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1.
J Gambl Stud ; 38(3): 1075-1092, 2022 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-34286413

RESUMO

Consequences experienced by the partners of individuals with a gambling disorder are well documented. However, little is known about the deleterious effects experienced by other people than partners of gamblers. A better understanding of these consequences could help improve clinical practices. The goal of this paper is to compare the consequences experienced by partners of gamblers with those experienced by their close family members (parents, adult children, siblings) by using the categorization method proposed by Langham et al. (BMC Public Health, 2016). To achieve this goal, 46 semi-structured interviews were conducted. Results indicate that the extent and intensity of the consequences experienced vary widely based on their level of emotional and financial involvement with the gambler. Considering the specific elements involved for each type of person in a gambler's life, future research should distinguish participants based on the nature of their relationship with the gambler.


Assuntos
Jogo de Azar , Adulto , Humanos , Família/psicologia , Jogo de Azar/psicologia , Motivação , Filhos Adultos
2.
J Gambl Stud ; 37(4): 1163-1176, 2021 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-33538954

RESUMO

This article examines the effect of gambling location on the frequency, expenditure, and time spent on cash game poker in relation to individual characteristics of gamblers. Data were drawn from a 2012 Québec epidemiological gambling survey. The quantitative analysis used multilevel methods to model the dual-level hierarchical design of gambling location (level 1) and individual characteristics nested within poker cash game players (level 2). The sample was comprised of 270 individuals aged 18 years and above and living in private homes, who reported gambling on poker cash games in the past 12 months. Participants reported their gambling habits in up to three locations: private homes, the casino, and the Internet. Demographic data included age, gender, education level, and income. Significant variation was reported between the three locations and the gameplay patterns variables, i.e. betting frequency, time, and spending. The most frequently reported gambling locations were private dwellings (87.4%), followed by casinos (15.9%), and the Internet (13.7%). Some interactions between location and the demographic variables were observed. Moreover, the multilevel analysis revealed an important relationship between the location and poker cash gambling behavior. This study reveals the significance of contextual factors as a fundamental element in gambling behaviors and highlights the need for prevention strategies that target specific high-risk contexts rather than individually based interventions.


Assuntos
Jogo de Azar , Jogo de Azar/psicologia , Humanos , Internet , Análise Multinível , Quebeque/epidemiologia , Inquéritos e Questionários
3.
J Gambl Stud ; 36(1): 355-371, 2020 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-30673927

RESUMO

Despite the popularity in poker-related activities in recent years, few studies have focused on the evolution of gambling habits of poker players over a long period of time. The aim of this study is to examine factors influencing trajectories of poker players. The results are based on data collected at a four-time measurement of a prospective cohort study conducted in Quebec (n = 304 poker players). A latent class growth analysis was performed to identify trajectories based on the Problem Gambling Severity Index score. Multinomial multivariable logistic regression analyses were conducted to determine the correlates of gambling trajectories. Over the 3 years of the study, three gambling problem trajectories were identified, comprising one decreasing trajectory (1st: non-problematic-diminishing), one stable trajectory (2nd: low risk-stable), and one increasing trajectory (3th: problem gamblers-increasing). Internet as the main poker form and number of game played were associated with at-risk trajectories. Depression symptoms were significant predictors of the third trajectory whereas impulsivity predicted the second trajectory. This study shows that the risk is remaining low over years for the vast majority of poker players. However, the vulnerable poker players at the beginning of the study remain on a problematic increasing trajectory. It is therefore important to prioritize individuals in the third trajectory for interventions.


Assuntos
Comportamento de Escolha , Jogo de Azar/psicologia , Comportamento Impulsivo , Assunção de Riscos , Adulto , Comportamento Aditivo/psicologia , Feminino , Seguimentos , Humanos , Masculino , Personalidade , Estudos Prospectivos , Quebeque , Recompensa , Fatores de Risco
4.
J Gambl Stud ; 36(2): 685-698, 2020 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-31828695

RESUMO

There is little research on the control strategies used by the general public to self-manage gambling habits and avoid harmful consequences. The current study sought to identify the most common self-control strategies of people who gamble regularly, the characteristics of those who use them, and assess the effectiveness of limit-setting strategies in reducing gambling-related harm. We recruited a large sample (N = 10,054) of Canadian adults who reported gambling activity in the past 12 months. Participants completed a survey that assessed gambling habits, use of control strategies including quantitative limit setting, and gambling related harm. The most common control strategies were setting predetermined spending limits, tracking money spent, and limiting alcohol consumption. The number of self-control strategies used by gamblers was positively associated with gambling involvement, annual income, problem gambling severity and playing electronic gaming machines. Approximately 45% of respondents failed to adhere to self-determined quantitative limits for spending, frequency, and time spent gambling. People who stayed within their gambling limits were less likely to report harm even after controlling for other risk factors. However, the effectiveness of remaining within one's personal spending limit decreased for those whose limits exceed $200CAN monthly. The findings support public health interventions that promote lower-risk gambling guidelines aimed at helping gamblers stay within spending, frequency and duration limits.


