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Background: In the current rapid evidence assessment, we summarize the existing research on lower-risk cannabis consumption as understood by those who consume cannabis. Methods: We identified 7111 unique articles published between 1900 and 2021 using search terms related to a) cannabis consumption, b) beliefs and behaviors, and c) positive outcomes. Results: Twelve articles met our inclusion criteria. Three themes emerged that reflect lower-risk cannabis beliefs and behaviors (informed self-regulation, protective behavioral strategies, and the normalization of cannabis consumption) and one theme reflected motivations that undermine lower-risk cannabis consumption (e.g., using cannabis to cope). Conclusions: Results suggest a need for targeted lower-risk cannabis consumption research-research focused on how those who consume cannabis do so in a positive, non-problematic manner. Such research would help to inform policy and practice and, ultimately, help promote lower-risk cannabis consumption strategies.
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Cannabis , Humanos , Motivación , Adaptación PsicológicaRESUMEN
This study is one of the first to explore in detail the behaviors, attitudes and motivations of players that show no signs of at-risk or problem gambling behavior (so-called 'positive players'). Via an online survey, 1484 positive players were compared with 209 problem players identified using the Lie/Bet screen. The study identified two distinct groups of positive players defined according to their motivations to play and their engagement with responsible gambling (RG) practices. Those positive players that played most frequently employed the most personal RG strategies. Reasons that positive players gave for gambling were focused on leisure (e.g., playing for fun, being entertained, and/or winning a prize). By contrast, problem gamblers were much more focused upon modifying mood states (e.g., excitement, relaxation, depression and playing when bored or upset). The present study also suggests that online gambling is not, by default, inherently riskier than gambling in more traditional ways, as online gambling was the most popular media by which positive players gambled. Furthermore, most positive players reported that it was easier to stick to their limits when playing the National Lottery online compared to traditional retail purchasing of tickets. Problem players were significantly more likely than positive players to gamble with family and friends, suggesting that, contrary to a popular RG message, social play may not be inherently safer than gambling alone. It is proposed that players (generally) may identify more with the term 'positive play' than the term 'RG' which is frequently interpreted as being aimed at people with gambling problems, rather than all players.
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Conducta Adictiva/psicología , Conducta de Elección , Juego de Azar/psicología , Recompensa , Nivel de Alerta , Femenino , Humanos , Internet , Motivación , Refuerzo en PsicologíaRESUMEN
A substantial proportion of adolescents and young adults gamble and rates of problem gambling amongst youth are significantly higher than found in adult populations. Despite this, few youth seek treatment suggesting that traditional services are failing to help this vulnerable population. Youth are progressively active online and use the Internet for social networking, recreation, and increasingly, to seek help for health and mental health issues where they would not be comfortable seeking traditional forms of professional help. In recognition of this, Internet-based therapy and guided interventions have been launched specifically for adolescents and young adults in an attempt to reduce high-risk behaviors and increase program utilization. Research has demonstrated that online therapeutic support is perceived to be acceptable and useful by youth. Furthermore, online interventions have demonstrated success in reducing smoking and heavy drinking amongst this typically hard to reach population. Given the success of similar programs, online problem gambling services are predicted to be effective in increasing youth awareness of their potentially problematic gambling behavior and assist adolescents and young adults in retaining control and minimizing and reducing gambling-related problems.
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Conducta del Adolescente , Conducta Adictiva/epidemiología , Consejo Dirigido , Juego de Azar , Internet , Adolescente , Factores de Edad , Conducta Adictiva/terapia , Salud Global , HumanosRESUMEN
To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study was to establish basic information regarding Internet poker playing behavior among the student population, including various motivators for participation and predictors of problematic play. The study examined a self-selected sample of student online poker players using an online survey (n=422). Results showed that online poker playing was undertaken at least twice per week by a third of the participants. Almost one in five of the sample (18%) was defined as a problem gambler using the DSM-IV criteria. Findings demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.
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Juego de Azar , Internet , Aprendizaje , Competencia Profesional , Estudiantes , Adulto , Femenino , Humanos , Masculino , Motivación , Encuestas y CuestionariosRESUMEN
Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.
