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1.
N. Will Shead David C. Hodgins 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2009,25(3):357-375
Factor scores on a gambling expectancy questionnaire (GEQ) were used to subtype 132 university students who gamble regularly
(37.9% male; M age = 22.6 years, SD = 6.04) as: Reward Expectancy Gamblers (Reward EGs)—have strong expectations that gambling
augments positive mood, Relief Expectancy Gamblers (Relief EGs)—have strong expectations that gambling relieves negative affect,
and Non-Expectancy Gamblers (Non-EGs)—have neither strong expectation. Gambling on a high-low card game was compared across
subtypes following priming for either “relief” or “reward” affect-regulation expectancies with the Scrambled Sentence Test
(SST). The hypothesized Prime type × GEQ subtype interaction was not significant. When a more stringent set of criteria for
GEQ subtyping was imposed, the “purified” sub-sample (n = 54) resulted in the hypothesized statistically significant Prime type × GEQ subtype interaction. Relief EGs gambled more
after being primed with the construct “relief of negative emotions” compared to after being primed with the construct “augmentation
of positive emotion.” Planned orthogonal contrasts showed a significant linear increase in number of bets made across GEQ
subtypes when prime type corresponded to GEQ subtype. The results suggest a need for components in gambling treatment programs
that address clients’ expectancies that gambling can provide a specific desirable emotional outcome. 相似文献
2.
Matthew J. Rockloff Nancy Greer 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2011,27(3):443-451
One component of social facilitation on gambling is the potential for an audience of people to observe the play of Electronic
Gaming Machine (EGM) gamblers and influence their behaviour without participating directly in gambling themselves. An experiment
was conducted with an audience of onlookers, purported to be students of research methods, taking notes while watching the
participants play an EGM. Forty-three male and 82 female participants (N = 125), aged 18–79 (M = 49.2, SD = 15.6), played a laptop simulated 3-reel EGM using a $20 stake in three conditions: (1) alone, (2) watched by
a simulated audience of six persons, or (3) watched by an audience of 26. Outcomes on the poker machine were rigged with a
fixed sequence of five wins in the first 20 spins and indefinite losses thereafter. The results found smaller bet-sizes associated
with larger audiences of onlookers, and this outcome is consistent with a hypothesized motivation to display more wins to
the audience. Moreover, final payouts were greater in the audience conditions compared to the control, further suggesting
that an audience may be a protective factor limiting player losses. 相似文献
3.
Matthew J. Rockloff Nancy Greer 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(4):571-581
Tourists at the Koorana Saltwater Crocodile Farm in Coowonga, Queensland, Australia, including 62 males and 41 females, aged
18–66 (M = 34.2, SD = 13.3), were randomly assigned to play a laptop-simulated Electronic Gaming Machine (EGM) either: (1) prior to
entry, or (2) after having held a 1-m saltwater-crocodile. Gambling behavior; including bet-size, speed of betting, final
payouts and trials played on the EGM; was investigated with respect to participants’ assigned arousal condition, problem-gambling
status, and affective state. At-risk gamblers with few self-reported negative emotions placed higher average bets at the EGM after having held the crocodile when compared to the control. In contrast, at-risk gamblers with
many self-reported negative emotions placed lower average bets at the EGM after having held the crocodile. The results suggest that high arousal can intensify gambling in
at-risk players, but only if this feeling state is not perceived as a negative emotion. 相似文献
4.
Matthew J. Rockloff Nancy Greer Carly Fay 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2011,27(3):487-497
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
5.
