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1.
The idea that compulsive gambling is a disease is in direct conflict with the dominant view in the law that gambling is a vice. Under the traditional view individuals who gamble to excess are morally weak and deserving of punishment. The recognition of pathological gambling as an official mental disease or disorder by the American Psychiatric Association in 1980 created an irreconcilable contention: American law never punishes an individual for being sick. The conflict can be seen in every area of the law and even between judges sitting in the same courtroom. The most dramatic disputes have been over the insanity defense; but, the disease argument has been raised, sometimes successfully, in other criminal cases, to mitigate sentencing, in attorney disbarments, tax cases, bankruptcies, divorces, personal injury claims, and, most significantly, in claims against casinos. The legal disputes will spread and become even more heated as the disease diagnosis becomes more generally accepted.  相似文献   

2.
In contrast to tobacco, alcohol, and other consumer products associated with health risks, we know very little about how firearm manufacturers advertise their products. The authors examined advertisements for firearms in all 27 ad-accepting magazines listed in Bacon's Magazine Directory "guns and shooting" category. Sixty-three manufacturers spent an estimated $1,195,680 on firearm advertising during the month studied. Annual advertising costs ranged widely; manufacturers spent an estimated $28.16 in advertising per firearm produced. Firearms generally were presented as a part of a lifestyle. Self-protection was noted infrequently in the advertisements. By contrast, attributes of the gun, typically technological characteristics, were noted in almost every advertisement.  相似文献   

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This article examines consumer perspectives on match-fixing in esports – professionalized competitive video game play – and the implications of these perspectives for understanding game and gambling integrity. The relationship between match-fixing, game integrity and gambling is a close one, as gambling markets are reliant on strong game integrity, but has not yet been studied in detail in the context of esports. Drawing on extensive qualitative data collected from esports fans around the world, this article examines perceptions of gambling awareness, integrity and esports gambling to assess esports consumers’ awareness of and attitudes towards gambling-related match-fixing. Results indicate that esports viewers are not deeply concerned by match-fixing. In addition, spectators typically view gambling as a cause of corruption among competitors, but also understand and accept some elements of the practice. Further, spectators tend to rely on rules to determine their assessment of what is ‘wrong’, rather than assessments based on ethics, and are often willing to forgive infractions through a range of reasons and justifications. We propose a need for education among esports spectators, extending existing anti-cheating programmes beyond just athletes to include the broader esports community.  相似文献   

5.
Despite increased awareness of the need to begin educating young children about the potential dangers of gambling, empirical knowledge of the prevention of adolescent problem gambling and its translation into science-based prevention initiatives is scarce. This paper poses the question of whether or not the common elements of tobacco, alcohol, and illicit drug abuse prevention programs can be applied to gambling prevention. Common risk and protective factors across addictions, including gambling, appear to point to the need to develop a general model of primary, secondary, and tertiary prevention. The authors present the need for science-based prevention initiatives and describe a general adolescent risk-taking model as a basis for science-based prevention of adolescent problem gambling and other risk behaviors.  相似文献   

6.
Minimal research has investigated the stigma associated with problem gambling, despite its major hindrance to help-seeking and recovery. This study explored perceived stigma and self-stigma to examine stigmatizing beliefs held, how they may be internalized, coping mechanisms, and effects on help-seeking. In-depth interviews with 44 people experiencing gambling problems were analysed using interpretive phenomenology. Results revealed an overwhelming perception that problem gambling attracts acute public stigma and is publicly viewed as caused by personal failings. Participants had serious concerns about being viewed as ‘a problem gambler’, fearing demeaning stereotypes, social rejection, hostile responses and devaluing behaviours. Many participants internalized perceived stigma as self-stigma, with deleterious reported effects on self-esteem, self-efficacy, perceived social worth, and mental and physical health. Deep shame was a near universal emotion and exacerbated by relapse. Secrecy was the main coping mechanism used, with perceived and self-stigma found to act as major barriers to disclosure and help-seeking. The findings can inform the development of a valid understanding and conceptualization of problem gambling stigma. This is a prerequisite for effective stigma-reduction strategies to reduce public stigma and discrimination, and to lower perceived and self-stigma and increase the use of treatment services and other interventions by people with gambling problems.  相似文献   

