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Cryptocurrency and day trading have grown in popularity over the past decade following the creation of the first cryptocurrency, Bitcoin, in 2009. These activities share important features with gambling, including risking money on an uncertain outcome, a chance of monetary rewards, and the potential to experience harm (e.g., financial or relationship problems). However, little is known about cryptocurrency and day trading engagement in the adult population, including associations with gambling behavior, harm, and psychological factors that might moderate these relationships. We analyzed cross-sectional data for n = 822 adults from an online panel in the U.S. to examine: (1) the extent to which cryptocurrency trading, day trading, and gambling are associated, (2) relationships between cryptocurrency trading, day trading, and higher risk gambling behavior, and (3) whether financially focused self-concept and four types of gambling motives moderate these relationships. We found moderate to strong positive intercorrelations between cryptocurrency and day trading, and gambling behavior, including engagement and risk. We identified significant moderating effects of financially focused self-concept, and coping motives for gambling, on the relationship between cryptocurrency trading and gambling frequency, and between day trading and gambling frequency. For the models predicting higher risk gambling status, the only significant moderators were financially focused self-concept for the day trading model, and the enhancement motive for the cryptocurrency and day trading models. Our results have important implications for understanding interrelationships between gambling-adjacent activities and more traditional gambling forms, as well as the moderating roles of key psychosocial concepts in these relationships.
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Online sports gambling involvement is discontinuous in nature, with small groups of highly involved gamblers exhibiting betting behavior that is distinctly greater than other gamblers. There is some question about whether these groups, defined by exceedingly high levels of play, also have equivalently high rates of gambling problems, and whether they maintain these play levels over time. The current study builds on past work by examining the long-term trajectories of play and voluntary self-exclusion patterns across two years among a cohort of 32,262 highly-involved and less-involved online sports gamblers. We also examine the relative importance of betting behavior change as a risk factor for gambling problems by testing whether high involvement as compared to escalation of involvement is a better predictor of future self-exclusion. Measures included betting activities, transactional activities, and self-exclusion activities on a European online betting platform between February 2015 and January 2017. Results showed that bettors who were most highly involved in the first 8 months of the study in terms of number of bets and net loss were more likely to continue gambling on the platform in months 9-24 than others. Bettors who were most highly involved in the first 8 months of the study in terms of net loss and amount wagered were more likely to use self-exclusion than others, and more likely to have multiple self-exclusions. Escalations in frequency of play and average bet size within the first 8 months emerged as significant predictors of self-exclusion, even when controlling for high involvement.
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A considerable body of literature has examined elements of responsible gambling (RG) programs in land-based gambling venues. The present pre-registered study examines GameSense RG program awareness and engagement trends and relationships with gambling beliefs and behaviors, at MGM's U.S.-based casino properties using three samples of MGM's loyalty program members. We used a repeated cross-sectional approach including observational data collected from one sample (N = 3748) shortly before the rollout of GameSense in 2017-2018, and from two samples collected 1 year (N = 4795) and 2 years (N = 3927) after the program's implementation. We found that awareness of the GameSense program increased between pre- and 1-year post-implementation, yet did not increase further at 2-years post-implementation. Bivariate analyses showed that respondents who were aware of more GameSense components had a better understanding of gambling concepts and used more RG strategies, whereas respondents who engaged with GameSense used more RG strategies than those who did not, but did not display a better understanding of gambling concepts. The relationship between GameSense awareness and self-reported use of RG strategies remained significant in multivariate analyses with covariates. Moderation analyses indicated that a positive effect of overall GameSense engagement on gambling literacy was only found for respondents who had attended a regional property, as compared to respondents who attended Las Vegas or metropolitan properties. All effect sizes were weak, which suggests that practical impacts of the program currently are limited. Our findings have implications for research on land-based RG programs and we provide recommendations for enhancing such programs.
