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1.
This study tests the hypothesis that problem gamblers are more prone to have irrational beliefs and depressed mood than non-gamblers. Irrational beliefs refer to fallacious opinions about probabilities. Gamblers like to believe that chance games (i.e., roulette and lottery) can be controlled and that the outcome of such games is dependent on the patterns of previous outcomes. The empirical material consists of responses to a survey that 302 individuals have answered. Half of the respondents were deemed to be problem gamblers. The results showed that compared to the controls, the problem gamblers were more inclined to show illusion of control due to their skill and reported more depressive mood. The results are discussed in terms of difficulties to know the “hen and the egg” regarding depressive mood, and in terms of intermittent reinforcement to continue gambling.  相似文献   

2.
This paper presents an exhaustive review of the literature on lottery gambling involving numbers games, lotto, and scratch cards. Results provide tentative answers to the question why people buy lotteries, and support the theory of judgment under uncertainty, cognitive theory of gambling, and theory of demand for gambles. Results also indicate some potential addictiveness of this form of gambling. Youths buy different forms of lotteries and the best predictor of their lottery purchases is their parents’ lottery participation. Contrary to the myth that a big lottery win will ruin the winners’ lives, lottery winners tend to be well-adjusted and their life quality seems to improve. Suggestions for future research are discussed.  相似文献   

3.
This paper reviews lottery gambling research using Bandura's (1986) social cognitive model framework. It also describes a partial test of the model among lottery gamblers in Thailand. The study hypothesised that lottery gambling is related to income levels and that respondents high in cognitive bias, money consciousness and hope, and those whose family members also played lottery would bet more frequently and more money on lotteries and chase particular numbers. Nine hundred and fifty lottery gamblers participated in the study. Log linear modelling was used to analyse the data. The resulting models found cognitive bias, frequency and amount spent on lottery purchases in a three-way relationship. Levels of income, money consciousness, hope and family members' lottery play were related to the frequency and independently to amounts spent on lottery purchases. Cognitive bias, money consciousness, hope and family members' lottery play were related to chasing of particular lottery numbers. The results of the study confirm the validity of applying social cognitive models to lottery gambling and suggest that lottery gamblers be informed of their small chance of winning on lotteries.  相似文献   

4.
Recent data suggest the importance of identifying subtypes of pathological gamblers. This research studies sensation seeking, alexithymia and depression among a general population of French gamblers who play different types of game. Those games include games available in cafés (two cafés located in Paris suburb) like lottery, scratch-cards, etc., horse betting at the racetrack (five racetracks closest to Paris), slot machines and traditional games (roulette and card games) at the casino of Enghien-les-Bains (casino nearest to Paris). Sensation seeking was measured with the SSS form V, alexithymia with the TAS-20, and depression with the BDI-13. Pathological racetrack gamblers (42 males; mean age 29.1 years), who play active games involving skills, have the highest sensation seeking scores and are the most prone to alexithymia. Pathological gamblers playing the slot machines (12 males; 15 females; mean age 35.7 years) and games available in cafés (57 males; mean age 32.6 years), thus playing passive games that involve chance only, have low sensation seeking scores. Slot machines gamblers display alexithymia and have the highest depression scores. Pathological gamblers playing traditional games (15 males; mean age 37.8 years), games that involve strategy, do not perform well on any of these scales. These findings are consistent with the idea that clinically distinct subgroups of pathological gamblers can be identified. People displaying typical features could be attracted by specific games.  相似文献   

5.
Many gamblers believe that it is possible to find a strategy to beat the lottery including selecting numbers that are due to come up or looking for a bias in past numbers. In this paper, we examine sales figures and variations in the number of winners for the various prize levels of a popular Canadian lottery to detect lottery ticket preferences. It was determined that the lottery outcomes conformed well to a random outcome. No evidence of either a bias myth or due to come up myth was found. However ticket popularity indicated a marked preference for the number 7 and low numbers, and the avoidance of high numbers and adjacent numbers. In addition we found a linear and a quadratic relationship between past frequency of the numbers and ticket popularity indicating a belief in both the due to come up and the bias myths. The findings suggest strong non-random preferences in the selection of lottery numbers.  相似文献   

6.
The purpose of this study was to identify and examine the dimensions of problem gambling behaviors associated with purchasing sports lottery in China. This was accomplished through the development and validation of the Scale of Assessing Problem Gambling (SAPG). The SAPG was initially developed through a comprehensive qualitative research process. Research participants (N = 4,982) were Chinese residents who had purchased sports lottery tickets, who responded to a survey packet, representing a response rate of 91.4%. Data were split into two halves, one for conducting an EFA and the other for a CFA. A five-factor model with 19 items (Social Consequence, Financial Consequence, Harmful Behavior, Compulsive Disorder, and Depression Sign) showed good measurement properties to assess problem gambling of sports lottery consumers in China, including good fit to the data (RMSEA = 0.050, TLI = 0.978, and CFI = 0.922), convergent and discriminate validity, and reliability. Regression analyses revealed that except for Depression Sign, the SAPG factors were significantly (P < 0.05) predictive of purchase behaviors of sports lottery. This study represents an initial effort to understand the dimensions of problem gambling associated with Chinese sports lottery. The developed scale may be adopted by researchers and practitioners to examine problem gambling behaviors and develop effective prevention and intervention procedures based on tangible evidence.  相似文献   