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Investigación Empírica , Actividades Recreativas , Juegos de Video , Adolescente , Adulto , Afecto , Conflicto Psicológico , Femenino , Culpa , Humanos , Relaciones Interpersonales , Masculino , Persona de Mediana Edad , Factores de TiempoRESUMEN
BACKGROUND: There has been a small but growing body, of largely quantitative research, that has examined problem gambling in the context of poor coping skills. These studies suggest that gambling may be used as an alternative method of coping that some will use to distract themselves from having to deal with problems in their lives. OBJECTIVES: To examine the role that gambling plays in the lives of problem gamblers and the extent to which it may be used as a means of coping. DESIGN: Fifty problem gamblers, ranging in age from 18 to 63 years, with an average age of 39 years, were interviewed. The focus of the interview was upon the participant's accounts of how their gambling problem had developed and the role that gambling played in their lives. A structured grounded theory approach was utilized. RESULTS: Following the selective coding process, 'gambling to escape' was identified as the core category. This state was achieved through 'mood modification', involving fantasies, dissociation and/or changes in arousal. For some problem gamblers seeking mood modification was their primary motivation. For others mood modification was sought as a means to cope with one or two other psychological and/or psychosocial states consisting of 'filling the void' and/or 'avoiding problems'. Two other factors sometimes influenced the need to gamble, either directly through 'control beliefs' or through 'cognitive regret'. CONCLUSIONS: Escape was the prime characteristic of the gambling experience that facilitated the continuation of problem gambling among the interviewed participants. In relation to these findings, the implications for prevention, intervention, treatment and future research are discussed.
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Adaptación Psicológica/fisiología , Conducta Adictiva/psicología , Juego de Azar/psicología , Adolescente , Adulto , Afecto/fisiología , Fantasía , Femenino , Humanos , Conducta Impulsiva , Control Interno-Externo , Entrevista Psicológica/métodos , Masculino , Persona de Mediana Edad , Motivación , Estrés Psicológico/psicologíaRESUMEN
The modern gambling industry has, by-in-large, assumed a duty of care to minimize the risks associated with gambling, which has manifested in responsible gambling (RG) programming (e.g., educating players about the odds of success). The current study fills a void in gambling operators, regulators, and researchers ability to measure RG beliefs and behavior in their player-base, with the development and validation of the Positive Play Scale (PPS). In Study 1, we reviewed the literature and consulted 30 players as well as 10 RG experts to help generate a definition of RG beliefs and behavior that helped guide item generation. In Study 2, regular players (N = 1,551) of a Canadian provincial gambling operator completed a positive play survey. Four components from a principal components analysis (PCA) were extracted: Honesty and Control, Pre-commitment, Personal Responsibility, and Gambling Literacy. The PPS subscales were either not associated with gambling frequency or had small-to-moderate negative relationships with frequency of play for games most often associated with disordered gambling (e.g., electronic games). In Study 3 (N = 413), the factor structure of the PPS was confirmed and refined in a new sample of players. Moreover, a 1-month follow-up session demonstrated that the PPS has high test-retest reliability. The PPS is the first validated scale that reliably assesses the extent to which a consumer base has positive beliefs about gambling and gambles in a positive manner. The PPS can be used by the gambling industry to objectively assess the efficacy of their RG strategy, pinpoint specific areas for future focus, as well as examine the utility of new RG initiatives that aim to promote healthy patterns of gambling consumption. Furthermore, by examining the PPS scores for different player segments (e.g., sex, age, games played) it becomes possible to tailor RG strategy to the needs of specific players. In this way, RG strategy can be optimized by focusing resources where they will be most effective.
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The paper outlines the advantages and disadvantages of using the Internet to collect data concerning both online and offline gamers. Drawing from experience of a number of studies carried out online by the authors and by reviewing the available literature, the authors discuss the main issues concerning data collected from video game players. The paper examines a number of areas, including recruiting and utilizing participants, validity, suitable methods of data collection (i.e., questionnaire studies, online tests, participant observation, online interviews), and ethical issues. It is concluded that online research methods can be a useful way of examining the psychosocial aspects of video game playing.
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Recolección de Datos/estadística & datos numéricos , Internet/estadística & datos numéricos , Sistemas en Línea/estadística & datos numéricos , Juegos de Video/estadística & datos numéricos , Recolección de Datos/ética , Ética en Investigación , Humanos , Internet/ética , Entrevista Psicológica , Sistemas en Línea/ética , Selección de Paciente , Reproducibilidad de los Resultados , Reino Unido , Juegos de Video/éticaRESUMEN
There is little doubt that video game playing is a psychological and social phenomenon. This paper outlines the main structural characteristics of video game playing (i.e., those characteristics that either induce gaming in the first place or are inducements to continue gaming irrespective of the individual's psychological, physiological, or socio-economic status). This online study is the first ever to assess what structural characteristics (if any) are important to a group of self-selected video game players (n = 382). The main variables examined were sound, graphics, background and setting, duration of game, rate of play, advancement rate, use of humor, control options, game dynamics, winning and losing features, character development, brand assurance, and multi-player features. Although there were many major gender differences, one of the main overall findings was the importance of a high degree of realism (i.e., realistic sound, graphics, and setting). Other important characteristics included a rapid absorption rate, character development, the ability to customize the game, and multiplayer features. Suggestions for future research are outlined.