Assuntos
Jogo de Azar/psicologia , Redução do Dano , Controle Interno-Externo , Comportamento de Redução do Risco , Autocontrole , Adulto , Canadá , Feminino , Jogo de Azar/prevenção & controle , Hábitos , Humanos , Masculino , Pessoa de Meia-Idade , Fatores de Risco , Comportamento Social , Inquéritos e Questionários
5.
Can J Psychiatry ; 64(2): 136-144, 2019 02.
Artigo em Francês | MEDLINE | ID: mdl-30278788

RESUMO

OBJECTIVES: This study highlights the clinical profile of adolescents having consulted with an addiction treatment center (ATC) in Québec for a problematic internet use (PIU) to develop knowledge about these specific clients and precisely target their needs relative to treatment. METHOD: The study was conducted with 80 adolescents between ages 14 and 17 (M = 15.59) who had consulted with an ACT for a PIU. Adolescents have participated in an interview documenting internet use patterns and their consequences, mental health disorder co-occurrence, and family and social relationships. RESULTS: The sample was constituted of 75 boys (93.8%) and 5 girls (6.3%), who spent an average of 55.8 hours (SD = 27.22) per week on internet for non-school or professional activities. Almost all of these youths (97.5%) presented a co-occurring mental health disorder, and more than 70% had seeked help last year for a psychological problem. Results show that 92.6% feel their internet use significantly hinders their family relationships, and 50% feel it impedes their social relationships. CONCLUSIONS: This study shows the multiple difficulties experienced by adolescents in need of a treatment for their PIU. The presence of co-occurring mental health disorders and relational difficulties among them underlines the need to develop and implement in ACTs integrated assessments and treatments that target not only online activities, but also all of life domains that can be affected by PIU. CLINICAL IMPLICATIONS: - PIU adolescents are mainly boys who report problematic use of video games. - Almost all young people who consult for PIU have comorbid mental health problems and difficulties in their relation. - The study highlights the need to offer to this clientele an integrated assessment and treatment services that target all areas of their lives who are likely to be affected, to contribute or maintain the PIU. LIMITATIONS: - This study was conducted with a convenience sample and the results are representative of young people who have visited a treatment center for addiction. The generalization of results to all adolescents with PIU is limited. - Considering that PIU are subject to cultural influence, the scope of this study is limited to populations living in a culture similar to that of Quebec and Canada.


OBJECTIFS: La présente étude dresse le profil clinique des adolescents ayant consulté un centre de traitement de la dépendance (CTD) au Québec en raison d'une utilisation problématique d'Internet (UPI) afin de développer les connaissances sur cette clientèle spécifique et de cibler avec justesse leurs besoins par rapport au traitement. MÉTHODE: L'étude est réalisée auprès de 80 adolescents âgés entre 14 et 17 ans (M = 15,59) ayant consulté un CTD pour une UPI. Les adolescents ont pris part à une entrevue qui documente les habitudes d'utilisation d'Internet et leurs conséquences, la concomitance de troubles de santé mentale, ainsi que les relations familiales et sociales. RÉSULTATS: L'échantillon est composé de 75 garçons (93,8%) et de 5 filles (6,3%), qui passaient en moyenne 55,8 heures (ET = 27,22) par semaine sur Internet pour des activités non-scolaires ou professionnelle. Près de la totalité de ces jeunes (97,5%) présente un trouble de santé mentale en concomitance et plus de 70% ont consulté dans la dernière année pour un problème psychologique. Les résultats indiquent que 92,6% estiment que leur utilisation d'internet nuit significativement à leur relation familiale et 50% à leurs relations sociales. CONCLUSIONS: Cette étude révèle les nombreuses difficultés vécues par les adolescents requérants un traitement pour leur UPI. La présence de troubles de santé mentale concomitants et de difficultés relationnelles chez ceux-ci renvoie à la nécessité de développer et implanter dans les CTD des évaluations et traitements intégrés qui ciblent non seulement les activités en ligne, mais également l'ensemble des sphères de vie pouvant être affectée par l'UPI. IMPLICATIONS CLINIQUES: ­ Les adolescents consultants pour l'UPI sont principalement des garçons qui rapportent une utilisation problématique des jeux vidéo. ­ La quasi-totalité des jeunes qui consultent pour l'UPI a en concomitance de problèmes de santé mentale et des difficultés sur le plan relationnel ­ L'étude met en évidence la nécessité d'offrir à cette clientèle des services d'évaluation et de traitement intégrés qui ciblent toutes les sphères de leur vie sont susceptibles d'être affectée, de contribuer ou de maintenir l'UPI. LIMITES: ­ Cette étude est réalisée auprès d'un échantillon de convenance et les résultats sont représentatifs des jeunes ayant consulté un centre de traitement pour la dépendance; la généralisation des résultats à l'ensemble des adolescents présentant une UPI est limitée. ­ Considérant que les manifestations de l'UPI sont sujettes à une influence culturelle, la portée de la présente étude se limite aux populations qui vivent dans une culture similaire à celle du Québec et du Canada.

