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1.
According to the cognitive perspective on gambling, regular gamblers persist in trying to win money at gambling because they hold a set of false beliefs about the nature of gambling, the likelihood of winning, and their own expertise. In order to investigate this claim, twenty seven university students were recruited who played one of three types of games at least twice a week: slot machines, video draw poker, and video amusement games. Subjects played their preferred machines on site (clubs, hotels and amusement arcades) first for at least thirty minutes and then the other two games for a minimum of twenty minutes each. During play, each subject spoke aloud into a microphone describing what he or she was doing or thinking about in the game. It was hypothesised that slot machine players would verbalise more irrational thinking than video poker or video amusement players and that slot machines would elicit more irrational thinking than video poker or video amusement machines. Most importantly, it was hypothesised that slot machine players would exhibit relatively greater amounts of irrational thinking when playing their preferred game. The data supported all three hypotheses. Out of all of the statements made by slot machine players when playing slot machines, 38% were categorised irrational. Furthermore, 80% of the strategic statements made by slot machine players while playing slot machines were categorised as irrational. These results are consistent with earlier work which showed high levels of irrational thinking in artificial gambling games. Together, the results provide support for a cognitive view of the origins of gambling problems.  相似文献   

2.
This article aimed to develop and validate a measure of protective beliefs – distinct from the absence of erroneous beliefs – that may be associated with resistance to gambling problems. Study 1 was designed to determine the reliability and content validity of a preliminary set of protective belief items. Participants (N = 1479, 813 males) also completed the Problem Gambling Severity Index (PGSI). Most items were associated with reduced risk of problems; however, items relating to an awareness of gambling harm, and preparedness to lose money were positively correlated with gambling problems and were therefore not demonstrably protective. Study 2 sought to reduce scale size and assess the scale’s ability to predict risk of gambling problems. Participants (N = 1168, 625 males) completed belief items, the PGSI, and measures of gambling consumption and cognitive distortions. Results showed that endorsement of protective beliefs was negatively correlated with PGSI, gambling consumption and cognitive distortions, and predicted PGSI above that of cognitive distortions. Findings suggest that the Protective Gambling Beliefs Scale (PGBS) offers a unique tool for understanding resistance to the development of gambling problems. Future research should focus on exploring whether protective beliefs can diminish the likelihood of the onset of problem gambling.  相似文献   

3.
The purpose of the following study was to explore certain affective and cognitive components and their relationships to gambling behavior in an undergraduate population. Specifically, the aim was to predict gambling severity using depression scores on the BDI-II, the dependency and self-criticism subscales on the DEQ, emotional awareness scores on the LEAS, cognitive flexibility scores from the STROOP, and a creativity subtests from the TTCT. Participants were 200 undergraduate students and 3.5–7.5% of individuals reported some level of problematic gambling behavior. Multiple regression analysis indicated that self-criticism and creative originality were significant predictors of gambling behavior, explaining 7.6% of the variance. Further analyses reveal a non-linear trend in the creative originality of those who gamble; only the at-risk gamblers were high in creativity whereas abstainers and problematic gamblers display similarly lower levels of creativity. Results are discussed in regards to Blaszczynski and Nower’s Addiction 97:487–499 (2002) subtypes of gambling vulnerability.  相似文献   

4.
Many similarities have been drawn between the activities of gambling and video-gaming. Both are repetitive activities with intermittent reinforcement, decision-making opportunities, and elements of risk-taking. As a result, it might be tempting to believe that cognitive strategies that are used to treat problem gambling might also be applied to problematic video gaming. In this paper, we argue that many cognitive approaches to gambling that typically involve a focus on erroneous beliefs about probabilities and randomness are not readily applicable to video gaming. Instead, we encourage a focus on other clusters of cognitions that relate to: (a) the salience and over-valuing of gaming rewards, experiences, and identities, (b) maladaptive and inflexible rules about behaviour, (c) the use of video-gaming to maintain self-esteem, and (d) video-gaming for social status and recognition. This theoretical discussion is advanced as a starting point for the development of more refined cognitive treatment approaches for problematic video gaming.  相似文献   

