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1.
In New Zealand, a pop-up message feature that interrupts gambling is mandatory on all electronic gaming machines (EGMs) in all venues. The present research documented the views and experiences of pop-up messages from a range of gamblers and gambling venue staff. A series of focus groups was held with 40 gamblers (ranging from infrequent gamblers to current/former problem gamblers), and 19 staff from casino and non-casino venues. Most participants thought that pop-up messages were ineffective as a harm-minimization measure. Venue staff participants viewed pop-up messages much more negatively than gamblers, who were generally accepting of their existence and sometimes described them as useful. Venue staff participants were also very negative about the additional hassles and confusion they believed to be caused by pop-up messages, and a range of problems they perceived with their accuracy. Nonetheless, there was a consistent although less prevalent view that pop-up messages were useful in reducing gambling harm and potentially bringing harmful gamblers to the attention of others. Participants raised some possibilities for enhancing their effectiveness; these were generally consistent with the evidence base developed since the introduction of pop-up messages in the New Zealand gambling environment.  相似文献   

2.
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There is a lack of research investigating Pacific peoples' gambling within a New Zealand context. In this paper, data about gambling activity (rather than problem gambling) are presented from the first data collection point for a cohort of mothers who are part of the longitudinal Pacific Islands Families study. The results indicate that gambling behaviour could be influenced by cultural differences. For example, Tongans are more likely to gamble than Samoans, and those who undertake traditional gift giving customs are likely to spend more money on gambling than those who do not. This paper identifies a need for research on Pacific peoples' gambling to acknowledge ethnic-specific cultural influences on gambling practices.  相似文献   

3.
In New Zealand, awareness of gambling-related problems has increased in association with the legalization of new forms of gambling. This paper presents the methods and selected results from a national survey of gambling and problem gambling completed in New Zealand in 1991. While the primary aim of the study was to determine the extent of problem gambling in New Zealand, the study included a second phase intended to assess the validity and reliability of the widely-used South Oaks Gambling Screen as well as to examine other aspects of problematic involvement in gambling. The results of the two-phase study in New Zealand show that problem gamblers in different countries are remarkably similar in demographic terms as well as with regard to other risk factors associated with problematic gambling involvement. The New Zealand study of problem gambling points the way toward important research topics that will require further exploration in the future.This research was funded by the New Zealand Department of Internal Affairs and by the US National Institute of Mental Health (MH-44295).  相似文献   

4.
This paper aimed to analyze the harms arising from gambling and gambling-related help-seeking behaviour within a large sample of Indigenous Australians. A self-selected sample of 1,259 Indigenous Australian adults completed a gambling survey at three Indigenous sports and cultural events, in several communities and online. Based on responses to the problem gambling severity index (PGSI), the proportions of the sample in the moderate risk and problem gambler groups were higher than those for the population of New South Wales. Many in our sample appeared to face higher risks with their gambling and experience severe gambling harms. From PGSI responses, notable harms include financial difficulties and feelings of guilt and regret about gambling. Further harms, including personal, relationship, family, community, legal and housing impacts, were shown to be significantly higher for problem gamblers than for the other PGSI groups. Most problem gamblers relied on family, extended family and friends for financial help or went without due to gambling losses. Nearly half the sample did not think they had a problem with gambling but the results show that the majority (57.7 %) faced some risk with their gambling. Of those who sought gambling help, family, extended family, friends and respected community members were consulted, demonstrating the reciprocal obligations underpinning traditional Aboriginal culture. The strength of this finding is that these people are potentially the greatest source of gambling help, but need knowledge and resources to provide that help effectively. Local Aboriginal services were preferred as the main sources of professional help for gambling-related problems.  相似文献   

5.
Gambling involves consumption of gamblers’ money and time. Gamblers are a heterogeneous group, and in addition to grouping gamblers based on personality factors, it is also important to find different gambler profiles with respect to their gambling behavior. Using the nationally representative survey ‘Finnish Gambling 2011’ (N = 4484), this article studies the subtypes of Finnish gamblers based on the frequency of gambling and the amounts of money and time used in different gambling forms. Cluster analysis reveals six profiles of gamblers, from infrequent gamblers to omnivorous gamblers. In the further analysis of the clusters, it was found that the highest problem gambling prevalence was in the groups of sport betting + electronic gaming machine gamblers and omnivorous gamblers, which were also both dominated by men. Certain gambling consumption patterns and risk factors for problem gambling are related to both socio-demographic backgrounds of the gamblers as well as the structural and situational characteristics of the games. The results have implications for the prevention of problem gambling, as some consumption patterns may be connected with the probability of developing gambling problems.  相似文献   

