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1.
This paper helps to address a deficiency of gender-specific research into gambling. It focuses on gambling participation, gaming machine play, and problem gambling amongst 1,257 female respondents to a telephone survey of 3,000 members selected randomly from the membership lists of six of the largest clubs in Sydney, Australia. Using predominantly non-parametric tests, results identify a range of behaviors that characterize the gambling activities of female club members when compared to their male counterparts. Testing four hypotheses revealed that, when compared to male club members, the females had a higher preference for bingo, lotto, lotteries, pools, and gaming machines; they gambled less frequently on off-course and on-course betting, casino table games and hotel gaming machines, but more frequently on bingo; they were more likely to display patterns of gaming machine play that maximize playing time; and they experienced problem gambling at levels comparable to males. Further research questions arising from the study's findings are discussed.  相似文献   

2.
Online deviant behaviors have been prevalent since the Internet became ubiquitous, but research in this field is relatively scarce. The present study investigates a unique deviant behavior in online video gaming communities – game cheating – to further understand the scope of online deviant social behaviors. This paper aims to uncover how game players actively create and negotiate new meanings of game cheating in online games. Six focus groups were conducted to explore the rationalization process for engaging in game cheating among players of different online video games. It was discovered that elements of intentionality, utility, core gaming goals, evolving gaming norm, and social ties to gaming communities serve as important rationalizing process to justify game cheating behaviors. Through the discovery of these mental schemas for online game cheating, the paper discusses how online deviant behaviors are connected with social life online and form a unique online culture.  相似文献   

3.
The gambling activities of minority groups such as Indigenous peoples are usually culturally complex and poorly understood. To redress the scarcity of information and contribute to a better understanding of gambling by Indigenous people, this paper presents quantitative evidence gathered at three Australian Indigenous festivals, online and in several Indigenous communities. With support from Indigenous communities, the study collected and analyzed surveys from 1,259 self-selected Indigenous adults. Approximately 33 % of respondents gambled on card games while 80 % gambled on commercial gambling forms in the previous year. Gambling participation and involvement are high, particularly on electronic gaming machines (EGMs), the favorite and most regular form of gambling. Men are significantly more likely to participate in gambling and to gamble more frequently on EGMs, horse/dog races, sports betting and instant scratch tickets. This elevated participation and frequency of gambling on continuous forms would appear to heighten gambling risks for Indigenous men. This is particularly the case for younger Indigenous men, who are more likely than their older counterparts to gamble on EGMs, table games and poker. While distinct differences between the gambling behaviors of our Indigenous sample and non-Indigenous Australians are apparent, Australian Indigenous behavior appears similar to that of some Indigenous and First Nations populations in other countries. Although this study represents the largest survey of Indigenous Australian gambling ever conducted in New South Wales and Queensland, further research is needed to extend our knowledge of Indigenous gambling and to limit the risks from gambling for Indigenous peoples.  相似文献   

4.
Research has noted many similarities between video gaming and gambling activities. It has been suggested that video game players may also be attracted to gambling, although there is limited research on this possibility. The present study examined concurrent video gaming and gambling habits in a sample of regular video game players in Australia (N = 485, 84 % male, M age = 25.8). Gambling involvement was found to be a generally unpopular activity among regular video game players. No significant association between frequency of video game play and frequency of gambling was found. Although significant correlations between gaming ‘addiction’ scores and gambling frequency were identified, age was the only significant predictor of gambling when controlling for all remaining variables. These findings are critically discussed in the context of past research, and future research directions concerning the link between video gaming and gambling are proposed.  相似文献   

5.
Digital technology advances have supported an expansion of gambling activities, which is notable via the advent of simulated gambling games. Simulated gambling reproduces ‘real’ gambling activities, which enables the users to gamble without investing money. According to research evidence, a certain number of adolescents are playing with these games, but until now little has been known about how they could facilitate the migration to gambling with real money. Using a longitudinal design with a one-year interval period, the goal of this study was to assess the potential transition between playing with simulated gambling and the initiation to gambling with real money. The final sample was constituted of 1220 adolescents (age range = 14 to 18 y.o.) who had never played with real money at the first measurement time. At the second measurement time, 28.8% of the participants had gambled for the first time with real money. Logistic regressions revealed that the predictive association between simulated gambling and gambling with real money only holds for adolescents who transitioned from simulated poker to poker with real money. These findings highlight the need for regulation and monitoring on Internet gambling poker sites, as well as further research to assess the mechanisms at work.  相似文献   

