RESUMEN
Previous literature indicates that the later phases of the acute stress response may promote poor decision-making, characterized by riskier choices and a likely inclination towards immediate reward-seeking. However, all studies addressing the effect of this phase have treated decisional capacity as a singular dimension, without analyzing the underlying processes under decision-making. Employing the Value-Plus-Perseveration (VPP) RL model, based on Bayesian logic, this study aims to gain specific insights into how late phase of acute stress impacts the cognitive processes underpinning decision-making in the Iowa Gambling Task (IGT), deciphering whether, as expected, gains are processed in a magnified manner. Seventy-three participants were randomly assigned to two groups, stress (N = 35) and control (N = 38). A virtual version of The Trier Social Stress Test (TSST-VR) was employed as a laboratory stressor. Decision-making was evaluated 35â¯minutes after the stressor onset, by means of the IGT. Results showed that stressed participants, in comparison to control group, displayed more perseverant and consistent decision-making, enhanced memory, and reinforcement learning capabilities, yet were guided by a greater attraction to decks offering immediate high gains. These results are analyzed with the understanding that in the IGT, short-term decisions focused on instant rewards are seen as counterproductive. This suggests that stress could limit the ability to switch to strategies that are more cautious and offer greater long-term benefits.
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Toma de Decisiones , Juego de Azar , Recompensa , Estrés Psicológico , Humanos , Masculino , Toma de Decisiones/fisiología , Estrés Psicológico/fisiopatología , Femenino , Adulto Joven , Adulto , Pruebas Neuropsicológicas , Teorema de BayesRESUMEN
Background: Gambling disorder (GD) has become a wide concern in Indonesia, as many negative consequences arise from this psychiatric condition. Prompt treatment with an appropriate method of delivery is required to achieve optimal outcomes in GD patients. This protocol paper outlines a study to determine the effectiveness, acceptability, and feasibility of internet-based cognitive behavioral therapy (iCBT) in treating GD in Indonesia. Methods: This non-randomized pilot and feasibility study will recruit 20 people with GD. All participants will receive the iCBT intervention through self-learning videos and guided weekly group sessions. The effectiveness of the intervention will be assessed at baseline (week 0), post- treatment completion (week 10), and 6 weeks post-treatment (week 16). The outcomes measured will be the change in gambling symptoms, gambling urges, cognitive distortions, readiness to change, emotional problems, and quality of life of the participants. Discussion: The feasibility of iCBT for GD patients in Indonesia will be assessed by this study. The study's results will give an indication of the acceptability of the intervention and the feasibility of a subsequent conclusive trial. The delivery of iCBT may help to address the issue of treatment access in an extensive geographical region and provide immediate implications as a treatment resource for GD in practice.
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Terapia Cognitivo-Conductual , Estudios de Factibilidad , Juego de Azar , Internet , Humanos , Terapia Cognitivo-Conductual/métodos , Indonesia , Proyectos Piloto , Juego de Azar/terapia , Juego de Azar/psicología , Adulto , Masculino , Femenino , Calidad de VidaRESUMEN
The impact of others' choices on decision-making is influenced by individual preferences. However, the specific roles of individual preferences in social decision-making remain unclear. In this study, we examine the contributions of risk and loss preferences as well as social influence in decision-making under uncertainty using a gambling task. Our findings indicate that while both individual preferences and social influence affect decision-making in social contexts, loss aversion plays a dominant role, especially in individuals with high loss aversion. This phenomenon is accompanied by increased functional connectivity between the anterior insular cortex and the temporoparietal junction. These results highlight the critical involvement of loss aversion and the anterior insular cortex-temporoparietal junction neural pathway in social decision-making under uncertainty. Our findings provide a computational account of how individual preferences and social information collectively shape our social decision-making behaviors.