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Jogo de Azar , Humanos , Jogo de Azar/psicologiaRESUMO
Technological advancements and worldwide television exposure led to a poker boom in the early 2000s, and poker (both live and online) has retained some of that popularity today. The present study examined online poker playing trends based on actual electronic betting records data for 2489 subscribers to a major global internet gambling operator from 2015 to 2017. We found that overall financial involvement (median total overall spend: 439.7) and time commitment (median number of sessions: 43) during the two-year study period were relatively moderate. We identified the top 1% by total overall spend as a subgroup of highly involved players with disproportionately higher financial involvement (median total overall spend: 272,581.4) and time commitment (median number of sessions: 1149). Our results were similar to those reported in LaPlante et al.'s (Comput Hum Behav 25(3):711-717, 2009. https://doi.org/10.1016/j.chb.2008.12.027 ) study of online poker betting records, suggesting that players' levels of involvement are similar to those from ten years ago despite numerous changes to the online poker environment. We also analyzed records of deposits and withdrawals, and we observed similar indicators of moderate gambling behavior within the overall sample (median two-year total amount deposited: 176.4). In contrast to popular beliefs about internet gambling, in our sample, most online poker play was arguably moderate. However, a small percentage of highly involved players play poker at extreme levels and require closer scrutiny.
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Jogo de Azar , Humanos , Jogo de Azar/psicologia , Transtorno da Personalidade Antissocial , Eletrônica , InternetRESUMO
The replication crisis has stimulated researchers around the world to adopt open science research practices intended to reduce publication bias and improve research quality. Open science practices include study pre-registration, open data, open access, and avoiding methods that can lead to publication bias and low replication rates. Although gambling studies uses similar research methods as behavioral research fields that have struggled with replication, we know little about the uptake of open science research practices in gambling-focused research. We conducted a scoping review of 500 recent (1/1/2016-12/1/2019) studies focused on gambling and problem gambling to examine the use of open science and transparent research practices. Our results showed that a small percentage of studies used most practices: whereas 54.6% (95% CI: [50.2, 58.9]) of studies used at least one of nine open science practices, each practice's prevalence was: 1.6% for pre-registration (95% CI: [0.8, 3.1]), 3.2% for open data (95% CI: [2.0, 5.1]), 0% for open notebook, 35.2% for open access (95% CI: [31.1, 39.5]), 7.8% for open materials (95% CI: [5.8, 10.5]), 1.4% for open code (95% CI: [0.7, 2.9]), and 15.0% for preprint posting (95% CI: [12.1, 18.4]). In all, 6.4% (95% CI: [4.6, 8.9]) of the studies included a power analysis and 2.4% (95% CI: [1.4, 4.2]) were replication studies. Exploratory analyses showed that studies that used any open science practice, and open access in particular, had higher citation counts. We suggest several practical ways to enhance the uptake of open science principles and practices both within gambling studies and in science more generally.
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Jogo de Azar , Humanos , Jogo de Azar/psicologia , Projetos de PesquisaRESUMO
Despite the size and scope of responsible gambling (RG) programs in the U.S., relatively few studies have evaluated these programs. Using survey data from 4795 subscribers to a casino loyalty program, we examined respondents' awareness of and engagement with the GameSense RG program, and gambling beliefs and behaviors. We compared how differences in the implementation structure and visibility of the GameSense program (i.e., state-regulated with a standalone, branded GameSense center vs. corporate-integrated as part of loyalty program desks) was associated with GameSense awareness and engagement, perceptions of gambling operator RG practices, three Positive Play subscales (i.e., behavior, personal responsibility, and gambling literacy), understanding of gambling concepts, and use of RG strategies. More respondents who had visited the property with a state-regulated, branded center were aware of GameSense (36.5%), compared to respondents who visited other properties (7.4%). Perceptions of the operator's RG practices were generally high for all respondents. Multivariate analyses revealed no relationship between GameSense awareness and gambling belief or behavior outcomes, yet showed that respondents who picked up a GameSense brochure used slightly more RG strategies. Our findings suggest that the visibility of an RG program might influence program awareness and engagement but not certain RG-related behavioral outcomes.
