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1.
Shoemaker S Zemke DM 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2005,21(4):379-410
One of the newest customer segments to be identified by casino marketers is the “locals” market, or local resident gambler
market. This study addresses the relative lack of empirical data on the “locals” market segment. The purposes of the study
are to identify important reasons for visiting a particular casino; to identify which casinos respondents visit most often
and why; to gain an understanding of such behavioral variables as gambling budget, time spent gambling, and favorite game;
and to determine perceptions of different casinos in the Las Vegas area. The results may not generalize across all casino
markets but they do provide insight into gamblers’ activities and behavior patterns. A telephone survey administered to residents
of the Las Vegas metropolitan area yielded a sample of 637 participants who gamble for a least 15 minutes once every 2 months
in a legalized gambling establishment. A customer satisfaction index based on casino performance on importance variables is
presented. 相似文献
2.
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
3.
4.
Turner N Ialomiteanu A Room R 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》1999,15(1):45-70
This paper reports on the findings of a survey prior to the opening of a casino in Niagara Falls, Ontario (N= 1002 adults) on approval of the casino, expectations regarding the impact of the casino, attitudes toward gambling, gambling behaviour, and demographic information. The respondents generally had a positive attitude towards gambling. The expectations of community impact clustered into 3 factors: negative social consequences (crimes, addiction), negative environmental consequences (litter, noise, traffic), and positive economic consequences (jobs, stores, income). The majority of respondents expected economic benefits from the casino as well as a decrease in the environmental quality of the city. Expectations regarding social problems were mixed with a majority expecting an increase in serious crimes, but only a minority expecting an increase in people on welfare. Covariance structure modelling revealed that a positive attitude towards gambling and expecting economic benefits were positively related to approval of the casino, and expecting social problems was negatively related to approval. Given that more than seven in ten respondents supported the opening of the casino, the expected economic benefits coupled with a generally positive attitude towards gambling, apparently outweighed concerns about problems associated with gambling. 相似文献
5.
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
6.
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
7.
Suurvali H Hodgins DC Toneatto T Cunningham JA 《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):273-296
A random digit dialing telephone survey was used to interview 8,467 adults in Ontario, Canada. The NODS-CLiP was used to identify
a representative sample of 730 gamblers (54.3% male, mean age 45.3 years) with possible past year gambling problems in order
to explore factors that might affect disordered gamblers’ motivators for seeking gambling-related help. A final sample of
526 gamblers provided useable data on possible reasons for and barriers to seeking help, awareness of services, self-perception
of gambling problems and experience with help-seeking. Financial and relationship issues were the most frequently volunteered
motivators. However, over two-thirds of the respondents could not think of a reason for seeking help. Gamblers who had self-admitted
or more severe problems, who knew how to get help, who were employed and had more education, and who identified possible barriers
to seeking help were more likely to suggest motivators, especially financial ones. More research is recommended on gamblers’
trajectory towards recognition of a gambling problem, the process of overcoming specific barriers to treatment, and the role
of social advantage (e.g., education and employment), in order to devise educational campaigns that will encourage earlier
help-seeking among disordered gamblers. 相似文献
8.
John W. Welte Grace M. Barnes Marie-Cecile O. Tidwell Joseph H. Hoffman 《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):49-61
Two national U.S. telephone surveys of gambling were conducted, an adult survey (age 18 and over, N = 2,631) in 1999–2000 and a youth (age 14–21, N = 2,274) survey in 2005–2007. The data from these surveys were combined to examine the prevalence of any gambling, frequent
gambling and problem gambling across the lifespan. These types of gambling involvement increased in frequency during the teens,
reached a high level in the respondents’ 20s and 30s, and then fell off in as the respondents aged. The notion that gambling
involvement generally, and especially problem gambling, is most prevalent during the teens was not supported. A comparison
of the age patterns of gambling involvement and alcohol involvement showed that alcohol involvement peaks at a younger age
than gambling involvement; and thus, the theory that deviant behaviors peak at an early age applies more to alcohol than to
gambling. 相似文献
9.
Joanne Lloyd Keith Hawton William H. Dutton John R. Geddes Guy M. Goodwin Robert D. Rogers 《International Gambling Studies》2016,16(3):408-423
Gambling problems have been linked to suicidal ideation and enhanced risk of suicide attempts. However, we know very little about the factors associated with either thoughts or acts of self-harm amongst people who gamble. A web-based study of 4125 online gamblers (79% males; mean age 35.5 years), analysed using hierarchical multiple regression, revealed that self-reported non-gambling-related self-harm was negatively related to age and marital status, and positively related to problematic alcohol use. Self-reported acts of self-harm both related and unrelated to gambling were associated with drug misuse. Thoughts and acts of gambling-related self-harm were associated with problem gambling, gambling involvement and parental problem gambling. All types of self-harm were associated with mood disorder symptoms, unemployment and certain gambling motivations. When tailoring assessment and interventions for individuals at risk for gambling-related deliberate self-harm, it is important to recognize that contributory factors may include some that differ from those for deliberate self-harm in general, and that there is potential value in evaluating gambling involvement and motivations, and history of parental gambling. 相似文献
10.