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Toma de Decisiones , Juego de Azar , Imagen por Resonancia Magnética , Conformidad Social , Humanos , Masculino , Femenino , Toma de Decisiones/fisiología , Adulto Joven , Adulto , Juego de Azar/psicología , Corteza Insular/fisiología , Corteza Insular/diagnóstico por imagen , Incertidumbre , Mapeo Encefálico , Vías Nerviosas/fisiología , Encéfalo/fisiologíaRESUMEN
Mental health-related behaviours including addictive behaviours contribute significantly to the global burden of disease. Social norm interventions appear to be a cost-effective means of reducing addictive behaviour. We conducted a systematic review and meta-analysis of the efficacy of social norm interventions for addictive behaviours. We searched the databases Medline and PsycInfo from inception to April 2024 as well as reference lists of eligible studies and related systematic reviews for randomised controlled trials (RCTs) comparing the efficacy of social norm interventions for addictive behaviours to control conditions. Out of the 11,515 potentially eligible RCTs, 52 trials with a total of 31,764 adult participants met inclusion criteria, with 45 trials targeting alcohol consumption, three trials targeting Marijuana use, two trials targeting other substance abuse and two trials targeting gambling. Overall, 37 trials were included in the random-effects meta-analysis. The comparison of social norm interventions to control conditions at posttreatment showed a small but statistically significant effect (g = -0.12; 95% CI = -0.22 to -0.02; p < 0.01). Risk of bias was rated low in 37 RCTs, 14 RCTs were rated as having some risk of bias concerns and one RCT was rated as having high risk of bias. Social norm interventions can be an effective intervention method for reducing substance abuse and gambling. Yet, data is largely derived from studies targeting alcohol consumption and current trials suffer from methodological and practical limitations. The small effect sizes need to be appraised in the context of cost-effectiveness of these interventions.
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Conducta Adictiva , Normas Sociales , Humanos , Conducta Adictiva/psicología , Conducta Adictiva/terapia , Juego de Azar/psicología , Juego de Azar/terapia , Ensayos Clínicos Controlados Aleatorios como Asunto , Trastornos Relacionados con Sustancias/terapia , Trastornos Relacionados con Sustancias/psicología , Resultado del TratamientoRESUMEN
Risky decision-making putatively contributes to nonsuicidal self-injury (NSSI) yet empirical support for this association is inconsistent. Studies have not simulated socioemotional contexts most closely linked to NSSI, which may partially explain mixed findings. Accordingly, we examined the association between NSSI and risky decision-making following the receipt of criticism from a close other, a key interpersonal context. The study included 286 university students (Mage = 21.11) oversampled for a lifetime history of NSSI. Participants completed a modified Iowa Gambling Task, in which they chose to play or pass on "good" and "bad" decks associated with monetary gains and losses. Participants also completed the Criticism Gambling Task, which was identical to the Iowa Gambling Task except critical audio comments preceded each block of trials. Based on results of multilevel growth curve analyses, decreases in risky decision-making were steeper on the Iowa Gambling Task compared to the Criticism Gambling Task, suggesting poorer learning in the context of criticism. Further, how past-month NSSI was related to changes in risky decision-making across blocks differed between the two tasks, b = -0.004, t(3140.00) = 2.48, p = .013. On the Iowa Gambling Task, all participants decreased their risky decision-making, whereas on the Criticism Gambling Task, higher past-month NSSI frequencies were associated with riskier decision-making. Our findings support associations between risky decision-making and NSSI in negative socioemotional contexts, consistent with functional models of NSSI.
