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1.
J Gambl Stud ; 40(3): 1423-1438, 2024 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-38758351

RESUMO

Desire thinking, within the metacognitive model of addictive behaviors, is conceptualized as a transdiagnostic process linked to the escalation and maintenance of craving for various addictive disorders; however, its application to the understanding of gambling and the Chinese community remains at an early stage. The present study aimed to introduce desire thinking into gambling research in the Chinese context by: (1) testing the applicability of its two-factor conceptualization and assessment tool, the Desire Thinking Questionnaire (DTQ), and (2) exploring its association with dysregulated and regulated engagements in gambling (i.e., Gambling Disorder [GD] and responsible gambling [RG], respectively). We conducted a telephone survey in Macao, China, and obtained a probability sample of 837 Chinese adult past-year gamblers (48.5% men; age: M = 41.11, SD = 14.31) with a two-stage cluster random sampling method. Our data indicated the psychometric adequacy of the two-factor DTQ (i.e., verbal perseveration and imaginal prefiguration) for measuring Chinese gamblers' desire thinking about gambling. After controlling for craving and demographics, desire thinking contributed to an additional 12.1% and 18.9% variance explained in GD tendency and RG behaviors, respectively. This study provides the first empirical evidence of the utility of desire thinking and the DTQ in facilitating gambling research on Chinese gamblers. Our findings also suggest the value of incorporating desire thinking in detecting and treating GD and in promoting RG.


Assuntos
Comportamento Aditivo , Jogo de Azar , Humanos , Jogo de Azar/psicologia , Masculino , Feminino , Adulto , Pessoa de Meia-Idade , China , Comportamento Aditivo/psicologia , Inquéritos e Questionários , Pensamento , Psicometria
2.
Nutrients ; 14(22)2022 Nov 15.
Artigo em Inglês | MEDLINE | ID: mdl-36432524

RESUMO

OBJECTIVES: The rapid increase in Chinese obesity rates has aroused research interest in addiction-like eating (AE); however, the unavailability of assessment tools is a major barrier to further investigation. To address the research gap, this study aimed to evaluate the psychometric properties of the Addiction-like Eating Behavior Scale (AEBS) and explore associations between AE and three modern eating-related habits (i.e., ordering delivery food, eating late-night meals and watching mukbang) among Chinese adults. METHODS: The STROBE checklist was followed for reporting this cross-sectional study. We conducted a telephone survey with a two-stage cluster random sampling method and acquired a probability sample of 1010 community-dwelling Chinese adults (55.2% female; age: 18-88 years, M = 38.52, SD = 14.53). RESULTS: Results confirmed the conceptualized two-factor structure of AEBS with satisfactory model fit, reliability and validity. Chinese adults reported higher levels of AE in the context of low dietary control rather than appetitive drive. These two AE factors showed significant and positive associations with modern eating-related habits. CONCLUSIONS: The current study was the first to assess AE among Chinese adults and provided a reliable and valid assessment tool. Our correlational findings can also be utilized for designing interventions for weight management and healthy eating.


Assuntos
Comportamento Alimentar , Hábitos , Adulto , Feminino , Humanos , Adolescente , Adulto Jovem , Pessoa de Meia-Idade , Idoso , Idoso de 80 Anos ou mais , Masculino , Reprodutibilidade dos Testes , Estudos Transversais , Inquéritos e Questionários , China/epidemiologia
3.
Clin Psychol Rev ; 77: 101831, 2020 04.
Artigo em Inglês | MEDLINE | ID: mdl-32143109

RESUMO

The inclusion of gaming disorder (GD) as an official diagnosis in the ICD-11 was a significant milestone for the field. However, the optimal measurement approaches for GD are currently unclear. This comprehensive systematic review aimed to identify and evaluate all available English-language GD tools and their corresponding evidence. A search of PsychINFO, PsychArticles, ScienceDirect, Scopus, Web of Science, and Google Scholar identified 32 tools employed in 320 studies (N = 462,249 participants). The evaluation framework examined tools in relation to: (1) conceptual and practical considerations; (2) alignment with DSM-5 and ICD-11 criteria; (3) type and quantity of studies and samples; and (4) psychometric properties. The evaluation showed that GD instrumentation has proliferated, with 2.5 tools, on average, published annually since 2013. Coverage of DSM-5 and ICD-11 criteria was inconsistent, especially for the criterion of continued use despite harm. Tools converge on the importance of screening for impaired control over gaming and functional impairment. Overall, no single tool was found to be clearly superior, but the AICA-Sgaming, GAS-7, IGDT-10, IGDS9-SF, and Lemmens IGD-9 scales had greater evidential support for their psychometric properties. The GD field would benefit from a standard international tool to identify gaming-related harms across the spectrum of maladaptive gaming behaviors.


