124 results on '"Gambling Addiction"'
Search Results
2. Reconsidering the associations between self-reported alcohol use disorder and mental health problems in the light of co-occurring addictions in young Swiss men.
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Marmet, Simon, Studer, Joseph, Lemoine, Mélissa, Grazioli, Véronique S., Bertholet, Nicolas, and Gmel, Gerhard
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ALCOHOLISM , *MENTAL illness , *MENTAL health , *SOCIAL anxiety , *SUBSTANCE-induced disorders , *ADDICTIONS - Abstract
Background: Alcohol use disorder (AUD) is known to co-occur with other addictions, as well as with mental health problems. However, the effects of other addictions co-occurring with AUD on mental health problems were rarely studied and not considering them may bias estimates of the association between AUD and mental health problems. This study investigated which role co-occurring addictions play for the cross-sectional associations between self-reported AUD and mental health problems. Method: Participants were 5516 young Swiss men (73.0% of those that gave written informed consent) who completed a self-report questionnaire. Using short screening questionnaires, we assessed three substance use disorders (alcohol, cannabis and tobacco), seven behavioural addictions (internet, gaming, smartphone, internet sex, gambling, work, exercise) and four mental health problems (major depression, bipolar disorder, attention deficit hyperactivity disorder (ADHD) and social anxiety disorder). Differences in the proportions of mental health problems were tested using logistic regressions between (1) participants with no AUD and AUD, (2) participants with no AUD and AUD alone and (3) participants with no AUD and AUD plus at least one co-occurring addiction. Results: Overall, (1) participants with AUD had higher proportions of major depression (Odds ratio (OR [95% confidence interval]) = 3.51 [2.73, 4.52]; ADHD (OR = 3.12 [2.41, 4.03]); bipolar disorder (OR = 4.94 [3.38, 7.21]) and social anxiety (OR = 2.21 [1.79, 2.73])) compared to participants with no AUD. Considering only participants with AUD alone compared to participants with no AUD (2), differences in proportions were no longer significant for major depression (OR = 0.83 [0.42, 1.64]), bipolar disorder (OR = 1.69 [0.67, 4.22]), social anxiety (OR = 1.15 [0.77, 1.73]) and ADHD (OR = 1.65 [1.00, 2.72]) compared to participants with no AUD. In contrast, (3) proportions of mental health problems were considerably higher for participants with AUD plus at least one other addiction when compared to participants with no AUD, with OR’s ranging from 2.90 [2.27, 3.70] for social anxiety, 4.03 [3.02, 5.38] for ADHD, 5.29 [4.02, 6.97] for major depression to 6.64 [4.44, 9.94] for bipolar disorder. Conclusions: AUD was associated with all four measured mental health problems. However, these associations were mainly due to the high proportions of these mental health problems in participants with AUD plus at least one co-occurring addiction and only to a lesser degree due to participants with AUD alone (i.e. without any other co-occurring addictions). Hence, estimates of the association between AUD and mental health problems that do not consider other addictions may be biased (i.e. overestimated). These findings imply that considering addictions co-occurring with AUD, including behavioural addictions, is important when investigating associations between AUD and mental health problems, and for the treatment of AUD and co-morbid disorders. [ABSTRACT FROM AUTHOR]
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- 2019
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3. The paradoxical relationship between emotion regulation and gambling-related cognitive biases.
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Ruiz de Lara, Cristian M., Navas, Juan F., and Perales, José C.
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COGNITIVE bias , *GAMBLING behavior , *EMOTIONS , *SENSATION seeking , *COMPULSIVE gambling - Abstract
Background: Gambling behavior presents substantial individual variability regarding its severity, manifestations, and psychological correlates. Specifically, differences in emotion regulation, impulsivity, and cognitive distortions have been identified as crucial to describe individual profiles with implications for the prevention, prognosis, and treatment of gambling disorder (GD). Aims and method: The aim of the present study was to investigate the associations of gambling-related cognitions (measured according to the GRCS model) with impulsivity (UPPS-P model) and emotion regulation (CERQ model), in a sample of 246 gamblers with different levels of gambling involvement, using mixed-effects modelling to isolate theoretically relevant associations while controlling for the potentially confounding effects of sociodemographic and clinical covariates. Results: Affective/motivational dimensions of UPPS-P impulsivity positive urgency and sensation seeking, on the one hand, and CERQ emotion regulation strategies reappraisal, rumination and blaming others, on the other, independently and significantly predicted distorted gambling-related cognitions. Conclusions: These results (a) reinforce the ones of previous studies stressing the relevance of emotional and motivational processes in the emergence of gambling-related cognitive distortions; and (b) replicate the seemingly paradoxical finding that gamblers use emotion regulation strategies customarily considered as adaptive (i.e. reappraisal) to strengthen and justify their biased beliefs about gambling outcomes and controllability. [ABSTRACT FROM AUTHOR]
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- 2019
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4. Brief interventions for problem gambling: A meta-analysis.
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Quilty, Lena C., Wardell, Jeffrey D., Thiruchselvam, Thulasi, Keough, Matthew T., and Hendershot, Christian S.
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COMPULSIVE gambling , *RANDOM effects model , *META-analysis , *RANDOMIZED controlled trials - Abstract
Background: Brief interventions have been increasingly investigated to promote early intervention in gambling problems; an accurate estimate of the impact of these interventions is required to justify their widespread implementation. The goal of the current investigation was to evaluate the efficacy of in-person brief interventions for reducing gambling behaviour and/or problems, by quantifying the aggregate effect size associated with these interventions in the published literature to date. Methods: Randomized controlled trials including the following design features were identified via systematic review: an adult sample experiencing problems associated with gambling; an in-person individual psychosocial intervention of brief duration (≤3 sessions); a control/comparison group; and an outcome related to gambling behaviour and/or problems. Results: Five records compared brief interventions to assessment only control; using a random effect model, brief interventions were associated with a small but statistically significant reduction in gambling behaviour across short-term follow-up periods versus assessment only control (g = -.19, 95% CI [-.37, -.01]). Aggregate effect sizes for gambling problems and long-term follow-up periods were not statistically significant. Five records compared brief interventions to longer active interventions; there was no significant difference between brief interventions and longer active interventions. Conclusions: Results supported the efficacy of brief interventions for problem gambling compared to inactive control in the reduction of gambling behaviour; no differences were found across brief versus longer interventions for both gambling behaviour and problems. While these findings must be interpreted in the context of the limited number of studies and small magnitude of the combined effect sizes, the current meta-analysis supports the further investigation of the public health impact of these cost-effective interventions. [ABSTRACT FROM AUTHOR]
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- 2019
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5. Loot boxes are again linked to problem gambling: Results of a replication study.
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Zendle, David and Cairns, Paul
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COMPULSIVE gambling , *VIDEO games - Abstract
Loot boxes are items in video games that contain randomised contents and can be purchased with real-world money. Similarities between loot boxes and forms of gambling have led to questions about their legal status, and whether they should be regulated as gambling. Previous research has suggested a link between the amount that gamers spend on loot boxes and their problem gambling: The more individuals spent on loot boxes, the more severe their problem gambling. However, the generalisability of prior work may be limited by both the self-selected nature of the sample under test, and the fact that participants were aware of the study’s aims. A large-scale survey of gamers (n = 1,172) was undertaken to determine if this link remained when these limitations of previous work were taken into account. These gamers did not self-select into a loot box study and were not aware of the study’s aims. This study found similar evidence for a link (η2 = 0.051) between the amount that gamers spent on loot boxes and the severity of their problem gambling. Previous research strongly suggested both the size and the direction of link between loot box use and problem gambling. This paper provides further support for this link. These results suggest either that loot boxes act as a gateway to problem gambling, or that individuals with gambling problems are drawn to spend more on loot boxes. In either case, we believe that these results suggest there is good reason to regulate loot boxes. [ABSTRACT FROM AUTHOR]
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- 2019
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6. Reconsidering the roots, structure, and implications of gambling motives: An integrative approach.
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Barrada, Juan R., Navas, Juan F., Ruiz de Lara, Cristian M., Billieux, Joël, Devos, Gaëtan, and Perales, José C.
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GAMBLING , *REINFORCEMENT (Psychology) , *SOCIAL development , *SYMPTOMS , *QUESTIONNAIRES - Abstract
Rationale and method: Accurately identifying motives to gamble is crucial in the functional analysis of gambling behavior. In this study, a data-driven approach was followed to clarify the factor structure underlying a pool of motives for gambling, selected from the Gambling Motives Questionnaire–Financial (GMQ-F), and the Reasons for Gambling Questionnaire (RGQ), in a sample of regular problem and non-problem gamblers. Additionally, the role of gambling motives in the relationship between root behavioral activation/inhibition systems (BIS/BAS) and gambling severity, frequency, and preferences was explored using structural equation modelling (SEM). Results and conclusions: The present study identified Social, Financial, and Fun/thrill-related gambling motives factors, but also a fourth factor in which some positive and negative reinforcement-based motives were grouped into a single and broader Affect regulation factor. This Affect regulation factor shared variance both with BIS and BAS-related measures, and was the only direct predictor of disordered gambling symptoms. The Fun/thrill factor was directly related to frequency of participation in high-arousal, skill-based games, and all factors were related to participation in lower-arousal, chance games (with Social motives negatively predicting both participation in the latter and total severity). In the SEM model, measures of BIS/BAS sensitivity were connected to gambling behavior only through gambling motives. Based on measures of items’ specificity, a shortened Spanish scale (the brief Gambling Motives Inventory, bGMI) is proposed to assess gambling motives in accordance with the observed 4-factor structure. [ABSTRACT FROM AUTHOR]
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- 2019
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7. Long-term effectiveness of a gambling intervention program among children in central Illinois.
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Ren, Jinma, Moberg, Kirk, Scuffham, Heidi, Guan, Dongming, and Asche, Carl V.
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GAMBLING , *CHILDREN'S health , *HEALTH programs - Abstract
Youth gambling is an increasing concern. As a response, the “Don’t Gamble Away our Future (DGAOF)” program has been implemented among children in central Illinois. We aim to assess the long-term effectiveness of this school-based youth gambling prevention program in Illinois using the data from 2005 to 2009. The intervention included interactive PowerPoint presentations and prevention materials in parent packets. Students aged 8 to 18 years were eligible to participate in the intervention and the questionnaire pre-post knowledge tests (total score 0–9). Students in 5th grade and above also received a gambling behavior screen test using the Modified South Oaks Gambling Screening for Teens (MSOGST) for identifying probable gamblers. Multivariable generalized mixed models were conducted to detect the effects of a 5-year youth gambling prevention program as controlling potential confounders. A total of 16,262 and 16,421 students completed pre-post tests and MSOGST tests, respectively. Of 16,262, half were female, the majority (76.1%) were from senior high school, and 21.3% received the intervention at least twice. The median gap between interventions was 368 days. Students receiving multiple interventions had higher scores on the pre-test as compared to those receiving a single intervention (P<0.001 for all comparisons among groups), and they demonstrated an increasing trend of awareness about gambling over time (P<0.001 for multiple interventions; P = 0.538 for single intervention). The prevalence of problem gambling had decreased among students receiving the intervention twice as compared to receiving the intervention once (7.9% versus 9.4%; OR = 0.89, 95% CL: 0.82–0.97). However, this effect was not confirmed among students receiving the intervention three or more times. In conclusion, the DGAOF program has demonstrated a positive long-term impact on increasing gambling knowledge and partially reducing pathological gamblers through direct training. It suggests that multiple repeated interventions are important for youth gambling prevention. [ABSTRACT FROM AUTHOR]
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- 2019
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8. Predictors of gambling and problem gambling in Victoria, Australia.
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Howe, Piers D. L., Vargas-Sáenz, Adriana, Hulbert, Carol A., and Boldero, Jennifer M.
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GAMBLING & ethics , *COMPULSIVE gamblers , *GAMBLING behavior , *LOTTERY ticket vendors , *GAMBLING industry - Abstract
In 2016, the gambling habits of a sample of 3361 adults in the state of Victoria, Australia, were surveyed. It was found that a number of factors that were highly correlated with self-reported gambling frequency and gambling problems were not significant predictors of gambling frequency and problem gambling. The major predictors of gambling frequency were the degree to which family members and peers were perceived to gamble, self-reported approval of gambling, the frequency of discussing gambling offline, and the participant’s Canadian Problem Gambling Severity Index (PGSI) score. Age was a significant predictor of gambling frequency for certain types of gambling (e.g. buying lottery tickets). Approximately 91% of the explainable variance in the participant’s PGSI score could be explained by just five predictors: Positive Urgency; Frequency of playing poker machines at pubs, hotels or sporting clubs; Participation in online discussions of betting on gaming tables at casinos; Frequency of gambling on the internet, and Overestimating the chances of winning. Based on these findings, suggestions are made as to how gambling-related harm can be reduced. [ABSTRACT FROM AUTHOR]
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- 2019
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9. Video game loot boxes are linked to problem gambling: Results of a large-scale survey.