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Toma de Decisiones , Asunción de Riesgos , Conducta Autodestructiva , Estudiantes , Humanos , Masculino , Femenino , Estudiantes/psicología , Adulto Joven , Universidades , Conducta Autodestructiva/psicología , Adulto , Adolescente , Juego de Azar/psicologíaRESUMEN
Background: The production of addictive commodities is subject to a range of commercial determinants. There has nevertheless been a gap in understanding how investments into addictive commodities may function as commercial determinants. Institutional investors can yield important financial power with their investment decisions. Many investors apply responsible investment (RI) policies to address environmental, social, and governance concerns. Negative screening is used to exclude certain sectors or companies from investment portfolios, mainly for ethical concerns. Negative screening also affects investment into tobacco and other addictive industries. This article investigates RI policies toward addictive industries among institutional investors that are signatories of the Tobacco-Free Finance Pledge (TFFP; N = 161). The TFFP is an initiative created in 2021 to de-normalize tobacco-related investments. Methods: The mixed-method study uses descriptive statistics to quantify the extent and scope of exclusion policies as well as institutional and geographical profiles of investors, and a qualitative analysis of the justifications for these exclusion policies. Results: Some TFFP signatories apply negative screening to other addictive industries (gambling: 35%; alcohol: 24%; cannabis 12% of signatories). There are important differences in the applied exclusion thresholds, with only 47% of TFFP signatories applying a zero-tolerance policy to tobacco. Thresholds are higher for other addictive industries. Signatories also differ in terms of their geographical and investor profiles. Justifications pertaining to compliance with international standards and reputational risks were the most common. Conclusion: Addictive industries, such as tobacco, alcohol, gambling, and recreational cannabis, are increasingly excluded by investors. However, different understandings of RI influence how sector exclusions are implemented. Divesting from tobacco and other addictive industries is a crucial step toward a public health approach that prioritizes population health over financial profits. Prominent institutional investors are influential opinion leaders who can change the behavior of other investors and de-normalize controversial industries and reduce or prevent harm.
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Inversiones en Salud , Humanos , Comercio , Industria del Tabaco/economía , Juego de Azar , Industrias/economíaRESUMEN
AIMS: Trait impulsivity and trait rumination appear to uniquely contribute to problem gambling. However, only a limited number of studies have investigated their relationship with each other, and no study has tested whether their interplay could explain problem gambling. In this study, we aimed to examine these associations, especially focusing on the putative moderator role of gender. METHODS: The present study utilized data from the first wave of the Budapest Longitudinal Study, representatively surveying young adults. The final, weighted sample consisted of N = 1202 (649 men; mean age = 28.04 years; SD = 4.31) participants who reported gambling in the past year. Gambling severity was assessed by the Problem Gambling Severity Index (PGSI), trait impulsivity was measured by Barratt Impulsiveness Scale short form (BIS-R-10), while rumination was assessed by the short version of Ruminative Response Scale (RRS). RESULTS: Multiple linear regression analysis showed significant positive association between impulsivity and problematic gambling, and we found that both trait rumination and gender moderated this association, even after controlling for depressed mood, age, level of education, and subjective relative wealth. For men, when the level of trait rumination was high, higher levels of trait impulsivity were associated with an increase in gambling problems. However, these associations were not found among women. CONCLUSIONS: Our results suggested that the interplay of trait rumination and trait impulsivity might contribute to problem gambling, potentially by the impulsive desire to alleviate negative mood states. Our results also revealed that these associations could be stronger among men than in women.
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Juego de Azar , Conducta Impulsiva , Rumiación Cognitiva , Índice de Severidad de la Enfermedad , Humanos , Masculino , Femenino , Juego de Azar/psicología , Adulto , Factores Sexuales , Adulto Joven , Estudios Longitudinales , PersonalidadRESUMEN
Background and Aims: Problem gambling (PG) represents a significant public health concern with widespread effects in various cultures and regions globally, with younger individuals and males at a particularly higher risk. This disparity is attributed to a mix of cultural, developmental, and biological influences. To date, there has not been a comprehensive examination to determine whether this risk pattern holds consistently across different jurisdictions. Methods: We performed a systematic review and meta-analysis using the PRISMA framework, identifying 21 eligible studies from 18 countries, encompassing 156,249 participants (47.6% male and 52.4% female). Results: The studies varied considerably by region (Asia: 19%, Europe: 52%, Oceania: 19%, North America: 10%), the diagnostic criteria for PG, and participation rates in gambling (ranging from 12% to 92%). Data on PG prevalence was categorised by gender and three age groups (young: 18-35, middle: 30-55, and older: 45-65). Using a random-effects meta-analysis, we found a global PG prevalence of 1.9%. Europe reported a significantly lower prevalence (1.3%) compared to North America (5.3%). Men were found to be 3.4 times more likely than women to engage in problem gambling, although the gap narrows in North America. The young demographic showed a 1.51 times higher likelihood of reporting PG compared to the middle-aged group, whereas older adults were 0.80 times less likely to report PG. Notably, age-related effects varied significantly across regions. Conclusions: Our findings confirm that age and gender significantly influence PG risk across cultures, with significant heterogeneity observed across jurisdictions.
