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1.
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   

2.
Dixon and Johnson (Anal Gambl Behav 1: 44–49, 2007) proposed the Gambling Functional Assessment as a tool to identify the consequences maintaining the respondent’s gambling behavior, but subsequent studies on its psychometric properties suggested that it could use improvement. The present study investigated the internal consistency of the Gambling Functional Assessment—Revised using the responses of 1,060 undergraduate students. Temporal reliability was assessed by a second administration of the measure four (n = 87) or twelve (n = 98) weeks after the first administration. Temporal reliability was also compared to the South Oaks Gambling Screen (Lesieur and Blume in Am J Psychiatry 144: 1184–1188, 1987), which was also administered at both time points. Internal consistency measures were good to excellent, even when potential non-gamblers were excluded from the analyses. Temporal stability was also very good, with the possible exception of the consequence of “escape” at 12 weeks. The Gambling Functional Assessment—Revised represents a potentially useful tool for researchers and therapists interested in why respondents are gambling.  相似文献   

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

4.
Mahjong is a popular gambling game played in Chinese communities all over the world (Papineau, China Perspect 28:29–42, 2000) and is sometimes referred to as ‘国赌’ (guodu, the Chinese national gambling game) or ‘修长城’ (xiu changcheng, repairing the Great Wall). Exploratory studies using snowball sampling conducted by Zheng et al. (J Psychol Chin Soc 9(2):241–262, 2008) indicated that Mahjong is not only a popular pastime within the Sydney Chinese community but also problematic for around 3% of players. The current study aimed to extend earlier studies by estimating the prevalence of Mahjong problem gambling in a random sample of Sydney Chinese community members. In addition, due to first-hand gambling experience of the first author with superstitious Mahjong players, the study also investigated the role of superstitious beliefs in Mahjong gambling. The current study involved a series of self-report questionnaires administered to 469 randomly selected Chinese Australians in Sydney. The problem gambling rate, assessed by the Canadian Problem Gambling Index (CPGI), was 3.8%, with Chinese males and older Chinese prominent. Superstitious beliefs were found to play a part in the maintenance of Mahjong gambling behaviour. Information stemming from the current study has helped gain insight into culturally specific forms of gambling, and to identify correlates of problem gamblers. Funding bodies and counselling services should be aware of the existence of this form of gambling, and should devise appropriate treatment plans for Mahjong problem gamblers.  相似文献   

5.
The purpose of this study was to examine the psychometric properties of the Chinese 9-item Problem Gambling Severity Index (PGSI) derived from the 31-item Canadian Problem Gambling Index (CPGI) originally developed by Ferris and Wynne (2001). Exploratory factor analysis (EFA; n = 386; Group A data) and confirmatory factor analysis (CFA; n = 387; Group B data) on the Chinese student and community data (Mean age = 25.36 years) showed that a unifactorial model fitted the data with good reliability score (Cronbach’s alpha = 0.77). The concurrent validity of the PGSI-C was good in terms of the Chinese data matching the expected correlation between PGSI-C and other variables or scales such as SOGS, gambling frequency, gambling urge, gambling cognitions, depression, anxiety, and stress. The scale also reported good discriminant and predictive validity. In sum, the PGSI-C has good psychometric properties and can be used among Chinese communities to identify at-risk problem gamblers. Implications and suggestions for future research are discussed.  相似文献   

6.
The Social Facilitation Effect shows performance on many simple tasks is enhanced by crowds of onlookers or co-actors (others performing the same activity). Previous experimental research has shown that Electronic Gaming Machine (EGM) betting behavior is intensified by the belief that others are gambling along with the subject (Rockloff and Dyer, J Gambl Stud 23(1):1–12, 2007). The present study extends these findings by simulating crowds of differing sizes using a fake video-conference along with a live confederate who gambles concurrently with the subjects. Fifty-four male and 81 female subjects aged 18–82 (M = 46.9, SD = 16.7) played a laptop simulated 3-reel EGM using a $20 stake in 3 conditions: (1) alone, (2) in a simulated group of 5 persons plus 1 live confederate, or (3) in a simulated group of 25 persons plus 1 live confederate. The EGM outcomes were rigged with a fixed 20 trial winning sequence followed by an indefinite losing sequence. As hypothesised, gambling intensity, as measured by trials played, speed of betting and final payouts, was progressively greater with larger crowd sizes (P < .05). In contrast, bet-size was slightly lower with larger crowds. The results suggest that gambling venues with more players tend to increase gambling persistence and contribute to greater long term monetary losses.  相似文献   