7.
Prevention messages are short sentences supposed to broadcast preventive intentions. Three types of messages are noticeable: messages correcting erroneous beliefs, messages informing about the risks and messages promoting responsible gambling. While the results in the literature about messages promoting results are alerting, they are frequently used in European prevention campaigns. The present study relied on language and semantics models to evaluate the communicative and preventive values of 14 messages: 7 were actual European prevention messages and 7 messages were created for the study. Overall, 339 participants answered an online questionnaire in which they evaluated the communicative value of one of the messages and then ranked all the messages according to their preventive level. Results showed that messages informing about the risks and messages correcting erroneous beliefs have a higher level of communicative value than messages promoting responsible gambling. Indeed, the latter are judged as more ambiguous and as less preventive than the two other types of messages. As models of conversational pragmatics suggest that ambiguous messages convey at least two interpretations, the article discusses the possibility that individuals comprehend these messages as incentives to control their impulses (prevention) and incentives to control the game (promotion).  相似文献   

8.
The purpose of this study was to explore the association between problem gambling (PG) and participation in different forms of gambling in order to elucidate relationships between PG, gambling involvement and gambling intensity. Using data from the first wave of the Swedish Longitudinal Gambling Study (Swelogs) (n = 4,991), the study tested four hypotheses, namely that (1) some forms of gambling are more closely associated with PG than other forms; (2) high gambling involvement is associated with PG; (3) gambling involvement is positively associated with the intensity of gambling; and (4) the relationship between gambling involvement and PG is influenced by the specific forms of gambling in which individuals participate. All four hypotheses were supported. More specifically, the study found that while many PGs regularly participate in multiple forms of gambling, half of PGs participate regularly in only one or two forms of gambling. The study concluded that some forms of gambling are more closely associated with problem gambling than other forms, and that gambling policy and regulation, as well as the development of responsible gambling initiatives, should focus on these forms.  相似文献   

9.
German-style slot machines and related legal issues are described. On the basis of a survey on 437 members of self-help groups (Gamblers Anonymous) in Germany, slot machine gamblers were compared with casino gamblers on such variables as sociodemographic data, gambling behaviour, financial expenditure, emotional experience while gambling, symptoms of pathological gambling, psychosocial consequences and gambling related delinquency. The casino gamblers' gambling behaviour is financially more extensive. There were similarities regarding the emotional intensity of the gambling experience. However the casino gamblers show more pronounced symptoms of pathological gambling and the psychosocial consequences of their gambling behaviour are more severe. In spite of these differences, the data show that for young people slot machines can be as stimulating and therefore as dangerous as casino gambling. The young slot machine gambler runs a similar risk of acquiring a pathological gambling habit as the casino gambler.I would like to thank Dr. Gerhard Meyer for his support and his comments on the first draft of this article which is based on data from a research project led by him.  相似文献   

10.
Digital technology advances have supported an expansion of gambling activities, which is notable via the advent of simulated gambling games. Simulated gambling reproduces ‘real’ gambling activities, which enables the users to gamble without investing money. According to research evidence, a certain number of adolescents are playing with these games, but until now little has been known about how they could facilitate the migration to gambling with real money. Using a longitudinal design with a one-year interval period, the goal of this study was to assess the potential transition between playing with simulated gambling and the initiation to gambling with real money. The final sample was constituted of 1220 adolescents (age range = 14 to 18 y.o.) who had never played with real money at the first measurement time. At the second measurement time, 28.8% of the participants had gambled for the first time with real money. Logistic regressions revealed that the predictive association between simulated gambling and gambling with real money only holds for adolescents who transitioned from simulated poker to poker with real money. These findings highlight the need for regulation and monitoring on Internet gambling poker sites, as well as further research to assess the mechanisms at work.  相似文献   