Anna C. Thomas Felicity C. Allen James Phillips 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2009,25(3):343-355
Electronic gambling machines (EGMs) are known to be a particularly risky form of gambling (Petry. Addiction 98(5):645–655,
2003). It is vital that researchers and clinicians are aware of factors which could lead to people having problems with this
form. Gambling motivation is one such factor. This study developed a measure of EGM gambling motivations based on the results
of qualitative research conducted with EGM problem gamblers and experienced counsellors (Thomas et al. Int J Mental Health
Addiction 7:97–107, 2009). A community based sample of 232 females (M = 29.60 years of age, SD = 15.41 years) and 123 males
(M = 29.64 years of age, SD = 12.29 years) participated. Exploratory factor analysis extracted three motivational factors
indicating people gambled on EGMs to escape, for its accessibility and for the social environment. Gambling to escape and
for its accessibility had substantial positive correlations with frequency of EGM gambling and gambling problems. Social environment
correlated less well with these indicators of excessive gambling. Correlations between factors suggested the accessible, social
experience offered by EGM venues increases their appeal as a means of escape. The new subscales were internally consistent
and demonstrated good evidence of validity. This new measure will facilitate future investigations into the relationships
between gambling motivations, other aetiological factors and EGM problem gambling. 相似文献
6.
Pantalon MV Maciejewski PK Desai RA Potenza MN 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2008,24(1):63-78
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
7.
Quality of Web-based Information on Pathological Gambling 总被引:1,自引:0,他引:1
Khazaal Y Chatton A Cochand S Jermann F Osiek C Bondolfi G Zullino D 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2008,24(3):357-366
The present study aims to evaluate the quality of web-based information on gambling and to investigate potential content quality
indicators. The following key words: gambling, pathological gambling, excessive gambling, gambling problem and gambling addiction
were entered into two popular search engines: Google and Yahoo. Websites were assessed with a standardized proforma designed
to rate sites on the basis of “accountability”, “presentation”, “interactivity”, “readability” and “content quality”. “Health
on the Net” (HON) quality label, and DISCERN scale scores aiding people without content expertise to assess quality of written
health publication were used to verify their efficiency as quality indicators. Of the 200 links identified, 75 websites were
included. The results of the study indicate low scores on each of the measures. A composite global score appeared as a good
content quality indicator. While gambling-related education websites for patients are common, their global quality is poor.
There is a need for useful evidence-based information about gambling on the web. As the phenomenon has greatly increased,
it could be relevant for Internet sites to improve their content by using global score as a quality indicator. 相似文献
8.
Westermeyer J Canive J Thuras P Thompson J Kim SW Crosby RD Garrard J 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2008,24(2):193-205
Goal This analysis was undertaken to assess the demographic and mental health characteristics of “normal” or non-problem gamblers
versus non-gamblers in a representative community sample. Sample Study participants consisted of 557 North Central American Indian veterans. Data collection included a demographic and trauma questionnaire, a computer-based Diagnostic Interview Schedule for DSM-III-R, and a treatment
history algorithm. Findings Univariate analyses revealed that gamblers had greater social competence (i.e., higher education, living with a spouse) and
higher lifetime psychiatric morbidity. Binary regression analysis revealed that, compared to non-gamblers, gamblers were older,
more highly educated, and more apt to be married. More gamblers showed evidence for lifetime risk-taking as evidenced by Antisocial
Personality Disorder and Tobacco Dependence. Conclusions Social achievement and disposable income function as prerequisites for “normal” gambling in this population, although “externalizing”
or “risk-taking” disorders also serve as independent contributors to at least some gambling. The increased rate of “internalizing”
or emotional disorders are only indirectly related to gambling, perhaps through increasing age or through the “externalizing”
disorders. 相似文献
9.
Joanne Lloyd Helen Doll Keith Hawton William H. Dutton John R. Geddes Guy M. Goodwin Robert D. Rogers 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(3):387-399
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
10.
Weatherly JN Miller JC Montes KS Rost C 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2012,28(2):217-223
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
11.