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Juego de Azar , Adolescente , Adulto , Anciano , Femenino , Humanos , Masculino , Persona de Mediana Edad , Adulto Joven , Factores de Edad , Juego de Azar/epidemiología , Salud Global/estadística & datos numéricos , América del Norte/epidemiología , Prevalencia , Factores SexualesRESUMEN
Decision-making in the real world involves multiple abilities. The main goal of the current study was to examine the abilities underlying the Preschool Gambling task (PGT), a preschool variant of the Iowa Gambling task (IGT), in the context of an integrative decision-making framework. Preschoolers (n = 144) were given the PGT along with four novel decision-making tasks assessing either decision-making under ambiguity or decision-making under risk. Results indicated that the ability to learn from feedback, to maintain a stable preference, and to integrate losses and gains contributed to the variance in decision-making on the PGT. Furthermore, children's awareness level on the PGT contributed additional variance, suggesting both implicit and explicit processes are involved. The results partially support the integrative decision-making framework and suggest that multiple abilities contribute to individual differences in decision-making on the PGT.
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Toma de Decisiones , Humanos , Preescolar , Masculino , Femenino , Juego de Azar/psicología , Asunción de Riesgos , IncertidumbreRESUMEN
BACKGROUND: Several treatment-related challenges exist for gambling disorder, in particular at-scale dissemination in health care settings. OBJECTIVE: This study describes the introduction of a newly developed internet-delivered cognitive behavioral therapy (iCBT) program for gambling disorder (GD), provided with therapist support in routine addiction care, in a nationally recruited sample in Sweden. The study details the introduction of the iCBT program, evaluates its effectiveness and acceptability, and compares registry outcomes among iCBT patients with other patients with GD at the clinic who received face-to-face psychological treatment as usual. METHODS: The study site was the Stockholm Addiction eClinic, which offers digital interventions for addictive disorders in routine care. The iCBT program was introduced nationally for treatment-seeking patients through the Swedish eHealth platform. After approximately 2 years of routine treatment provision, we conducted a registry study, including ordinary patients in routine digital care (n=218), and a reference sample receiving face-to-face psychological treatment for GD (n=216). RESULTS: A statistically significant reduction in the Gambling Symptom Assessment Scale scores during the treatment was observed (B=-1.33, SE=0.17, P<.001), corresponding to a large within-group Cohen d effect size of d=1.39. The iCBT program was rated high for satisfaction. A registry-based survival analysis, controlling for psychiatric comorbidity, showed that patients receiving iCBT exhibited posttreatment outcomes (re-engagement in outpatient addiction care, receiving new psychiatric prescriptions, enrollment in psychiatric inpatient care, and care events indicative of contact with social services) similar to comparable patients who underwent face-to-face treatment-as-usual. CONCLUSIONS: A lack of randomized allocation notwithstanding, the iCBT program for GD evaluated in this study was well-received by patients in routine addiction care, was associated with the expected symptom decrease during treatment, and appears to result in posttreatment registry outcomes similar to face-to-face treatment. Future studies on treatment mechanisms and moderators are warranted. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.1186/s40814-020-00647-5.