Assuntos
Comportamento Aditivo/diagnóstico , Escalas de Graduação Psiquiátrica , Psicometria , Jogos de Vídeo , Humanos , Escalas de Graduação Psiquiátrica/normas , Psicometria/normas
4.
BMC Public Health ; 16: 272, 2016 Mar 16.
Artigo em Inglês | MEDLINE | ID: mdl-26983882

RESUMO

BACKGROUND: Students are vulnerable to Internet addiction (IA). Influences of cognitions based on the Health Belief Model (HBM) and perceived number of peers with IA (PNPIA) affecting students' IA, and mediating effects involved, have not been investigated. METHODS: This cross-sectional study surveyed 9518 Hong Kong Chinese secondary school students in the school setting. RESULTS: In this self-reported study, the majority (82.6%) reported that they had peers with IA. Based on the Chinese Internet Addiction Scale (cut-off =63/64), the prevalence of IA was 16.0% (males: 17.6%; females: 14.0%). Among the non-IA cases, 7.6% (males: 8.7%; females: 6.3%) perceived a chance of developing IA in the next 12 months. Concurring with the HBM, adjusted logistic analysis showed that the Perceived Social Benefits of Internet Use Scale (males: Adjusted odds ratio (ORa) = 1.19; females: ORa = 1.23), Perceived Barriers for Reducing Internet Use Scale (males: ORa = 1.26; females: ORa = 1.36), and Perceived Self-efficacy for Reducing Internet Use Scale (males: ORa = 0.66; females: ORa = 0.56) were significantly associated with IA. Similarly, PNPIA was significantly associated with IA ('quite a number': males: ORa = 2.85; females: ORa = 4.35; 'a large number': males: ORa = 3.90; females: ORa = 9.09). Controlling for these three constructs, PNPIA remained significant but the strength of association diminished ('quite a number': males: multivariate odds ratio (ORm) = 2.07; females: ORm = 2.44; 'a large number': males: ORm = 2.39; females: ORm = 3.56). Hence, the association between PNPIA and IA was partially mediated (explained) by the three HBM constructs. Interventions preventing IA should change these constructs. CONCLUSIONS: In sum, prevalence of IA was relatively high and was associated with some HBM constructs and PNPIA, and PNPIA also partially mediated associations between HBM constructs and IA. Huge challenges are expected, as social relationships and an imbalance of cost-benefit for reducing Internet use are involved. Perceived susceptibility and perceived severity of IA were relatively low and the direction of their associations with IA did not concur with the HBM. Group cognitive-behavioral interventions involving peers with IA or peers recovered from IA are potentially useful to modify the HBM constructs and should be tested for efficacy.


Assuntos
Comportamento Aditivo/epidemiologia , Conhecimentos, Atitudes e Prática em Saúde , Internet , Adolescente , Adulto , Comportamento Aditivo/psicologia , Estudos Transversais , Feminino , Hong Kong/epidemiologia , Humanos , Masculino , Grupo Associado , Percepção , Prevalência , Fatores Sexuais , Fatores Socioeconômicos
5.
Addiction ; 110(2): 210-6, 2015 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-25238131

RESUMO

AIMS: This paper provides an overview of gambling issues in China, including historical development, governmental responses and social consequences. METHODS: Based on materials written in Chinese or English available at academic databases and other online resources, historical, cultural and policy analyses were conducted. The focus is on mainland China, but reference is made to Hong Kong and Macao to illustrate differences. RESULTS: Throughout Chinese history, gambling was strictly prohibited by law. In contrast, small-stakes betting for entertainment instead of monetary gain, defined as 'gaming' in this paper, has been culturally acceptable and tolerated by governments. After banning gambling for three decades, the Chinese government attempts to meet public demand for 'gaming' and to confine gambling to 'gaming' by issuing national lotteries. In response to increased economic wealth, gambling opportunities were allowed to develop, but were restricted to Macao. Social problems such as illegal and youth gambling are, however, emerging. The 'gaming' perception may predispose Chinese individuals to wagering activities and increase the risk of gambling disorder, which has been widely seen as misconduct rather than a mental disorder. Currently, the country has a dearth of gambling research and limited prevention and rehabilitation services, almost none at national level. CONCLUSIONS: A distinction between small-stakes 'gaming' and large-stakes 'gambling', which has cultural roots, plays an important role in relevant governmental policies and social responses in mainland China. Gambling disorder prevention and treatment is not yet on the national agenda. The country's knowledge and services gaps on gambling problems need to be filled out.


Assuntos
Jogo de Azar/epidemiologia , China/epidemiologia , Cultura , Jogo de Azar/história , Regulamentação Governamental , Política de Saúde/legislação & jurisprudência , Política de Saúde/tendências , História do Século XV , História do Século XVI , História do Século XVII , História do Século XVIII , História do Século XIX , História do Século XX , História do Século XXI , História Antiga , História Medieval , Hong Kong/epidemiologia , Humanos , Macau/epidemiologia , Recreação , Fatores Socioeconômicos
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