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Zendle, David and Cairns, Paul
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VIDEO games , *COMPULSIVE gambling , *MENTAL health , *MEDICAL sciences - Abstract
Loot boxes are items in video games that can be paid for with real-world money and contain randomised contents. In recent years, loot boxes have become increasingly common. There is concern in the research community that similarities between loot boxes and gambling may lead to increases in problem gambling amongst gamers. A large-scale survey of gamers (n = 7,422) found evidence for a link (η2 = 0.054) between the amount that gamers spent on loot boxes and the severity of their problem gambling. This link was stronger than a link between problem gambling and buying other in-game items with real-world money (η2 = 0.004), suggesting that the gambling-like features of loot boxes are specifically responsible for the observed relationship between problem gambling and spending on loot boxes. It is unclear from this study whether buying loot boxes acts as a gateway to problem gambling, or whether spending large amounts of money on loot boxes appeals more to problem gamblers. However, in either case these results suggest that there may be good reason to regulate loot boxes in games. [ABSTRACT FROM AUTHOR]
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- 2018
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10. Typology of patients with behavioral addictions or eating disorders during a one-year period of care: Exploring similarities of trajectory using growth mixture modeling coupled with latent class analysis.
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Montourcy, Marion, Hardouin, Jean-Benoit, Caillon, Julie, Leboucher, Juliette, Rousselet, Morgane, Grall-Bronnec, Marie, and Challet-Bouju, Gaëlle
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EATING disorders , *COMPULSIVE behavior , *COMPULSIVE shopping , *SEX addiction , *SOCIODEMOGRAPHIC factors - Abstract
Objectives: Addictions are not restricted to substance-use disorders, and it is now widely recognized that they also include behavioral addictions. Certain individuals with eating disorders also experiment their disorder as an addiction. The objective was to identify typologies of patients presenting with various behavioral addictions or eating disorders according to their evolution within the framework of care, and to specify the factors associated with the differential clinical trajectories. Methods: We included 302 patients presenting with problem gambling, sexual addiction, compulsive buying, excessive videogame use or eating disorders. The patients completed a multiaxial assessment through a face-to-face structured interview and self-administered questionnaires, including sociodemographic and addiction-related characteristics, psychiatric and addictive comorbidities and several psychological characteristics. The assessment was performed at inclusion and then repeated after 6 and 12 months. The statistical analysis included a combination of growth mixture models and latent class analysis. Results: We identified five classes of patients with different profiles related to their trajectories during a one-year period of specialized care: “complex patients”, “patients with impulsive psychological functioning”, “patients with cooperative psychological functioning”, “patients with immature psychological functioning,” and “patients with resilient psychological functioning”. Conclusions: The typology obtained brings interesting findings to propose patient-centered care strategies adapted to these disorders. Because the typology was independent from the type of disorder, it supports the general concept of behavioral addictions, and the similarities between eating disorders and behavioral addictions. The relevance of this model should be further examined in future studies. [ABSTRACT FROM AUTHOR]
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- 2018
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11. Applying Corporate Political Activity (CPA) analysis to Australian gambling industry submissions against regulation of television sports betting advertising.
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Hancock, Linda, Ralph, Natalie, and Martino, Florentine Petronella
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SPORTS betting , *GAMBLING industry , *POLITICAL participation , *COMPULSIVE gambling , *MEDICAL sciences - Abstract
Aims: This research aimed to assess the application to the gambling industry, of Corporate Political Activity (CPA) analysis previously developed from public health research on tobacco industry interactions with political institutions and previously applied to the alcohol industry, but not the gambling industry. Background: A growing body of literature has confirmed how public interest outcomes are frequently opposed by vested interests. This research focused on gambling industry submissions to a 2013 Australian Parliamentary inquiry into sports betting advertising. Gambling advertising became highly controversial following deregulation of sports betting advertising in Australia subsequent to the 2008 Australian High Court Betfair challenge. The dramatic increase in gambling advertising during sporting event broadcasts at children’s viewing times and on new interactive technology, sparked public concerns. A series of national regulatory reviews followed and the gambling industry was actively involved in opposing further regulation. Method: The research used a corporate political activity (CPA) framework of analysis developed by UK tobacco public health researchers, which identified strategies and tactics used internationally by the tobacco industry, to broker pro-tobacco public policy outcomes. Testing the application of this CPA framework to gambling pro-industry strategies/tactics, this research focused on gambling industry submissions to the 2013 Australian Parliamentary Committee Inquiry. Results: Like the tobacco industry, the research found the gambling industry used identified strategies and tactics, some new tactics and a new strategy of ‘Corporate Social Responsibility’, promoting ‘responsible’ industry practices and pre-emptive establishment of internal ‘responsibility’ units/practices. Despite public concerns regarding sports betting advertising, the gambling industry reinforced individual choice/blame for harms and claimed it acted responsibly. It did this using strategies identified in the tobacco industry CPA framework: information strategy (and shaping the evidence base); financial incentive strategy; constituency building strategy; policy substitution strategy; legal strategy; and constituency fragmentation and destabilization strategy. Conclusion: Similar to the CPA analysis applied to tobacco and alcohol industries, the research demonstrated the usefulness of the CPA taxonomy for analyzing and documenting pre-emptive industry policy strategies and tactics, exposing gambling industry efforts to maintain industry self-regulation via voluntary codes and avoid more government regulation. Cross-sectoral application of the framework signals great potential for use of CPA by policymakers and public health advocates as a tool in the analysis of corporate industry arguments/discourses. [ABSTRACT FROM AUTHOR]
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- 2018
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12. The concurrent validity of the Internet Addiction Test (IAT) and the Mobile Phone Dependence Questionnaire (MPDQ).
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Chin, Fung and Leung, Chi Hung
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INTERNET addiction , *CELL phones , *QUESTIONNAIRES , *CONFIRMATORY factor analysis , *LATENT class analysis (Statistics) , *THERAPEUTICS - Abstract
Internet addiction and mobile phone addiction are both forms of technology addiction, and thus would be expected to show similarities and differences. This study investigated the association between the Internet Addiction Test (IAT) and the Mobile Phone Dependence Questionnaire (MPDQ) as a test of concurrent validity. Participants were 1,072 students aged between 9 and 18 years old (63% male and 37% female) from three primary schools and three secondary schools in Hong Kong. Correlations showed that scores on the two measures were moderately correlated, providing further evidence of each measure’s validity. Confirmatory factor analysis that the IAT’s factor structure was similar in both younger and older samples, suggesting that it is developmentally appropriate for primary and secondary school students. Latent Class Analysis showed that 4 classes or 5 classes are appropriate for IAT's score classification. ROC analyses showed similar rates of participants with high scores on the IAT and on the MPDQ. The outcomes have implications for the prevention and treatment of Internet and mobile phone addiction. Future research can establish norms for different ages, genders and cultural groups. [ABSTRACT FROM AUTHOR]
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- 2018
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13. Effects of a depression-focused internet intervention in slot machine gamblers: A randomized controlled trial.
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Bücker, Lara, Bierbrodt, Julia, Hand, Iver, Wittekind, Charlotte, and Moritz, Steffen
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COMPULSIVE gamblers , *MENTAL depression , *SLOT machines , *RANDOMIZED controlled trials , *AFFECTIVE disorders - Abstract
Background: Problematic and pathological gambling have been linked to depression. Despite a high demand for treatment and negative financial consequences, only a small fraction of problematic and pathological gamblers seek professional help. The existing treatment gap could be narrowed by providing low-threshold, anonymous internet-based interventions. The aim of the present study was to examine the acceptance and efficacy of an online-intervention for depression (“Deprexis”) in a sample of problematic and pathological slot-machine gamblers. We hypothesized that the intervention group would show a greater reduction in both depressive and gambling-related symptoms compared to a wait-list control group. Method: A total of 140 individuals with self-reported gambling and mood problems were randomly allocated either to the intervention group or to a wait-list control group. After 8 weeks, all participants were invited for re-assessment. The Patient Health Questionnaire - 9 (PHQ-9) served as the primary outcome assessment. Problematic gambling was measured with the Pathological Gambling Adaptation of Yale-Brown Obsessive Compulsive Scale (PG-YBOCS) and the South Oaks Gambling Screen (SOGS). The trial is registered with the German Registry for Clinical Studies (DRKS00013888). Results: ITT analyses showed that the intervention led to a significant reduction in depressive symptoms as well as gambling-related symptoms compared to the control group, with moderate to strong effect sizes. PP analyses failed to yield significant results due to high rates of non-completion and limited statistical power. Moderator analyses indicated that Deprexis was particularly beneficial in reducing problematic gambling for those scoring high on baseline gambling-related symptoms and for those who gamble due to loneliness. Discussion: Results of the present study suggest that Deprexis might be a useful adjunct to traditional interventions for the treatment of problematic gambling. The potential of internet-based interventions that are more targeted at issues specific to gambling should be evaluated in future studies. Trial registration: German Registry for Clinical Studies . [ABSTRACT FROM AUTHOR]
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- 2018
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14. Relationship among family environment, self-control, friendship quality, and adolescents’ smartphone addiction in South Korea: Findings from nationwide data.
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Kim, Hye-Jin, Min, Jin-Young, Min, Kyoung-Bok, Lee, Tae-Jin, and Yoo, Seunghyun
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FRIENDSHIP , *FAMILY relations , *QUALITY of life , *MENTAL health of teenagers , *SMARTPHONES - Abstract
Background: Many studies have examined the negative impact on smartphone addiction in adolescents. Recent concerns have focused on predictors of smartphone addiction. This study aimed to investigate the association of adolescents’ smartphone addiction with family environment (specifically, domestic violence and parental addiction). We further investigated whether self-control and friendship quality, as predictors of smartphone addiction, may reduce the observed risk. Methods: We used the 2013 national survey on internet usage and utilization data from the National Information Agency of Korea. Information on exposure and covariates included self-reported experience of domestic violence and parental addiction, sociodemographic variables, and other variables potentially related to smartphone addiction. Smartphone addiction was estimated using a smartphone addiction proneness scale, a standardized measure developed by national institutions in Korea. Results: Adolescents who had experienced domestic violence (OR = 1.74; 95% CI: 1.23–2.45) and parental addiction (OR = 2.01; 95% CI: 1.24–3.27) were found to be at an increased risk for smartphone addiction after controlling for all potential variables. Furthermore, on classifying adolescents according to their level of self-control and friendship quality the association between domestic violence and parental addiction, and smartphone addiction was found to be significant in the group with adolescents with lower levels of self-control (OR = 2.87; 95% CI: 1.68–4.90 and OR = 1.95; 95% CI: 1.34–2.83) and friendship quality (OR = 2.33; 95% CI: 1.41–3.85 and OR = 1.83; 95% CI: 1.26–2.64). Conclusion: Our findings suggest that family dysfunction was significantly associated with smartphone addiction. We also observed that self-control and friendship quality act as protective factors against adolescents’ smartphone addiction. [ABSTRACT FROM AUTHOR]
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- 2018
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15. The specificity of attentional biases by type of gambling: An eye-tracking study.
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McGrath, Daniel S., Meitner, Amadeus, and Sears, Christopher R.
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GAMBLER psychology , *GAMBLING & psychology , *SUBSTANCE abuse , *COMPULSIVE gambling , *COMPULSIVE gamblers , *ATTENTIONAL bias - Abstract
A growing body of research indicates that gamblers develop an attentional bias for gambling-related stimuli. Compared to research on substance use, however, few studies have examined attentional biases in gamblers using eye-gaze tracking, which has many advantages over other measures of attention. In addition, previous studies of attentional biases in gamblers have not directly matched type of gambler with personally-relevant gambling cues. The present study investigated the specificity of attentional biases for individual types of gambling using an eye-gaze tracking paradigm. Three groups of participants (poker players, video lottery terminal/slot machine players, and non-gambling controls) took part in one test session in which they viewed 25 sets of four images (poker, VLTs/slot machines, bingo, and board games). Participants' eye fixations were recorded throughout each 8-second presentation of the four images. The results indicated that, as predicted, the two gambling groups preferentially attended to their primary form of gambling, whereas control participants attended to board games more than gambling images. The findings have clinical implications for the treatment of individuals with gambling disorder. Understanding the importance of personally-salient gambling cues will inform the development of effective attentional bias modification treatments for problem gamblers. [ABSTRACT FROM AUTHOR]
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- 2018
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16. Cognitive distortions and gambling near-misses in Internet Gaming Disorder: A preliminary study.