6.
J Gambl Stud ; 35(2): 533-544, 2019 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-30778812

RESUMO

Studies suggest that youth who are exposed to their first gambling experience at an earlier age are at increased risk of developing problems. However, studies reporting age of onset of gambling exposure as a risk factor for gambling problems are cross-sectional by design and the relationship between both variables are sometimes inferred over extending periods of time. Methodologically speaking, it could induce a recall bias, a fact already documented in numerous areas of research related to high-risk conducts in adolescence. Thus, the goal of this study was twofold: to longitudinally describe, among adolescents, the level of discrepancy between reports of age of initiation to gambling activities, and to assess if the discrepancies could be associated with a certain number of known predictors of gambling participation. Additionally, recall period effect (e.g. time passed between answering the same question) was also assessed. Data were collected from a large longitudinal study on gambling among youth and four measurement times at 1-year interval were used, with only young people who have been introduced to gambling retained in the analyses (n =297; 63.3% boys; mean age = 15.25 years). Results revealed significant inconsistencies about age of initiation to gambling activity between measurement times. Moreover, results also revealed that age (e.g. being older) and time passed are significantly associated to the level of inconsistencies of self-reported age of initiation of gambling activity. Theoretical and practical implications of these findings are discussed.


Assuntos
Comportamento do Adolescente/psicologia , Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Autorrelato , Adolescente , Fatores Etários , Idade de Início , Estudos Transversais , Feminino , Humanos , Estudos Longitudinais , Masculino , Motivação , Fatores de Risco , Distribuição por Sexo , Jogos de Vídeo/psicologia
7.
J Gambl Stud ; 34(2): 379-391, 2018 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-28668980

RESUMO

The concept of passion is relevant to understanding gambling behaviours and gambling problems. Longitudinal studies are useful to better understand the absence and development of gambling problems; however, only one study has specifically considered poker players. Using a longitudinal design, this study aims to determine the influence, 1 year later, of two forms of passion-harmonious and obsessive-on gambling problems in poker players. A total of 116 poker players was recruited from across Quebec, Canada. The outcome variable of interest was participants' category on the Canadian Pathological Gambling Index, and the predictive variable was the Gambling Passion Scale. Multiple logistic regression analyses were conducted to identify independent risk factors of at-risk poker players 1 year later. Obsessive passion at baseline doubled the risk of gambling problems 1 year later (p < 0.01); for harmonious passion, there was no association. Number of gambling activities, drug problems, and impulsivity were also associated with at-risk gambling. This study highlights the links between obsessive passion and at-risk behaviours among poker players. It is therefore important to prevent the development of obsessive passion among poker players.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Motivação , Adulto , Emoções , Feminino , Humanos , Comportamento Impulsivo , Masculino , Estudos Prospectivos , Escalas de Graduação Psiquiátrica , Quebeque , Fatores de Risco
8.
Psychiatr Q ; 89(4): 829-840, 2018 12.
Artigo em Inglês | MEDLINE | ID: mdl-29728960

RESUMO

A railway accident which occurred in Lac-Megantic in Quebec, Canada, caused disruption for an entire community. This study examines the psychosocial difficulties in a group of exposed adolescents aged between 11 to 17, nine months after the tragedy. The analyses were conducted on a sample of 515 adolescents, attending high school, and living near the impact area. Post-traumatic stress disorder (PTSD), mental health problems (depression, anxiety), and problem use of alcohol or drugs prevalence were estimated. Multiple logistic regression was used to identify risk factors for PTSD clinical threshold. Almost half (43.4%) of adolescents reported being severely exposed to the railway accident and one third (31.3%) have reported a PTSD. Serious injuries, depression and anxiety (p < .05) were associated with greater risks for adolescents with a PTSD. However, sex, victimization, and emerging problems or problem use of alcohol or drugs are not associated with the PTSD. The results of the study highlight the relationship between a traumatic event such as the railway accident and the presence of PTSD nine months after, as well as risk factors for PTSD in adolescents. Paying close attention to mental health problems in adolescents when a traumatic event occurs and provide adequate aid is essential.