5.
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.  相似文献   

6.
Cognitive studies into gambling behaviour have shown that many gamblers misinterpret the odds of gambling activities, hold false beliefs about skill and luck, and over-estimate their subjective chances of success. Accordingly, providing accurate information about gambling in venues, or on slot-machines, would appear to be a sensible way to enhance the 'safety' of gambling products. Unfortunately, such ideas for educating gamblers may be difficult to implement in practice because of limitations and conceptual dilemmas in the cognitive literature. Irrational beliefs about gambling may be difficult to falsify, are often highly idiosyncratic and context-bound, and may stem more from the selective misuse of information than from a lack of knowledge about gambling activities. Drawing evidence from recent research into gambling-related cognitions, this paper examines the key elements of irrational-belief systems, and how this work might usefully inform the design of future consumer information initiatives.  相似文献   

7.
Problem gambling is heterogeneous in nature, ranging in severity from occasional but problematic gambling episodes, to extreme, impulsive and pervasive gambling behaviour. Problem gambling may be accompanied by a sense of impaired control and can give rise to financial, interpersonal, legal and vocational costs for the sufferer, their families and society. This study investigated the relationship among metacognitions, anxiety, depression and gambling in a sample of problem gamblers. A total of 91 individuals attending gambling treatment services completed a battery of self-report instruments that consisted of the Metacognitions Questionnaire 30 (MCQ-30), the Hospital Anxiety and Depression Scale (HADS) and the South Oaks Gambling Scale (SOGS). Correlation analyses showed that anxiety, depression and metacognitions were positively and significantly correlated with both gambling consequences and behaviour. Hierarchical regression analyses indicated that two metacognitive constructs (negative beliefs about thoughts concerning uncontrollability and danger and beliefs about the need to control thoughts) predicted gambling behaviour independently of anxiety and depression. These findings are consistent with the hypothesis that metacognitions play a role in problem gambling.  相似文献   

8.
Students recruited from psychology undergraduate university populations are commonly used in psychology research, including gambling studies. However, the extent to which the use of this subpopulation produces findings that can be extrapolated to other groups is questionable. The present study was designed to compare results from university-recruited psychology student gamblers to those obtained from a sample of gamblers recruited from the general population that also included students. An online survey measuring gambling behavior and Internet gambling, attitudes and knowledge about gambling and problem gambling severity was posted on websites accessed by gamblers. Participants were recruited from two sources, a psychology undergraduate university population (n = 461) and online websites (n = 4,801). Results showed university-recruited students differed significantly from both adults and students recruited from the general population in respect to demographic variables and gambling behavior. Psychology undergraduate students were younger, more likely to be female, and had lower incomes. When relevant demographic variables were controlled, psychology undergraduate students were found to gamble less frequently, at different times, and to be at lower-risk for gambling-related problems, but had more irrational beliefs and more negative attitudes towards gambling than gamblers recruited from the general population. Results suggest that caution should be used in extrapolating findings from research using university-recruited psychology student gamblers to wide community populations due to differences related to gambling thoughts, attitudes and behaviors.  相似文献   

9.
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   

10.
Using population data (N = 11,562) drawn from five Canadian gambling prevalence surveys conducted between 2000 and 2005, the current study investigated the relationship between irrational gambling cognitions and risky gambling practices upon (a) gambling intensity, as measured by percent of income spent on gambling and (b) tolerance, a diagnostic indicator of pathological gambling. First, we found irrational gambling cognitions and risky gambling practices to be positively related. Second, irrational gambling cognitions moderated the relationship between risky gambling practices and gambling intensity. Specifically, people engaging in risky practices, spent less of their income on gambling when they had fewer irrational gambling cognitions compared to those with more irrational cognitions. Third, irrational gambling cognitions moderated the relationship between risky gambling practices and tolerance. Of the people engaging in risky practices, those with no irrational cognitions reported lower levels of tolerance than those with at least one irrational cognition. Interactions with gender are reported and discussed. These findings demonstrate the importance of both gambling cognitions and gambling practices upon the intensity of gambling and pathological gambling.
Shawn R. CurrieEmail:
  相似文献   

11.
Although most gamblers set a monetary limit on their play, many exceed this limit—an antecedent of problematic gambling. Responsible gambling tools may assist players to gamble within their means. Historically, however, the impact of such tools has been assessed in isolation. In the current research, two responsible gambling tools that target adherence to a monetary limit were assessed among 72 electronic gaming machine (EGM) players. Participants watched an educational animation explaining how EGMs work (or a neutral video) and then played an EGM in a virtual reality environment. All participants were asked to set a monetary limit on their play, but only half were reminded when that limit was reached. Results showed that both the animation and pop-up limit reminder helped gamblers stay within their preset monetary limit; however, an interaction qualified these main effects. Among participants who did not experience the pop-up reminder, those who watched the animation stayed within their preset monetary limits more than those who did not watch the animation. For those who were reminded of their limit, however, there was no difference in limit adherence between those who watched the animation and those who did not watch the animation. From a responsible gambling perspective, the current study suggests that there is no additive effect of exposure to both responsible gambling tools. Therefore, for minimal disruption in play, a pop-up message reminding gamblers of their preset monetary limit might be preferred over the lengthier educational animation.  相似文献   