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Wu, Yin, Sescousse, Guillaume, Yu, Hongbo, Clark, Luke, and Li, Hong
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COGNITION disorders , *VIDEO games , *SLOT machines , *COIN-operated machines , *ABILITY - Abstract
Increased cognitive distortions (i.e. biased processing of chance, probability and skill) are a key psychopathological process in disordered gambling. The present study investigated state and trait aspects of cognitive distortions in 22 individuals with Internet Gaming Disorder (IGD) and 22 healthy controls. Participants completed the Gambling Related Cognitions Scale as a trait measure of cognitive distortions, and played a slot machine task delivering wins, near-misses and full-misses. Ratings of pleasure (“liking”) and motivation to play (“wanting”) were taken following the different outcomes, and gambling persistence was measured after a mandatory phase. IGD was associated with elevated trait cognitive distortions, in particular skill-oriented cognitions. On the slot machine task, the IGD group showed increased “wanting” ratings compared with control participants, while the two groups did not differ regarding their “liking” of the game. The IGD group displayed increased persistence on the slot machine task. Near-miss outcomes did not elicit stronger motivation to play compared to full-miss outcomes overall, and there was no group difference on this measure. However, a near-miss position effect was observed, such that near-misses stopping before the payline were rated as more motivating than near-misses that stopped after the payline, and this differentiation was attenuated in the IGD group, suggesting possible counterfactual thinking deficits in this group. These data provide preliminary evidence for increased incentive motivation and cognitive distortions in IGD, at least in the context of a chance-based gambling environment. [ABSTRACT FROM AUTHOR]
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- 2018
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17. ARE HUMANS HARD-WIRED TO TAKE RISKS IN ORDER TO ACHIEVE THEIR GOALS?
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Teixeira, Mirian
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RISK-taking behavior ,HUMAN behavior ,DECISION making ,COGNITION ,PSYCHOLOGY - Abstract
Risk taking is very prevalent in today's society. It is thought that damage to the ventrolateral medial prefrontal cortex leads to impairment in the ability to predict the future consequences of one's own actions. When it comes to understanding gambling and risky decision making, a wealth of empirical evidence suggests that there are multiple similarities between substance abuse and pathological disorders, including a neurobiological overlap. So far, it could be argued that there is no evidence to suggest that the average individual is 'hardwired' for risky behaviour. Nonetheless, risky decision-making may be a product of genotype expression and exposure to a socioenvironmental and cultural context which promotes gambling. The present paper critically discusses some of the existing evidence. [ABSTRACT FROM AUTHOR]
- Published
- 2018
18. Exploring the experience of Gamblers Anonymous meetings during COVID-19: a qualitative study
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Jane Ogden and Katy L Penfold
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Peer support ,Gamblers Anonymous ,COVID-19 ,Psychological contract ,Social relation ,Article ,Face-to-face ,Collective identity ,Gambling ,Thematic analysis ,Mutual aid ,Gambling addiction ,Psychology ,Social psychology ,General Psychology ,Qualitative research - Abstract
Whilst much research has explored the possible causes and consequences of gambling, Gamblers Anonymous (GA) − one of the most accessed forms of support for gamblers - has been largely overlooked and, to date, only a few studies have explored how members experience this programme. Core to GA is the social interaction between members. From March 2020, however, the COVID-19 pandemic forced GA to move their meetings online. The present qualitative study therefore explored how GA members experienced these online meetings in the absence of actual face to face interactions with others. Individual telephone or video call interviews (n = 21) were carried out with members of GA in the UK and analysed using Thematic Analysis. The results described three main themes: (1) ‘practicalities of GA in lockdown’, which highlighted the practical benefits of online meetings such as more opportunity to attend different meetings, which in turn expanded participants’ perspectives and social networks; (2) ‘the importance of relationships in GA’, reflecting strong and enduring social networks that were created, maintained, and strengthened by feelings of solidarity; and (3) ‘therapeutic elements of the meetings’, such as psychological contract making which helped participants to stay abstinent. Transcending these themes was a tension between individual versus group identity with interviewees reporting a shift to focusing more on their own needs rather than those of the group. Overall, whilst still providing a lifeline during COVID-19 and offering some practical benefits, the online GA meetings were not able to completely replicate the value individuals gained from face to face meetings. This transition also resulted in disruptions both to group dynamics and to individual interactions within each group, ultimately resulting in participants behaving more individualistically and less collectively than in face-to-face meetings.
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- 2021
19. A unifying Bayesian account of contextual effects in value-based choice.
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Rigoli, Francesco, Mathys, Christoph, Friston, Karl J., and Dolan, Raymond J.
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BAYESIAN analysis , *ADOLESCENT psychopathology , *DECISION making , *GAMBLING , *PROBABILITY theory - Abstract
Empirical evidence suggests the incentive value of an option is affected by other options available during choice and by options presented in the past. These contextual effects are hard to reconcile with classical theories and have inspired accounts where contextual influences play a crucial role. However, each account only addresses one or the other of the empirical findings and a unifying perspective has been elusive. Here, we offer a unifying theory of context effects on incentive value attribution and choice based on normative Bayesian principles. This formulation assumes that incentive value corresponds to a precision-weighted prediction error, where predictions are based upon expectations about reward. We show that this scheme explains a wide range of contextual effects, such as those elicited by other options available during choice (or within-choice context effects). These include both conditions in which choice requires an integration of multiple attributes and conditions where a multi-attribute integration is not necessary. Moreover, the same scheme explains context effects elicited by options presented in the past or between-choice context effects. Our formulation encompasses a wide range of contextual influences (comprising both within- and between-choice effects) by calling on Bayesian principles, without invoking ad-hoc assumptions. This helps clarify the contextual nature of incentive value and choice behaviour and may offer insights into psychopathologies characterized by dysfunctional decision-making, such as addiction and pathological gambling. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
20. Depression, anxiety, and smartphone addiction in university students- A cross sectional study.
- Author
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Matar Boumosleh, Jocelyne and Jaalouk, Doris
- Subjects
- *
MENTAL depression , *SMARTPHONES , *ANXIETY , *COLLEGE students , *COMPULSIVE behavior , *ACADEMIC ability , *PSYCHOLOGY - Abstract
Objectives: The study aims to assess prevalence of smartphone addiction symptoms, and to ascertain whether depression or anxiety, independently, contributes to smartphone addiction level among a sample of Lebanese university students, while adjusting simultaneously for important sociodemographic, academic, lifestyle, personality trait, and smartphone-related variables. Methods: A random sample of 688 undergraduate university students (mean age = 20.64 ±1.88 years; 53% men) completed a survey composed of a) questions about socio-demographics, academics, lifestyle behaviors, personality type, and smartphone use-related variables; b) 26-item Smartphone Addiction Inventory (SPAI) Scale; and c) brief screeners of depression and anxiety (PHQ-2 and GAD-2), which constitute the two core DSM-IV items for major depressive disorder and generalized anxiety disorder, respectively. Results: Prevalence rates of smartphone-related compulsive behavior, functional impairment, tolerance and withdrawal symptoms were substantial. 35.9% felt tired during daytime due to late-night smartphone use, 38.1% acknowledged decreased sleep quality, and 35.8% slept less than four hours due to smartphone use more than once. Whereas gender, residence, work hours per week, faculty, academic performance (GPA), lifestyle habits (smoking and alcohol drinking), and religious practice did not associate with smartphone addiction score; personality type A, class (year 2 vs. year 3), younger age at first smartphone use, excessive use during a weekday, using it for entertainment and not using it to call family members, and having depression or anxiety, showed statistically significant associations with smartphone addiction. Depression and anxiety scores emerged as independent positive predictors of smartphone addiction, after adjustment for confounders. Conclusion: Several independent positive predictors of smartphone addiction emerged including depression and anxiety. It could be that young adults with personality type A experiencing high stress level and low mood may lack positive stress coping mechanisms and mood management techniques and are thus highly susceptible to smartphone addiction. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
21. Cognitive distortions among older adult gamblers in an Asian context.
- Author
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Subramaniam, Mythily, Chong, Siow Ann, Browning, Colette, and Thomas, Shane
- Subjects
- *
GAMBLING & psychology , *GERIATRIC psychology , *COGNITIVE ability , *SNOWBALLS - Abstract
Aims: The study aims to describe the construct of cognitive distortions based on the narratives of older adult gamblers (aged 60 years and above) in Singapore. Methods: Singapore residents (citizens or permanent residents) aged 60 years and above, who were current or past regular gamblers were included in the study. Participants were recruited using a combination of venue based approach, referrals from service providers as well as by snowball sampling. In all, 25 in-depth interviews were conducted with older adult gamblers. The six-step thematic network analysis methodology was adopted for data analysis. Results: The mean age of the participants was 66.2 years. The majority were male (n = 18), of Chinese ethnicity (n = 16), with a mean age of gambling initiation at 24.5 years. Among older adult gamblers, cognitive distortions emerged as a significant global theme comprising three organizing themes–illusion of control, probability control and interpretive control. The organizing themes comprised nine basic themes: perception of gambling as a skill, near miss, concept of luck, superstitious beliefs, entrapment, gambler’s fallacy, chasing wins, chasing losses, and beliefs that wins are more than losses. Conclusions: Cognitive distortions were endorsed by all gamblers in the current study and were shown to play a role in both maintaining and escalating the gambling behaviour. While the surface characteristics of the distortions had a culture-specific appearance, the deeper characteristics of the distortions may in fact be more universal than previously thought. Future research must include longitudinal studies to understand causal relationships between cognitive distortions and gambling as well as the role of culture-specific distortions both in the maintenance and treatment of the disorder. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
22. Losses and External Outcomes Interact to Produce the Gambler’s Fallacy.
- Author
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Mossbridge, Julia A., Roney, Christopher J. R., and Suzuki, Satoru
- Subjects
- *
GAMBLER'S fallacy , *GAMBLING , *COGNITIVE psychology , *PHYSICAL sciences , *STATISTICAL hypothesis testing - Abstract
When making serial predictions in a binary decision task, there is a clear tendency to assume that after a series of the same external outcome (e.g., heads in a coin flip), the next outcome will be the opposing one (e.g., tails), even when the outcomes are independent of one another. This so-called “gambler’s fallacy” has been replicated robustly. However, what drives gambler’s fallacy behavior is unclear. Here we demonstrate that a run of the same external outcome by itself does not lead to gambler’s fallacy behavior. However, when a run of external outcomes is accompanied by a concurrent run of failed guesses, gambler’s fallacy behavior is predominant. These results do not depend on how participants’ attention is directed. Thus, it appears that gambler’s fallacy behavior is driven by a combination of an external series of events and a concurrent series of failure experiences. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