Assuntos
Acidentes/estatística & dados numéricos , Comportamento do Adolescente , Ansiedade/epidemiologia , Depressão/epidemiologia , Ferrovias , Transtornos de Estresse Pós-Traumáticos/epidemiologia , Transtornos Relacionados ao Uso de Substâncias/epidemiologia , Ferimentos e Lesões/epidemiologia , Adolescente , Ansiedade/etiologia , Criança , Depressão/etiologia , Feminino , Humanos , Masculino , Quebeque/epidemiologia , Fatores de Risco , Transtornos de Estresse Pós-Traumáticos/etiologia , Transtornos Relacionados ao Uso de Substâncias/etiologia , Ferimentos e Lesões/etiologia
9.
J Gambl Stud ; 33(3): 881-897, 2017 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-28028687

RESUMO

Online gambling has gained popularity in the last decade, leading to an important shift in how consumers engage in gambling and in the factors related to problem gambling and prevention. Indebtedness and loneliness have previously been associated with problem gambling. The current study aimed to characterize online gamblers in relation to indebtedness, loneliness, and several in-game social behaviors. The data set was obtained from 584 Internet gamblers recruited online through gambling websites and forums. Of these gamblers, 372 participants completed all study assessments and were included in the analyses. Questionnaires included those on sociodemographics and social variables (indebtedness, loneliness, in-game social behaviors), as well as the Gambling Motives Questionnaire, Gambling Related Cognitions Scale, Internet Addiction Test, Problem Gambling Severity Index, Short Depression-Happiness Scale, and UPPS-P Impulsive Behavior Scale. Social variables were explored with a latent class model. The clusters obtained were compared for psychological measures and three clusters were found: lonely indebted gamblers (cluster 1: 6.5%), not lonely not indebted gamblers (cluster 2: 75.4%), and not lonely indebted gamblers (cluster 3: 18%). Participants in clusters 1 and 3 (particularly in cluster 1) were at higher risk of problem gambling than were those in cluster 2. The three groups differed on most assessed variables, including the Problem Gambling Severity Index, the Short Depression-Happiness Scale, and the UPPS-P subscales (except the sensation seeking subscore). Results highlight significant between-group differences, suggesting that Internet gamblers are not a homogeneous group. Specific intervention strategies could be implemented for groups at risk.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Solidão/psicologia , Comportamento Social , Adulto , Cognição , Feminino , Humanos , Internet/estatística & dados numéricos , Masculino , Pessoa de Meia-Idade , Motivação , Fatores Socioeconômicos , Inquéritos e Questionários
10.
Can J Psychiatry ; 61(10): 663-8, 2016 10.
Artigo em Inglês | MEDLINE | ID: mdl-27310231

RESUMO

OBJECTIVES: There are presently no data available concerning Internet addiction (IA) problems among adolescents in Canada and the province of Quebec. The goal of this study is thus to document and compare the influence of gender on Internet use and addiction. METHOD: The study data were collected from a larger research project on gambling among adolescents. Activities conducted online (applications used and time spent) as well as answers to the Internet Addiction Test (IAT) were collected from 3938 adolescents from grades 9 to 11. The two most often employed cut-off points for the IAT in the literature were documented: (40-69 and 70+) and (50+). RESULTS: Boys spent significantly more time on the Internet than did girls. A greater proportion of the girls made intense use of social networks, whereas a greater proportion of the boys made intense use of massively multiplayer online role-playing games, online games, and adult sites. The proportion of adolescents with a potential IA problem varied according to the cut-off employed. When the cut-off was set at 70+, 1.3% of the adolescents were considered to have an IA, while 41.7% were seen to be at risk. At a 50+ cut-off, 18% of the adolescents were considered to have a problem. There was no significant difference between the genders concerning the proportion of adolescents considered to be at risk or presenting IA problems. Finally, analysis of the percentile ranks would seem to show that a cut-off of 50+ better describes the category of young people at risk. CONCLUSIONS: The results of this study make it possible to document Internet use and IA in a large number of Quebec adolescents.