6.
The family‐focused mental health intervention, ‘Let's Talk About Children,’ has positively influenced the lives of families affected by parental mental illness. This paper outlines the use of this brief, strengths‐based intervention for parents with gambling and other co‐occurring issues from the gamblers’ support services sector. Over a six‐month period, a training manual and accompanying resources were adapted for the gamblers’ support services sector and a targeted training session developed. Nine problem gambling counsellors from three Victorian gambling support services trialled the Let's Talk About Children intervention over a four‐month period. Qualitative data were gathered through focus groups, interviews, and practice enquiry groups to determine the impact of the Let's Talk About Children model for gambling support services. The results are presented as ‘practice wisdoms and recommendations’ reporting on the impact of the trial and to provide some guidance to support others in the implementation of a specific family‐focused intervention. This paper reports on the first exploratory trial of Let's Talk About Children for the gambler's support services sector in Australia.  相似文献   

7.
Intimate partner violence (IPV) and problem gambling are becoming increasingly significant public health issues, especially amongst Pacific populations within New Zealand, yet no general population studies have explicitly investigated the association between these factors. This study aims to determine whether problem gambling is an independent risk factor for IPV victimization in 700 couples with a Pacific infant, after accounting for problem drinking. Victimization of any and severe physical IPV was indicated for 33% and 18% mothers, and 38% and 22% fathers, respectively. For mothers, 1% were classified as problem gamblers and 15% as problem drinkers; while for fathers, 2% were defined as problem gamblers and 26% as problem drinkers. In this first published study to simultaneously relate current problem gambling to IPV victimization in a general population, no association could be found.  相似文献   

8.
As gambling products have diversified so too have the ways in which the gambling industry has been able to target, reach and engage different sectors of the community. Limited research has explored the ways in which individuals conceptualize and respond to gambling marketing strategies. Semi-structured, qualitative interviews were conducted with 100 adults in Victoria, Australia, who had gambled at least once during the previous year. Participants described the multi-layered ways in which gambling was marketed and were concerned about the role of marketing in ‘normalizing’ gambling for some groups. Male participants felt ‘bombarded’ and ‘targeted’ by sports bet marketing. Most women and older men actively resisted gambling marketing strategies. Older women, younger men, moderate and high risk gamblers and those from low socio-economic backgrounds were particularly influenced by incentivization to gambling. This study highlights the complex ways in which different individuals interpret and respond to gambling industry marketing strategies.  相似文献   

9.
Over the past decade, several motivational models have been proposed to explain the role of motives in gambling disorder. In the model captured by the four-factor Gambling Motives Questionnaire Financial (GMQ-F), gamblers are described as being primarily motivated to gamble for ‘coping’, ‘enhancement’, ‘social’, and ‘financial’ reasons. Although this model has received significant empirical support; to date, research assessing the role of motives in gambling disorder has been primarily cross-sectional in nature. Thus, the extent to which gambling motives remain stable over time has yet to be explored. In the current study, the stability versus fluidity of self-assessed gambling motives was investigated using the Quinte Longitudinal Study, a longitudinal dataset of gambling behaviour collected over 5 years. Gambling motives of 2795 gamblers were examined over all five annual assessments. The total proportion of gamblers who stayed in the same primary motive category across each of the 5 consecutive assessments was 22%, indicating substantial fluidity in category membership. Substantial movement between categories was seen for each GMQ-F group, as well as an additional group of non-classified motives. Logistic regression analyses suggest that greater resistance to gambling fallacies significantly predicted stability between the baseline assessment and a follow-up 1 year later, but gambling severity did not. Potential limitations in the study design and opportunities for future research are discussed.  相似文献   

10.
There is a paucity of research investigating child gambling, particularly studies that do not use retrospective designs. The presented findings provide cross-sectional data of the gambling behaviours of 874 9-year old Pacific children from a birth cohort study (recruited from one hospital) investigating health, developmental and social outcomes for Pacific children and their families in New Zealand. Structured interviews were administered to participants (mothers and children), face to face, in their homes (mothers) or school (children). Child gambling behaviours and associations with some maternal behaviours were investigated; five gambling participation questions were included in the child interview. Almost all child respondents (96%) reported having played card games with family or friends and 60% reported participation in housie (bingo), although only 27% reported having bet with money. Associations were noted between child gambling and household deprivation, and effectiveness of parental monitoring. There was no association between children's gambling and mothers' gambling. This is the first research to examine gambling in Pacific children at 9 years of age within a familial context. It will allow exploration of links between parental gambling and child development of gambling behaviours, as well as risk and protective factors for problem gambling at future data collection phases of the study.  相似文献   