23. Gender Differences in Compulsive Buying Disorder: Assessment of Demographic and Psychiatric Co-Morbidities.
- Author
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Nicoli de Mattos, Cristiana, Kim, Hyoun S., Requião, Marinalva G., Marasaldi, Renata F., Filomensky, Tatiana Z., Hodgins, David C., and Tavares, Hermano
- Subjects
- *
COMPULSIVE shopping , *DIAGNOSIS of obsessive-compulsive disorder , *COMORBIDITY , *ETIOLOGY of diseases , *GENDER differences (Psychology) , *DISEASE prevalence - Abstract
Compulsive buying is a common disorder found worldwide. Although recent research has shed light into the prevalence, etiology and clinical correlates of compulsive buying disorder, less is known about gender differences. To address this empirical gap, we assessed potential gender differences in demographic and psychiatric co-morbidities in a sample of 171 compulsive buyers (20 men and 151 women) voluntarily seeking treatment in São Paulo, Brazil. A structured clinical interview confirmed the diagnosis of compulsive buying. Of the 171 participants, 95.9% (n = 164) met criteria for at least one co-morbid psychiatric disorder. The results found that male and female compulsive buyers did not differ in problem severity as assessed by the Compulsive Buying Scale. However, several significant demographic and psychiatric differences were found in a multivariate binary logistic regression. Specifically, male compulsive buyers were more likely to report being non-heterosexual, and reported fewer years of formal education. In regards to psychiatric co-morbidities, male compulsive buyers were more likely to be diagnosed with sexual addiction, and intermittent explosive disorder. Conversely, men had lower scores on the shopping subscale of the Shorter PROMIS Questionnaire. The results suggest that male compulsive buyers are more likely to present with co-morbid psychiatric disorders. Treatment planning for compulsive buying disorder would do well to take gender into account to address for potential psychiatric co-morbidities. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
24. High Recreational Gamblers Show Increased Stimulatory Effects of an Acute Laboratory Gambling Challenge
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A. Söderpalm Gordh and L. Miller
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Adult ,Male ,Sociology and Political Science ,Subjective effects ,media_common.quotation_subject ,030508 substance abuse ,Risk Assessment ,Arousal ,03 medical and health sciences ,0302 clinical medicine ,Slot machine ,Surveys and Questionnaires ,medicine ,Humans ,Gambling addiction ,Recreation ,General Psychology ,media_common ,Sweden ,Original Paper ,Addiction ,Recreational gamblers ,Moderation ,medicine.disease ,030227 psychiatry ,Behavior, Addictive ,Mood ,Gambling ,Female ,0305 other medical science ,Psychology ,Addictive behavior ,Clinical psychology - Abstract
Gambling in moderation is a socially acceptable behavior and over 60% of the Swedish population gambles every year. It has been seen that slot machines are one of the most addictive and problematic forms of gambling and contribute highly to an addictive behavior. It is unclear why some individuals intensify their gambling behavior over time to extreme levels while others do not. Initial positive response of a drug or as in this case a gambling behavior, most likely influences the likelihood of continuing use in non-addicted individuals. Therefore, we wanted to investigate if recreational gamblers show an altered subjective response to an online gambling challenge, e.g. to casino gambling. The present study was designed to examine the subjective effects after an acute gambling challenge, in healthy recreational gamblers compared with non-gamblers. Eighty-two subjects participated in the study. They were challenged with an acute online slot machine gambling challenge and self-report questionnaires of mood and blood pressure were taken before and after gambling. The gamblers, and more specifically the high recreational gamblers, reported increased stimulative effects after the gambling challenge in comparison to the non-gamblers. Findings suggests that gamblers experience significantly higher arousal effects to an acute online slot machine challenge. This response may be a uniquely predictive behavior for increased risk of gambling addiction.
- Published
- 2020
25. Proposed Diagnostic Criteria for Smartphone Addiction.
- Author
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Lin, Yu-Hsuan, Chiang, Chih-Lin, Lin, Po-Hsien, Chang, Li-Ren, Ko, Chih-Hung, Lee, Yang-Han, and Lin, Sheng-Hsuan
- Subjects
- *
SMARTPHONES , *COMPULSIVE behavior , *CLINICAL trials , *MENTAL health , *PSYCHIATRISTS , *PSYCHOLOGY - Abstract
Background: Global smartphone penetration has led to unprecedented addictive behaviors. The aims of this study are to develop diagnostic criteria of smartphone addiction and to examine the discriminative ability and the validity of the diagnostic criteria. Methods: We developed twelve candidate criteria for characteristic symptoms of smartphone addiction and four criteria for functional impairment caused by excessive smartphone use. The participants consisted of 281 college students. Each participant was systematically assessed for smartphone-using behaviors by psychiatrist’s structured diagnostic interview. The sensitivity, specificity, and diagnostic accuracy of the candidate symptom criteria were analyzed with reference to the psychiatrists’ clinical global impression. The optimal model selection with its cutoff point of the diagnostic criteria differentiating the smartphone addicted subjects from non-addicted subjects was then determined by the best diagnostic accuracy. Results: Six symptom criteria model with optimal cutoff point were determined based on the maximal diagnostic accuracy. The proposed smartphone addiction diagnostic criteria consisted of (1) six symptom criteria, (2) four functional impairment criteria and (3) exclusion criteria. Setting three symptom criteria as the cutoff point resulted in the highest diagnostic accuracy (84.3%), while the sensitivity and specificity were 79.4% and 87.5%, respectively. We suggested determining the functional impairment by two or more of the four domains considering the high accessibility and penetration of smartphone use. Conclusion: The diagnostic criteria of smartphone addiction demonstrated the core symptoms “impaired control” paralleled with substance related and addictive disorders. The functional impairment involved multiple domains provide a strict standard for clinical assessment. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
26. Evaluating the Impact of Naltrexone on the Rat Gambling Task to Test Its Predictive Validity for Gambling Disorder.
- Author
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Di Ciano, Patricia and Le Foll, Bernard
- Subjects
- *
COMPULSIVE gambling , *NALTREXONE , *THERAPEUTIC use of narcotics , *DRUG efficacy , *CLINICAL trials , *PREDICTIVE validity , *LABORATORY rats , *THERAPEUTICS - Abstract
Gambling Disorder has serious consequences and no medications are currently approved for the treatment of this disorder. One factor that may make medication development difficult is the lack of animal models of gambling that would allow for the pre-clinical screening of efficacy. Despite this, there is evidence from clinical trials that opiate antagonists, in particular naltrexone, may be useful in treating gambling disorder. To-date, the effects of naltrexone on pre-clinical models of gambling have not been evaluated. The purpose of the present study was to evaluate the effects of naltrexone in an animal model of gambling, the rat gambling task (rGT), to determine whether this model has some predictive validity. The rGT is a model in which rats are given a choice of making either a response that produces a large reward or a small reward. The larger the reward, the greater the punishment, and thus this task requires that the animal inhibit the ‘tempting’ choice, as the smaller reward option produces overall the most number of rewards per session. People with gambling disorder chose the tempting option more, thus the rGT may provide a model of problem gambling. It was found that naltrexone improved performance on this task in a subset of animals that chose the ‘tempting’, disadvantageous choice, more at baseline. Thus, the results of this study suggest that the rGT should be further investigated as a pre-clinical model of gambling disorder and that further investigation into whether opioid antagonists are effective in treating Gambling Disorder may be warranted. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
27. The Online Bingo Boom in the UK: A Qualitative Examination of Its Appeal.
- Author
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Stead, Martine, Dobbie, Fiona, Angus, Kathryn, Purves, Richard I., Reith, Gerda, and Macdonald, Laura
- Subjects
- *
BINGO , *VIDEO games , *GAMES , *SOCIAL advocacy , *COMPUTER network resources - Abstract
Online bingo has seen significant growth in recent years. This study sought to increase understanding of this growth by exploring the appeal of online bingo. Our aim was to examine the content of ten online bingo websites in the UK and analyse a qualitative secondary dataset of 12 female bingo players to investigate the appeal of online bingo. Using two distinct data sources allowed us to assess how the key messages online websites are trying to convey compare with actual players’ motivation to play bingo. Our analysis of bingo websites found a common theme where websites were easy to navigate and structured to present a light-hearted, fun, reassuring, social image of gambling. In addition, the design decisions reflected in the bingo sites had the effect of positioning online bingo as a benign, child-like, homely, women-friendly, social activity. Comparison of the website content with our participants’ reasons to play bingo showed congruence between the strategies used by the bingo websites and the motivations of bingo players themselves and the benefits which they seek; suggesting that bingo websites strive to replicate and update the sociability of traditional bingo halls. Online bingo differs from traditional forms of bingo in its ability to be played anywhere and at any time, and its capacity to offer a deeply immersive experience. The potential for this type of online immersion in gambling to lead to harm is only just being investigated and further research is required to understand how the industry is regulated, as well as the effects of online bingo on individual gambling ‘careers.’ [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
28. 'When the Fun Stops, Stop': An analysis of the provenance, framing and evidence of a 'responsible gambling' campaign
- Author
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Mark Petticrew, May C I van Schalkwyk, Martin McKee, Cécile Knai, Nason Maani, and Samantha L. Thomas
- Subjects
Epidemiology ,Gambling Addiction ,Psychological intervention ,Social Sciences ,Sociology ,Advertising ,Medicine and Health Sciences ,Psychology ,Public and Occupational Health ,humans ,Health Education ,Marketing ,Multidisciplinary ,Alcohol Consumption ,public health ,Public relations ,Responsible gambling ,Sports Science ,Medicine ,Public Health ,Research Article ,Sports ,medicine.medical_specialty ,self-control ,Science ,Political Science ,Public policy ,Addiction ,Public Policy ,Self-Control ,Political science ,Mental Health and Psychiatry ,health education ,medicine ,Humans ,Nutrition ,Upstream (petroleum industry) ,Behavior ,business.industry ,Public health ,Biology and Life Sciences ,Communications ,Diet ,gambling ,Framing (social sciences) ,Harm ,Health promotion ,Medical Risk Factors ,Gambling ,Recreation ,business - Abstract
When the Fun Stops, Stop, is a prominent ‘responsible gambling’ campaign in the UK, originally funded and delivered by the industry-initiated and funded Senet Group. Since the Senet Group’s dissolution in 2020, the campaign has been overseen by the Betting and Gambling Council (BGC), the main gambling industry trade body. There has been no prior analysis of the activities, ideas and framing adopted by the Senet Group, who claimed to be acting as an industry ‘watchdog’ and oversaw what they characterised as a major public education campaign. We collated written and image-based material related to the Senet Group and its When the Fun Stops, Stop campaign from multiple sources. Guided by Entman’s four functions of framing, we analysed the Senet Group’s framing of the issues it sought to address, particularly harmful gambling, as well as its causes, and the solutions, focusing on the group’s main activity: the delivery of the When the Fun Stops, Stop campaign. We also critically appraised an evaluation of the campaign funded by the Senet Group, using the findings to interrogate the stated claims about the campaign’s effectiveness. The analysis showed that the Senet Group’s framing of the problem, its causes, and proposed responses resemble those adopted by other industries and industry-funded groups. This involves portraying any harms caused by their products as limited to an atypical minority, rejecting upstream determinants of harm, and promoting individually-targeted voluntary measures, all contrary to the evidence of what works in health promotion, and what would characterise a public health approach. Neither the existing evidence base nor the evidence presented by the Senet Group support their claims about the campaign’s effectiveness. These findings add to concerns about industry-funded campaigns in other areas. To minimise conflicts of interest, interventions intended to address gambling-related harms, such as public education campaigns, should be evidence-based and developed, implemented and evaluated completely independent of the industry and industry-funded organisations.
- Published
- 2021
29. Odnos svijesti (vremena-epohe) i predmetnosti u kockarskom umu
- Author
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Luka Maršić and Daniela Vojnović
- Subjects
Philosophy ,Psychoanalysis ,svijest ,ovisnost o kocki ,vrijeme ,ugoda ,intencionalnost ,igra ,fikcija ,zamjedba ,ovisnost ,consciousness ,gambling addiction ,time ,pleasure ,intentionality ,game ,fiction ,observation ,addiction ,Addiction ,media_common.quotation_subject ,Intentionality ,Consciousness ,Psychology ,media_common ,Pleasure - Abstract
Cilj je rada prikazati fenomen ovisnosti o kocki kroz analizu promjene percepcije, privida, zamjedbe i fikcije u podlozi čega, pretpostavkom i posljedicom, stoje intramentalni i ekstramentalni procesi dostupni korekciji. Definirajući ovisnost kroz dvije dominantne varijable – teorijsku i praktičnu, koje se u širokom kontekstu mogu definirati kroz fiziološku i psihološku determiniranost osobe – suzili smo teoretski prostor za razumijevanje onog zdravog u čovjeku čiji se smisao usidrio u polju ovisnosti. Obrađujući duboku općenitost (samoodržanje) svakog bića, što podrazumijeva zadovoljenje primarnih nagonskih potreba, a istodobno zatomljujući specifičnosti vlastite osobe, slobodne individue, u izboru vlastitih želja i žudnja, onemogućili smo postavljanje pitanja smisla tog čovjeka. U tom ovisničkom prstenu, zatvorenom krugu vraćanja istoga kroz krivo izabrano sredstvo ugode, ponekad se gube jednostavni koncepti i moduli prepoznavanja rješenja. Stoga se ovim radom propituje jedan od modela koji bi se trebao inkorporirati u sustav tretmana ovisnosti i stvoriti te pozicionirati i treću, jednako važnu, a do sada nezastupljenu varijablu – varijablu smisla u tretmanu i razumijevanja kompleksnog pojma ovisnosti (u prvom redu kocke, klađenja i drugih hazarderskih igara na sreću, ali i ostalih sredstava ovisnosti) u zapadnoj civilizaciji kroz različita sredstva ugode., This paper aims to present the gambling addiction phenomenon through the analysis of the change of perception, illusions, observation and fiction on which basis, with the assumption and the consequence, are standing intramental and extramental processes available for correction. By defining addiction through two dominant variables – theoretical and practical, which can be defined in a broad context through the physiological and psychological determinants of a person – we narrowed the theoretical space for understanding the healthy in a human being whose meaning was anchored in the field of the addiction. By elaborating the deep generality (self-preservation) of every being, which implies the fulfillment of the primary urgent needs, and at the same time suppressing of the specifics of our own person, free individual, in choosing our own desires and cravings, we have made it impossible to ask the question of this human being’s sense. In this addictive ring, a closed circle of returning of the same through the wrong choice of comfort means, sometimes simple concepts and solution recognition modules are lost. Therefore, this paper discusses one of the models that should be incorporated into the addiction treatment system and create and position the third, equally important, and by now unrecognized variable – a variable of meaning in the treatment and understanding of the complex concept of addiction (primarily gambling, bets and other daredevil games of chance, but also other addictive resources) in Western civilization through various means of comfort.