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Terapia Cognitivo-Conductual , Juego de Azar , Humanos , Juego de Azar/terapia , Juego de Azar/psicología , Terapia Cognitivo-Conductual/métodos , Masculino , Femenino , Adulto , Suecia , Estudios de Cohortes , Persona de Mediana Edad , Internet , Conducta Adictiva/terapia , Resultado del TratamientoRESUMEN
Individuals living and working in dangerous settings (e.g., first responders and military personnel) make complex decisions amidst serious threats. However, controlled studies on decision-making under threat are limited given obvious ethical concerns. Here, we embed a complex decision-making task within a threatening, immersive virtual environment. Based on the Iowa Gambling Task (IGT), a paradigm widely used to study complex decision-making, the task requires participants to make a series of choices to escape a collapsing building. In Study 1 we demonstrate that, as with the traditional IGT, participants learn to make advantageous decisions over time and that their behavioural data can be described by reinforcement-learning based computational models. In Study 2 we created threatening and neutral versions of the environment. In the threat condition, participants performed worse, taking longer to improve from baseline and scoring lower through the final trials. Computational modelling further revealed that participants in the threat condition were more responsive to short term rewards and less likely to perseverate on a given choice. These findings suggest that when threat is integral to decision-making, individuals make more erratic choices and focus on short term gains. They furthermore demonstrate the utility of virtual environments for making threat integral to cognitive tasks.
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Toma de Decisiones , Humanos , Masculino , Femenino , Adulto , Adulto Joven , Juego de Azar/psicología , Realidad Virtual , Recompensa , Conducta de ElecciónRESUMEN
Background and aims: Gambling activity evolves along a continuum from recreational to Gambling Disorder (GD) and a particular challenge is to identify whether there are some neurophysiological particularities already present in gamblers at an early stage. Our main goal was to determine whether, in the gamblers' population, neural responses generated during uncertain decisions were different depending on problematic gambling risk defined by the Canadian Problem Gambling Index (CPGI). We tested the following hypothesis, that the Problem Gambling group would show a different brain activity related to outcomes processing than people with low risk. Methods: For this purpose, we established a relatively homogeneous population of Online Poker Players divided into two groups according to the CPGI (Low Risk and Problem Gambling). By means of high-density EEG, we compared the spatio-temporal dynamics generated during the completion of the Iowa Gambling Task. Results: One specific topographic map was observed between 150-175 ms after a negative outcome for both groups, whereas it was displayed in the win condition only for the Problem Gambling group. We found that the Global Field Power of this map was negatively correlated with participants' adherence to a strategy. Source localization identified Anterior Cingulate Cortex and Temporal regions as generators of this map. Discussion and conclusions: Reward hypersensitivity EEG responses identified in the early outcome process could constitute a potential biomarker of problematic gambling.
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Toma de Decisiones , Electroencefalografía , Juego de Azar , Humanos , Juego de Azar/fisiopatología , Toma de Decisiones/fisiología , Masculino , Adulto , Adulto Joven , Femenino , Recompensa , Giro del Cíngulo/fisiopatología , Lóbulo Temporal/fisiopatologíaRESUMEN
Background and aims: Unemployment rates are elevated among individuals with disordered gambling, yet the directionality of the relationship remains unclear. The present study investigated paid and unpaid unemployment as risk factors for future gambling disorder (GD). Methods: The study employed a case-control design, including all adult Norwegians receiving a GD diagnosis within specialist health services from January 2008 to December 2018 (n = 5,131). These individuals were compared with age- and sex-matched controls from the general population (n = 30,164), as well as controls with somatic and psychiatric diagnoses (n = 30,476). Results: Logistic regressions showed that those in the highest quartile of unpaid unemployment days had more than double the odds (odds ratio [OR] 2.23 (95% CI [1.96, 2.52]) of developing GD compared to those with no unpaid unemployment days. Similarly, higher levels of paid unemployment were also found to increase the odds for GD, with those in the highest quartile having an OR of 1.86 (95% CI [1.50, 2.28]) compared to those with no paid unemployment days. Moreover, an interaction analysis indicated that the association between paid unemployment days and GD was significantly stronger among men compared to women. Conclusions: The present study suggests that both paid and unpaid unemployment constitute risk factors for GD. Programs aiming at obtaining and sustaining work have been found to improve health and future studies should examine if the risk for GD can be similarly mitigated.