7.
Excitement-seeking and related constructs have been associated with heavier gambling and negative health measures in problem and/or pathological gamblers. Most adults gamble recreationally and an understanding of the relationship between excitement-seeking as a motivation for gambling amongst subsyndromal gamblers has significant public health implications. Logistic regression analyses were used to examine a national sample of past-year recreational gamblers (N = 1,476) to identify characteristics distinguishing gamblers acknowledging gambling for excitement (“Excitement-seeking Gamblers” or EGs) and gamblers denying gambling for excitement (“Non-excitement-seeking Gamblers” or NEGs). EGs were more likely than NEGs to report alcohol use and abuse/dependence, any substance abuse/dependence, incarceration, large gambling wins and losses, more frequent and varied gambling, and symptoms of pathological gambling (i.e., at-risk gambling). Together, these findings indicate that EGs are more likely than NEGs to demonstrate problems in multiple areas characterized by impaired impulse control.  相似文献   

8.
Recently, Thrasher et al. (College Student Affairs Journal 27(1): 57–75, 2007) explored the efficacy of the Theory of Reasoned Action (TRA; Ajzen and Fishbein, Attitudes, personality, and behavior, 1980) in explaining gambling behavior of college students. However, their study found the TRA only predicted small amounts of variance in gambling intentions. Heeding their call to enhance the efficacy of the TRA through the addition of explanatory variables to the model, the present study incorporated gambling motivations and locus of control as moderating variables within the TRA to test the potential of a modified TRA in explaining gambling behavior of college students. A total of 345 students at a major metropolitan research university in the Midwest volunteered to participate in the study. A series of hierarchical linear regressions indicated intrinsic motivation to accomplish (p = .002) significantly moderated the relationship between gambling attitudes and gambling intentions. Further, internal locus of control (p < .001), chance locus of control (p < .001), and powerful others locus of control (p < .001) also significantly moderated the relationship between gambling attitudes and gambling intentions. The significant impact of the moderating variables on the relationship between gambling attitudes and intentions suggests intrinsic motivation and locus of control can alter the impact of the relationship between gambling attitudes and gambling intentions.  相似文献   

9.
The Inventory of Gambling Situations (IGS-63; Turner and Littman-Sharp, Inventory of gambling situations users guide, 2006) is a 63-item measure of high-risk gambling situations. It assesses gambling across 10 situational subscales that load onto two higher-order factors: negative and positive situations (Stewart et al. Psychology of Addictive Behaviors, 22:257–268, 2008). While the IGS-63 has excellent psychometric properties (Littman-Sharp et al., The Inventory of Gambling Situations: Reliability, factor structure, and validity (IGS Technical Manual), in press) its length may preclude its use in time-limited contexts. The purpose of this study was to develop and validate a 10-item short-form of the IGS (IGS-10). Each IGS-10 item reflects one of the ten subscale categories from the IGS-63, with two items from the original subscales included as examples for each IGS-10 item. The IGS-10 was administered to 180 undergraduate gamblers along with the IGS-63 and the Problem Gambling Severity Index (PGSI; Ferris and Wynne, Canadian Problem Gambling Index: Final report, 2001). IGS-10 items showed convergent validity with the corresponding IGS-63 subscales (r’s = .60–.73). Principal components analysis of the IGS-10 revealed two factors: negative (α = .84) and positive (α = .85). PGSI scores correlated significantly with all IGS-10 items (r’s = .33–.58) and with both IGS-10 higher-order subscales (r’s = .66 [negative] and .49 [positive]), supporting the criterion validity of the IGS-10. Since minimal information is lost when using the IGS-10, the short form may prove particularly useful when respondent burden prevents using the full IGS-63.  相似文献   

10.
We compared offspring of problem gamblers (n = 42) to offspring of parents without gambling problems (n = 100) to see (1) whether the two groups differed with respect to depressive feelings and conduct/antisociality problems and (2) whether ineffective parenting or the offspring’s own gambling problems played a mediating role in this context. Participants were drawn from a relatively large community-based study (N = 1,872). Parents rated their own gambling and other mental health problems when their children were in mid-adolescence. The children’s self-reports on depressive feelings and conduct/antisociality problems were assessed at two points in time: by mid-adolescence and again by early adulthood. Results showed that children of parents with gambling problems reported more depressive feelings and more conduct problems by mid-adolescence than children of parents without gambling problems. Children of problem gamblers also experienced an increase in their depressive symptoms from mid-adolescence to early adulthood. Importantly, ineffective parenting, but not children’s gambling problems, mediated almost all the links between parental problem gambling and children’s adjustment problems. These results add to a very small data base showing that children of problem gamblers are at risk for a variety of adjustment problems.
Frank VitaroEmail:
  相似文献   