Kushner MG Abrams K Donahue C Thuras P Frost R Kim SW 《Journal of gambling studies / co-sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming》2007,23(2):121-132
Cue-reactivity has received increased attention in addiction research, though not for gambling in particular. We examined
cue reactivity in 18 problem gamblers by accompanying them to a gaming casino and measuring their subjective urge to gamble
over a 1-h period. Half of the sample was additionally exposed to a gambling-specific negative mood induction (NMI) manipulation
via guided imagery. Overall, about two-thirds of the sample reported moderate to high-gambling urges during the casino exposure.
Additionally, the NMI reduced cue-reactivity. Finally, gambling urges in both groups decreased over the course of the exposure
sessions. These findings suggest that a majority of problem gamblers experience the urge to gamble when exposed to gambling
cues and that the intensity of these urges decrease with time, especially in the presence of a gambling-relevant NMI. Cue
exposure should be studied further as a potential tool in the treatment of problem gambling. 相似文献
11.
Geographic closeness of gambling venues is not the only aspect of accessibility likely to affect gambling frequency. Perceived
accessibility of gambling venues may include other features such as convenience (e.g., opening hours) or “atmosphere”. The
aim of the current study was to develop a multidimensional measure of gamblers’ perceptions of accessibility, and present
evidence for its reliability and validity. We surveyed 303 gamblers with 43 items developed to measure different dimensions
of accessibility. Factor analysis of the items produced a two factor solution. The first, Social Accessibility related to
the level at which gambling venues were enjoyed because they were social places, provided varying entertainment options and
had a pleasant atmosphere. The second factor, Accessible Retreat related to the degree to which venues were enjoyed because
they were geographically and temporally available and provided a familiar and anonymous retreat with few interruptions or
distractions. Both factors, developed as reliable subscales of the new Gambling Access Scale, demonstrated construct validity
through their correlations with other gambling-related measures. Social Accessibility was moderately related to gambling frequency
and amount spent, but not to problem gambling, while, as hypothesised, Accessible Retreat was associated with stronger urges
to gamble and gambling problems. 相似文献
12.
Wu AM Wong EM 《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):207-217
A previous study suggests that casino employees are at higher risk for disordered gambling than non-casino employees. The
present study examined the cognitive correlates of the gambling involvement of Chinese casino employees. These potential cognitive
correlates included attitudes toward the gaming industry and gambling activities, perceived job meaningfulness, and job stress.
One hundred and nineteen Chinese respondents (M = 57; F = 62) working as dealers in Macao casinos were recruited through convenience sampling to fill out a questionnaire. The results
revealed that about 7% of the respondents scored 10 or more on the South Oaks Gambling Screen and engaged in disordered gambling.
Path analysis showed that attitude toward the gaming industry had a positive impact on job meaningfulness, which largely explained
variances of job stress among casino employees. Job stress had a significant, but weak, direct impact on disordered gambling.
Though causality between variables cannot be confirmed, this study provided insights into the impacts of cognitive factors
on gambling involvement among Chinese front-line employees in the gaming industry. Implications of the findings were also
discussed. 相似文献
13.
Young MM Wohl MJ Matheson K Baumann S Anisman H 《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):275-293
The influence of gambling outcomes on the efficacy of a short gambling episode to prime motivation to continue gambling was
determined in two experiments in which desire to gamble was evaluated while participants played a slot machine located in
a virtual reality casino. In experiment 1, 38 high-risk [>3 Problem Gambling Severity Index (PGSI)] [Ferris and Wynne (The
Canadian problem gambling index: final report, 2001)] and 36 non-problem gamblers (0 PGSI) either won or lost a modest amount.
Among high-risk gamblers, winning resulted in a greater increase in the desire to continue gambling than did losing. In experiment
2, 39 high-risk, 33 low-risk (0 < PGSI < 3), and 31 non-problem gamblers experienced either a single large win or a series
of small wins (equivalent monetary gain). Participants were permitted to continue playing as long as they wanted (all subsequent
spins being losses) thus permitting evaluation of persistence (resistance to extinction). Throughout, desire to gamble was
assessed using a single item measure. High-risk gamblers who experienced a large win reported significantly greater desire
to gamble upon voluntary cessation than those who experienced a series of small wins. It seems that the priming effects of
a short gambling episode are contingent on the pattern of outcomes experienced by the gambler. The data were related to motivational
factors associated with gambling, gambling persistence, and chasing losses. 相似文献
14.