7.
This study tested social cognitive theory (Bandura, 1986) hypotheses of reciprocal and sequential effects among person, environment variables and behavior. The study examined the impact of hope, superstitious belief and environmental factors on the frequency, amounts of lottery gambling and chasing of particular numbers among Thai lottery gamblers. One hundred and fifty gamblers who visited two temples in Bangkok to search for number clues before buying tickets and 150 gamblers who simply bought lottery tickets from the stalls were recruited for the study. Models were constructed to test the effect of hope, superstitious belief and environmental factors on gambling behavior, and the reciprocal effect of gambling behavior on hope, superstitious belief and environmental factors. Results confirmed the theoretical reciprocal effects. A sequential effect model showing the effects of environmental factors on superstitious belief, hope and gambling behavior was also constructed and hope was found to be the result of superstitious belief. To reduce lottery gambling, the players need to be warned of their distorted hope and the small chance of winning lottery.  相似文献   

8.
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   

9.

In this study, the consumption of cosmetics is examined as a social construction. Methods industry uses to sell cosmetics, including advertising and personal demonstrations; ways that consumers decide whether to purchase cosmetics; and the ways in which users actually use cosmetics are discussed. Rather than the structural view of consumers as passive victims of the marketing process, consumers are seen as active decision makers who, jointly with the messages they receive, construct the meanings of products.  相似文献   

10.
Summary

Computer games and simulations were used extensively in a comprehensive health promotion for adolescents. These strategies were used to attract adolescents to BARN (Body Awareness Resource Network), as well as helping to hold interest. In each of the six topic areas (AIDS, Alcohol and Other Drags, Body Management, Human Sexuality, Smoking and Stress Management) quiz games challenged users to test their knowledge on a topic. Simulations challenges users to apply health information in hypothetical situations. Games were a more important factor in selection of BARN for younger users than for older users. BARN game users were not more likely than non-game users to be isers of other computer or video games, nor did game users engage in more risk taking behaviors (e.g., alcohol and other drugs) than non-game users.  相似文献   

11.
Gambling becomes a more frequent activity among children as they have an easy access to the world of the games. In the same time children are at a higher risk for developing problem and/or pathological gambling having erroneous information about how games of chance and games of skill work. The purpose of the study was to compare the influence of specific primary prevention with rational emotive education (REE) on the subjects’ knowledge about games. The experimental design randomly assigned children (N = 81, age 12–13, 37 male and 44 female) into three groups: 1. control, 2. specific information about games using the interactive software “Amazing Chateau”, and 3. REE. All children completed a questionnaire with 38 items at the beginning of the study and after 10 weekly interventional meetings. Each item had three answering options, children choosing only one correct answer. Findings indicated that the use of the software significantly improved subjects’ knowledge about gambling and corrected their information about how games work. The results of the study confirmed that using specific primary prevention tools for changing erroneous conceptions about games is more efficient than using only REE. The implications of these results for the prevention of gambling problems especially in schools are discussed.  相似文献   

12.
Youth gambling was investigated in a prospective sample of 532 Minnesota adolescents and young adults. Of particular interest was the possible impact among the study sample of a recent state lottery and of reaching the legal age for gambling on changes in the rate and type of gambling. Overall rates of gambling involvement and pathological gambling did not change across the 1.5 year interval. However, a preference for certain types of gambling activities (e.g., lottery, casino machines) significantly increased, whereas more informal and unregulated games (e.g., betting on games of personal skill) significantly decreased. Also, access to gambling activities by underage youths was high, suggesting the need for tighter controls of legalized games and greater awareness of this problem by the gaming industry and public health officials.Support for this study was provided by the Minnesota Department of Human Services, Compulsive Gambling Treatment Program. A version of this work was presented at the Seventh National Conference on Gambling Behavior, July 24, 1994, New London, CT.  相似文献   

13.
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   

14.
Regression modeling is used to predict gambling patterns in Australia on the basis of the unit record files underlying the Australian Bureau of Statistics’ Household Expenditure Survey of 6,892 households. The four largest categories of gambling expenditure are examined, namely: lottery tickets, lotto-type games and instant lottery (scratch cards), TAB (pari-mutuel wagering) and related on course betting, and poker (slot) machines and ticket machines. Determining factors analyzed include the source and level of household income, family composition and structure, welfare status, gender, age, ethnicity and geographic location. Apart from the determinants of expenditure varying widely across the different types of gambling activity, the results generally indicate that the source of household income is more important than the level of income and that household composition and regional location are likewise significant in determining gambling expenditure.   相似文献   