Assuntos
Comportamento Aditivo/epidemiologia , Internet/estatística & dados numéricos , Mídias Sociais/estatística & dados numéricos , Jogos de Vídeo/estatística & dados numéricos , Adolescente , Feminino , Humanos , Masculino , Quebeque/epidemiologia , Distribuição por Sexo , Rede Social , Inquéritos e Questionários , Adulto Jovem
11.
J Gambl Stud ; 32(3): 1039-53, 2016 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-26983825

RESUMO

Cocaine use is highly prevalent and a major public health problem. While some studies have reported frequent comorbidity problems among cocaine users, few studies have included evaluation of gambling problems. This study aimed to estimate the prevalence of gambling problems and compare those who were at-risk gamblers with non-problem gamblers in terms of mental health problems, substance use problems, and some risk factors (i.e. family antecedents, erroneous perceptions and coping strategies) among individuals who smoke or inject cocaine. A total of 424 smoked or injected cocaine users recruited through community-based programs in Montreal (Quebec) completed the questionnaire, including the Canadian Pathological Gambling Index, the Composite International Diagnostic Interview, the CAGE, and the Severity Dependence Scale. Of the sample, 18.4 % were considered at-risk gamblers, of whom 7.8 % had problems gambling and 10.6 % were moderate-risk gamblers. The at-risk group was more likely to have experienced a recent phobic disorder and alcohol problems than the non-problem group. A multivariate analysis showed that, compared to those who were non-problem gamblers, the at-risk ones were more likely to have lost a large sum of money when they first started gambling, believed that their luck would turn, and gambled in reaction to painful life events. These results indicate the need to include routines for screening to identify gambling problem among cocaine users.


Assuntos
Transtornos Relacionados ao Uso de Cocaína/epidemiologia , Transtornos Relacionados ao Uso de Cocaína/psicologia , Jogo de Azar/epidemiologia , Jogo de Azar/psicologia , Adulto , Canadá/epidemiologia , Cocaína , Comorbidade , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Prevalência , Quebeque/epidemiologia , Fatores de Risco , Índice de Gravidade de Doença , Inquéritos e Questionários
12.
Am J Addict ; 24(7): 654-60, 2015 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-26359443

RESUMO

BACKGROUND AND OBJECTIVES: Despite being common among cocaine users, mental health problems and their relationship with HIV and hepatitis C high risk injection behaviors are poorly documented. This study was undertaken to examine the relationships between mood and anxiety disorders and the sharing of drug injection equipment among cocaine users who inject drugs. METHODS: The sample was drawn from a prospective cohort study and comprised of 387 participants. The outcome of interest was "sharing injection material" in the past 3 months. The presence of mood and anxiety disorders during the past year was assessed using the CIDI questionnaire. Statistical analyses were conducted on baseline data using logistic regression. RESULTS: Most participants were male (84.5%) and were aged 25 or over (92.2%); 43.0% qualified for an anxiety disorder diagnosis and 29.3% for a mood disorder diagnosis. Participants with anxiety disorders were more likely to share needles (Adjusted Odds Ratio [AOR]: 2.13, 95%CI: 1.15-3.96) and other injection material (AOR: 1.81, 95%CI: 1.12-2.92). No significant association was found between mood disorders and sharing behaviors. DISCUSSION AND CONCLUSIONS: Primary anxiety disorders but not mood disorders increases injection risk behaviors among cocaine users. These results bring to light another negative outcome of mental health comorbidity in this vulnerable population. SCIENTIFIC SIGNIFICANCE: This study underlines the need to fine-tune therapeutic approaches targeting specific mental health problems in individuals with cocaine use disorders. Longitudinal studies that assess impulsivity and other correlates of psychiatric disorders are needed to examine underlying mechanisms of high risk injection behaviors in comorbid populations.