Wu Yi Zheng Michael Walker 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(3):441-454
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
15.
Victor K. Y. Chan 《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):35-52
This article describes the use of neural networks (a type of artificial intelligence) and an empirical data sample of, inter
alia, the amounts of bets laid and the winnings/losses made in successive games by a number of cyber-gamblers to longitudinally
model gamblers’ behavior and decisions as to such bet amounts and the temporal trajectory of winnings/losses. The data was
collected by videoing Texas Holdem gamblers at a cyber-gambling website. Six “persistent” gamblers were identified, totaling
675 games. The neural networks on average were able to predict bet amounts and cumulative winnings/losses in successive games
accurately to three decimal places of the dollar. A more important conclusion is that the influence of a gambler’s skills,
strategies, and personality on his/her successive bet amounts and cumulative winnings/losses is almost totally reflected by
the pattern(s) of his/her winnings/losses in the few initial games and his/her gambling account balance. This partially invalidates
gamblers’ illusions and fallacies that they can outperform others or even bankers. For government policy-makers, gambling
industry operators, economists, sociologists, psychiatrists, and psychologists, this article provides models for gamblers’
behavior and decisions. It also explores and exemplifies the usefulness of neural networks and artificial intelligence at
large in the research on gambling. 相似文献
16.
Reports of Wins and Risk Taking: An Investigation of the Mediating Effect of the Illusion of Control
Frédéric Martinez Valérie Le Floch Bernard Gaffié Gaëlle Villejoubert 《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(2):271-285
Two experiments examined the relationships between the knowledge that another person has won in a gamble, the illusion of
control and risk taking. Participants played a computer-simulated French roulette game individually. Before playing, some
participants learnt that another person won a large amount of money. Results from a first experiment (n = 24) validated a causal model where the knowledge of another person’s win increased the illusion of control, measured with
betting times, expectancy and self-reports on scales, which in turn encourages risk taking. In the second experiment (n = 36), some participants were told the previous player acknowledged the win to be fortuitous. The suppression of the belief
that the previous winner had himself exerted control over the outcome resulted in lower rates of risk-taking behaviors. This
suggests that it was not the knowledge of another person’s win in itself that increased risk taking, but rather, the belief
that the other person had some control over the gamble’s outcome. Theoretical implications for the study of social mechanisms
involved in gambling behavior are discussed. 相似文献
17.
Pille-Riin Kaare René Mõttus Kenn Konstabel 《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):377-390
Due to changes in gambling accessibility during the last decade gambling has become more widespread in Estonia and the prevalence
of pathological gambling has sharply increased. The present study attempts to identify psychological characteristics of Estonian
pathological gamblers. It has been shown that a wide range of social, economic, and individual factors (e.g. personality traits
and emotional states) predict the likelihood of becoming a pathological gambler. In the present study, pathological gamblers’
(N = 33) personality traits, self-esteem, self-reported emotional states and cognitive ability were compared to the respective
characteristics in a non-gambling control group (N = 42) matched for age, gender and educational level. It was found that compared to controls, pathological gamblers had higher
scores on Neuroticism (especially on its immoderation facet) and lower scores on Conscientiousness (especially on its dutifulness
and cautiousness facets) and on self-esteem scale. They reported more negative emotional states during the previous month
(especially depression and anxiety). Finally, pathological gamblers had lower general cognitive ability. In a logistic regression
model, the likelihood of being a pathological gambler was best predicted by high immoderation score and low cognitive ability.
相似文献
Pille-Riin KaareEmail: |
18.
Janice C. Marceaux Cameron L. Melville 《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):171-190
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
19.
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
20.
Nelson SE LaPlante DA Peller AJ Schumann A LaBrie RA Shaffer HJ 《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(4):463-477
The recent expansion of Internet gambling has stimulated debate, policy, and research on this relatively new phenomenon and
its potential consequences. The current study focuses on bettors experiencing problems by sampling Internet gamblers who imposed
limits on the amount they were allowed to deposit to a betting site. We analyzed the betting transactions over 18 months of
all gamblers who subscribed to an online betting site in February, 2005 (N = 47,134), 567 of whom utilized the site’s self-limit feature. Self-limiting gamblers played a wider variety of games and
placed more bets than others prior to imposing limits. After imposing limits, self-limiters reduced their activity, but did
not reduce the amount they wagered per bet. Time spent gambling, not just money spent, appears to be an important indicator
of gambling problems. Self-limit programs appear to be promising options for Internet gamblers at-risk for gambling problems.
相似文献
Sarah E. NelsonEmail: |