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Juego de Azar , Sistema de Registros , Desempleo , Humanos , Desempleo/estadística & datos numéricos , Masculino , Femenino , Adulto , Factores de Riesgo , Juego de Azar/epidemiología , Estudios Longitudinales , Persona de Mediana Edad , Sistema de Registros/estadística & datos numéricos , Estudios de Casos y Controles , Noruega/epidemiología , Adulto Joven , Adolescente , Factores Sexuales , AncianoRESUMEN
BACKGROUND: High rates of psychiatric comorbidities have been found in people with problem gambling (PBG), including substance use, anxiety, and mood disorders. Psychotic disorders have received less attention, although this comorbidity is expected to have a significant impact on the course, consequences, and treatment of PBG. This review aimed to estimate the prevalence of psychotic disorders in PBG. METHODS: Medline (Ovid), EMBASE, PsycINFO (Ovid), CINAHL, CENTRAL, Web of Science, and ProQuest were searched on November 1, 2023, without language restrictions. Studies involving people with PBG and reporting the prevalence of schizophrenia spectrum and other psychotic disorders were included. Risk of bias was assessed using the Joanna Briggs Institute critical appraisal checklist for systematic reviews of prevalence data. The pooled prevalence of psychotic disorders was calculated using a random effects generalized linear mixed model and presented with forest plots. RESULTS: Of 1,271 records screened, 22 studies (n = 19,131) were included. The overall prevalence of psychotic disorders was 4.9% (95% CI, 3.6-6.5%, I2 = 88%). A lower prevalence was found in surveyed/recruited populations, compared with treatment-seeking individuals and register-based studies. No differences were found for factors such as treatment setting (inpatient/outpatient), diagnoses of psychotic disorders (schizophrenia only/other psychotic disorders), and assessment time frame (current/lifetime). The majority of included studies had a moderate risk of bias. CONCLUSIONS: These findings highlight the relevance of screening problem gamblers for schizophrenia spectrum and other psychotic disorders, as well as any other comorbid mental health conditions, given the significant impact such comorbidities can have on the recovery process.
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Comorbilidad , Juego de Azar , Trastornos Psicóticos , Esquizofrenia , Humanos , Juego de Azar/epidemiología , Juego de Azar/psicología , Prevalencia , Trastornos Psicóticos/epidemiología , Esquizofrenia/epidemiologíaRESUMEN
BACKGROUND: There is limited research examining latent profiles of gamers based on emotional variables, which has implications for prevention efforts. The study sought to identify young adult gamer profiles based on depression, anxiety, and stress, and to examine differences between the latent profiles in other addictive behaviors (i.e., tobacco, alcohol, cannabis, illegal substance use, gaming, and gambling). METHODS: A total of 1209 young adults (Mage = 19.37, SD = 1.62; 55.3%males) reported past-year gaming. A latent profile analysis (LPA) was performed to identify distinct profiles, and a set of ANOVA and chi-square analyses characterized the profiles in terms of sociodemographic, addictive behaviors, and emotional variables. RESULTS: LPA suggested a three-profile solution: profile 1 (n = 660, 'low emotional distress'), profile 2 (n = 377, 'moderate emotional distress'), and profile 3 (n = 172, 'high emotional distress'). Participants with 'moderate' and 'high emotional distress' were mostly women, showed greater gaming severity, higher prevalence of past-month substance use (i.e., tobacco and illegal drugs), and greater consequences of alcohol use. LIMITATIONS: The cross-sectional nature of the study and sample being university students. CONCLUSION: Findings revealed three distinct profiles of gamers, which differed in emotional, gaming, and substance use severity. Transdiagnostic prevention programs have the potential to provide significant benefits to college students by addressing the core processes (e.g., emotion regulation) that underlie substance use and gaming.