11.
This study examined the efficacy of two group treatments for pathological gambling, a node-link mapping-enhanced cognitive-behavioral group therapy (CBGT-mapping) and twelve-step facilitated (TSF) group treatment. Forty-nine participants meeting criteria for pathological gambling were recruited from local newspaper advertisements. These participants were randomly assigned to one of three conditions: TSF (n = 11), CBGT-mapping (n = 18), and Wait-List control (n = 9); 11 refused treatment prior to randomization. Outcome measures included number of DSM-IV criteria met, perception of control/self-efficacy, desire to gamble, and frequency of gambling episodes. Analyses revealed a significant treatment group × time interaction (η2partial = .39). Specifically, the group treatments resulted in significant improvements in the dependent measures, while the Wait-List group remained relatively stable. Overall, CBGT-mapping and TSF had no significant differences on any outcome measure at follow-up assessments. Analysis of post-treatment and 6-month follow-up reveal a significant improvement in gambling outcomes (i.e., fewer DSM-IV criteria met, greater self-efficacy, and fewer gambling episodes (η2partial = .35), with treatment gains maintained at 6 months. These results are consistent with previous research for group treatment for pathological gambling and provide support for the utility of TSF and a mapping-based CBT therapy as viable intervention for pathological gambling.  相似文献   

12.
This study examined the associations among thinking style (rational versus experiential), gambling related cognitions, and problem gambling severity. The participants were 70 female and 41 male regular gamblers who completed the Gambling Related Cognitions Scale (Raylu and Oei, Addiction 99:757–769, 2004), the Rational-Experiential Inventory (Pacini and Epstien, J Pers Soc Psychol 76(6):972–987, 1999), and the Problem Gambling Severity Index (Ferris and Wynne, The Canadian problem and gambling index: final report. Canadian Centre on Substance Abuse, Ottawa, 2001). Rational thinking was negatively related to problem gambling severity. Gambling related biases increased with problem gambling severity but the strength of those biases was dampened by rational thought. The patterns by which gambling related cognition mediated the association between thinking style and gambling severity suggest that therapeutic interventions may benefit from a consideration of a gambler’s thinking style.  相似文献   

13.
The purpose of the following study was to explore certain affective and cognitive components and their relationships to gambling behavior in an undergraduate population. Specifically, the aim was to predict gambling severity using depression scores on the BDI-II, the dependency and self-criticism subscales on the DEQ, emotional awareness scores on the LEAS, cognitive flexibility scores from the STROOP, and a creativity subtests from the TTCT. Participants were 200 undergraduate students and 3.5–7.5% of individuals reported some level of problematic gambling behavior. Multiple regression analysis indicated that self-criticism and creative originality were significant predictors of gambling behavior, explaining 7.6% of the variance. Further analyses reveal a non-linear trend in the creative originality of those who gamble; only the at-risk gamblers were high in creativity whereas abstainers and problematic gamblers display similarly lower levels of creativity. Results are discussed in regards to Blaszczynski and Nower’s Addiction 97:487–499 (2002) subtypes of gambling vulnerability.  相似文献   

14.
A set of low-risk gambling limits were recently produced using Canadian epidemiological data on the intensity of gambling behavior and related consequences (Currie et al. Addiction 101:570–580, 2006). The empirically derived limits (gambling no more than two to three times per month, spending no more than $501–$100°CAN per year or no more than 1% of gross income spent on gambling) accurately predicted risk of gambling-related harm after controlling for other risk factors. The present study sought to replicate these limits on data collected in three independently conducted Canadian provincial gambling surveys. Dose–response curves and logistic regression analyses were applied to gambling prevalence data collected in surveys conducted in 2001–2002 within the provinces of Alberta, British Columbia, and Ontario (combined sample N = 7,675). A comparable dose–response relationship between gambling intensity and risk of harm was found in each province. The optimal thresholds for defining an upper limit of low-risk gambling were similar across the three provinces despite variations in the availability and organization of legalized gambling opportunities within each region. These results provide additional evidence supporting the validity of the low-risk gambling limits. Quantitative limits could be used to augment existing responsible gambling guidelines.
Shawn R. CurrieEmail:
  相似文献   

15.
Gaming industry employees work in settings that create personal health risks. They also have direct contact with customers who might engage in multiple risky activities (e.g., drinking, smoking, and gambling) and might need to facilitate help-seeking by patrons or co-workers who experience problems. Consequently, the empirical examination of the processes and procedures designed to prepare employees for such complex situations is a public health imperative. In the current study we describe an evaluation of the Casino, Inc. Play Responsibly responsible gaming program. We surveyed 217 employees prior to and 1 month after (n = 116) they completed a multimedia driven responsible gambling training program. We observed that employees improved their knowledge of responsible gambling concepts from baseline to follow-up. The Play Responsibly program was more successful in providing new knowledge than it was in correcting mistaken beliefs that existed prior to training. We conclude, generally, that Play Responsibly is associated with increases in employees’ responsible gambling knowledge.  相似文献   

