary to the stereotype, young Asian background students were less likely to gamble than Anglo‐European students, spent less money on gambling, but paradoxically, scored higher on the problem gambling scale. Possible reasons for this anomalous finding were discussed.  相似文献   

5.
Portable media devices, such as smartphones, have allowed gambling related content to infiltrate into a new market of potential consumers. Simulated gambling products are now readily available through multiple online platforms, and are becoming a popular form of entertainment for many young media users. Despite widespread use of these products, very little is known about how continued exposure to and involvement with simulated gambling may impact on real-money gambling attitudes and behaviours, particularly for young consumers. This paper reviews the literature exploring simulated gambling products and how consumption may promote monetary gambling, as well as fostering pro-gambling attitudes among youth and adolescents. Findings suggest that youth are highly exposed to simulated gambling games, and those who engage with these products are also more likely to be prone to monetary gambling and gambling problems. Virtual currency, in-game events and gambling themed content are also likely to promote biases about gambling or desensitise consumers to monetary losses. Simulated gambling products may therefore pose a risk to consumers, and particularly young consumers, rather than serve as a benign substitute for monetary gambling. To date, research has largely focused on correlational relationships between simulated and monetary gambling using cross-sectional methodologies. Future research should focus on determining the causal pathway between simulated gambling involvement and monetary gambling in order to identify and manage any risk associated simulated gambling participation.  相似文献   

6.
The recent emergence of gambling problems among youth around the world is alarming. For those most vulnerable in our society, children and adolescents, problem gambling presents a serious public health concern. Our current knowledge and understanding of the magnitude of the problem and its considerable impact upon the well-being of youth compels us to respond in a timely and effective manner. A general public health paradigm to gambling, originally articulated by Wynne (1997) and Korn and Shaffer (1999), highlights the importance of such an approach. However, a conceptual model and framework to understand and specifically address youth problem gambling within a public health framework is needed. This article articulates a theoretical framework and model that will help facilitate the development, implementation and evaluation of a comprehensive, multi-level health promotion and prevention strategy for youth problem gambling.  相似文献   

7.
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   

8.
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   

9.
Recent research has made it clear that problematic gambling is often accompanied by problematic alcohol use. Unfortunately, little is known about the nature of this association, especially as it relates to gambling treatment outcome. The purpose of this study is to explore the effect of current alcohol use level and previous substance abuse treatment on the symptoms of a large cohort of pathological gamblers as well as on their response to treatment for pathological gambling. The sample included 464 men and 301 women recruited at six gambling treatment programs in Minnesota. Gambling treatment patients were assessed on a number of gambling problem severity and related clinical variables using the Gambling Treatment Outcome Monitoring System (GAMTOMS). Patients with frequent alcohol use had greater gambling involvement at baseline than infrequent alcohol users. Patients with a previous history of substance abuse treatment had more severe psychosocial problems, ostensibly resulting from their gambling behavior, than patients without past substance abuse treatment. A MANOVA with repeated measures showed that neither pretreatment alcohol use, nor past substance abuse treatment exerted significant effects on gambling treatment outcome. While the level of pretreatment alcohol use and a history of substance abuse treatment are markers for greater gambling problem severity, treatment outcome for pathological gambling was not adversely impacted by these variables.  相似文献   

10.
Instant ticket purchase gambling (ITPG) is pervasive in Ontario and has features that mimic slot machine play. Previous researchers have reported that ITPG is one preferred activity for at-risk/problem gamblers. In the general Canadian population, rate of participation in ITPG is second only to lottery ticket gambling. Both are particularly favored by youth and seniors. The next cohort of seniors will be Canada’s baby boomers, one-third of whom live in Ontario. Secondary analysis of Statistics Canada data revealed that adults in this cohort who buy instant gambling tickets (N = 1781) are significantly different from the complete group of their age peers (N = 4266) in number of activities pursued and frequency of involvement. At-risk/problem gambling prevalence was 10.2% amongst Ontario baby boomers who participate in instant ticket gambling, significantly higher than the 6.7% found amongst the total group of baby boom gamblers. For those who reported experiencing one or more of the Canadian Problem Gambling Index indicators for problem gambling (N = 237), 73% were buying instant tickets. Future research should consider cohort effects and explore combinations of preferred gambling activities that may increase risk for problem gambling. Social policy recommendations include the use of all ITPG venues as key locations for promoting awareness of problem gambling treatment services. This work was funded by Ontario Problem Gambling Research Centre.  相似文献   