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Jogo de Azar , Jogo de Azar/psicologia , Humanos , Comportamento Social , Inquéritos e QuestionáriosRESUMO
Online gambling poses novel risks for problem gambling, but also unique opportunities to detect and intervene with at-risk users. A consortium of gambling companies recently committed to using nine behavioral "Markers of Harm'' that can be calculated with online user data to estimate risk for gambling-related harm. The current study evaluates these markers in two independent samples of sports bettors, collected ten years apart. We find over a two-year period that most users never had high enough overall risk scores to indicate that they would have received an intervention. This observation is partly due to characteristics of our samples that are associated with lower risk for gambling-related harm, but might also be due to overly high risk thresholds or flaws in the design of some markers. Users with higher average risk scores had more intraindividual variability in risk scores. Younger age and male gender were not associated with higher average risk scores. The most active users were more likely than other users to have ever exceeded risk thresholds. Several risk scores significantly predicted proxies of gambling-related harm (e.g., account closure). Overall, the current Markers of Harm system has some correctable limitations that future risk detection systems should consider adopting.
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Jogo de Azar , Esportes , Masculino , Humanos , Jogo de Azar/psicologia , Fatores de RiscoRESUMO
We examined gambling venue employees' experiences with GameSense, an onsite responsible gambling information center designed to be a resource for casino employees as well as patrons. Participants included 492 employees who reported on their engagement with, and opinions and knowledge of, the GameSense information center and its staff (i.e., GameSense Advisors), as well as their own employment department and gambling involvement. A minority of participants (33.5%) reported having spoken with a GameSense Advisor about responsible gambling or problem gambling; the remaining 66.5% either did not ever speak to a GameSense Advisor or only had a casual conversation with one. Most participants (88.9%) indicated that casino patrons could use the GameSense program, but less than half (37.9%) believed that casino staff/employees could do the same. Participants generally had positive opinions about the program, endorsing positive potential impacts (e.g., "It helps people avoid gambling beyond their limits") more often than negative potential impacts (e.g., "It encourages people to gamble beyond their limits"). However, gambling venue employees with more extensive gambling histories were less likely to endorse positive potential impacts. Participants' department also was associated with GameSense experiences: those in security/surveillance were the most likely to report having interacted with GameSense Advisors (83.3%) and those in food/beverage/retail were least likely to have done so (28.6%). Some of these findings have implications for improving casino employees' experiences with the GameSense program.
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Emprego/psicologia , Jogo de Azar/psicologia , Saúde Ocupacional/estatística & dados numéricos , Prevenção Primária/métodos , Adulto , Educação em Saúde , Humanos , Masculino , Pessoa de Meia-Idade , Adulto JovemRESUMO
Play management systems are prevention tools designed to help people who gamble avoid intemperate gambling outcomes by staying within predetermined budgets. This study examined gaming patrons' reported use of and attitudes towards the PlayMyWay play management system. We report upon the results of a survey of 1951 Marquee Rewards cardholders, including 153 individuals who were currently or previously enrolled in PlayMyWay. Users who did not enroll in PlayMyWay, despite knowing about it, typically said they did so because they believed that they did not need reminders and warnings about gambling. Although PlayMyWay users generally found the system easy to use, most reported that they paid little attention to notifications and tended to react negatively to them. Users who screened positive on the Brief Biosocial Gambling Screen were more likely to un-enroll from PlayMyWay, were less likely to report that they heeded notifications, and were more likely to respond negatively to notifications than users who screened negative. To improve the efficacy of PlayMyWay and similar play management systems, we recommend enhancing or adjusting on-machine messaging and highlighting additional features, such as play-tracking mechanisms, which could help to emphasize the idea that budget self-tracking is for everyone, not just people who might have gambling-related problems. Future research on play management systems should attempt to understand how to make budget compliance aspects of play management more effective.