Sally Monaghan Alex Blaszczynski 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(1):67-88
Harm-minimization strategies aim to reduce gambling-related risks; however, minimal evidence supports the effectiveness of
current strategies involving the placement of warning signs in gambling venues and on electronic gaming machines (EGMs). This
qualitative replication study evaluated the differential effect of pop-up messages compared to static signs and the content
of messages on EGMs on recall, thoughts, and behaviors assessed during the session and at 2-week follow-up. In Study 1, 127
regular EGM gamblers (male = 97, mean age = 20.3) recruited from a university student population attended a laboratory where
they were randomly assigned to play a computer-based simulated EGM analogue displaying signs that differed by (a) mode of
presentation (pop-up and static) and (b) message content (informative, self-appraisal, and control/blank). In Study 2, an
identical methodology was used but included the use of a simulated EGM within an in vivo gaming setting with 124 regular EGM
players (male = 81, mean age = 44.1). Results from both studies showed that pop-up messages were recalled more effectively
than static messages immediately and at 2-week follow-up. Pop-up messages reportedly had a significantly greater impact on
within-session thoughts and behaviors. Messages encouraging self-appraisal resulted in significantly greater effect on self-reported
thoughts and behaviors during both the experimental session and in subsequent EGM play. These findings support the effectiveness
of pop-up messages containing self-appraisal messages as an appropriate harm-minimization initiative. 相似文献
12.
Kevin Gomes Antonio Pascual-Leone 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2009,25(1):1-17
To successfully facilitate the treatment of problem gambling, change processes should be examined in order to identify those
variables that differentiate good versus poor treatment outcomes. The current study explored the change facilitating effects
of certain characteristics or conditions of an individual being treated: emotional support, instrumental support, emotional
awareness, GA involvement, and depressed affect. These conditions were hypothesized to be predictive of a change-oriented
mindset (i.e., “resources for change”) measured by abstinence self-efficacy, motivation for change, and readiness for change.
Participants were 60 outpatients (54.2% male; M age = 46.7 years) with problem gambling recruited from several treatment centres throughout Ontario, Canada. Results indicated
that: (1) depressed affect and emotional support seem to influence self-efficacy for abstinence, (2) emotional support alone
appears to influence motivation for change, and (3) GA involvement, depressed affect, and emotional awareness, together, seem
to influence readiness for change. These findings have implications for promoting change oriented dispositions in problem
gambling individuals. 相似文献
13.
Shu Li Kun Zhou Yue Sun Li-Lin Rao Rui Zheng Zhu-Yuan Liang 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(1):105-116
The current study investigated whether risk aversion or regret aversion could be related to a lower intention to gamble, and
whether the type of gambling was a moderator of this relationship. The study took place in Macau, often called “the Las Vegas
of East Asia.” A total of 373 Macau residents completed a questionnaire survey dealing with thirteen types of gambling. The
results showed that risk perception and anticipated regret had a significant negative effect on the intention to gamble. This
negative effect was domain-specific, varying with the type of gambling. Our findings indicated that neither risk aversion
nor regret aversion can uniquely explain an individual’s risk-taking tendency consistently. Instead, which factor plays a
greater role in lowering the intention to gamble—regret aversion, risk aversion, or both—is itself dependent on the type of
gambling involved. The finding that not all gambles are created equal could be useful in gambling prevention and advertising
appeal by providing a basis for understanding the role that cognitive and emotional factors play in different types of gambling. 相似文献
14.
Caitlin Smith Sherry H. Stewart Roisin M. O’Connor Pamela Collins Joel Katz 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2011,27(1):115-128
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
15.
Katharine M. Papoff Joan E. Norris 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2009,25(2):185-199
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
16.
Kushner M Thurus P Sletten S Frye B Abrams K Adson D Demark JV Maurer E Donahue C 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2008,24(2):219-227
Cue reactivity, while increasingly recognized as a central feature of drug and alcohol addiction, is not well studied in gambling.