11.
Many Indigenous populations engage in traditional gambling games, but little is known about their contemporary usage or the characteristics of people who participate. This paper presents the first quantitative study of traditional Indigenous Australian card gambling. The aim of this research was to compare Indigenous Australian card gamblers with non-card gamblers in terms of socio-demographic characteristics, gambling behaviour and motivations, gambling cognitions, gambling consequences, substance use while gambling and problem gambling severity. A gambling survey was conducted at Indigenous festivals, in several communities and online. Within a sample of 1001 gamblers, 414 people had gambled on traditional card games in the previous 12 months. Many card gamblers commenced gambling while young, were highly involved in both cards and commercial gambling and gambled because most of their family and friends also gamble. An important difference revealed here is that card gamblers gamble on more forms of commercial gambling than non-card gamblers. Gambling appears as a deep-seated habit in some participants' lives and although the proportion classified as problem gamblers is high in this sample the card gamblers held more realistic cognitions about chances of winning than did the non-card gamblers.  相似文献   

12.
In this article, the results of the national survey of adult gambling behavior in North Cyprus (NC) in 2012 are presented. The aim of this study is to investigate the characteristics of adults’ participation in gambling, and to determine the prevalence of ‘problem and pathological gambling’ in NC. The population of this study was formed from all the people living permanently in NC, speaking Turkish, and within the age group 18–65. Household interviews were conducted with 966 people. To obtain data, a 30 item questionnaire prepared by the researchers and a Turkish version of the Revised South Oaks Gambling Screen were used. Prevalence rates are compared with the results of the study conducted in 2007 using the same methodology and survey form. The lifetime prevalence of participating at least once in any of the 17 gambling activities investigated in the survey was 66.4 %. 3.5 % of the respondents scored as lifetime probable pathological gamblers and 9.2 % as probable problem gamblers. Risk factors for becoming probable problem and pathological gamblers include being male, being in the 19–28 age group, having a high education level, having a job and being born in Cyprus. This study shows that the prevalence of problem gambling is high in NC and increasing gradually. NC has socio-cultural features such as a history of colonization, socioeconomic problems and high unemployment, similar to other high prevalence gambling regions, which is suggestive of the importance of socio-cultural factors on gambling behavior.  相似文献   

13.
This article examines gambling harms from both gamblers and affected others’ perspectives. Participants (3076 gamblers and 2129 affected others) completed a retrospective survey that elicited information on harms they experienced from gambling across their lifetime. Their responses were analyzed through testing measurement invariance, estimating item-response theoretic parameters, calculating percentages, confidence intervals, and correlations, as well as regressions. The results indicated large commonalities in the experience of harms reported by gamblers and affected others. Further, gamblers appeared to ‘export’ about half of the harms they experienced to those around them. The findings also provided detailed profiles of evolving harms as problem gambling severity varies.  相似文献   

14.
In New Zealand a simple pop-up message feature that provides gambling session information and forces a break in play is mandatory on all electronic gaming machines in all venues (EGMs). Previous research has demonstrated small effects of more sophisticated pop-up messages tested predominantly in laboratory environments. The present research examined gambler engagement with and views on the New Zealand pop-up messages and on the relationship between pop-up messages and EGM expenditure. A sample of gamblers was recruited at casino and non-casino (pub) EGM venues. Most participants were aware of pop-up messages (57 %) and many saw them often (38 %). Among gamblers who reported seeing pop-up messages, half read the message content, and a quarter believed that pop-up messages helped them control the amount of money they spend on gambling. Participants who reported being likely to stop gambling in response to pop-up messages spent significantly less money on gambling when variables that were independently associated with EGM expenditure were controlled for. A modest harm minimisation effect of the pop-up message feature that has been operating in New Zealand for 5 years was evident. Suggestions for improvement of the harm minimisation potential of the current pop-up message feature are discussed.  相似文献   