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Jogo de Azar , Atitude , Jogo de Azar/psicologia , Humanos , Inquéritos e QuestionáriosRESUMO
American Indian and Alaska Native (AI/AN) communities offer tangible and intangible resources, including centuries of indigenous wisdom and resiliency, to support their young people in recovery from substance use disorders. At the same time, tribal youth returning home from residential or inpatient treatment are vulnerable to relapse, especially if they encounter the same environmental triggers in which their substance misuse developed. This study endeavored to learn about community stakeholder perceptions of existing strengths and needs for supporting recovering adolescents among six tribal communities of the Inland Northwest. Using a Tribal Participatory Research approach, we conducted Group Level Assessments with key stakeholders representing educators/coaches, medical and behavioral health providers, social service providers, cultural leaders/elders, and legal professionals among each participating tribe (N = 166). We used content analysis to identify emergent themes among participants' recommendations for improving recovery support. The five emergent themes were (1) Communication, Collaboration, and Accountability among Tribal Departments and Agencies; (2) Community-wide Education; (3) The Importance of Providing Wraparound/Supportive Services; (4) Youth-focused Education, Services, and Events; and (5) Recovery Coaching Model. AI/AN culture was infused within nearly all recommendations for improving recovery support that composed these themes. We discuss specific ways to implement these recommendations, including the forthcoming development of a culturally-grounded community-wide mental health training program developed specifically for, and with, these tribes.
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Indígenas Norte-Americanos , Adolescente , Idoso , Comunicação , Educação em Saúde , Humanos , Indígena Americano ou Nativo do AlascaRESUMO
In daily fantasy sports (DFS) contests, participants form a roster of athletes scheduled to perform in a pre-determined list of sporting contests or games. Each participant has the opportunity to win cash prizes, depending on the performance of the athletes on their roster and the performances of the athletes on the other participants' rosters. Some contests have higher variances than others (i.e., lower percentages of participants winning and higher payouts versus higher percentages of participants winning and lower payouts) and can be considered riskier propositions. DFS operators have mechanisms for interacting with friends on their servers (e.g., referral programs and incentives, friend lists, private contests). To determine whether use of these mechanisms (i.e., social behavior) was associated with preference for higher variance contests (i.e., risk behavior), we analyzed player records (N = 11,130) from a DFS service. We constructed a measure of risk behavior, player risk score, that is based on DFS contests' entry fees and payout structures. We observed that players referred to the DFS service by a friend and those who had a reciprocal friendship had similar player risk scores. However, those who referred a friend, both generally and among players with reciprocal friendships, were more likely than others to have greater player risk scores, and greater numbers of friend referrals also was associated with higher player risk scores. Although the observed effect sizes were small, the results point to a possible relationship between referring others to play and risk activity. Future research should assess how these small effects interact with other behaviors and motivations associated with DFS play, like playing to escape or playing to earn/win money. It also should examine the temporal relationships between refer-a-friend program participation and risk content choices.
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Fantasia , Amigos/psicologia , Jogo de Azar/psicologia , Motivação , Esportes/psicologia , Comportamento Aditivo/psicologia , Feminino , Humanos , Masculino , Assunção de Riscos , Comportamento SocialRESUMO
Daily fantasy sports (DFS), a rapidly growing industry, allows players to create fantasy teams of real-life players and potentially win cash prizes, derived from entry fees. Some stakeholders have expressed concern that DFS's accelerated nature and other features might promote excessive play and related harm. We conducted the first descriptive summary of actual DFS play using records from a cohort of subscribers to a dominant operator, DraftKings. Participants (N = 10,385) initially entered paid National Football League (NFL) contests. Across all participants, players entered a median of two contests per entry day and typically submitted a single entry for each contest they entered. Players paid a median of $87 in entry fees throughout the 2014 NFL season and experienced an overall median net loss of $30.7. However, we identified heavily involved sub-groups of players based on number of contests entered, total entry fees, and net loss. These top 1% groups were less likely to restrict themselves to NFL games, exhibited greater time involvement, but also won a greater percentage of the contests they entered than typical players. Our observations of typical and heavily involved players tend to mirror those generated in previous Internet sports gambling research.
