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1.
Losses disguised as wins (LDWs) appear to reinforce gambling persistence. However, little research has examined this phenomenon with real gamblers in natural gambling settings. We aimed to examine the relationship between within-session outcome size and subsequent gambling persistence. Account-based gambling data of individuals playing LDW games over a randomly selected day (2,035,339 bets made by 8636 individuals) was examined. We used a logistic mixed effects model to examine the relationship between the outcome of the previous bet (loss, LDW and real wins) and the odds of continuing betting in a game session. The odds of continuing betting in a game session were positively associated with the outcome of the previous bet. Compared to LDWs, losses lowered the odds of continuing a game session. In contrast, real wins implied greater odds of continuing a game session compared to LDWs. It is concluded that LDWs increase the likelihood of continuing betting compared to losses, but decrease the likelihood of continuing to gamble compared to real wins. As LDWs increase the number of bets made within a gambling session, and hence within-session gambling persistence, LDWs may potentially play an etiological role in the development of gambling problems over time.  相似文献   

2.
This paper first maps the distribution of indigenous gambling in cultures around the world. On the basis of extensive ethnographic and historical evidence, it is concluded that gambling is not a universal phenomenon; prior to the era of European colonisation, non-gambling societies appear to have covered large areas of the globe. The pattern of gambling and non-gambling peoples and nations invites speculation and investigation. The second part of the paper reviews and critically discusses statistical cross-cultural studies that have aimed to uncover factors that promote or restrain the playing of games of chance and the practice of gambling. Some of these factors, which allow us to predict to a certain extent the presence and intensity of gambling in societies, are: the presence of commercially used money, social inequality, societal complexity, and the presence of certain kinds of competitive inter-tribal relations.  相似文献   

3.
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   

4.
Dynamic warning messages are a harm minimization strategy aimed at preventing or reducing gambling-related problems by assisting individuals to make informed choices about their gambling. Laboratory studies have demonstrated the efficacy of dynamic warnings in facilitating responsible gambling. This article presents the results of a trial of the related effectiveness of dynamic warnings appearing either in the middle or on the periphery of electronic gaming machines (EGMs) screens in commercial gambling venues. Regular gamblers (n = 667) were surveyed to assess their recall of warning messages and the perceived impact of message placement on thoughts and behaviours. Messages appearing in the middle of screens were recalled to a greater extent, and respondents reported that these were more impactful and useful than messages on the periphery of screens. As one of the first trials of dynamic warning messages in operating EGM venues, the results provide important verification and validation of previous laboratory research. Results demonstrate that dynamic warning messages appearing in the middle of an EGM screen during play are likely to be a more effective harm minimization intervention than messages on the periphery of EGM screens.  相似文献   

5.
Norway, a Canadian province and Australia have introduced, or are considering introducing, voluntary or mandatory pre-commitment systems for electronic gaming machines. This paper critically reviews the empirical literature evaluating the effectiveness of such systems as a responsible gambling strategy. A literature search identified 17 relevant peer- and non-peer-reviewed publications. Self-report data suggests the majority of gamblers are positively predisposed to the concept of pre-commitment but non-problem and low-risk gamblers regard the system as personally unnecessary. Overall, studies reported variable findings relating to adherence to money limits and expenditure. Few gamblers appear to use options to set time limits. Methodological flaws such as low participation rates, compromised data integrity resulting from card sharing and failure to control for concurrent gambling outside trials limit conclusions drawn regarding the effectiveness of pre-commitment. It is recommended that further systematic trials should be implemented to determine the impact of pre-commitment systems on gamblers' behaviour.  相似文献   

6.
The expansion of gambling industries worldwide is intertwined with the growing government dependence on gambling revenue for fiscal assignments. In Australia, electronic gaming machines (EGMs) have dominated recent gambling industry growth. As EGMs have proliferated, growing recognition has emerged that EGM distribution closely reflects levels of socioeconomic disadvantage. More machines are located in less advantaged regions. This paper analyses time-series socioeconomic distributions of EGMs in Melbourne, Australia, an immature EGM market, and then compares the findings with the mature market in Sydney. Similar findings in both cities suggest that market assignment of EGMs transcends differences in historical and legislative environments. This indicates that similar underlying structures are evident in both markets. Modelling the spatial structures of gambling markets provides an opportunity to identify regions most at risk of gambling related problems. Subsequently, policies can be formulated which ensure fiscal revenue from gambling can be better targeted towards regions likely to be most afflicted by excessive gambling-related problems.  相似文献   