12.
The purpose of the study reported in this paper was to explore the gambling behaviours of young Thai people resident in Melbourne, Australia; the meaning that gambling had for this group; whether the attitudes of these young Thai people towards gambling changed as a result of their location in a society with more relaxed attitudes towards gambling than in Thailand; whether any such changes of attitude were reflected in gambling participation; and whether such participation had demonstrably negative impacts. It was also hoped to gain some insight into whether pre-existing beliefs and attitudes provided a protective factor in relation to the respondent's gambling. Fifty young people aged 18 to 25, forming five natural friendship networks, were observed on over 180 occasions in relation to their gambling and leisure behaviours. A number of major themes were identified from the observational data including money, fortune and luck, consumerism, entertainment, spirituality and superstition, gambling and family values. It was found that despite high levels of gambling participation there was little, if any, evidence of problematic play or its consequences. Strong adherence to values espoused in families of origin and to complex beliefs about luck in the context of beliefs about spirituality and the location of gambling within the context of a range of leisure pursuits served as protective factors for these young people.  相似文献   

13.
The Theory of Planned Behaviour (TPB) has been successfully employed to investigate the role of gambling-related beliefs in the maintenance of gambling behaviour. However, there is a lack of research that examines the temporal relationships between the TPB predictor variables and gambling behaviour. Thus, the current study examines the utility of expectancies, normative beliefs, perceived behaviour control and gambling intentions in predicting gambling frequency, as assessed 12 months later. In addition, these gambling-related beliefs were reassessed at the 12-month follow-up survey to examine their stability and relationships with gambling behaviour. A total of 805 Australian adults, recruited via an online research panel, completed the baseline and follow-up online survey. Consistent with expectations, gambling-related beliefs explained gambling intentions and intentions predicted Wave 2 gambling frequency, after controlling Wave 1 gambling frequency. In relation to the stability of gambling-related beliefs, the Wave 2 measures explained additional variance in the Wave 2 gambling behaviour, although the type of beliefs associated with Wave 2 gambling frequency and problem gambling severity differed. These findings provide support for the notion that the perceived benefits of gambling and beliefs in skill are important areas to target in preventative and problem gambling initiatives.  相似文献   

14.
Problematic patterns of gambling and their harms are known to have culturally specific expressions. For ethnic Chinese people, patterns of superstitious belief in this community appear to be linked to the elevated rates of gambling-related harms; however, little is known about the mediating psychological mechanisms. To address this issue, we surveyed 333 Chinese gamblers residing internationally and used a mediation analysis to explore how gambling-related cognitive biases, gambling frequency and variety of gambling forms (‘scope’) mediate the association between beliefs in luck and gambling problems. We found that cognitive biases and scope were significant mediators of this link but that the former is a stronger mediator than the latter. The mediating erroneous beliefs were not specific to any particular type of cognitive bias. These results suggest that Chinese beliefs in luck are expressed as gambling cognitive biases that increase the likelihood of gambling problems, and that biases that promote gambling (and its harms) are best understood within their socio-cultural context.  相似文献   

15.
Disordered gambling in young adults is hypothesized as being related to mistaken gambling-related cognitions. Few studies have examined the temporal order of this relationship using longitudinal data. The purpose of this study is to understand the directionality of the relationship between gambling cognitions and gambling severity in a longitudinal sample of young adults. Young adults (N = 578), initially aged 18–21 years, completed the Manitoba Longitudinal Survey of Young Adults at two time points approximately 2–3 years apart. Measures of beliefs about randomness related to gambling and gambling severity, as measured by the Problem Gambling Severity Index, were utilized. A cross-sectional relationship between gambling severity and gambling-related cognitions was observed with greater gambling severity being associated with increased endorsement of mistaken cognitions. Evidence for a bidirectional longitudinal relationship was observed with faulty gambling cognitions leading to later problematic gambling behaviors and vice versa when examining a total beliefs scale. When examining specific beliefs about randomness, initial gambling group membership predicted later endorsement of certain beliefs about randomness while initial belief ratings did not impact later gambling group membership. The results of this study suggest a bidirectional relationship between gambling severity and erroneous gambling-related cognitions. However, when examining specific beliefs about randomness, evidence was found for problem gambling behaviors leading to erroneous gambling beliefs. These findings suggest that prevention efforts targeting cognitions may not be as effective in impacting those not yet demonstrating disordered gambling behaviors.  相似文献   