- Published
- 2019
30. A casino in my pocket: Gratifications associated with obsessive and harmonious passion for mobile gambling
- Author
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Eoin Whelan, Samuli Laato, A K M Najmul Islam, and Joël Billieux
- Subjects
Adult ,Male ,Computer and Information Sciences ,Adolescent ,Science ,Gambling Addiction ,Emotions ,Addiction ,Social Sciences ,Equipment ,mobile ,Surveys ,Research and Analysis Methods ,Computer Software ,Young Adult ,Surveys and Questionnaires ,Mental Health and Psychiatry ,Medicine and Health Sciences ,Psychology ,Humans ,online ,Communication Equipment ,Behavior ,Motivation ,gratification ,Survey Research ,Biology and Life Sciences ,Software Engineering ,Relaxation (Psychology) ,Gambling ,Mobile Gambling ,Passion ,Self-determination theory ,Apps ,Middle Aged ,Behavior, Addictive ,passion ,Video Games ,Research Design ,Medicine ,Recreation ,Engineering and Technology ,Female ,internet ,Cell Phones ,Games ,Internet Addiction Disorder ,Research Article - Abstract
Mobile gambling differs from land-based and traditional forms of gambling in that the opportunity to place bets and engage with casinos is constantly present and easily accessible. Instead of going to a physical bookmaker or casino, mobile gambling is done quickly and swiftly, anytime, anywhere, with a few taps on a mobile device. Previous studies reveal mobile gambling has managed to reach new audiences especially amongst younger people. Gambling harms can have severe adverse effects on individuals, families and society. However, for a subgroup of highly involved individuals, gambling can be considered a harmonious passion that permits frequent gambling without elevating individual’s risks of experience problem gambling manifestations. Combining the Uses and Gratifications (U&G) and Dualistic Model of Passion (DMP) frameworks, the present study aims to determine if and how the different gratifications sought from mobile gambling are susceptible to explaining non-problematic versus problematic patterns in highly involved gamblers. Data were collected over two waves from a global sample of mobile gamblers (N = 327). Results emphasize that the motivational underpinnings of mobile gambling (as measured by the U&G) differ in obsessive versus harmonious passion. Obsessive passion is associated with poor mood and problematic gambling. In contrast, harmonious passion for mobile gambling is associated with positive mood but is unrelated to problematic gambling. Based on these findings, and given that problematic gambling is an internationally relevant public health issue (the prevalence of problem gambling is estimated to range from 0.1% to 5.8% in different countries), we suggest interventions focusing on specific uses and gratifications associated with an obsessive passion for mobile gambling may be effective in reducing problematic usage patterns. peer-reviewed
- Published
- 2021
31. Increased risk for developing gambling disorder under the treatment with pramipexole, ropinirole, and aripiprazole: A nationwide register study in Sweden
- Author
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Mirjam, Wolfschlag and Anders, Håkansson
- Subjects
Male ,Indoles ,Epidemiology ,Dopamine ,Gambling Addiction ,Aripiprazole ,Social Sciences ,Biochemistry ,Geographical locations ,Pramipexole ,Catecholamines ,Risk Factors ,Medicine and Health Sciences ,Psychology ,Registries ,Amines ,Aged, 80 and over ,Organic Compounds ,Neurochemistry ,Neurotransmitters ,Middle Aged ,Europe ,Chemistry ,Dopamine Agonists ,Physical Sciences ,Medicine ,Female ,Neurochemicals ,Research Article ,Adult ,Biogenic Amines ,Science ,Addiction ,Young Adult ,Reward ,Mental Health and Psychiatry ,Humans ,European Union ,Aged ,Sweden ,Behavior ,Organic Chemistry ,Chemical Compounds ,Biology and Life Sciences ,Hormones ,Behavior, Addictive ,Cross-Sectional Studies ,Behavioral Addiction ,Medical Risk Factors ,Gambling ,Recreation ,People and places ,Dopaminergics ,Neuroscience - Abstract
Gambling Disorder (GD) has recently been reclassified from an impulse-control disorder to a behavioural addiction and, as in other addictive disorders, the dopaminergic reward system is involved. According to neuroimaging studies, alterations within the striatal dopaminergic signalling can occur in GD. However, the findings to date are controversial and there has been no agreement yet on how the reward system is affected on a molecular basis. Within the last 20 years, there has been growing evidence for a higher risk to develop GD in response to certain dopaminergic medication. Especially the dopamine agonists pramipexole and ropinirole, and the dopamine modulator aripiprazole seem to increase the likelihood for GD. The goal of this study was to examine the association between a prescription for either of the three pharmaceuticals and a GD diagnosis in a large cross-sectional study of the Swedish population. Compared to patients with any other dopaminergic drug prescription (38.7% with GD), the diagnosis was more common in patients with a dopamine agonist prescription (69.8% with GD), resulting in an odds ratio of 3.2. A similar association was found between aripiprazole prescriptions and GD diagnoses, which were analysed within the subgroup of all patients with schizophrenia or a schizotypal, delusional, or another non-mood psychotic disorder. An aripiprazole prescription increased the likelihood of GD (88.8%) in comparison to patients without an aripiprazole prescription (71.2%) with an odds ratio of 3.4. This study contributes to the increasingly reliable evidence for an association between several dopaminergic drugs and a higher risk for developing GD. Therefore, one future research goal should be a better understanding of the neurobiology in GD to be able to design more selective dopaminergic medication with less severe side effects. Additionally, this knowledge could enable the development of pharmacotherapy in GD and other addictive disorders.
- Published
- 2021
32. The negative consequences of sports betting opportunities on human capital formation: Evidence from Spain
- Author
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Mar C. Espadafor and Sergi Martínez
- Subjects
Research design ,Economics ,Gambling Addiction ,Social Sciences ,Academic Skills ,Adolescents ,Geographical locations ,Families ,Sociology ,Medicine and Health Sciences ,Economic Status ,Psychology ,Children ,media_common ,Human Capital ,Multidisciplinary ,Schools ,Public attention ,Europe ,Research Design ,Medicine ,Research Article ,Census ,Inequality ,media_common.quotation_subject ,Science ,Addiction ,Research and Analysis Methods ,Human capital ,Education ,Risk-Taking ,Development economics ,Mental Health and Psychiatry ,Humans ,European Union ,Health policy ,Behavior ,Survey Research ,Cognitive Psychology ,Biology and Life Sciences ,Behavior, Addictive ,Harm ,Academic skills ,Spain ,Age Groups ,Gambling ,People and Places ,Recreation ,Cognitive Science ,Population Groupings ,Business ,Neuroscience - Abstract
The proliferation of on-site betting shops has received enormous public attention, becoming one of the most alarming health policy issues in contemporary cities. However, there is little evidence on whether its growing presence nearby vulnerable populations produce social harm beyond its known adverse individual effects. This study provides new evidence on the negative societal effects of betting houses. Our research design takes advantage of a new wave of openings in Madrid (Spain), which created a sudden increase in the supply of on-site gambling. Using a differences-in-differences design, we find that new betting houses decline nearby high schools’ educational performance, especially in public schools in less advantaged areas. This effect is neither trivial nor diminishing with time. This evidence suggests that betting houses increase inequality of educational opportunities. The ubiquity of betting houses around vulnerable populations in multiple regions drives us to think that these findings have relevant policy implications for many countries currently designing policies tackling the increase of problem gambling.
- Published
- 2021
33. Links between problem gambling and spending on booster packs in collectible card games: A conceptual replication of research on loot boxes
- Author
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Aaron Drummond, David Zendle, Rachel S. Meyer, Paul Cairns, Lukasz Walasek, and Triberti, Stefano
- Subjects
Male ,Epidemiology ,Gambling Addiction ,Social Sciences ,030508 substance abuse ,Cognition ,HV ,Surveys and Questionnaires ,Medicine and Health Sciences ,Psychology ,0303 health sciences ,Multidisciplinary ,Booster (rocketry) ,Advertising ,Middle Aged ,Sports Science ,Large sample ,Medicine ,Female ,Games ,0305 other medical science ,GV ,Research Article ,Sports ,Adult ,Adolescent ,Science ,Decision Making ,Addiction ,03 medical and health sciences ,Reward ,Mental Health and Psychiatry ,Humans ,030304 developmental biology ,Behavior ,business.industry ,Cognitive Psychology ,Biology and Life Sciences ,Consumer Behavior ,Replication (computing) ,Behavior, Addictive ,Video Games ,Collectable ,Medical Risk Factors ,Gambling ,Recreation ,Cognitive Science ,Business ,Neuroscience - Abstract
Loot boxes are digital containers of randomised rewards present in some video games which are often purchasable for real world money. Recently, concerns have been raised that loot boxes might approximate traditional gambling activities, and that people with gambling problems have been shown to spend more on loot boxes than peers without gambling problems. Some argue that the regulation of loot boxes as gambling-like mechanics is inappropriate because similar activities which also bear striking similarities to traditional forms of gambling, such as collectable card games, are not subject to such regulations. Players of collectible card games often buy sealed physical packs of cards, and these ‘booster packs’ share many formal similarities with loot boxes. However, not everything which appears similar to gambling requires regulation. Here, in a large sample of collectible card game players (n = 726), we show no statistically significant link between in real-world store spending on physical booster and problem gambling (p = 0.110, η2 = 0.004), and a trivial in magnitude relationship between spending on booster packs in online stores and problem gambling (p = 0.035, η2 = 0.008). Follow-up equivalence tests using the TOST procedure rejected the hypothesis that either of these effects was of practical importance (η2 > 0.04). Thus, although collectable card game booster packs, like loot boxes, share structural similarities with gambling, it appears that they may not be linked to problem gambling in the same way as loot boxes. We discuss potential reasons for these differences. Decisions regarding regulation of activities which share structural features with traditional forms of gambling should be made on the basis of definitional criteria as well as whether people with gambling problems purchase such items at a higher rate than peers with no gambling problems. Our research suggests that there is currently little evidence to support the regulation of collectable card games.
- Published
- 2021
34. Hooked on virtual social life. Problematic social media use and associations with mental distress and addictive disorders
- Author
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Vincent, Henzel and Anders, Håkansson
- Subjects
Adult ,Male ,Computer and Information Sciences ,Adolescent ,Substance-Related Disorders ,Gambling Addiction ,Science ,Social Sciences ,Addiction ,Drug Addiction ,Sociology ,Mental Health and Psychiatry ,Medicine and Health Sciences ,Humans ,Psychology ,Public and Occupational Health ,Computer Networks ,Aged ,Aged, 80 and over ,Sweden ,Internet ,Behavior ,Age Factors ,Social Communication ,Biology and Life Sciences ,Middle Aged ,Communications ,Behavior, Addictive ,Cross-Sectional Studies ,Mental Health ,Video Games ,Social Networks ,Behavioral Addiction ,Internet Addiction ,Recreation ,Medicine ,Female ,Games ,Social Media ,Network Analysis ,Research Article - Abstract
BackgroundSocial media is an important and growing part of the lives of the vast majority of the global population, especially in the young. Although still a young and scarce subject, research has revealed that social media has addictive potential. The aim of this cross-sectional study was to explore the associations between problematic use of social media and mental distress, problematic gaming and gambling, within the Swedish general population.MethodsData from 2,118 respondents was collected through self-report questions on demographics and validated scales measuring addiction-like experiences of social media, problem gaming, problem gambling, and mental distress. Associations were analyzed in unadjusted analyses and-for variables not exceedingly inter-correlated-in adjusted logistic regression analyses.ResultsIn adjusted analyses, problematic use of social media demonstrated a relationship with younger age, time using instant messaging services, and mental distress, but not with education level, occupational status, or with treatment needs for alcohol or drug problems. Behavioral addictions (internet, gaming and gambling) were substantially inter-correlated, and all were associated with problematic use of social media in unadjusted analyses.ConclusionsSocial media use is associated with other addictive behaviors and mental distress. While factors of causality remain to be studied, these insights can motivate healthcare professionals to assess social media habits, for example in individuals suffering from issues concerning gambling, gaming or mental health.