Assuntos
Transtornos de Ansiedade/epidemiologia , Transtornos Relacionados ao Uso de Cocaína/epidemiologia , Transtornos do Humor/epidemiologia , Uso Comum de Agulhas e Seringas/efeitos adversos , Assunção de Riscos , Adolescente , Adulto , Comorbidade , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Estudos Prospectivos , Quebeque/epidemiologia , Inquéritos e Questionários , Adulto Jovem
13.
J Gambl Stud ; 31(2): 441-54, 2015 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-24317705

RESUMO

Poker is the gambling game that is currently gaining the most in popularity. However, there is little information on poker players' characteristics and risk factors. Furthermore, the first studies described poker players, often recruited in universities, as an homogeneous group who played in only one of the modes (land based or on the Internet). This study aims to identify, through latent class analyses, poker player subgroups. A convenience sample of 258 adult poker players was recruited across Quebec during special events or through advertising in various media. Participants filled out a series of questionnaires (Canadian Problem Gambling Index, Beck Depression, Beck Anxiety, erroneous belief and alcohol/drug consumption). The latent class analysis suggests that there are three classes of poker players. Class I (recreational poker players) includes those who have the lowest probability of engaging intensively in different game modes. Participants in class II (Internet poker players) all play poker on the Internet. This class includes the highest proportion of players who consider themselves experts or professionals. They make a living in part or in whole from poker. Class III (multiform players) includes participants with the broadest variety of poker patterns. This group is complex: these players are positioned halfway between professional and recreational players. Results indicate that poker players are not an homogeneous group identified simply on the basis of the form of poker played. The specific characteristics associated with each subgroup points to vulnerabilities that could potentially be targeted for preventive interventions.


Assuntos
Jogo de Azar/classificação , Jogo de Azar/psicologia , Internet , Personalidade/classificação , Assunção de Riscos , Adulto , Comportamento Aditivo/classificação , Comportamento Aditivo/psicologia , Emoções/classificação , Feminino , Nível de Saúde , Humanos , Masculino , Pessoa de Meia-Idade , Quebeque , Fatores de Risco , Inquéritos e Questionários
14.
Sante Ment Que ; 39(2): 149-68, 2014.
Artigo em Francês | MEDLINE | ID: mdl-25590549

RESUMO

UNLABELLED: To date, there is no consensus on the diagnostic criteria for Internet addiction (Hinic, 2011; Tonioni & coll., 2012; Weinstein & Lejoyeux, 2010). Nonetheless, some people consider themselves cyberdependent and request treatment services in the addiction rehabilitation centers (ARC) of the province of Quebec. These admissions have led the Health and Social Services Agency of Montreal to ask for the realization of a descriptive study on Internet addiction. OBJECTIVES: 1) Describe the socio-demographical characteristics of cyberdependent individuals receiving treatment in the ARC; 2) Document their associated problems, such as problems related to alcohol and drug abuse, gambling, self-esteem, and symptoms of depression and anxiety. METHODOLOGY: The study was conducted in eight ARC's of the province of Quebec. A convenience sample of 57 people was recruited over a period of 24 months, from 2010 to 2012. To participate in this study, individuals had to be 18 years or older, identify themselves as cyberdependent, and request help for an Internet addiction problem in a public ARC. The Internet Addiction Test (Young, 1998), in its validated French version (Khazaal & coll., 2008), was used to assess the severity of Internet use habits. The associated problems were assessed using the following questionnaires: the Beck Anxiety Inventory (Beck, Epstein, Brown & Steer, 1988); the Beck Depression Inventory, in its validated French version (Bourque & Beaudette, 1982); the DÉBA-Alcool/Drogues/Jeu (Dépistage-évaluation du besoin d'aide), an instrument used to screen and assess the need for help in problems related to alcohol, drugs, and gambling (Tremblay & Blanchette-Martin, 2009), and the Rosenberg's Self-Esteem Scale (Rosenberg, 1965). RESULTS: Fifty-seven people agreed to participate in the study. A large majority of these cyberdependent individuals were male (88%), the mean age was 30 years old, had low incomes and were living with their parents. They consulted following the pressure of their entourage and reported many consequences due to their Internet addiction problem.They spent, on average, 65.8 hours per week on the Internet and reported having several problematic applications. Amongst these problematic applications, the most frequently reported were the role playing game (MMORPG) (57.8%), the streaming on entertainment sites (35.1%), and the chat rooms (29.8%). Regarding the self-esteem scale, 66.6% of participants presented a very low or low self-esteem, while 21.1% presented an above average self-esteem. According to Beck Depression and Anxiety Inventories, 3.5% (n=2) of the sample reached the clinical threshold for depression, while 7.5% (n=4) reached it for anxiety. Almost half (45.6%) of the participants were taking psychotropic medication for a mental health problem, and 33.3% had a chronic physical health problem. CONCLUSION: This study highlights the characteristics of a still unknown group in the population, that of cyberdependent people. Individuals having an Internet addiction problem live significant consequences due to the loss of control on their Internet use. In addition, when they are admitted into treatment, even if the subjective psychological distress is not always high, participants present a complex clinical profile, where comorbidity is the rule rather than the exception. We believe that the current data show enough similarities with other addictive disorders, to allow clinicians to work taking into consideration their experience with other addictive behaviours.