15.
16.
This study was designed to explore the nature of informal or illegal gambling in South African townships, to investigate what motivates people to participate in this form of gambling and what they perceive are the associated benefits and dis-benefits. A series of focus group workshops was conducted with two groups of gamblers, all of whom had experience of some form of township gambling: one group currently lived in townships and the other had previously resided in townships. Gambling for the township residents was a far more frequent activity than for non-township residents and consumed substantially more of their time. The majority of the township residents classified themselves as unemployed, while of those who were unemployed, most people indicated that gambling was a major source of their income; some even described it as their only source of income. The most significant difference between what township and non-township residents expressed as wanting and getting from gambling was that the former indicated quite clearly and unanimously that what they sought and gained from gambling was money. Township residents were far more likely to indicate that they used gambling to balance their budgets than ex-township residents who gambled primarily at casinos. A lottery type game called “Fahfee” is the most widely spread and pervasive form of gambling and was unanimously portrayed as a necessary and beneficial form of support for the poor and unemployed. Lottery and Casino gambling were, in contrast, widely perceived by the township participants as being ‘rigged’ and unfair. Township Dice and cards were perceived as being ‘fairer’ and as allowing punters to be more in control than casino gambling. The downside of township gambling was reported to be high levels of violence, crime and insecurity surrounding, in particular, the game of Dice. There was widespread inability to calculate expected payoffs or odds, and an apparent belief that these were not particularly helpful skills for gamblers. In Fahfee, the reliance on dreams to guide choice of numbers appears to eradicate any interest in the odds, or of playing strategically. The findings of this study are preliminary but have serious policy implications for education and for gambling regulation in South Africa.  相似文献   

17.
While the financial and psychological burden on problem gamblers can be severe, at least some of the ill effects are also passed on to family or other close social ties. The present study estimated the number of affected-others for the typical problem gambler. Australian members of an online panel with gambling problems (N = 3076) and panel members who indicated that they had been affected by someone else’s gambling (N = 2129) were asked to estimate the number of other people who were negatively affected by their gambling. Using robust statistics to analyse this data, the study found lower estimates made by problem gamblers (four affected people) compared to estimates made by affected others (six affected people, including the respondent). It was concluded that a point-estimate of six people affected is a more accurate figure since it does not suffer from self-presentation effects of problem gamblers. Low-risk and moderate-risk gamblers, unsurprisingly, affected far fewer other people (one and three, respectively). Both gamblers and affected-others most often identified close family members, including spouses and children, as the people impacted by others’ gambling problems. These results provide an approximate measure of the number of people affected, per problem gambler, to facilitate accurate accounting of the harms accruing from gambling problems.  相似文献   

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

19.
Very few studies have investigated motivational differences between pathological gamblers (PG) and non-problem gamblers (NPG), or between men and women. Motives for starting gambling have not been distinguished from motives for continuing gambling. From a community survey questionnaire listing reasons generated from the population studied, the motives of 103 current PG met the DSM-IV-TR criteria of five or more symptoms within the 12 months to October 2004. NPG assented to less than three symptoms. Generally, PG had significantly stronger motives than NPG and preferred continuous forms of gambling. There were no overall gender differences in motives, but electronic gaming machines and bingo were the primary choices for female PG. Gambling to escape from stress and troubles increased for PG but not for NPG, while gambling for social reasons decreased for both groups. Because of disproportionate numbers of PG and NPG in the Caucasian, Maori, Pacific Island and Asian groups, ethnic differences were not examined. The findings supported some aspects of theories of gambling motivation. Lowering stress for PG, raising community awareness of the risk of gambling to socialize and undertaking longitudinal research in community samples were suggested.  相似文献   

20.
Many recent studies of internet gambling—particularly those that have analysed behavioural tracking data—have used variables such ‘bet size’ and ‘number of games played’ as proxy measures for ‘gambling intensity’. In this paper it is argued that the most stable and reliable measure for ‘gambling intensity’ is the ‘theoretical loss’ (a product of total bet size and house advantage). In the long run, the theoretical loss corresponds with the Gross Gaming Revenue generated by commercial gaming operators. For shorter periods of time, theoretical loss is the most stable measure of gambling intensity as it is not distorted by gamblers’ occasional wins. Even for single bets, the theoretical loss reflects the amount a player is willing to risk. Using behavioural tracking data of 100,000 players who played online casino, lottery and/or poker games, this paper also demonstrates that bet size does not equate to or explain theoretical loss as it does not take into account the house advantage. This lack of accuracy is shown to be even more pronounced for gamblers who play a variety of games.  相似文献   

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