16.
Our objectives for this report were to identify trajectories of youth gambling behavior, and to examine their relation to executive cognitive function (ECF) and associated problem behaviors. Philadelphia school children, enrolled at ages 10–12 years (n = 387; 49% male), completed three annual assessments of risk behaviors, ECF, impulsivity, problem behaviors and demographics. Across ages 10–15 years, using methods from Nagin et al., two groups were identified: Early Gamblers (n = 111) initiated early and continued in later assessments, and Later Gamblers (n = 276) initiated at later ages and gambled less. Betting money on cards and sports were the most frequently reported gambling behaviors. Using gambling group as outcome, final backward selection logistic regression model showed Early Gamblers are more likely male (P = 0.001), report more active coping (P = 0.042), impulsive behaviors (P ≤ 0.008), and have friends who gamble (P = 0.001). Groups were similar in ECF, parental monitoring, marital status, SES, and race. Early Gamblers had higher incidence of problem behaviors and drug use (all P ≤ 0.006). Two gambling groups were identified in early adolescence with Early Gamblers showing higher levels of impulsivity and comorbid problems but similar levels of ECF compared to Late Gamblers. As more gambling groups are identified through later adolescence, ECF may emerge as a relevant precursor of problem gambling at this later time.  相似文献   

17.
Dixon and Johnson (Analysis of Gambling Behavior 2007, 1:44–49) introduced the Gambling Functional Assessment (GFA), which attempts to identify the consequences that may be maintaining a person’s gambling behavior. The present study had 949 introductory psychology students complete the GFA, with 124 of them completing the measure a second time 12 weeks later. Measures of internal consistency were quite good regardless of whether “non-gamblers” were included or excluded. Test–retest reliability was somewhat mixed, with Escape scores yielding substandard coefficients, especially among females. Both internal and test–retest reliability were typically poorer for female respondents. In general, the GFA performed within the limits of acceptable reliability, and coefficients compared favorably with similar measures. Future investigations will need to determine the reliability and validity of the instrument, especially as it pertains to its intended population, pathological gamblers.  相似文献   

18.
Gambling cognitions have constantly been associated with the development and maintenance of problem gambling. Despite researchers reporting high rates of gambling and problem gambling among the Chinese, little is known about the role of gambling cognitions among Chinese individuals (Raylu & Oei, 2004a). This is partly because there is a lack of validated instruments to assess gambling cognitions in this population. Thus, the purpose of the present study was to examine and validate the Gambling Related Cognitions Scale-Chinese version (GRCS-C), which was based on the 23-item Gambling Related Cognitions Scale (GRCS; Raylu & Oei, 2004b). Confirmatory Factory Analysis (CFA) using 422 Chinese participants (166 Male, 256 Female; Mean age = 32.28 years) from the general community (221 living in Australia and 201 living in Taiwan) confirmed that a five-factor model was a good fit for the data. The Cronbach’s alpha coefficient for the overall scale was .95, and ranged from .83 to .89 for the five factors. Concurrent, discriminant, and predictive validities of the GRCS (Chinese version) were also good suggesting that the GRCS-C is a valid and reliable instrument for assessing gambling cognitions among non-clinical Chinese samples.  相似文献   

19.
In this study we examined the relations between guilt and shame and coping strategies in response to gambling loss. Based on H.B. Lewis’s (Shame & guilt in neurosis. New York: International Universities Press, 1971) account of guilt and shame, we proposed that unlike guilt, the experience of shame involves the attribution of gambling loss to stable and global internal factors (i.e., self-devaluation). We hypothesized that problem gambling severity would be more strongly associated with the intensity of shame than with the intensity of guilt following gambling loss. Further, we hypothesized that the intensity of shame would be positively associated with the use of avoidant coping strategies following gambling loss. Finally, we hypothesized that the intensity of shame would mediate the association between problem gambling severity and the use of avoidant coping. These hypotheses were supported by a retrospective survey of recent gambling losses. Our finding suggests that the experience of shame and the use of avoidant coping strategies to deal with this emotion are central to problem gambling severity.  相似文献   

20.
The French items of the Gambling Motivation Scale (GMS) were first developed and validated by Chantal and colleagues in 1994. The scale then became one of the most widely used motivational scales in the gambling literature of the West. The present study recruited 932 Chinese university students in order to validate the Chinese version of the Gambling Motivation Scale (C-GMS). The results of a confirmatory factor analysis of the Chinese data supported the 7-factor model as proposed by Chantal et al. (Soc Leis 17:189–212, 1994). This study also found a second-order model with three major factors, which corresponded to three types of gambling motivation including self-determined motivation (for knowledge, for accomplishment, for stimulation, and due to identified regulation), non self-determined motivation (due to introjected regulation and external regulation), and amotivation. All subscales demonstrated satisfactory internal consistency, and showed significant correlations with gambling correlates such as problem gambling symptoms and gambling intention. In sum, the C-GMS showed adequate psychometric properties and can be extended for use with Chinese populations.  相似文献   

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