11.
This study examined the relationship between several pre-examined risk factors for youth problem gambling, a number of potential protective factors for youth problem gambling, and the development of adolescent problem gambling. The sample consisted of 2179 students, ages 11–19. The results of analyses of variance revealed that lower family and school connectedness are associated with adolescent problem gambling. Further, an examination of the effect of potential protective factors on a set of risk factors predictive of adolescent problem gambling suggests that lack of family cohesion plays a role in predicting at-risk and problem gamblers. The results are framed in terms of a general model of risky behaviour and implications for prevention are outlined.  相似文献   

12.
Data from five recent studies using self-reports were merged to explore gender differences in the characteristics of adolescent problem gambling, including comorbidity with other youth problems. The sample consisted of 2,750 male and 2,563 female participants. Male problem gamblers were more likely than females to report signs of psychological difficulties while females were more likely to note behavioural problems as a consequence of their gambling problems. Males and females with severe gambling problems had remarkably similar prevalence rates of depression, substance use and weekly gambling. In the non-problem gambling group, depression was more likely to afflict females whereas substance use and frequent gambling were more prevalent among males.  相似文献   

13.
This paper reports on the development and pilot evaluation of a Croatian school-based youth gambling prevention program “Who really wins?”. The program is aimed at minimizing risk and enhancing protective factors related to youth gambling. A short-term evaluation of the program was conducted with a sample of 190 first and second year high-school students (67.6% boys, aged 14–17 years; average age 15.61). An experimental design with two groups (Training vs. No Training) and two measurement sessions (pre-test and post-test sessions) was used to evaluate change in problem gambling awareness, cognitive distortions, knowledge of the nature of random events as well as in social skills. Results showed significant changes in the post-test sessions, which can be attributed to changes in the Training group. We observed a decrease in risk factors, namely better knowledge about gambling and less gambling related cognitive distortions. Immediate effects on protective factors such as problem solving skills, refusal skills, and general self-efficacy were not observed. Findings also show program effects to be the same for both boys and girls, students from different types of schools, for those with different learning aptitudes, as well as for those at different risk levels with regard to their gambling, which speaks in favour of the program’s universality. The program had no iatrogenic effects on behaviour change and shows promise as an effective tool for youth gambling prevention. Future research and a long-term evaluation are needed to determine whether the observed changes are also linked to behavioural change.  相似文献   

14.
This paper presents a revised version of DSM-IV-J criteria for youth, the DSM-IV-MR-J, together with psychometric data stemming from its use in a major prevalence study of adolescent gambling and problem gambling. The case is made for further development and testing of current and emerging instruments to screen for problem gambling in youth, with the aim of establishing one internationally accepted gold standard measure.  相似文献   

15.
We assess changes in gambling and problem gambling from 1990 to 1994, a period of rapid expansion in gambling availability. Surveys of non-institutionalized adult Minnesotans were conducted in the spring of each year. Problem gambling was assessed using the SOGS-M, the Minnesota revision of the South Oaks Gambling Screen. Gambling was found to be more frequent among Minnesotans in 1994 than in 1990, and the preference for games changed. Moreover, problem gambling increased over the period. This increase, however, appears to have occurred at the lower ends of the problem gambling continuum rather than at the probable pathological level. Policy implications are explored.  相似文献   

16.
A study of pull tab gambling in Minnesota was undertaken to describe the state's most popular form of gambling. The study also focused on the detection of any abuses or addictive problems that might be associated with it. Pull tab gambling is similar to slot machine gambling. The game, fundamentals of play, and some of the behaviors of pull tab gamblers are described. Various playing patterns and strategies, pull tab etiquette, the numbers and types of players, amounts of money bet, player's wins and losses, house profits, gambling abuses, behaviors which may indicate problem gambling, and dealer/player relationships are discussed. The study concludes with suggestions to help minimize some of the actual and potential problems and abuses that accompany pull tab gambling.This study was supported by funding from the Minnesota Department of Human Services, Mental Health Division. The information presented here is based on a report (Schaefer & Aasved, 1990) submitted to that agency.The authors would like to thank Drs. Sue Fisher and Mark Griffiths for their helpful suggestions and comments on an earlier draft of this paper.  相似文献   