15.
Front Psychiatry ; 15: 1306450, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38343624

RESUMO

Background: A growing number of high schools in Canada offer eSports (ES) in their facilities, which raises concerns regarding this activity's potential health risks for adolescents. Methods: The aim of this study is to describe the characteristics of 67 adolescent ES players (ESp) and to compare them to 109 recreational gamers in their high school (nESp). The two groups were compared on (1) sociodemographic and academic characteristics; (2) online and offline activities; (3) psychological characteristics. Results: Results show that ESp spend more time on online activities and report a higher proportion of problematic gaming compared to the nESp group. ESp report more often that gaming has positive consequences on their physical health and report more often negative consequences on their education compared to the nESp group. Conclusion: These results underscore the importance of screening gaming problems among adolescent ES players. Targeted prevention should be carried out with these teenagers and in order to be adapted, prevention efforts should consider both, the positive and negative consequences that ESp experience from gaming.

16.
BMC Genomics ; 14: 10, 2013 Jan 16.
Artigo em Inglês | MEDLINE | ID: mdl-23324026

RESUMO

BACKGROUND: A reciprocal recurrent selection program has been under way for the Coffea canephora coffee tree for approximately thirty years in the Ivory Coast. Association genetics would help to speed up this program by more rapidly selecting zones of interest in the genome. However, prior to any such studies, the linkage disequilibrium (LD) needs to be assessed between the markers on the genome. These data are essential for guiding association studies. RESULTS: This article describes the first results of an LD assessment in a coffee tree species. Guinean and Congolese breeding populations of C. canephora have been used for this work, with the goal of identifying ways of using these populations in association genetics. We identified changes in the LD along the genome within the different C. canephora diversity groups. In the different diversity groups studied, the LD was variable. Some diversity groups displayed disequilibria over long distances (up to 25 cM), whereas others had disequilibria not exceeding 1 cM. We also discovered a fine structure within the Guinean group. CONCLUSIONS: Given these results, association studies can be used within the species C. canephora. The coffee recurrent selection scheme being implemented in the Ivory Coast can thus be optimized. Lastly, our results could be used to improve C. arabica because one of its parents is closely related to C. canephora.


Assuntos
Coffea/genética , Genômica , Desequilíbrio de Ligação/genética , Repetições de Microssatélites/genética , Marcadores Genéticos/genética , Variação Genética/genética , Genótipo
17.
J Behav Addict ; 12(1): 295-301, 2023 Mar 30.
Artigo em Inglês | MEDLINE | ID: mdl-36592331

RESUMO

Background: Video gaming is a popular activity among young people. Time spent with gaming was found to be only moderately associated with gaming disorder. However, patterns of binge gaming (playing more than 5 h consecutively) were rarely considered in research on gaming. This study explores how binge gaming frequency is related with gaming disorder and mental health. Methods: The sample came from the Cohort study on substance use risk factors (C-SURF) and comprised 5,358 young men aged 28.26 years (SD = 1.27). ANCOVA was conducted to estimate the association between binge gaming frequency (gaming at least 5 h consecutively) and gaming disorder (measured with the Game Addiction Scale) as well as indicators of mental health. Results: A total of 33.3% of the sample engaged in binge gaming at least once in the previous year, and 6.1% at least weekly. Frequency of binge gaming was associated with gaming disorder score in a linear dose-response relationship (linear trend = 2.30 [2.14, 2.46]) even if adjusted for time spent gaming (linear trend = 1.24 [1.03, 1.45). More frequent binge gaming was associated with lower life satisfaction and sleep quality, and with more major depression and social anxiety disorder symptoms. Conclusions: Binge gaming patterns, especially daily or almost daily binge gaming, are important to consider with regard to gaming disorder and mental health. Asking about binge gaming may be a promising screening question for gaming related problems. Encouraging regular breaks from gaming may be a valuable prevention strategy to reduce negative outcomes of gaming.