We evaluated the urge to gamble in a simulated casino environment among frequent gamblers who alternated between cycles in
which they observed others playing ten hands of Blackjack (first, third and fifth cycle) and cycles in which they played ten
hands of Blackjack themselves (second and fourth cycle). The played cycles served as a manipulation for the observed cycles
in terms of “priming” (having previously gambled in the environment vs. not) and “anticipation” (expecting more opportunities
to gamble in the environment vs. not) and, thus, allowed these conditions: observed cycle 1 = anticipation (+) and prime (−); observed cycle 2 = anticipation (+) and prime (+); and observed cycle 3 = anticipation (−) and prime (+). Subjects’ urge to gamble was greater in the gambling environment than in a neutral setting
and both positive anticipation and positive priming increased cue reactivity within the gambling environment. The frequency
of gambling outside of the study did not affect cue reactivity. However, a preference for Blackjack (vs. other types of gambling)
and observing winning (vs. losing) hands were both associated with stronger cue reactivity in the study. These findings contribute
to our understanding of pathological gambling. 相似文献
17.
Ziming Xuan Howard Shaffer 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2009,25(2):239-252
Objective: To examine behavioral patterns of actual Internet gamblers who experienced gambling-related problems and voluntarily closed
their accounts. Design: A nested case–control design was used to compare gamblers who closed their accounts because of gambling problems to those
who maintained open accounts. Setting: Actual play patterns of in vivo Internet gamblers who subscribed to an Internet gambling site. Participants: 226 gamblers who closed accounts due to gambling problems were selected from a cohort of 47,603 Internet gamblers who subscribed
to an Internet gambling site during February 2005; 226 matched-case controls were selected from the group of gamblers who
did not close their accounts. Daily aggregates of behavioral data were collected during an 18-month study period. Main outcome measures: Main outcomes of interest were daily aggregates of stake, odds, and net loss, which were standardized by the daily aggregate
number of bets. We also examined the number of bets to measure trajectory of gambling frequency. Results: Account closers due to gambling problems experienced increasing monetary loss as the time to closure approached; they also
increased their stake per bet. Yet they did not chase longer odds; their choices of wagers were more probabilistically conservative
(i.e., short odds) compared with the controls. The changes of monetary involvement and risk preference occurred concurrently
during the last few days prior to voluntary closing. Conclusions: Our finding of an involvement-seeking yet risk-averse tendency among self-identified problem gamblers challenges the notion
that problem gamblers seek “long odds” during “chasing.” 相似文献
18.
Rockloff MJ 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2012,28(2):207-216
A 3 item screen for problem gambling was developed based on a conceptual analogue of the Alcohol Use Disorders Identification Test—Consumption (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
19.
Helga Myrseth Geir Scott Brunborg Magnus Eidem 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2010,26(4):561-569
Cognitive distortions have been thought to play an important role in the development and maintenance of pathological gambling.
The present study investigated whether severity of gambling problems and gamblers’ preference for chance or skill games were
related to two sub-factors of cognitive distortions as measured by the Gamblers Belief Questionnaire: Luck/Perseverance, which
reflects an individual’s perception that chance is favorable to him/her, and Illusion of Control, which reflects an individual’s
perception that his/her behavior influences chance occurrences. Participants (N = 166) were recruited from a race track (n = 79), off-course betting facilities (n = 50) and from an online treatment program for problem gamblers (n = 49). Gambling severity was measured by the South Oaks Gambling Screen, and 73 were classified as pathological gamblers
whereas 93 were classified as non-pathological gamblers. The present study supports previous proposals that cognitive distortions
are core processes related to gambling behavior as pathological gamblers reported more cognitive distortions than did non-pathological
gamblers. A preference for skill games was also associated with greater Illusion of Control compared to a preference for chance
games. For gamblers preferring skill games there were no differences in Luck/Perseverance or Illusion of Control between pathological
and non-pathological gamblers. 相似文献
20.
Betancourt LM Brodsky NL Brown CA McKenna KA Giannetta JM Yang W Romer D Hurt H 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2012,28(2):225-238
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