17.
While there is a general consensus in the literature that it is common for youth to gamble, considerable variability in the reported prevalence rates of youth problem gambling has been found. More recently, issues concerning the possible overestimation of these rates have been raised. Arguments underlying the proposition that problem gambling rates for youth are inflated are examined. It is acknowledged that more rigorous research is required, including the need for the development and refinement of current adolescent instruments and screening tools, agreement upon a gold standard criterion for adolescent problem gambling, and clarity of nomenclature issues. The advancement of scientific knowledge concerning the underlying risk factors associated with the onset and course of youth gambling involvement and the role of effective adolescent prevention and treatment programs will require these fundamental research questions to be addressed.  相似文献   

18.
Previous research has shown that gambling is a popular activity among adolescents. Following a rapid expansion of legalized gambling opportunities and the emergence of new forms of gambling, many researchers have carried out studies on adolescent gambling and problem gambling. The present paper reviews studies that have been conducted worldwide since 2000, and then presents a more detailed picture of adolescent gambling research in Europe, by providing a country-by country analysis. After an extensive search on academic databases and following an exclusion process, 44 studies were identified. The findings showed that 0.2–12.3 % of youth meet criteria for problem gambling, notwithstanding differences among assessment instruments, cut-offs, and timeframes. However, despite this variability, several demographic characteristics were associated with adolescent gambling involvement and problem gambling. It is concluded that a small but significant minority of adolescents have gambling-related problems. Such findings will hopefully encourage more research into youth gambling to further understand the determinants of this phenomenon.  相似文献   

19.
Gambling has seen significant growth globally, and particularly in Italy: it has rapidly evolved from a simple recreational activity to represent 4% of Italian GDP in 2010.A sample of 4.494 gamblers was drawn from IPSAD-Italia®2007-2008 (Italian Population Survey on Alcohol and Drugs) in order to examine different gambling patterns (assessed using the Canadian Problem Gambling Index Short form scale).Separate analysis was performed on young adults, age 15–24 (n = 1,241; male 56.2%), and adults, age 25–64 (n = 3,253; male 53.8%): compared with adults, Italian youth, although they gambled less (35.7% vs. 45.3%), appeared to have higher prevalence of low risk gambling (6.9% vs. 5.8%) and moderate risk or problem gambling (2.3% vs. 2.2%). Males are more likely to be moderate-risk or problem gamblers. Those with only a primary education are more likely to be moderate-risk or problem gamblers (young adults: RRR = 5.22; adults: RRR = 3.23) than those with a university education, just like those youth who use depressants, but only among younger (RRR = 3.38).A fundamental issue, “do not disapprove of gambling”, seems to relate to problematic gambling: a specific Italian legislation, the Abruzzi Decree Law, could have influenced the perception that gambling may contribute positively to provide additional funds to the government for social good as well as to add needed jobs. Regardless of such potential social benefits, gambling is a social epidemic and if this association should be confirmed by more focused studies, policy makers should evaluate ways to affect this perception as soon as possible.  相似文献   

20.
Long term trends, based on findings from twenty independent prevalence studies surveying middle and high school youth in North America, suggest that within the past year two out of three legally underage youth have gambled for money. In the United States and Canada as many as 15.3 million 12–17 year olds have been gambling with or without adult awareness or approval, and 2.2 million of these are experiencing serious gambling-related problems. Lottery play dominates legalized forms of gambling among juveniles in both the United States and Canada. Trends between 1984–1999 indicate a substantial increase in the proportion of juveniles who report gambling within the past year, and a parallel increase in the proportion of juveniles reporting serious gambling-related problems. Yet, there continues to be little public awareness or concern about the extent, or the potential hazards associated with juvenile gambling. A composite profile of juveniles reporting numerous gambling problems is contrasted with their peers who reported few or none. Future prospects concerning this growing problem are offered.  相似文献   

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