16.
This paper examined the nature of irrational gambling-related cognitions in a sample of 926 adolescents (mean age = 14.5 years) sampled from Australian schools. Students were differentiated according to gambling status and administered a series of items that assessed their understanding of objective odds, the nature of randomness, the role of skill in gambling, and the perceived profitability of gambling. The results confirmed previous findings that problem gamblers tend to be more irrational in their perceptions, as indicated by stronger beliefs in the role of skilful play in chance activities, and that gambling is a potentially profitable activity. However, counter intuitively, problem gamblers did not appear to have any poorer understanding of objective probabilities. These results are discussed in terms of Sevigny and Ladouceur’s (2004) concept of cognitive switching as well as psychological research concerning the role of emotional and motivational factors in the development of an illusion of control. The implications of these findings for gambling education programs are discussed.
Paul DelfabbroEmail:
  相似文献   

17.
Recreational and problem gamblers alike hold beliefs about gambling that are dysfunctional. These dysfunctional beliefs have been theorized to play a role in problem gambling behaviour. The current study sought to examine the effects of gambling attitudes and beliefs on problem gambling behaviour across three cohorts. A sample of 308 participants consisted of 101 individuals from Generation X, 139 from the Baby Boom cohort and 68 from the Silent Generation. Hierarchical multiple regressions showed that for Baby Boomers, higher scores on scales measuring beliefs about luck and illusions of control were associated with higher scores on measures of problem gambling than for the Silent Generation. Generation X’s higher scores on luck scales were associated with higher scores in problem gambling than the Baby Boom cohort. Attitudes associated with problem gambling did not differ among cohorts. These results suggest that while cohorts may not differ in types or levels of distorted beliefs, they differ in how such distortions relate to problem gambling. Future research should focus on determining whether such cohort effects are indicative of differences within the development and maintenance of problem gambling itself.  相似文献   

18.
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   

19.
This study assessed adherence to the law of contagion by 118 undergraduate students (39 males). Participants were students who played a slot machine game after viewing a prior player who seemed to be winning (“lucky” condition) or losing (“unlucky” condition). Adherence to the law of contagion was assessed by the selection of the coin holder used by a “lucky” prior player and the avoidance of the coin holder used by an “unlucky” prior player. Contagion varied directly with scores on the Problem Gambling Severity Index and scores on the Luck/Perseverance subscale of the Gamblers’ Belief Questionnaire (Steenbergh et al. in Psychol Addict Behav 16(2):143–149, 2002). Gamblers high in problem severity chose the “lucky” coin holder and avoided the “unlucky” coin holder significantly more than gamblers low in problem severity. Problem gamblers, therefore, exhibit evidence of magical thinking related to the transfer of a “lucky” essence. The same was the case for individuals with a strong level of belief that sheer continuation in gambling (luck perseverance) results in success and for individuals who believe that luck is a personal rather than a situational characteristic. All three variables (problem gambling severity, luck perseverance and personal luck) had direct effects on behavior reflecting irrational magical thinking. A belief that knowledge or skill has a role in successful gaming was unrelated to magical thinking. These findings suggest potential foci for cognitive interventions with problem gamblers and those with non-skill based evidence of irrational thinking.  相似文献   

20.
There is concern that recent innovations of traditional face-to-face gambling products may lead to increased harm because of the tendency for innovated products to share certain structural features with electronic gaming machines (EGMs). The VICES framework focusses on several mechanisms known to influence gambling behaviour: visual and auditory enhancements, illusions of control, cognitive complexity, expedited play and social customization. The current study applied the VICES framework to an investigation of player experiences with both traditional and innovated gambling products. Through a series of six focus groups (N = 40) with regular bingo, poker and casino table game players and sports bettors, we examined the characteristics of innovated gambling products and their influences on player experience and the risk of gambling harm. Findings suggest that traditional games are perceived as more social, more enjoyable and less harmful. This was largely attributed to the low social interaction, expedited play and increased potential for consumption that is associated with EGM-type gambling activity. Further, we suggest that VICES, pending some revision, is a valid and applicable framework by which to identify characteristics of innovated products that influence player experience and behaviour.  相似文献   

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