6.
Adolescents’ use of the Internet and other digital media for the purpose of gambling represents a serious concern in modern society. This paper overviews some of the available monetary and non-monetary forms of gambling within new digital and online media and monetary forms of games with gambling-like experiences. With reference to current psychological knowledge on the risk factors that promote adolescent gambling, it is suggested that new gambling technologies may: (a) make gambling more accessible and attractive to young people, (b) may promote factually incorrect information about gambling, (c) provide an easy escape from real world problems such as depression and social isolation, (d) create a gambling environment that easily facilitates peer pressures to gamble, (e) ease parental transmission of gambling attitudes and beliefs, and (f) make gambling more ubiquitous and socially acceptable. The unique risks of Internet gambling for young people are critically discussed, as well as the lack of restricted classification for video games and other media that feature interactive, non-monetary forms of gambling.  相似文献   

7.
This paper reviews Australian classification practices for commercial video games that contain simulated gambling. In the last decade, over 100 video games featuring gambling simulations have been classified as suitable for commercial sale to youth in Australia, with 69 of these video games rated ‘PG’ for Parental Guidance Recommended (i.e. suitable for ages 8+years) and the remaining 33 rated ‘G’ for General (i.e. suitable for all ages). A review of the literature suggests that consumer advice and warnings related to video game material are often inconsistent and/or not adequately provided. A public health approach suggests that the presence of gambling content in video games may present risks to younger players unfamiliar with how gambling operates. It is argued that there is a need for further academic debate on social responsibility issues of early childhood and adolescent exposure to, and involvement in, simulated gambling activities available in interactive gaming technologies.  相似文献   

8.
Men are more likely than women to engage in so-called ‘strategic’ forms of gambling, particularly wagering and casino table games, but the reasons for this preference are unclear. Previous research on male gender roles found that behaviours that are effective at establishing masculinity are those perceived as being risky, skill-based and public – which are also characteristic of these ‘strategic’ forms of gambling. The aim of the current study was to examine the possibility that men may be drawn to wagering and casino table games because these strategic forms of gambling are associated with masculinity. Seventy male treatment-seeking problem gamblers completed a survey on their perceptions of various forms of gambling, and a measure of conformity to masculine norms. Participants reported that being seen as skilled and intelligent, and acting in public were important motivators for both wagering and playing casino table games. Furthermore, individuals who engaged in wagering and casino table games displayed higher levels of conformity to masculine norms than those who preferred gambling on gaming machines. The findings have important implications for the regulation of gambling promotion, the encouragement of help-seeking, and the treatment of gambling disorders in men.  相似文献   

9.
Studies of Internet gambling have consistently shown that online gamblers are more likely to report disordered gambling behaviour than offline gamblers. However, little research has focused on whether this is a causal relationship or whether this risk factor is capturing a relationship with one or more missing variables. To address whether there is a strong causal argument for the effect of online gambling participation on problem gambling severity, we use a secondary data method that corrects for potential omitted variable bias. Once this issue is addressed, we find that past-year participation in online gambling is related to a decrease in problem gambling severity, which is the opposite of the popular view in current literature. The estimates in this study are found to be robust to various forms of online gambling, control variables and problem gambling measurement instruments. The findings were also consistent when using a representative sample from the United Kingdom and when using an online research panel from Ontario, Canada. As a primary force against the widespread adoption of Internet gambling has been public health concern over problem gambling, this study provides evidence that such decisions should be more closely considered by policymakers.  相似文献   

10.
Research has found gambling to be related to a variety of other addictive behaviours. The study objective was to evaluate the association of Internet gambling with Internet addiction, online sexual engagement, suicidality and substance use, in a sample of Greek adults. The study sample consisted of 789 military personnel. During their annual medical examination the study participants anonymously completed a series of self-reported questionnaires in relation to socio-demographic data, Internet gambling practices, online sexual engagement, Internet addiction, suicidality and psychoactive substance use. We found that Internet addiction significantly predicted engagement with online gambling, followed by substance use in general, and, in particular, the use of cocaine or heroin. Finally, two other predictive indicators were self-reported suicide attempts and engagement with online sex. Online gambling is associated with various behaviours related to impulsivity such as Internet addiction, online sexual engagement, suicidality and substance use. Future research will increase our knowledge on the contribution of new technologies and the Internet in Internet gambling dimensions, as well as on the associations with other high-risk behaviours such as substance use, pornography and suicidality.  相似文献   