7.
This paper reports on the results of a psychological study conducted in Ontario, Canada, that attempted to answer the question of why some people develop gambling problems while others do not. A group of social gamblers (n = 38), sub-clinical problem gamblers (n = 33) and pathological gamblers (n = 34) completed a battery of questionnaires. Compared to non-problem gamblers, pathological gamblers were more likely to report experiencing big wins early in their gambling career, stressful life events, impulsivity, depression, using escape to cope with stress and a poorer understanding of random events. We grouped these variables into three risk factors: cognitive/experiential, emotional and impulsive and tested the extent to which each risk factor could differentiate non-problem and pathological gamblers. Each risk factor correctly identified about three-quarters of the pathological gamblers. More than half (53%) of the pathological gamblers had elevated scores on all three risk factors. Interestingly, 60% of the sub-clinical cases had elevated scores on only one risk factor. The results are interpreted in terms of a bio-psycho-social model of gambling addiction.  相似文献   

8.
Socio-economic status has been shown to be significantly related to both problem gambling and mental health problems. Additionally, forms of psychopathology such as mood and anxiety disorders have been shown to correlate with problem gambling across a variety of settings. However, relatively little research has been conducted examining whether the connection between mood and anxiety disorders and problem gambling is consistent across different levels of socio-economic status. This study examines gambling-related problems among a representative sample of Canadian adults using the 2008 Canadian Community Health Survey (N = 28,271). Generalized linear modelling is used to analyze the data. A moderation effect is found that shows the relationship between anxiety disorders and problem gambling severity varies significantly across socio-economic status. This study shows that social setting has an important influence on the assumed relationship between psychopathology and gambling problems that is downplayed in current problem gambling research. A discussion of the need for greater inclusion of socio-economic context when making assumptions about the connections between problem gambling and psychiatric disorders is made in light of the responsibilities of gambling providers and regulators.  相似文献   

9.
By focusing on everyday use of spatial ‘frames of reference’ (FOR) in route instruction, we propose some possible explanations for the seemingly contradictory trends observed in FOR‐based and deixis‐based spatial expressions in Japanese. We examined the data obtained in a series of longitudinal surveys conducted in Japan over 50 years (1953, 1972 and 2008). Our GoldVarb analysis confirmed what is called a ‘retrograde’ lifespan change. This indicates that, first, synchronically, the preference for External FOR (that is, based on North‐South‐East‐West) increases as community members grow older. This means they shift toward the local norm through ‘age‐grading’. Secondly, diachronically, the preference for Internal FOR (based on Right‐Left‐Front‐Back) has gradually increased over the past century. There is, therefore, a ‘generational change’ motivated by the linguistic marketplace. In contrast, as a community‐wide preference for Internal FOR expressions prevails, there is an accompanying gradual decrease in the use of deictic expressions such as ‘here/there/over there’. This indicates a partially complementary relationship between deixis and Internal FOR.  相似文献   

10.
SK-II, a global luxury cosmetic and skincare brand of Proctor & Gamble (P&G), was sued by a Chinese consumer in 2005, which raised serious questions about SK-II's product safety and the credibility of its advertisements. This public relations debacle resulted in a dip in SK-II's performance in the China skincare market. The theory of image restoration discourse was applied in this case to analyze SK-II's public relations efforts to rebuild its prestigious brand image in China and to regain Chinese consumers’ trust. More rigorous image restoration strategies for multinational corporations (MNCs) in the Asian market were also discussed.  相似文献   

11.
We consider two rival hypotheses on the emergence of organization in open production communities. According to the first (“reputation hypothesis”), patterns of agreement and disagreement among participants in open production communities are explained by differences in individual reputation for quality of contribution. The reputation hypothesis predicts that participants will tend to agree with more reputable others and disagree with less reputable others thus contributing to establish a stable open production community. According to the second hypothesis (“balance hypothesis”), patterns of agreement and disagreement are explained by membership in sub-communities of “friends” and “enemies.” The balance hypothesis predicts that participants in open production communities will agree mainly with friends and disagree mainly with enemies, regardless of considerations about reputation for the quality of their contributions. In this paper, we examine which one of these hypotheses is more consistent with patterns of positive and negative interaction events observed during the production of the complete set of 1,206 English-language Wikipedia articles officially considered controversial. We specify and estimate new models for signed and weighted relational event networks predicting the probability that a user deletes the contributions of another user – thus expressing personal disagreement – and/or protects the contributions of another user against deletion from third parties – thus expressing personal agreement. In an analysis of positive and negative interaction among Wikipedia contributors consisting of more than 60 million observations, we find strong support for the balance hypothesis and for the predictions of the reputation hypothesis that are more consistent with alter-centric interpretations of social status as conferred by alters through observable acts of deference.  相似文献   

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