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Ansiedad , Conducta Adictiva , Depresión , Estrés Psicológico , Humanos , Femenino , Masculino , Adulto Joven , Estrés Psicológico/epidemiología , Estrés Psicológico/psicología , Ansiedad/epidemiología , Ansiedad/psicología , Depresión/epidemiología , Depresión/psicología , Conducta Adictiva/epidemiología , Conducta Adictiva/psicología , Trastornos Relacionados con Sustancias/epidemiología , Trastornos Relacionados con Sustancias/psicología , Adulto , Adolescente , Análisis de Clases Latentes , Juego de Azar/epidemiología , Juego de Azar/psicología , Estudiantes/estadística & datos numéricos , Estudiantes/psicología , Distrés PsicológicoRESUMEN
Chasing refers to the escalation of betting behaviour. It is conventionally seen when losing but can also be seen after wins. Diagnostic and screening items for gambling problems describe chasing as returning 'another day' to gamble. However, gamblers may also chase within sessions, and this is particularly relevant in online gambling. This study focused on two expressions of within-session chasing: (1) increasing the bet amount, or (2) a reduced probability of quitting the session, as a function of prior losses or wins. These expressions were examined across five online gambling products: slot machines, probability games, blackjack, video poker, and roulette. Our results showed that gamblers bet more and played longer sessions after immediate losses, but they bet less and played shorter sessions when losing cumulatively. The reversed pattern in the cumulative model may be due to financial constraints. For wins, gamblers bet more after both immediate and cumulative wins, but they also played shorter sessions. Chasing patterns were qualitatively similar by game type-with limited evidence for our hypothesis that chasing would be greatest for slot machines as an established high-risk category. Overall, chasing is multi-faceted, varying across the behavioural expressions, by the immediate or cumulative timeframe of prior outcomes, and by game type.
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Juego de Azar , Humanos , Juego de Azar/psicología , Masculino , Femenino , Adulto , Conducta Adictiva/psicología , Internet , Adulto Joven , Recompensa , Persona de Mediana EdadRESUMEN
Although the social determinants of health have guided equity work with the tailoring of men's health promotion programs, the role of, and potential for, the commercial determinants of health in those interventions is rarely addressed and poorly understood. While four commercial products, tobacco, alcohol, ultra-processed food, and fossil fuels, account for more than a third of global deaths, there is a need to recognize that consumer goods industries can make both positive and negative contributions to health. This article begins much-needed discussions about what we might learn from, and strategically tap in the commercial sector to seed, scale, and sustain men's health promotion programs. Three case studies, online sports betting, beer and the rise of the nonny, and athleisurewear, are discussed. Connections between online sports betting and masculinities explain young men's disproportionate involvement and gambling addictions with recommendations to legislate an end to gambling advertisements and de-incentivize industry profiteering through penalties and higher taxes. Regarding beer and the rise of the nonny, brewers have innovated with non-alcoholic beer based on shifting consumption patterns and masculinities in their core market-men. The nonny reminds health promoters to know their end-user's values and behaviors to bolster program acceptability. Detailing Under Armour and Lululemon, two highly gendered but diversifying athleisurewear brands, the complexities of, and potential for, leveraging public health and industry collaborations are underscored. Taken together, the article findings suggest men's health promoters should rigorously explore tapping key commercial entities and tax revenues to advance the health of men and their communities.