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Young people are exposed to gambling promotions while watching televised sports; however, little research has examined how this influences gambling attitudes and intentions. This paper developed and tested a research model underpinned by the Theory of Reasoned Action and specifically aimed to examine (1) adolescents' exposure and attitudes to, and recall and perceptions of, gambling promotions during televised sport; (2) associations between adolescents' exposure and attitude to these gambling promotions, and their intention to gamble on sports and other gambling activities once of legal gambling age. An online survey was conducted of 131 Australian adolescents. Greater intention to gamble both on sports and non-sports was associated with higher frequency of watching televised sports, and more positive attitudes to gambling operators, to gambling promotions during televised sport and to promotional techniques used. Regression analysis indicated that the strongest predictors of sports betting intention were male gender and a more positive attitude to gambling sponsors and their promotions during televised sport. Strongest predictors of gambling intention were male gender, subjective norms and a more positive attitude to promotion of gambling during televised sport. Findings can inform advertising restrictions for gambling during general television viewing times, and health promotion messages countering promotion of gambling to adolescents.  相似文献   

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Self-report purchase tasks are a novel approach examining the reinforcing value of addictive behaviour relative to increasing monetary costs required to access the addictive behaviour (i.e. demand). These measures reveal a positive relationship between the indices of demand and addiction problem severity and can elucidate factors associated with motivation for substance use. Gambling is an addictive behaviour that has not been examined using this paradigm. This study seeks to adapt and examine the purchase task for gambling behaviour. A gambling purchase task was devised that asked individuals how often per month they would gamble at various cover charges. Participants were 73 adults from the community with either gambling disorder (n = 28) or alcohol use disorder (n = 24) or were a healthy control (n = 21). Both the alcohol and gambling purchase tasks were administered. Results demonstrate discriminant validity of the gambling purchase task, as individuals with gambling disorder have significantly greater demand for accessing gambling than other groups. The alcohol purchase task also evidenced discriminant validity in that individuals with alcohol use disorder have significantly greater demand for alcohol than other groups. These findings support the use of the gambling purchase task to assess the demand for gambling.  相似文献   

15.
This article describes a study assessing the effectiveness of a gambling prevention programme, GameSense, in modifying gambling cognitions and intentions among university undergraduate students of diverse ethnicities (N = 122). Although GameSense is a widely used intervention, the effectiveness in modifying gambling cognitions and behaviours has not yet been demonstrated. In the present study, randomly assigned treatment participants completed the programme and then played a gambling game in which they could win tokens for a desired prize. Control participants played the game but did not receive the prevention programme. At the end of the game, all participants completed measures assessing gambling cognitions, immediate and future gambling intentions, and their desire to continue gambling. Programme participants showed increased knowledge about gambling, increased resistance to gambling fallacies, and fewer immediate and future intentions to continue gambling regardless of how much they won or lost, compared to the no-treatment control group. The present results indicate that the GameSense programme is effective in altering cognitions about gambling and immediate and future intentions to continue gambling. Results are discussed in terms of the modification of gambling cognitions following completion of the intervention programme and the changes in future gambling behaviour as a consequence of those changed cognitions.  相似文献   

16.
The aim of the present study was to investigate the types of gambling activities youths with gambling problems participate in and whether the lottery is a key gambling venue for these young people. Secondly, we sought to ascertain whether youths with gambling problems display similar gambling behaviour with lottery tickets as those addicted to traditional forms of gambling. Participants were 1,072 young people, 10-18 years of age, in Ontario, Canada. Youths with gambling problems reported having a preference for lottery tickets compared to other forms of gambling. Differences were found for the frequency with which probable pathological gamblers reported going to the store specifically to purchase lottery tickets. Furthermore, probable pathological gamblers reported chasing their losses after having played the lottery more than the other gambling groups. This research demonstrates that youths with gambling problems gamble primarily with lottery products and exhibit similar pathological gambling behaviour (e.g., chasing) as those individuals addicted to other forms of gambling venues. Furthermore, the results suggest that lottery tickets are a potentially addictive activity that introduces youth to the exciting properties of gambling.  相似文献   