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- 2021
35. Associations of the Big Five and locus of control with problem gambling in a large Australian sample
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von der Heiden, Juliane M. and Egloff, Boris
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Personality Tests ,Adult ,Male ,Psychometrics ,Gambling Addiction ,Science ,Emotions ,Addiction ,Social Sciences ,Research and Analysis Methods ,Personality Disorders ,Education ,Mathematical and Statistical Techniques ,Sociology ,Surveys and Questionnaires ,Mental Health and Psychiatry ,Medicine and Health Sciences ,Psychology ,Humans ,Statistical Methods ,Educational Attainment ,Internal-External Control ,Personality Traits ,Neuroticism ,Behavior ,Statistics ,Australia ,Biology and Life Sciences ,Behavior, Addictive ,Gambling ,Physical Sciences ,Recreation ,Regression Analysis ,Medicine ,Female ,Mathematics ,Research Article ,Personality - Abstract
Gambling may range from being a recreational leisure activity to a behavioral addiction. A rising number of gamblers experience adverse consequences from gambling, termed problem gambling, which may become a challenge for the individual and society. With the present research, we aimed to investigate the correlates of problem gambling. We used a large sample of more than 12,500 individuals (46% male, Mage = 48, SDage = 18) from the Household, Income, and Labour Dynamics in Australia (HILDA) Survey and analyzed sociodemographic and personality variables (Big Five, locus of control) as well as the extent of problem gambling. Findings showed that male sex and a lower level of education were related to problem gambling, but personality traits were predictive of problem gambling over and above sociodemographic variables. Specifically, a low level of emotional stability, an external locus of control, and, to a lesser extent, a low level of conscientiousness and a high level of extraversion were predictive of problem gambling, whereas openness and agreeableness were not. These results remained constant across various robustness analyses. Our findings reveal the importance of including personality traits when explaining gambling behavior.
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- 2021
36. The Conceptualisation and Measurement of DSM-5 Internet Gaming Disorder: The Development of the IGD-20 Test.
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Pontes, Halley M., Király, Orsolya, Demetrovics, Zsolt, and Griffiths, Mark D.
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- *
VIDEO games , *COMPULSIVE behavior , *CYBERCAFES , *COMPUTER network resources - Abstract
Background: Over the last decade, there has been growing concern about ‘gaming addiction’ and its widely documented detrimental impacts on a minority of individuals that play excessively. The latest (fifth) edition of the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included nine criteria for the potential diagnosis of Internet Gaming Disorder (IGD) and noted that it was a condition that warranted further empirical study. Aim: The main aim of this study was to develop a valid and reliable standardised psychometrically robust tool in addition to providing empirically supported cut-off points. Methods: A sample of 1003 gamers (85.2% males; mean age 26 years) from 57 different countries were recruited via online gaming forums. Validity was assessed by confirmatory factor analysis (CFA), criterion-related validity, and concurrent validity. Latent profile analysis was also carried to distinguish disordered gamers from non-disordered gamers. Sensitivity and specificity analyses were performed to determine an empirical cut-off for the test. Results: The CFA confirmed the viability of IGD-20 Test with a six-factor structure (salience, mood modification, tolerance, withdrawal, conflict and relapse) for the assessment of IGD according to the nine criteria from DSM-5. The IGD-20 Test proved to be valid and reliable. According to the latent profile analysis, 5.3% of the total participants were classed as disordered gamers. Additionally, an optimal empirical cut-off of 71 points (out of 100) seemed to be adequate according to the sensitivity and specificity analyses carried. Conclusions: The present findings support the viability of the IGD-20 Test as an adequate standardised psychometrically robust tool for assessing internet gaming disorder. Consequently, the new instrument represents the first step towards unification and consensus in the field of gaming studies. [ABSTRACT FROM AUTHOR]
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- 2014
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37. Time Devours Things: How Impulsivity and Time Affect Temporal Decisions in Pathological Gamblers.
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Grecucci, Alessandro, Giorgetta, Cinzia, Rattin, Andrea, Guerreschi, Cesare, Sanfey, Alan G., and Bonini, Nicolao
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- *
COMPULSIVE gambling , *IMPULSE control disorders , *PATHOLOGICAL psychology , *MENTAL illness treatment , *MEDICAL decision making , *THERAPEUTICS - Abstract
Impulsivity is associated with several psychiatric disorders in which the loss of control of a specific behavior determines the syndrome itself. One particularly interesting population characterized by reported high impulsivity and problematic decision-making are those diagnosed with pathological gambling. However the association between impulsivity and decision making in pathological gambling has been only partially confirmed until now. We tested 23 normal controls and 23 diagnosed pathological gamblers in an intertemporal choice task, as well as other personality trait measurements. Results showed that gamblers scored higher on impulsivity questionnaires, and selected a higher percentage of impatient choices (higher percentage of smaller, sooner rewards), when compared to normal controls. Moreover, gamblers were faster in terms of reaction times at selecting the smaller, sooner options and discounted rewards more rapidly over time. Importantly, regression analyses clarified that self-reported measures of impulsivity played a significant role in biasing decisions towards small but more rapidly available rewards. In the present study we found evidence for impulsivity in personality traits and decisions in pathological gamblers relative to controls. We conclude by speculating on the need to incorporate impulsivity and decision biases in the conceptualization of pathological gambling for a better understanding and treatment of this pathology. [ABSTRACT FROM AUTHOR]
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- 2014
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38. Enhanced Attentional Bias towards Sexually Explicit Cues in Individuals with and without Compulsive Sexual Behaviours.
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Mechelmans, Daisy J., Irvine, Michael, Banca, Paula, Porter, Laura, Mitchell, Simon, Mole, Tom B., Lapa, Tatyana R., Harrison, Neil A., Potenza, Marc N., and Voon, Valerie
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- *
SEX customs , *SUBSTANCE-induced disorders , *SEX addiction , *VOLUNTEERS , *MOTIVATION (Psychology) - Abstract
Compulsive sexual behaviour (CSB) is relatively common and has been associated with significant distress and psychosocial impairments. CSB has been conceptualized as either an impulse control disorder or a non-substance ‘behavioural’ addiction. Substance use disorders are commonly associated with attentional biases to drug cues which are believed to reflect processes of incentive salience. Here we assess male CSB subjects compared to age-matched male healthy controls using a dot probe task to assess attentional bias to sexually explicit cues. We show that compared to healthy volunteers, CSB subjects have enhanced attentional bias to explicit cues but not neutral cues particularly for early stimuli latency. Our findings suggest enhanced attentional bias to explicit cues possibly related to an early orienting attentional response. This finding dovetails with our recent observation that sexually explicit videos were associated with greater activity in a neural network similar to that observed in drug-cue-reactivity studies. Greater desire or wanting rather than liking was further associated with activity in this neural network. These studies together provide support for an incentive motivation theory of addiction underlying the aberrant response towards sexual cues in CSB. [ABSTRACT FROM AUTHOR]
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- 2014
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39. The Relationship Between In-Play Betting and Gambling Problems in an Australian Context of Prohibited Online In-Play Betting
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Sally M. Gainsbury, Alex Blaszczynski, and Brett Abarbanel
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Psychiatry ,disordered gambling ,Warrant ,lcsh:RC435-571 ,Psychological intervention ,Ethnic group ,regulation ,Advertising ,Online gambling ,Context (language use) ,Internet gambling ,in-play betting ,030227 psychiatry ,03 medical and health sciences ,Psychiatry and Mental health ,0302 clinical medicine ,problem gambling ,online gambling ,lcsh:Psychiatry ,live action betting ,internet gambling ,Psychology ,030217 neurology & neurosurgery ,Original Research ,gambling addiction - Abstract
Internationally, Internet gambling is increasingly permitted under regulated licensing conditions; however, the specific products that are legal varies between jurisdictions. Online sports and race wagering are now legal in many jurisdictions, but in-play betting (also referred to as “live action” or “in-the-run” betting) is often restricted. In-play betting enables bets to be placed on an event after it has commenced. Prohibitionist policies often cite the potential for this type of betting to increase risk of gambling problems. This study aimed to identify which online bettors are most likely to engage in in-play betting, and to investigate the relationship between in-play betting and gambling problems. Online survey responses were collected from 501 Australian past-month online sports bettors in the context of in-play betting only being available on offshore gambling sites or via telephone betting. Thirty-four percent of participants had placed a bet in-play in the past month. Participants placing in-play bets differed from those who had not in terms of education, employment status, ethnicity, age, and gambling involvement. Those who bet in-play had higher problem gambling severity scores than those who did not bet in-play. Problem gambling severity significantly predicting in-play betting, holding other variables constant. Findings are consistent with previous research indicating that the relationship between in-play gambling and problems holds across jurisdictions which have prohibited and legalized in-play betting. The findings suggest that in-play betting should warrant specific regulatory attention and interventions to minimize gambling harms among individuals that engage with this activity.
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- 2020
40. A Conditioned Response as a Measure of Impulsive-Compulsive Behaviours in Parkinson's Disease.
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Evans, Andrew H., Kettlewell, Jade, McGregor, Sarah, Kotschet, Katya, Griffiths, Robert I., and Horne, Malcolm
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CONDITIONED response , *COMPULSIVE behavior , *PARKINSON'S disease , *HYPOKINESIA , *DYSKINESIAS , *MENTAL depression , *NEUROSCIENCES - Abstract
Objectives: Parkinson's Disease patients wore a device on the wrist that gave reminders to take levodopa and also measured bradykinesia and dyskinesia. Consumption of medications was acknowledged by placing the thumb on the device. Some patients performed this acknowledgement repeatedly and unconsciously. This study examines whether this behaviour reflected increased impulsivity. Methods and Results: Twenty five participants were selected because they had i) excess acknowledgements described above or ii) Impulsive-Compulsive Behaviours or iii) neither of these. A blinded assessor applied clinical scales to measure Impulsive-Compulsive Behaviours, cognition, depression, anxiety and apathy. A Response Ratio, representing the number of acknowledgements/number of doses (expressed as a percentage) was tightly correlated with ratings of Impulsive-Compulsive Behaviours (r2 = 0.79) in 19/25 subjects. Some of these patients had dyskinesia, which was higher with extraneous responses than with response indicating medication consumption. Six of the 25 subjects had high Impulsive-Compulsive Behaviour Scores, higher apathy scores, low levels of dyskinesia and normal Response Ratios. Patients without ICB (low RR) also had low dyskinesia levels regardless of the relevance of the response. Conclusion: An elevated Response Ratio is a specific measure of a type of ICB where increased incentive salience is attributed to cues by the presence of high striatal dopamine levels, manifested by high levels of dyskinesia. This study also points to a second form of ICBs which occur in the absence of dyskinesia, has normal Response Ratios and higher apathy scores, and may represent prefrontal pathology. [ABSTRACT FROM AUTHOR]
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- 2014
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41. Gratitude, Hope, Mindfulness and Personal-Growth Initiative: Buffers or Risk Factors for Problem Gambling?
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Loo, Jasmine M. Y., Tsai, Jung-Shun, Raylu, Namrata, and Oei, Tian P. S.