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Juego de Azar , Promoción de la Salud , Salud del Hombre , Humanos , Masculino , Deportes , Comercio , Masculinidad , Adulto , Determinantes Sociales de la SaludRESUMEN
The use of loot boxes has been compared to gambling due to its random nature, with the consequent risk of being conceived as an ordinary activity implemented in the daily routine. One of the factors contributing to these gambling behaviors is exposure to gambling advertisements. It is essential to protect children and adolescents from prejudicial advertising, since due to their psycho-evolutionary development, advertising makes them impressionable and suggestible. Currently, there is scarcely any research on the influence of advertising on underage buyers of loot boxes. Knowledge in this regard is important to adequately address efforts to protect minors from the potential impact of gambling and its advertising. Thus, this study aims to examine how understanding advertising intent in loot box advertising moderates the relationship between the recognition of loot box advertising and the problematic usage of loot boxes in a sample of adolescents. The present study used a cross-sectional design, and the sample is composed by 451 adolescents (85.8 % male) that played videogames and purchased loot boxes in the last 12 months. Results indicated that understanding advertising intent played a moderating role in the relationship between advertising recognition and Problematic Use of Loot Boxes, strengthening it positively. The findings showed that when there was a low degree of understanding advertising intent, the former relationship was not significant. However, with a high level of understanding advertising intent the relationship between advertising recognition and Problematic Use of Loot Boxes was significant and strengthened. This means that knowing how ads try persuading the player affects how adverts are linked to PULB. Specifically, if adolescents understand that ads are trying to sell them loot boxes, this knowledge makes the relationship between seeing ads and having PULB stronger. These results are of interest for advertising literacy strategies.
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Publicidad , Juego de Azar , Intención , Humanos , Adolescente , Masculino , Femenino , Juego de Azar/psicología , Estudios Transversales , Niño , Conducta del Adolescente/psicología , Juegos de VideoRESUMEN
Background: The present study aimed to explore women's perception of men with different addictions in terms of their short- and long-term mate value. Objectives: 2,525 women (age range: 18-40, M = 28.35, SD = 6.39) were randomized to six conditions in a vignette-based experiment where a male of otherwise high mating value was described as suffering from either gambling, gaming, cannabis, anabolic androgenic steroid, and alcohol addiction or as not suffering from addiction (control). Results: Regarding long-term mate value of the target, the control target was rated higher than each of the targets. The gaming target was rated higher than the alcohol, cannabis, and gambling targets. Finally, the AAS target was rated as higher on long-term mate value than the alcohol and gambling addiction targets. Conclusions: Overall, women seem to perceive risk-taking in the face of uncertainty, reflected by gambling addiction, as an attractive behavioral tendency in men in terms of short-term mating. In contrast, potential long-term mates with gaming or chemical addictions are viewed more negatively, probably because it signals inadequate time and resources to be invested in a relationship.
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Conducta Adictiva , Humanos , Femenino , Adulto , Masculino , Adulto Joven , Adolescente , Conducta Adictiva/psicología , Juego de Azar/psicología , Asunción de Riesgos , Trastornos Relacionados con Sustancias/psicología , Conducta Sexual/psicologíaRESUMEN
We studied the impact of humor on the Iowa Gambling Task (IGT) decision-making performance and the cognitive control exerted during this task, considering sex as a moderator, and examined whether cognitive control mediated the influence of humor on decision-making. Sixty participants (30 females) performed an extended version of the IGT (500 trials divided into 20 blocks). We randomly assigned them to either an experimental group (Humor Group; Hg; n = 30), where humorous videos were interspersed in the decision-making trials or a control group (Non-Humor Group; NHg; n = 30), where nonhumorous videos were interspersed in the decision-making trials. We recorded participant performance and feedback-related negativity (FRN) and P3b event-related potentials (ERP) during IGT feedback as task monitoring and attention allocation indicators, respectively. We expected that whereas humor would improve IGT decision-making under risk in females during the last blocks (17-20) as well as cognitive control (specifically attention allocation and task monitoring) across the entire IGT, it would impair them in males. Contrary to our expectations, humor improved IGT decision-making under risk for both sexes (specifically at blocks 19 and 20) and attention allocation for most IGT blocks (P3b amplitudes). However, humor impaired IGT decision-making under ambiguity in males during the block six and task monitoring (FRN amplitudes) for most IGT blocks. Attention allocation did not mediate the beneficial effect of humor on decision-making under risk in either sex. Task monitoring decrements fully mediated the humor's detrimental influence on men's decision-making under ambiguity during block six.