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Comportamento Aditivo/psicologia , Futebol Americano , Jogo de Azar/psicologia , Esportes/psicologia , Adolescente , Adulto , Idoso , Idoso de 80 Anos ou mais , Canadá , Estudos de Coortes , Fantasia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Motivação , Inquéritos e Questionários , Estados UnidosRESUMO
During 2011, the Governor of Massachusetts signed a bill to allow casino gambling in the state (Commonwealth of Massachusetts 2011). As a result, two resort casinos will begin operations during 2018 and 2019; a smaller slots parlor began operations during June 2015. Prior to this expansion, gambling was widely available in Massachusetts, through the state lottery, off-track betting, and gambling opportunities available in neighboring states. Within this context, it is important to understand the patterns of gambling involvement in the population prior to gambling expansion. The current study examined gambling involvement, patterns of play, and gambling-related problems prior to gambling expansion among a sample of 511 Massachusetts residents who were members of a statewide Internet panel. To measure patterns of play, we asked questions about past-year games played and frequency of play. To measure breadth of involvement, we assessed the number of different games played. To measure depth of involvement, we measured time spent gambling, amount wagered, and amount won or lost. Principal component analysis revealed four play pattern components accounting for more than 50% of the variance in game play frequency. Multiple regression analyses revealed that component scores composed of casino gambling and skill-based gambling (e.g., poker, sports) variables uniquely contributed to the prediction of gambling-related problems, even when depth of involvement was controlled. However, the addition of breadth of involvement to the model resulted in a model where no set of variables contributed significantly, suggesting a complex relationship among play patterns, depth, and breadth of involvement. The study established discrete and distinguishable gambling play patterns associated with gambling-related problems and identified groups of individuals potentially vulnerable to the effects of gambling expansion.
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Comportamento Aditivo/epidemiologia , Jogo de Azar/epidemiologia , Adolescente , Adulto , Comportamento Aditivo/psicologia , Feminino , Jogo de Azar/psicologia , Humanos , Internet , Masculino , Massachusetts/epidemiologia , Pessoa de Meia-Idade , Esportes , Inquéritos e Questionários , Adulto JovemRESUMO
As rates of Internet gambling participation increase worldwide, so too does the need to understand how people engage in this form of gambling. This study represents the first examination of actual Internet gambling records within Iceland, a Nordic country with an active Internet lottery market that imposes strict regulations on gambling operator licenses. We summarized electronic betting records of a cohort of subscribers to the Internet betting service provider Íslensk Getspá. We observed that the typical subscriber bet approximately 3 days per month and made fewer than two bets per gambling day, each worth approximately the equivalent of $4 US. Subscribers lost the bulk (96%) of the amount they wagered, for a total loss of approximately $40 across the 2-year window of observation. Although these observations do not support the view of Internet gambling as an activity that is inherently risky for the typical subscriber, we did observe discontinuity across the distributions of gambling behavior, with the top 1% of subscribers making more than three bets per day.
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Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Internet/estatística & dados numéricos , Recompensa , Autoeficácia , Comportamento Aditivo/economia , Jogo de Azar/economia , Humanos , Islândia , Controle Interno-Externo , Assunção de Riscos , Esportes/economiaRESUMO
Gaming industry employees are at higher risk than the general population for health conditions including gambling disorder. Responsible gambling training programs, which train employees about gambling and gambling-related problems, might be a point of intervention. However, such programs tend to use a "one-size-fits-all" approach rather than multiple tiers of instruction. We surveyed employees of one Las Vegas casino (n = 217) and one online gambling operator (n = 178) regarding their gambling-related knowledge and opinions prior to responsible gambling training, to examine the presence of natural knowledge groups among recently hired employees. Using k-means cluster analysis, we observed four natural groups within the Las Vegas casino sample and two natural groups within the online operator sample. We describe these natural groups in terms of opinion/knowledge differences as well as distributions of demographic/occupational characteristics. Gender and language spoken at home were correlates of cluster group membership among the sample of Las Vegas casino employees, but we did not identify demographic or occupational correlates of cluster group membership among the online gambling operator employees. Gambling operators should develop more sophisticated training programs that include instruction that targets different natural knowledge groups.