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COMPULSIVE gambling , *GRATITUDE , *MINDFULNESS , *MEDICAL care , *COGNITION , *CURIOSITY - Abstract
The majority of prevention and intervention research in problem gambling (PG) has focused on identifying negative risk factors. However, not all at-risk individuals go on to develop anticipated disorders and many thrive in spite of them. In healthcare settings, PG and other disorders are typically conceptualized from the biomedical perspective that frame disorders as something negative residing within the individual and reduction in negativity is seen as success. Indeed, this problem-focused conceptualization may be adequate in many cases as reducing PG behaviour is undoubtedly an important outcome, but the focus on negativity alone is too narrow to capture the complexity of human behaviour. Hence, this study attempts to bridge the gap in literature by providing an evaluation of the predictive ability of the positive dispositions on problem gambling severity, gambling-related cognitions, and gambling urges. The positive psychological dispositions examined were curiosity, gratitude, hope, personal growth initiative, and mindfulness. Participants consisted of 801 Taiwanese Chinese students and community individuals (Mean age = 25.36 years). Higher levels of gratitude and hope have been found to predict lower PG, gambling-related cognitions, or gambling urges. Meanwhile, higher mindfulness predicted lower PG, but only among Chinese males. However, lower personal growth initiative predicted lower PG, gambling-related cognitions, and gambling urges. These analyses have small to medium effect sizes with significant predictions. Findings of this study have essential implications in understanding and treating Chinese problem gamblers. These positive dispositions should be addressed by mental health professionals in preventative and treatment programs among Chinese individuals. Further implications and suggestions for future research are discussed. [ABSTRACT FROM AUTHOR]
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- 2014
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42. The role of gambling type on gambling motives, cognitive distortions, and gambling severity in gamblers recruited online
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Sasha, Mathieu, Servane, Barrault, Paul, Brunault, Isabelle, Varescon, Qualité de vie et Santé psychologique [Tours] (QualiPsy - E.E. 1901), Université de Tours (UT), and Université de Tours
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Adult ,Male ,Gambling Addiction ,Science ,Emotions ,Social Sciences ,Addiction ,[SHS.PSY]Humanities and Social Sciences/Psychology ,Anxiety ,Young Adult ,Cognition ,Surveys and Questionnaires ,Mental Health and Psychiatry ,Medicine and Health Sciences ,Humans ,Psychology ,ComputingMilieux_MISCELLANEOUS ,Motivation ,Behavior ,Mood Disorders ,Depression ,Cognitive Psychology ,Biology and Life Sciences ,Middle Aged ,Sports Science ,Behavior, Addictive ,Gambling ,Recreation ,Cognitive Science ,Medicine ,France ,Cognition Disorders ,Games ,Stress, Psychological ,Research Article ,Neuroscience ,Sports - Abstract
The recent literature shows that the type of gambling practiced influences problem gambling. This study was aimed at investigating the factors associated with gambling type, including gambling severity, gambling motives, and cognitive distortions. A total of 291 regular male gamblers (229 skill gamblers and 62 mixed gamblers, i.e., those who play at least one game of chance and one skill game) were recruited online and assessed for gambling severity (South Oaks Gambling Screen), gambling motives (Gambling Motives Questionnaire-Financial), cognitive distortions (Gambling-Related Cognition Scale), and psychological distress (Hospital Anxiety and Depression Scale). After controlling for the number of games played and psychological distress, we found that gambling type was significantly associated with gambling severity. Moreover, controlling for psychological distress showed that gambling type was also significantly associated with coping motives and interpretative bias. First, mixed gamblers had higher severity scores and higher coping motivation than skill gamblers; second, skill gamblers seemed more at risk of developing interpretative bias. Thus, the gamblers presented different psychological, motivational, and cognitive profiles according to gambling type, indicating that different clinical interventions may be relevant. Working on coping motives and anxiety and depression symptoms with an abstinence purpose would be more suitable for mixed gamblers. Indeed, working on these points could lead to the gambler reducing or eventually ceasing gambling, as the need to regulate negative emotions through gambling behavior would fade in parallel. Gambling type, psychological distress, gambling motives, and cognitive distortions should be taken into consideration systematically in clinical interventions of patients with plural and mixed practice of games.
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- 2020
43. Problem gambling, associations with comorbid health conditions, substance use, and behavioural addictions: Opportunities for pathways to treatment
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Ford, Madison and Håkansson, Anders
- Subjects
Adult ,Male ,Computer and Information Sciences ,Adolescent ,Substance-Related Disorders ,Science ,Gambling Addiction ,Addiction ,Social Sciences ,Comorbidity ,Surveys ,Research and Analysis Methods ,Surveys and Questionnaires ,Mental Health and Psychiatry ,Medicine and Health Sciences ,Psychology ,Humans ,Computer Networks ,Sweden ,Internet ,Behavior ,Survey Research ,Mental Disorders ,Biology and Life Sciences ,Middle Aged ,Behavior, Addictive ,Cross-Sectional Studies ,Behavioral Addiction ,Research Design ,Gambling ,Medicine ,Recreation ,Female ,Games ,Research Article - Abstract
BACKGROUND:Problem gambling is a public health issue and its comorbidity with other health conditions may provide an opportunity for screening in healthcare settings; however, a high level of uncertainty and a lack of research in the field remains. The objective of this study is to investigate potential associations between problem gambling and numerous other health conditions, including substance use, mental health problems, and behavioural addictions. METHODS:A cross-sectional web-survey was distributed by a market research company to an online panel of respondents in Sweden, which aimed to be representative of the general population. Chi-squared and Mann-Whitney U tests, followed by logistic regression analysis, were performed to determine associations between screening positive for lifetime problem gambling and potential comorbid conditions and behaviours. RESULTS:Among 2038 participants, 5.7 percent screened positive for lifetime problem gambling. Significant associations were found between problem gambling and male gender, education level, daily tobacco use, moderate psychological distress, problematic shopping, and problem gaming. CONCLUSION:The association between screening for problem gambling and other health conditions, including psychological distress and behavioural addictions such as shopping and gaming, demonstrates the need to screen for problem gambling in the context of other health hazards, such as in different healthcare settings. Further research is required to identify the temporal relationship between these conditions and to investigate underlying etiological mechanisms.
- Published
- 2020
44. The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States-A cross-national survey
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Christopher J. Ferguson, James D. Sauer, Lauren C. Hall, and Aaron Drummond
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Male ,Social psychology (sociology) ,Gambling Addiction ,Computer Games ,Emotions ,Social Sciences ,Geographical locations ,Surveys and Questionnaires ,Medicine and Health Sciences ,Psychology ,Computer Networks ,media_common ,education.field_of_study ,Multidisciplinary ,Cross national survey ,Advertising ,Middle Aged ,Aotearoa ,Medicine ,Female ,Games ,Research Article ,Adult ,Cross-Cultural Comparison ,Computer and Information Sciences ,media_common.quotation_subject ,Science ,Population ,Oceania ,Addiction ,Sample (statistics) ,Context (language use) ,Young Adult ,Mental Health and Psychiatry ,Humans ,education ,Behavior ,Internet ,Australia ,Administrative Personnel ,Biology and Life Sciences ,Cross-cultural studies ,United States ,Behavior, Addictive ,Cross-Sectional Studies ,Video Games ,Service (economics) ,Gambling ,Recreation ,People and places ,New Zealand - Abstract
Loot boxes are digital containers of randomised rewards available in many video games. Due to similarities between some loot boxes and traditional forms of gambling, concerns regarding the relationship between spending on loot boxes in video games and symptoms of problematic gambling have been expressed by policy makers and the general public. We present the first investigation of these concerns in large cross-sectional cross-national samples from three countries (Aotearoa New Zealand, Australia, and the United States). A sample of 1,049 participants were recruited through Qualtrics' Survey Targeting service from a broad cross-section of the population in Australia (n = 339), Aotearoa New Zealand (n = 323), and the United States (n = 387). Participants answered a survey assessing problem gambling, problem gaming symptomology, and how much they spent on loot boxes per month. On average, individuals with problem gambling issues spent approximately $13 USD per month more on loot boxes than those with no such symptoms. Loot box spending was also associated with both positive and negative moods, albeit with small effect sizes. Analyses showed both interactions and correlations between problematic gambling and problematic gaming symptoms, indicating both some commonality in the mechanisms underlying, and independent contributions made by, these proposed diagnostic criteria. These results provide context for dialogues regarding how best to reduce the impacts of loot box spending among those with problematic gambling symptoms.
- Published
- 2020
45. The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019
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David Zendle, Nick Ballou, and Rachel S. Meyer
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Epidemiology ,Computer Games ,Gambling Addiction ,030508 substance abuse ,Face (sociological concept) ,Social Sciences ,0302 clinical medicine ,Mathematical and Statistical Techniques ,Medicine and Health Sciences ,Psychology ,Public and Occupational Health ,030212 general & internal medicine ,Materials ,Multidisciplinary ,Traumatic Injury Risk Factors ,Statistics ,Commerce ,Advertising ,Sports Science ,Order (business) ,Value (economics) ,Desktop Video ,Physical Sciences ,Engineering and Technology ,Regression Analysis ,Medicine ,Weapons ,0305 other medical science ,Games ,Research Article ,Sports ,Science ,Materials Science ,Equipment ,Addiction ,Discount points ,Research and Analysis Methods ,Crystals ,03 medical and health sciences ,Mental Health and Psychiatry ,Humans ,Statistical Methods ,Video game ,Behavior ,Biology and Life Sciences ,Behavior, Addictive ,Video Games ,Medical Risk Factors ,Gambling ,Recreation ,Business ,Mathematics - Abstract
It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or items for a small real-world fee. These purchases may be purely aesthetic (cosmetic microtransactions) or confer in-game advantages (pay to win microtransactions), and may also contain these items as randomised contents of uncertain value (loot boxes). The growth of microtransactions has attracted substantial interest from both gamers, academics, and policymakers. However, it is not clear either how frequently exposed players are to these features in desktop games, or when any growth in exposure occurred. In order to address this, we analysed the play history of the 463 most-played Steam desktop games from 2010 to 2019. Results of exploratory joinpoint analyses suggested that cosmetic microtransactions and loot boxes experienced rapid growth during 2012-2014, leading to high levels of exposure by April 2019: 71.2% of the sample played games with loot boxes at this point, and 85.89% played games with cosmetic microtransactions. By contrast, pay to win microtransactions did not appear to experience similar growth in desktop games during the period, rising gradually to an exposure rate of 17.3% by November 2015, at which point growth decelerated significantly (p
- Published
- 2020
46. Presence of problematic and disordered gambling in older age and validation of the South Oaks Gambling Scale
- Author
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Marco Camozzi, Isabel Sánchez, Isabelle Giroux, Isabel Baenas, Jéssica Sánchez-González, Neus Aymamí, Laura Moragas, Anne Sauvaget, Hibai Lopez-Gonzalez, Eduardo Valenciano-Mendoza, Marie Grall-Bronnec, María Lozano-Madrid, Bernat Mora, Fernando Fernández-Aranda, Amparo del Pino-Gutiérrez, Cristina Vintró-Alcaraz, José M. Menchón, Susana Jiménez-Murcia, Roser Granero, Gemma Mestre-Bach, Teresa Mena-Moreno, Mónica Gómez-Peña, Zaida Agüera, Ester Codina, Gemma Casalé-Salayet, Instituto de Salud Carlos III [Madrid] (ISC), Universitat Autònoma de Barcelona (UAB), Institut d'Investigació Biomèdica de Bellvitge [Barcelone] (IDIBELL), University of Barcelona, Université Laval [Québec] (ULaval), MethodS in Patients-centered outcomes and HEalth ResEarch (SPHERE), Université de Tours (UT)-Institut National de la Santé et de la Recherche Médicale (INSERM)-Université de Nantes - UFR des Sciences Pharmaceutiques et Biologiques, Université de Nantes (UN)-Université de Nantes (UN), Motricité, interactions, performance EA 4334 / Movement - Interactions - Performance (MIP), Le Mans Université (UM)-Centre hospitalier universitaire de Nantes (CHU Nantes)-Université de Nantes - UFR des Sciences et Techniques des Activités Physiques et Sportives (UFR STAPS), We thank CERCA Programme / Generalitat de Catalunya for institutional support. This manuscript and research was supported by grants from the Ministerio de Economıa y Competitividad (PSI2015-68701-R), Research funded by the Delegacion del Gobierno para el Plan Nacional sobre Drogas (2017I067 and 2019I47), Instituto de Salud Carlos III (ISCIII) (FIS PI14/00290 and PI17/01167) and co-funded by FEDER funds /European Regional Development Fund (ERDF), a way to build Europe. CIBERobn and CIBERSAM are both initiatives of ISCIII. Support was received from the Secretariat for Universities and Research of the Ministry of Business and Knowledge of the Government of Catalonia. TMM, CVA and MLM are supported by a predoctoral Grant of the Ministerio de Educacion, Cultura y Deporte (FPU16/02087)., Bodescot, Myriam, Université de Tours-Institut National de la Santé et de la Recherche Médicale (INSERM)-Université de Nantes - UFR des Sciences Pharmaceutiques et Biologiques, Université de Nantes - UFR des Sciences et Techniques des Activités Physiques et Sportives (UFR STAPS), and Université de Nantes (UN)-Université de Nantes (UN)-Centre hospitalier universitaire de Nantes (CHU Nantes)-Le Mans Université (UM)