11.
Youth gambling was investigated in a prospective sample of 532 Minnesota adolescents and young adults. Of particular interest was the possible impact among the study sample of a recent state lottery and of reaching the legal age for gambling on changes in the rate and type of gambling. Overall rates of gambling involvement and pathological gambling did not change across the 1.5 year interval. However, a preference for certain types of gambling activities (e.g., lottery, casino machines) significantly increased, whereas more informal and unregulated games (e.g., betting on games of personal skill) significantly decreased. Also, access to gambling activities by underage youths was high, suggesting the need for tighter controls of legalized games and greater awareness of this problem by the gaming industry and public health officials.Support for this study was provided by the Minnesota Department of Human Services, Compulsive Gambling Treatment Program. A version of this work was presented at the Seventh National Conference on Gambling Behavior, July 24, 1994, New London, CT.  相似文献   

12.
Restrictions on monetary payout may promote player engagement in gambling as a form of entertainment rather than as a source of income. Our objective was to evaluate the effects of monetary prize magnitude upon gambling behaviour in a community sample, and the degree to which this association is moderated by gambling risk factors. One hundred and eighty-seven adults completed an online survey assessing motivation, impulsivity and affect. Participants were given a series of vignettes and asked to estimate how much they would gamble to win monetary prizes of increasing amounts with and without accrued gambling debt. Participants reported increased gambling in response to increased monetary payout. Debt moderated these outcomes, such that electronic gaming machine (EGM) and lottery expenditures and number of lottery games played decreased with increased debt; this effect was most pronounced at elevated monetary prizes. The association between duration of EGM play and monetary payout was moderated by gender only. Results suggest that self-reported gambling behaviours increased with monetary payout even across qualitatively different gambling products, and across gamblers with different motivations for gambling, levels of impulsivity, and negative affect. The restriction of monetary payouts warrants further research attention as a form of problem gambling prevention.  相似文献   

13.
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   

14.
网络游戏已经成为青少年的一种普遍娱乐方式,而网络新闻在公众对网游青少年玩家的认识过程中起着重要作用,它们经常从不同角度来报道并放大具有典型意义的网游青少年玩家个案,以此建构网游青少年玩家的形象并引导人们对该群体的印象存储。通过对11年来人民网与新浪网中相关报道的内容分析,发现网络新闻对网游青少年玩家媒介形象构建时出现偏差,形成对网游青少年玩家污名化形象建构的影响。  相似文献   

15.
Young people are a high risk group for gambling problems and university (college) students fall into that category. Given the high accessibility of gambling in Australia and its association with entertainment, students from overseas countries, particularly those where gambling is restricted or illegal, may be particularly vulnerable. This study examines problem gambling and its correlates among international and domestic university students using a sample of 836 domestic students (286 males; 546 females); and 764 international students (369 males; 396 females) at three Australian universities. Our findings indicate that although most students gamble infrequently, around 5 % of students are problem gamblers, a proportion higher than that in the general adult population. Popular gambling choices include games known to be associated with risk (cards, horse races, sports betting, casino games, and gaming machines) as well as lotto/scratch tickets. Males are more likely to be problem gamblers than females, and almost 10 % of male international students could be classified as problem gamblers. Hierarchical regression analysis showed that male gender, international student status, financial stress, negative affect and frequency of gambling on sports, horses/dogs, table games, casino gaming machines, internet casino games and bingo all significantly predicted problem gambling. Results from this study could inform gambling-education programs in universities as they indicate which groups are more vulnerable and specify which games pose more risk of problem gambling.  相似文献   