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Jogo de Azar/psicologia , Conhecimentos, Atitudes e Prática em Saúde , Doenças Profissionais/psicologia , Exposição Ocupacional/efeitos adversos , Saúde Ocupacional/estatística & dados numéricos , Assunção de Riscos , Adulto , Análise por Conglomerados , Feminino , Jogo de Azar/epidemiologia , Comportamentos Relacionados com a Saúde , Humanos , Masculino , Pessoa de Meia-Idade , Nevada , Doenças Profissionais/epidemiologia , Exposição Ocupacional/estatística & dados numéricos , Inquéritos e Questionários , Adulto JovemRESUMO
A growing literature is addressing the nature of the relationships among gambling activity, gambling involvement, and gambling-related problems. This research suggests that among the general population, compared to playing any specific game, gambling involvement is a better predictor of gambling-related problems. To date, researchers have not examined these relationships among casino patrons, a population that differs from the general population in a variety of important ways. A survey of 1160 casino patrons at two Las Vegas resort casinos allowed us to determine relationships between the games that patrons played during the 12 months before their casino visit, the games that patrons played during their casino visit, and patrons' self-perceived history of gambling-related problems. Results indicate that playing specific gambling games onsite predicted (i.e., statistically significant odds ratios ranging from .5 to 4.51) self-perceived gambling-related problems. However, after controlling for involvement, operationally defined as the number of games played during the current casino visit and self-reported gambling frequency during the past 12 months, the relationships between games and gambling-related problems disappeared or were attenuated (i.e., odds ratios no longer statistically significant). These results extend the burgeoning literature related to gambling involvement and its relationship to gambling-related problems.
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Jogo de Azar/psicologia , Jogos e Brinquedos/psicologia , Adulto , Feminino , Jogo de Azar/epidemiologia , Humanos , Masculino , Pessoa de Meia-Idade , Percepção , Logradouros Públicos , Autorrelato , Fatores de TempoRESUMO
Native adolescents experiencing mental health challenges, including substance misuse, often prefer to seek support from their peers and other informal sources, which may be due to lack of access to, and cultural fit with, professional behavioral health services. xaÊtus (First Face) for Mental Health is a Tribal community-based intervention designed to strengthen networks of informal mental health support and open pathways to more formal support. We sought insights from key informants to optimize the planning, promotion, and delivery of First Face trainings to seven Tribal communities in the Northwest United States. We conducted three focus groups with (1) teens completing a residential chemical dependency program at the Healing Lodge of the Seven Nations (n = 10), (2) clinical staff representing the Healing Lodge's Behavioral Health Department (n = 9), and (3) community members representing educators and social service professionals at five of the Tribal nations that support the Healing Lodge (n = 6). Discussion generated planning, promotion, and training recommendations. Planning recommendations focused on showing respect for trainees' time by holding the training during convenient times and factoring in trainees' commitments to work and family, integrating the training into high school science or health education classes, and taking steps to protect trainees' physical safety in the age of COVID while avoiding "Zoom fatigue." Promotion recommendations highlighted community members' possible reluctance to become a First Face due to fear about the responsibilities associated with taking on this role and the need to emphasize the personal relevance of First Face training. In terms of training delivery, participants emphasized the importance of including engaging, interactive activities; instructing future First Faces in self-care; and acknowledging the impact of traumatic contemporary experiences on mental health, while at the same time preventing heated and distressing political debates. We describe our response to participants' recommendations and the rationale for those responses.