Assuntos
Comportamento Aditivo , Fobia Social , Jogos de Vídeo , Masculino , Humanos , Adolescente , Saúde Mental , Estudos de Coortes , Jogos de Vídeo/psicologia , Comportamento Aditivo/complicações , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/diagnóstico
18.
J Consult Clin Psychol ; 91(4): 221-233, 2023 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-36521131

RESUMO

OBJECTIVE: Assess the efficacy of integrative couple treatment for pathological gambling (ICT-PG) in comparison to treatment provided in an individual approach. METHOD: Eighty couples were assigned randomly to ICT-PG (n = 44, Mage = 42.2, SD [13.4], n male gamblers = 29) or individual treatment (n = 36, Mage = 39.9 SD [13.0], n male gamblers = 31) with follow-ups at 4- and 10-months postadmission regarding the severity of gambling, the individual and couple's well-being. Linear mixed and generalized estimating equation models for repeated measures were applied to take into account the dependency of observations. Protocol was preregistered at www. CLINICALTRIALS: gov (ID: NCT02240485). RESULTS: Participants in both treatments generally improved over time with reductions on gambling expanses from an initial $4,000-$600 in a 90-day period following treatment, without difference across treatment conditions in money spent on gambling or frequency of gambling. However, on different indices of gambling severity, the participants in ICT-PG showed more improvement at follow-ups, with better control capacity (OR = 2.57, p < .0129) and greater reduction in gambling craving (OR = 5.83, p < .0001) and erroneous cognitions (OR = 2.63, p < .0063). The couple treatment was associated with a better individual well-being (e.g., less depression for partners, OR = 5.53; p < .0351, and gamblers, OR = 2.37; p < .0334) and couple well-being (e.g., better dyadic satisfaction for partners, OR = 2.02; p < .0057, and gamblers, OR = 3.07; p < .0212). CONCLUSIONS: The results underline the necessity to provide a greater diversity of treatment for gamblers and their partner. Further research should focus on identifying active components of ICT-PG and widen its provision to gamblers with concurrent addiction disorders. (PsycInfo Database Record (c) 2023 APA, all rights reserved).


Assuntos
Jogo de Azar , Humanos , Masculino , Adulto , Jogo de Azar/terapia , Seguimentos
19.
J Clin Med ; 12(3)2023 Jan 29.
Artigo em Inglês | MEDLINE | ID: mdl-36769675

RESUMO

BACKGROUND: The present study compared adult usage patterns of online activities, the frequency rate of problematic internet use (PIU), and risk factors (including the psychopathology associated with PIU, i.e., distress and impulsivity) among adults in 15 countries from Europe, America, and Asia. METHODS: A total of 5130 adults from Belgium, Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Peru, Canada, US, and Indonesia completed an online survey assessing PIU and a number of psychological variables (i.e., depression, anxiety, stress, and impulsivity). The sample included more females, with a mean age of 24.71 years (SD = 8.70). RESULTS: PIU was slightly lower in European countries (rates ranged from 1.1% in Finland to 10.1% in the UK, compared to 2.9% in Canada and 10.4% in the US). There were differences in specific PIU rates (e.g., problematic gaming ranged from 0.4% in Poland to 4.7% in Indonesia). Regression analyses showed that PIU was predicted by problematic social networking and gaming, lack of perseverance, positive urgency, and depression. CONCLUSIONS: The differences in PIU between countries were significant for those between continental regions (Europe versus non-European countries). One of the most interesting findings is that the specific PIU risks were generally low compared to contemporary literature. However, higher levels of PIU were present in countries outside of Europe, although intra-European differences existed.

20.
Child Youth Care Forum ; 51(4): 811-833, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-34658612

RESUMO

Background: Several studies conducted since the beginning of the COVID-19 pandemic have shown its harmful effects on young people's mental health. In Québec and Canada, few studies have focussed on adolescents, and even fewer of these studies have examined this subject using a methodology that involved comparisons of data obtained before and during the pandemic, which is the purpose of this study. Objective: The objective of this study is to determine the impact of the COVID-19 pandemic on the anxiety of secondary 1 and 2 students in Québec, using data obtained before and during the pandemic. Method: Participants were 2990 French Canadian students in secondary 1 (grade 7) and secondary 2 (grade 8) in Québec. Two independent samples completed the questionnaires, one sample before the pandemic (fall 2019) and one sample during the pandemic (fall 2020). Their answers were subjected to descriptive analysis and multivariate analysis of variance. Results: Results show that the pandemic has had variable impacts on the student's mental health, with some of them reporting negative effects on their lives, others reporting no effect, and some reporting positive effect. However, the students surveyed during the pandemic generally reported more symptoms of generalized anxiety, and higher levels of test anxiety, fear of judgment and perfectionism than the ones surveyed before the pandemic. Conclusions: The discussion puts forward possible explanations for the results obtained, which contribute to a better understanding of young adolescents' experience during the COVID-19 pandemic. It also discusses the importance of developing interventions for adolescents affected by this pandemic.

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