16.
Electronic gambling machines (EGMs) show a strong association with gambling problems. The high speed of gaming offered by modern EGMs allows playing numerous games in a short span of time, which is thought to contribute to attentional distraction, increased spending and prolonged play. However, the relationship between EGM speeds and potentially risk-related gambling behavior remains unclear. We introduce a novel approach to investigating the role of gaming speed in EGM gambling behavior by examining ‘individual rate-of-play’ (I-ROP) during simulated EGM gambling. A community sample of male regular gamblers (N = 72) played virtual slot machines in pairs offering sequentially adjusted game speeds towards the estimation of a behaviorally expressed preference speed, or I-ROP. This initial experiment aimed to explore the variability of I-ROPs during simulated EGM gambling, and examine behavior while playing EGMs at speeds relative to their I-ROP. Estimated I-ROPs ranged from less than one half second to over seven seconds and were negatively associated with cognitive ability, but not related to problem gambling severity, impulsiveness, or gambling-related cognitions. Subsequent gambling sessions on EGMs offering individually calibrated faster and slower gaming speeds were associated with greater and reduced risk-related gambling behaviors respectively. I-ROPs represent a potentially informative construct for exploring influences of gaming speed on gambling behavior, and may lend insight into potential risk-related behavior an individual vulnerability with respect to commercially available EGMs that warrants additional research.  相似文献   

17.
The growth of online gambling necessitates that both marketers and regulators have a better understanding of the gambling intention of players. Perceived fairness of customers towards operators has often been raised as a concern in the industry, but it has received limited attention in research on gambling intention. Theories that seek to explain purchase intention are considered and a model is proposed that investigates the role and impact that perceived fairness and system effort expectancy have on online gambling intention together with the moderating influence of user experience. Data from 255 online gambling customers are gathered and analysed using Hayes PROCESS analyses. Results indicate that perceived fairness impacts gambling intention directly, and indirectly strengthening the effect of effort expectancy on gambling intention. However, user experience weakens both these impacts. The research provides support for the inclusion of perceived fairness in theories that consider drivers of online gambling intention. In addition, the important role that perceived fairness plays offers support for gambling regulators who in recent years have sought to promote a fairer and more transparent deal to players. Firms in the online gambling industry can also look positively at activities enhancing fairness as its promotion can also enhance their performance.  相似文献   

18.
This article describes how using new computer technology and the Internet for gambling can represent both the means and object of addiction. However, these technological factors do not represent the cause of addictive behavior. Given the widespread availability of computer technology and the remarkable expansion of the Internet, it is not surprising, however, that these technological advances have become associated with intemperate gambling activities. By discussing the concept of addiction and its associated social setting, neurochemistry, and gaming characteristics, this article suggests that addiction is the result of shifts in subjective experience and that new technology and the Internet can provide relatively reliable and potent contemporary vehicles for changing emotional states.Special thanks are extended to Joni Vander Bilt, Matthew Hall, and Gregory O'Donohue for their helpful comments on earlier versions of this article.  相似文献   

19.
Brick and mortar gambling stakeholders have scrutinized Internet gambling sites over concern that online operators may serve as substitutes for their products. In some cases, this has led to regulatory protection to prevent or restrict entry by online providers. However, many industry observers have remarked that the two gambling modalities may serve different consumers/consumer needs, or even serve as complementary goods. Policymakers, who look to gambling as an important source of tax revenue, must determine how expansion of Internet gambling will affect overall economic welfare. Using self-reported consumer gambling behaviour data from the United Kingdom, the net effect of Internet-based gambling activity on land-based demand is estimated in this study. A robust complementary (positive) relationship between online and offline gambling is found, using ordinary least squares, two-stage least squares, and two-part modeling techniques. These particular findings suggest that economic concerns around the cannibalization of traditional gambling industries should be reconsidered, and provide support for prior research showing that Internet based firms can be complementary to brick and mortar businesses.  相似文献   

20.
Parents can have a major influence on young people’s access to and participation in gambling activities. However, with the rise of digital online gambling, there is greater potential for young people to freely explore and engage in gambling activities without parental oversight. This study examined perceived parental influences on adolescents’ gambling activities, including differences in these influences across commercial and simulated types of activities, and the association between parental influences and problem gambling symptoms. A survey of 824 adolescents from 3 secondary schools was conducted. The results indicated that financial gambling was usually facilitated by a parent, particularly for scratch tickets and sports betting. Simulated gambling activities, such as social casino games, tended to be reported as being unsupervised by parents. Young people’s perceptions of parents’ measures to limit, restrict or oversee online and electronic activities were not significantly associated with youth simulated gambling. Their perceptions of parental influences were not significant predictors of problem gambling behaviours. This study underscores the need to examine potential differences in how adolescents develop an understanding of different gambling activities without parental influences, and adds to the continuing debate on the necessity of regulation and other countermeasures to limit young people’s access to simulated gambling activities.  相似文献   

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