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COVID-19 , Transtornos Mentais , Serviços de Saúde Mental , Adolescente , Humanos , Saúde MentalRESUMO
Gaming industry employees work in settings that create personal health risks. They also have direct contact with customers who might engage in multiple risky activities (e.g., drinking, smoking, and gambling) and might need to facilitate help-seeking by patrons or co-workers who experience problems. Consequently, the empirical examination of the processes and procedures designed to prepare employees for such complex situations is a public health imperative. In the current study we describe an evaluation of the Casino, Inc. Play Responsibly responsible gaming program. We surveyed 217 employees prior to and 1 month after (n = 116) they completed a multimedia driven responsible gambling training program. We observed that employees improved their knowledge of responsible gambling concepts from baseline to follow-up. The Play Responsibly program was more successful in providing new knowledge than it was in correcting mistaken beliefs that existed prior to training. We conclude, generally, that Play Responsibly is associated with increases in employees' responsible gambling knowledge.
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Atitude , Jogo de Azar/prevenção & controle , Capacitação em Serviço , Saúde Pública , Adulto , Conscientização , Cultura , Currículo , Feminino , Jogo de Azar/diagnóstico , Jogo de Azar/psicologia , Conhecimentos, Atitudes e Prática em Saúde , Humanos , Masculino , Pessoa de Meia-Idade , Estudos Prospectivos , Assunção de Riscos , Meio Social , Estados UnidosRESUMO
OBJECTIVE: Responsible gambling (RG) tools that include play management software, self-limit features, and self-exclusion are relatively common offerings on major online gambling platforms. However, how online gaming and daily fantasy sports (DFS) players use such tools is less clear. The goals of this article were to understand how players use self-exclusion at a major DFS platform and to identify DFS activity-related predictors of self-exclusion. METHOD: During November 2015, DraftKings, a major DFS provider, rolled out a self-exclusion feature that allows players to self-exclude from the platform for a specified amount of time, up to 5 years. We used player records from DraftKings, examining play patterns and self-exclusion across 3 + years of data. RESULTS: We found that less than 0.5% of subscribers in our sample self-excluded during the study period and almost one third of those who self-excluded did so more than once. In general, self-excluders engaged with a greater variety of contests and sports and entered contests with higher entry fees than those who did not self-exclude. Repeat self-excluders selected shorter initial self-exclusion terms and also engaged with a greater variety of game types and sports than one-time self-excluders. However, self-excluders did not engage in riskier contests or experience higher percent losses. CONCLUSION: Our findings have implications for our understanding of RG feature use among DFS subscribers and markers of risk for experiencing problems with DFS and gambling more generally. (PsycInfo Database Record (c) 2022 APA, all rights reserved).
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Comportamento Aditivo , Jogo de Azar , Esportes , Condicionamento Operante , Fantasia , HumanosRESUMO
Objective: Academics, gambling regulators, and the gambling industry increasingly espouse a shared responsibility view of preventing gambling harm, considering individual gamblers and external stakeholders (e.g., gambling industry employees, government regulators, and public health workers) to be jointly responsible for this task. This study is the third in a series exploring gamblers' beliefs about responsibility for preventing gambling harm. Method: A sample of 4,336 subscribers to MGM Resorts International (MGM)'s loyalty card program as of January 2020 completed a web-based survey. Results: We observed that 58.1% of participants only held individual gamblers responsible for helping prevent gambling harm. However, two factors increased the likelihood of holding a shared responsibility viewpoint and assigning responsibility to casinos for reducing gambling harm: (a) scoring positive on the Brief Biosocial Gambling Screen (BBGS) or an Expanded Problem Gambling Screen (EPGS) and (b) being aware of GameSense, an onsite responsible gambling education program. Those who screened positive on the BBGS or EPGS also were more likely than their counterparts to deny personal responsibility for minimizing gambling harm to individual gamblers; that is, they were more likely to hold a purely external responsibility viewpoint. A meta-analytic year-over-year comparison revealed that compared to being aware of GameSense, screening positive for problem gambling was more strongly associated with assigning responsibility to casinos for minimizing gambling harm. Conclusions: We discuss these findings in the context of self-determination theory and suggest implications for health promotion and best practices for message design in responsible gambling programs. (PsycInfo Database Record (c) 2022 APA, all rights reserved).