17.
Adolescent problem gambling is acknowledged as a public health concern. To better understand adolescent gambling and problem gambling behaviour, the present study investigated the relationships between psychological correlates of gambling frequency and problem gambling using an extended theory of planned behaviour (TPB; i.e. intentions, attitudes, subjective norms, perceptions of behavioural control) that includes negative anticipated emotions as a factor associated with gambling intentions. Four hundred and nineteen high school students were surveyed in the Montreal (Canada) region. The findings generally support the applicability of an extended TPB model for explaining gambling behaviour frequency and gambling problems among adolescents. The results reveal that negative anticipated emotions, attitudes and perceptions of behavioural control influence gambling intentions. The results further reveal that intentions and attitudes have a direct relationship with gambling frequency, while intentions and perceptions of behavioural control are directly related to problem gambling behaviours. These findings suggest that adolescent problem gambling prevention and intervention efforts should consider targeting negative anticipated emotions and other TPB components in order to postpone initiation to gambling (a risk factor for problem gambling) and to promote gambling decision-making.  相似文献   

18.
There are a growing number of child abuse prevention and education programmes, including primarily group‐based parent and child education, which are taught by teachers within the school system. This article reviews some of the existing sexual abuse education and/or body safety programmes, as well as the research surrounding them. Advantages as well as criticisms of such programmes are reviewed. Issues such as target populations (i.e. children, teachers, parents), programme components and methodological limitations are addressed. Major findings include: children as young as three can be effectively taught self‐protection skills, parental and family involvement in training is important, and repeated exposure helps children maintain knowledge gains. The components of successful programmes include teaching children to identify and resist inappropriate touching, reassuring children that it is not their fault and learning the proper names of their genitals. Finally, future directions for programme development, research and policy are explored. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

19.
Drawing on a qualitative exploratory study of the gambling narratives of a group of Chinese men with problem gambling in Hong Kong, this paper proposes an alternative understanding of problem gambling. Rather than identifying problem gambling as a personal deficit or pathology, a narrative analysis of these Chinese men's gambling stories reveals their existential yearnings behind problem gambling. Told from the perspectives of these men, their gambling narratives invite us as researchers and practitioners to explore the meanings gamblers ascribe to gambling which they derived from the interplay between the socioeconomic and cultural ethos of the society and their personal histories. This offers us new insights into their motivations of gambling. As an attempt to fill the methodological gap in gambling studies, this paper also shows how an in-depth narrative research method can contribute to expanding our understanding of problem gambling beyond pathology.  相似文献   

20.
The relationship between geographical accessibility to gambling venues and the prevalence of pathological gambling is still unknown. This study aimed to reveal this relationship in Japan as well as its variation by subpopulation. A cross-sectional study was conducted, based on an original web-based survey to understand the level of pathological gambling depending on accessibility to pachinko parlours. Pathological gamblers were measured using the Japanese version of the South Oaks Gambling Screen. Accessibility to gambling venues was defined as the number of pachinko parlours within a 1.5 km radius from home. Moreover, the study adopted the instrumental variable approach to solve the potential endogeneity problem. The results showed that the accessibility was not significantly associated with pathological gambling in general, but that the effects of accessibility varied by subpopulation. Accessibility was significantly and positively correlated with pathological gambling for men and people in low-income areas, but this was not so for women and people in high-income areas. The study’s findings show the importance of the neighbourhood environment and could help in implementing more effective interventions for pathological gamblers.  相似文献   

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