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Juego e Implementos de Juego , Conducta Social , Juegos de Video/psicología , Adolescente , Adulto , Carácter , Análisis Factorial , Femenino , Humanos , Masculino , Persona de Mediana Edad , Encuestas y Cuestionarios , Ingenio y Humor como AsuntoRESUMEN
To date, little empirical research has focused on social responsibility in gambling. This study examined players' attitudes and behavior toward using the social responsibility tool PlayScan designed by the Swedish gaming company Svenska Spel. Via PlayScan, players have the option to utilize various social responsibility control tools (e.g., personal gaming budgets, self-diagnostic tests of gambling habits, self-exclusion options). A total of 2,348 participants took part in an online questionnaire study. Participants were clientele of the Svenska Spel online gambling Web site. Results showed that just over a quarter of players (26%) had used PlayScan. The vast majority of those who had activated PlayScan (almost 9 in 10 users) said that PlayScan was easy to use. Over half of PlayScan users (52%) said it was useful; 19% said it was not. Many features were seen as useful by online gamblers, including limit setting (70%), viewing their gambling profile (49%), self-exclusion facilities (42%), self-diagnostic problem gambling tests (46%), information and support for gambling issues (40%), and gambling profile predictions (36%). In terms of actual (as opposed to theoretical) use, over half of PlayScan users (56%) had set spending limits, 40% had taken a self-diagnostic problem gambling test, and 17% had used a self-exclusion feature.
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Juego de Azar/psicología , Internet , Autonomía Personal , Autoeficacia , Responsabilidad Social , Adolescente , Adulto , Anciano , Anciano de 80 o más Años , Conducta de Elección , Femenino , Humanos , Masculino , Persona de Mediana Edad , Valores de Referencia , Controles Informales de la Sociedad , Adulto JovenRESUMEN
This paper examines the link between attitudes and behaviour in relation to adolescent participation on the National Lottery and scratchcards by applying the theory of planned behaviour. A questionnaire constructed by the authors was administered to a sample of 1195 adolescents between the ages of 11 and 15 years (550 male, 641 female, 4 unspecified). In this paper, all data relating to factors associated with adolescent attitudes toward the National Lottery and scratchcards, and the links with any subsequent gambling behaviour, were analysed. Results revealed that young people's attitudes are an accurate predictor of their gambling behaviour on these activities, and that social cognitive theory provides an explanation of how these attitudes may develop. In light of these findings, a number of suggestions are given on how to discourage young people from gambling.
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Conducta del Adolescente/psicología , Actitud , Trastornos Disruptivos, del Control de Impulso y de la Conducta/diagnóstico , Juego de Azar , Juego e Implementos de Juego , Conducta Social , Adolescente , Niño , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Trastornos Disruptivos, del Control de Impulso y de la Conducta/epidemiología , Femenino , Humanos , Masculino , Encuestas y CuestionariosRESUMEN
The study examined adolescents' accounts of the UK National Lottery and scratchcards. Q-sorts were used to examine the views of 62 participants aged between 11 and 15 years of age. Findings identified four distinct accounts in relation to the National Lottery (Moral Opposition, Luck Seeking, Rationalist, & Uncertainty), and four distinct accounts in relation to scratchcards (Scepticism, Thrill-Seeking, Rationalist, & Libertarian). Some of the accounts identified described the UK National Lottery and scratchcards as bona fide forms of gambling. Reports indicated that adolescents were pessimistic about the chances of winning large sums of money, while other accounts demonstrated gambling misperceptions particularly in relation to their belief in luck and the laws of probability. It is argued that to fully understand why adolescents take part in these activities it is important to consider the diverse ways that adolescents represent these activities. These differing representations will have consequences for measures aimed at reducing, preventing, or treating adolescent problem gambling. The utility of Q-sorts as a technique for examining the views of problem and non-problem gamblers is also discussed.