- Subjects
Questionnaires ,Male ,Psychometrics ,Epidemiology ,Gambling Addiction ,[SDV.MHEP.PSM] Life Sciences [q-bio]/Human health and pathology/Psychiatrics and mental health ,Social Sciences ,030508 substance abuse ,Persones grans ,Mathematical and Statistical Techniques ,Elderly ,0302 clinical medicine ,Surveys and Questionnaires ,Medicine and Health Sciences ,Psychology ,Mass Screening ,Trastorns de la personalitat ,education.field_of_study ,Multidisciplinary ,[SDV.MHEP.GEG] Life Sciences [q-bio]/Human health and pathology/Geriatry and gerontology ,[SDV.MHEP.GEG]Life Sciences [q-bio]/Human health and pathology/Geriatry and gerontology ,Statistics ,Age Factors ,Epidemiology of Aging ,Joc compulsiu ,Middle Aged ,Confirmatory factor analysis ,3. Good health ,Diagnostic and Statistical Manual of Mental Disorders ,Convergent validity ,Research Design ,Scale (social sciences) ,Physical Sciences ,Anxiety ,Medicine ,Female ,medicine.symptom ,0305 other medical science ,Psicometria ,Compulsive gambling ,Factor Analysis ,Research Article ,Psychopathology ,Clinical psychology ,Science ,Population ,Addiction ,Research and Analysis Methods ,03 medical and health sciences ,Cronbach's alpha ,Diagnostic Medicine ,Mental Health and Psychiatry ,medicine ,Humans ,Statistical Methods ,Personality disorders ,education ,Aged ,Behavior ,Survey Research ,Biology and Life Sciences ,Reproducibility of Results ,030227 psychiatry ,Behavior, Addictive ,ROC Curve ,Age Groups ,[SDV.MHEP.PSM]Life Sciences [q-bio]/Human health and pathology/Psychiatrics and mental health ,Gambling ,People and Places ,Recreation ,Population Groupings ,Older people ,Mathematics - Abstract
International audience; The use of instruments originally developed for measuring gambling activity in younger populations may not be appropriate in older age individuals. The aim of this study was to examine the presence of problematic and disordered gambling in seniors aged 50 or over, and study the reliability and validity properties of the SOGS (a screening measure to identify gambling related problems). Two independent samples were recruited: a clinical group of n = 47 patients seeking treatment at a Pathological Gambling Outpatient Unit, and a population-based group of n = 361 participants recruited from the same geographical area. Confirmatory factor analysis verified the bifactor structure for the SOGS with two correlated underlying dimensions [measuring the impact of gambling on the self primarily (Cronbach's alpha α = 0.87) or on both the self and others also (α = 0.82)], and a global dimension of gambling severity (also with excellent internal consistency, α = 0.90). The SOG obtained excellent accuracy/validity for identifying gambling severity based on the DSM-5 criteria (area under the ROC curve AUC = 0.97 for discriminating disordered gambling and AUC = 0.91 for discriminating problem gambling), and good convergent validity with external measures of gambling (Pearson's correlation R = 0.91 with the total number of DSM-5 criteria for gambling disorder, and R = 0.55 with the debts accumulated due to gambling) and psychopathology (R = 0.50, 0.43 and 0.44 with the SCL-90R depression, anxiety and GSI scales). The optimal cutoff point for identifying gambling disorder was 4 (sensitivity Se = 92.3% and specificity Sp = 98.6%) and 2 for identifying problem gambling (Se = 78.8% and Sp = 96.7%). This study provides empirical support for the reliability and validity of the SOGS for assessing problem gambling in elders, and identifies two specific factors that could help both research and clinical decision-making, based on the severity and consequences of the gambling activity.
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- 2020
47. Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling
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Irene Montiel, Aránzazu Basterra-González, Juan M. Machimbarrena, Jéssica Ortega-Barón, and Joaquín González-Cabrera
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Male ,Gambling Addiction ,Social Sciences ,Empirical Research ,Surveys ,Adolescents ,Families ,Surveys and Questionnaires ,Prevalence ,Medicine and Health Sciences ,Psychology ,Computer Networks ,Child ,Children ,Multidisciplinary ,Middle Aged ,Research Assessment ,Research Design ,Medicine ,Female ,Games ,guidance ,Research Article ,Adult ,Computer and Information Sciences ,Adolescent ,Systematic Reviews ,Science ,Addiction ,Research and Analysis Methods ,Young Adult ,Mental Health and Psychiatry ,Humans ,Behavior ,Internet ,Survey Research ,Biology and Life Sciences ,Consumer Behavior ,Behavior, Addictive ,Cross-Sectional Studies ,Video Games ,Age Groups ,Gambling ,People and Places ,esports ,Recreation ,Population Groupings - Abstract
BackgroundLoot boxes are an increasingly common type of random microtransaction in videogames. There is some concern about their expansion and entailed risks, especially among adolescents. The actual prevalence of engagement with loot boxes among child and adult population is uncertain, and there is still controversy over the nature of their relationship with problematic gaming and gambling.ObjectivesThe aims of this scoping review are to summarize the characteristics and findings of published primary empirical studies about the prevalence of engagement with loot boxes and/or their relationship with problematic gaming and gambling, taking in account the type of sample, time frame and measured variables.MethodsThis study follows the Joanna Briggs Institute’s “Guidance for conducting systematic scoping reviews” and the Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR). Three academic databases provided 299 articles.ResultsSixteen primary empirical studies met the inclusion criteria for this review. All studies used cross-sectional designs, and most used convenience samples. Twelve study samples were comprised exclusively of gamers, and two were comprised of gamers and/or gamblers. Only six studies included adolescents. The annual prevalence rate of loot box purchases was higher for adult gamers than for adolescents (22.7%–44.2% and 20%–33.9%, respectively), but in studies with general population samples, the opposite was true (24.9% for players aged 13–14 versus 7.8% for adults). In general, the studies suggested a significant positive relationship between engagement with loot boxes and problematic gaming and gambling, but this may be related to the type of engagement (open/purchase/sell), and the characteristics of the study participants (male/female, adolescents/adults, gamers/gamers-gamblers/general population).ConclusionsThis scoping review summarizes the results of recent empirical studies on engagement with loot boxes and discusses how methodological issues may affect their results and interpretation. Recommendations for future research are also provided.
- Published
- 2022
48. Prevalence and Factors of Addictive Internet Use among Adolescents in Wuhan, China: Interactions of Parental Relationship with Age and Hyperactivity-Impulsivity.
- Author
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Wu, Xianhua, Chen, Xinguang, Han, Juan, Meng, Heng, Luo, Jianghong, Nydegger, Liesl, and Wu, Hanrong
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INTERNET addiction in adolescence , *DISEASE prevalence , *HYPERACTIVITY , *INTERNET users , *DEVELOPMENTAL psychology , *HEALTH policy , *PUBLIC health , *CHILD development - Abstract
Purposes: This study examined the prevalence of addictive Internet use and analyzed the role of parental relationship in affecting this behavior among a random sample of adolescents in Wuhan, China. Methods: Students (n = 1,101) were randomly selected from four schools, including 638 boys and 463 girls with a mean age of 13.8 (standard deviation = 1.2) years. Addictive Internet use, parental relationship, hyperactivity-impulsivity were measured by validated instruments. Prevalence rate, ANOVA and multiple linear regression method were used to analyze the level of Internet addiction and its association with parental relationship, hyperactivity-impulsivity, as well as the interaction of parental relationship with chronological age and hyperactivity-impulsivity. Results: The prevalence rate of Internet addiction was 13.5% (16.5% for boys and 9.5% for girls, p<0.01). Compared to non-addictive users, addictive Internet users were scored significantly lower on parental relationships and significantly higher on hyperactivity-impulsivity. Interaction analysis indicated that better parental relationship was associated with more reductions in risk of addictive Internet use for younger students than for older students, and with more risk of Internet addiction among higher than among lower hyperactivity-impulsivity students. Conclusions: Findings of this study indicate that adolescent addictive Internet use is a significant public health threat in China. Prevention interventions targeting parental relationship must consider adolescent’s age and hyperactivity-impulsivity tendency. [ABSTRACT FROM AUTHOR]
- Published
- 2013
- Full Text
- View/download PDF
49. Neurological Soft Signs in Individuals with Pathological Gambling.
- Author
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Elman, Igor, Gurvits, Tamara V., Tschibelu, Evelyne, Spring, Justin D., Lasko, Natasha B., and Pitman, Roger K.
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COMPULSIVE gambling , *NEUROLOGICAL research , *NEUROSCIENCES , *PSYCHIATRY , *MOTOR neuron diseases , *NEUROBEHAVIORAL disorders , *MENTAL health - Abstract
Increased neurological soft signs (NSSs) have been found in a number of neuropsychiatric syndromes, including chemical addiction. The present study examined NSSs related to perceptual-motor and visuospatial processing in a behavioral addiction viz., pathological gambling (PG). As compared to mentally healthy individuals, pathological gamblers displayed significantly poorer ability to copy two- and three-dimensional figures, to recognize objects against a background noise, and to orient in space on a road-map test. Results indicated that PG is associated with subtle cerebral cortical abnormalities. Further prospective clinical research is needed to address the NSSs' origin and chronology (e.g., predate or follow the development of PG) as well as their response to therapeutic interventions and/or their ability to predict such a response. [ABSTRACT FROM AUTHOR]
- Published
- 2013
- Full Text
- View/download PDF
50. Different aspects of impulsivity in chronic alcohol use disorder with and without comorbid problem gambling
- Author
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Zoltán Janka, Ildikó Demeter, Ildikó Kovács, Bálint Andó, Aniko Maraz, and Zsolt Demetrovics
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Male ,Gambling Addiction ,Social Sciences ,Alcohol use disorder ,Comorbidity ,0302 clinical medicine ,Cognition ,Medicine and Health Sciences ,Psychology ,Public and Occupational Health ,Young adult ,Multidisciplinary ,Alcohol Consumption ,Middle Aged ,Aggression ,Alcoholism ,Medicine ,Female ,medicine.symptom ,Psychopathology ,Clinical psychology ,Research Article ,Personality ,Adult ,Impulsivity ,Patients ,Substance-Related Disorders ,Science ,Decision Making ,Addiction ,03 medical and health sciences ,Young Adult ,mental disorders ,Mental Health and Psychiatry ,medicine ,Humans ,Pathological ,Aged ,Nutrition ,Personality Traits ,Hungary ,Behavior ,business.industry ,Cognitive Psychology ,Biology and Life Sciences ,medicine.disease ,030227 psychiatry ,Diet ,Health Care ,Gambling ,Impulsive Behavior ,Cognitive Science ,Recreation ,business ,030217 neurology & neurosurgery ,Neuroscience - Abstract
Background and aims Alcohol use disorder (AUD) and problem gambling are highly comorbid disorders. This study aims to explore the role of four aspects of impulsivity (trait concept of impulsivity, choice impulsivity, impulsive aggression and response inhibition/decision-making) in long-term chronic AUD patients with and without problem or pathological gambling symptoms. Methods Cognitively intact chronic AUD patients were enrolled with (n = 32) and without (n = 71) problem gambling symptoms in an inpatient clinic for chronic alcohol users. Multiple facets of impulsivity, cognitive ability, psychopathological symptoms, alcohol and gambling severity were measured. Results Chronic AUD patients with gambling disorder symptoms showed longer lifetime alcohol consumption, more severe alcohol use and higher psychopathological symptom severity than AUD patients without gambling symptoms. Gambling severity correlated with overall trait impulsivity, but not with choice impulsivity, impulsive aggression or cognitive impulsivity with controlling for lifetime alcohol consumption, lifetime alcohol use and psychopathological symptom severity. High trait impulsivity and non-planning was associated with comorbid gambling symptoms in AUD patients, which was independent of the level of intelligence, age and psychopathological symptoms. Conclusion Comorbid gambling disorder symptoms in chronic AUD was connected to more severe alcohol-related variables. Higher trait impulsivity was also linked with gambling disorder symptoms in patients with chronic AUD. This accents the need of special focus on comorbid GD symptoms in AUD, since prognosis and treatment for them may vary.
- Published
- 2019
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