15.
《Home Cultures》2013,10(3):235-256
It has long been recognized that users and consumers actively appropriate new products and technologies and assimilate them into existing regimes and frames of reference. Much less has been written about how these frames evolve or about how processes of integration and appropriation are sustained and transformed. In this article we analyze “the kitchen” not as a place but as an “orchestrating concept.” We subject “orchestrating concept.” We subject representations of the kitchen, as depicted in Good Housekeeping and Ideal Home (two of the foremost home magazines in Britain) from 1922 to 2002, to two types of analysis. We begin by showing how materials, images, and forms of competence “hang together” at different points in time and how kitchen regimes are formed. We then explore ways of characterizing transitions between one kitchen regime and another. The result is an account not simply of the elements of which kitchens are made but of the changing relations between these constitutive ingredients. The article is at heart about the processes and dynamics of regime change. Although we focus on the kitchen throughout, we do so because we believe better understanding of how meta-level orchestrating concepts like “the kitchen” develop is important for conceptualizing the dynamics of ordinary consumption and everyday practice.  相似文献   

16.
Appropriateness of use evaluations can be used to explore consumers’ associations between products and usage situations. The degree of familiarity consumers have with a certain product has recently been suggested as a mediator of these evaluations, influencing both the number and the type of associations consumers hold with food and beverages. In this work, we extend previous results across multiple product categories, hereby generalizing the findings. Four consumer studies were conducted using fruit names (N = 246), white wine images (N = 112), chocolate bar images (N = 192), and kiwifruit images (N = 302) as test stimuli. In each study, consumers rated their perceived familiarity with each stimulus and evaluated the appropriateness of use in a range of situations relevant to the product category. Familiarity was confirmed as a moderator of appropriateness of use evaluations, and was positively linked to product versatility. Since familiarity is related to an individual’s exposure to a product, this could indicate that consumers use past experience with a product as a heuristic for their appropriateness evaluations. The variance in appropriateness evaluations explained by familiarity alone was, however, limited, and product-context associations were also contingent upon specific product characteristics. Taken together, the four studies reported here confirm that product familiarity is related to usage versatility, and indicate that consumers may find it challenging to envisage how unfamiliar food products can be incorporated into their existing dietary practices.  相似文献   

17.
We experimentally investigate simultaneous decision‐making in two contrasting environments: one that encourages competition (lottery contest) and one that encourages cooperation (public good game). We find that simultaneous participation in the public good game affects behavior in the contest, decreasing sub‐optimal overbidding. Contributions to the public good are not affected by participation in the contest. The direction of behavioral spillover is explained by differences in strategic uncertainty and path‐dependence across games. Our design allows us to compare preferences for cooperation and competition. We find that in early periods, there is a negative correlation between decisions in competitive and in cooperative environments. (JEL C72, C91)  相似文献   

18.
Abstract

Lotto ‐ a state‐sanctioned lottery in New Zealand ‐ is a pervasive socio‐cultural phenomenon. Every week more than one‐third of the adult population purchase lottery tickets and in doing so replicate the promotion of Lotto as a form of benign gambling which is fun and entertaining to play. Within a model of constructive gambling Lotto may be cast as a site of normative or ideal gambling within the New Zealand context. Moreover, Lotto promotions and participation reaffirms the nationalistic ideals of the New Zealand ‘good life’, while simultaneously articulating some of the key narratives of transnational economics.  相似文献   

19.
Lotteries are one of the most prevalent forms of gambling and generate substantial state revenues. They are also argued to be one of the least harmful forms of gambling. This paper is one of the first to examine exclusive lottery gamblers and compares their gambling patterns and problems as well other associated risky behaviours to those who are not exclusive lottery gamblers. Data were derived from two large surveys conducted with representative adult samples in France (n?=?15,635) and Québec (n?=?23,896). Participants were separated into two groups: exclusive lottery gamblers (ELGs) and non-exclusive lottery gamblers. Using multivariate analysis, study results reveal that ELGs, who represent two thirds of gamblers, generally exhibit less intensive gambling patterns and are less likely to report other risky behaviours. However, harms associated with moderate risk and problem gambling are found to be concentrated in specific subpopulations for both groups, primarily males, older individuals, and those who report lower income and education level. Given widespread participation in lotteries and concentration of harm within specific subgroups, these findings point to the need for prevention efforts despite the lower levels of harm associated with lottery gambling.  相似文献   

20.
Two studies investigated the effects of a video lottery terminal stopping device on gamblers thoughts and behavior. This structural characteristic allows players to voluntarily stop the spinning of the reels. The first study investigated the effect of this device on the development of illusions of control. It was predicted that players using the stopping device would believe that (1) symbols displayed could differ depending on when the game is stopped, (2) there is a possibility of controlling the outcome of the game, (3) skills may be a factor influencing the results, and finally (4) a stopping device would improve the probability of personal success (i.e., developing the illusion of control). The second study aimed to further evaluate the effects of the stopping device on gambling behavior. It was hypothesised that using the stopping device would encourage players to increase the number of games played in a session. Results confirmed all predictions and showed that offering a stopping device on video lottery terminals modifies gamblers cognition and behavior. The theoretical and practical implications of these results are discussed in the context of responsible gambling policies.  相似文献   

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