RESUMEN
Resumo Jogos de azar podem ser uma atividade de lazer, mas sua prática em excesso pode levar a consequências adversas, como o Transtorno de Jogo. Apesar dos sérios prejuízos provocados por esse quadro, tanto o Transtorno de Jogo em si quanto estratégias de tratamento são pouco conhecidos no Brasil. Este trabalho aborda o Transtorno de Jogo e seu tratamento, tendo como objetivo explicitar a contribuição da abordagem psicodinâmica. São apresentadas as principais hipóteses psicodinâmicas existentes na literatura e tecidas considerações sobre a psicoterapia psicodinâmica realizada em um serviço que atende jogadores em São Paulo, o Programa Ambulatorial do Jogo Patológico (PRO-AMJO) do Instituto de Psiquiatria do Hospital das Clínicas da Faculdade de Medicina da Universidade de São Paulo (IPq HC-FMUSP). Por fim, alguns exemplos de perfis de jogadores patológicos são apresentados.
Abstract Gambling may be a leisure activity, but overdoing it can lead to adverse consequences such as Gambling Disorder. Despite the serious damage caused by the disorder, both Gambling Disorder and its treatment strategies are little known in Brazil. This study investigates Gambling Disorder and its treatment, emphasizing the contributions of the psychodynamic approach. The paper presents the main psychodynamic hypotheses in the literature and comments on the psychodynamic psychotherapy carried out in facilities treating pathological gamblers in São Paulo, such as the Pathological Gambling Outpatient Program (PRO-AMJO) of the Psychiatric Institute of Hospital das Clínicas (IPq HC-FMUSP). Finally, some examples of pathological gambler profiles are discussed.
Résumé Le jeu de hasard peut être un loisir, mais l'excès peut avoir des conséquences néfastes, comme le Jeu Pathologique. Malgré les graves consequences causés par ce trouble, le Jeu Pathologique et ses stratégies de traitement sont peu connus au Brésil. Cettte étude porte sur la Dépendence au jeu et son traitement, en mettant l'accent sur les contributions de l'approche psychodynamique. L'article présente les principales hypothèses psychodynamiques dans la littérature et reflète sur la psychothérapie psychodynamique réalisée dans les services qui s'occupent de joueurs à São Paulo, telles que le Programma ambulatoire sur la dépendance au jeu (PRO-AMJO) del'Institut de psychiatrie de l'Hospital das clínicas (IPq HC-FMUSP). Enfin, quelques exemples de profils de joueurs pathologiques sont discutés.
Resumen Los juegos de azar pueden ser una actividad de diversión, pero su práctica excesiva puede traer consecuencias adversas como el Trastorno de Juego. A pesar de los graves daños causados por este comportamiento, tanto el Trastorno de Juego en sí como las estrategias de tratamiento son poco conocidos en Brasil. Este trabajo aborda el Trastorno de Juego y su tratamiento, con el objetivo de hacer explícito la contribución del enfoque psicodinámico. Se presentan las principales hipótesis psicodinámicas en la literatura y se hacen consideraciones sobre la psicoterapia psicodinámica realizada en un servicio que atiende a jugadores en São Paulo, como el Programa del Hospital das Clínicas de la Facultad de Medicina de la Universidad de São Paulo (IPq HC-FMUSP). Finalmente, se presentan algunos ejemplos de perfiles de jugadores patológicos.
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Humanos , Psicoterapia Psicodinámica , Juego de Azar/etiología , Juego de Azar/psicología , NeurobiologíaRESUMEN
ABSTRACT Aripiprazole is an atypical antipsychotic agent which has a partial agonistic effect on dopamine D2 and D3 receptors. It is effective in the treatment of schizophrenia and bipolar disorder. Owing to its partial agonistic effect, hyperactivity of dopamine may occur in the mesolimbic pathway. In the literature, there are few case reports about pathological gambling due to aripiprazole. In this article, there are two case reports of patients who showed pathological gambling behaviour and alcohol abuse and who were under treatment with aripiprazole. The patient had a history of gambling in the past. With the use of aripiprazole, pathological gambling behaviour occurred quickly and with discontinuation of aripiprazole it ended completely. Aripiprazole causes pathological gambling by forming a hyperdopaminergic condition in the mesolimbic dopaminergic pathway. Aripiprazole should be recommended cautiously and carefully to patients who are impulsive and have a history of alcohol/substance abuse.
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Humanos , Masculino , Adulto , Persona de Mediana Edad , Antipsicóticos/efectos adversos , Agonistas de Dopamina/efectos adversos , Aripiprazol/efectos adversos , Juego de Azar/inducido químicamenteRESUMEN
Resumen Tradicionalmente se ha distinguido el juego como pasatiempo (play) del juego con apuestas (gambling). El juego con apuestas ha facilitado la aparición de conductas problemáticas como el juego patológico, conocido como ludopatía. En Colombia la Ley 1554 de 2012 en el artículo 7° parágrafo I, menciona la importancia de definir guías y protocolos de atención y evaluación de la ludopatía. No obstante, en el contexto colombiano son escasos los estudios que evalúen y atiendan esta problemática. El presente estudio, tuvo como objetivo establecer la validez de contenido del instrumento South Oaks Gambling Screen (SOGS) ampliamente utilizado en el ámbito de la psicología forense. La metodología consistió, en primer lugar, en una etapa de adaptación y ajustes al instrumento, y posteriormente, una etapa de juicio de expertos mediante el método Delphi. Entre los principales resultados del estudio se encuentran: la adaptación de los criterios diagnósticos del cuestionario del DSM-III-R al DSM-5, la adaptación al lenguaje colombiano que permite establecer una mayor comprensión del cuestionario y la incorporación de aspectos relacionados con el juego y las apuestas en línea. El producto de este estudio constituye un instrumento viable para su utilización en el ámbito jurídico y forense, mediante el criterio probatorio del artículo 226 del Código General del Proceso.
Abstract Traditionally, "play" has been distinguished as a hobby within "gambling". Gambling has facilitated the appearance of problematic conducts, such as pathological gambling, also known as compulsive gambling. In Colombia, Law 1554/2020, in article 7, paragraph 1, mentions the importance of defining attention and assessment guides and protocols for compulsive gambling. However, there are few studies in the Colombian context that assess and attend to this issue. This study's objective was to establish the validity of the South Oaks Gambling Screen (SOGS) instrument's content, which is widely used in the field of forensic psychology. The methodology first consisted of a stage adapting to and adjusting the instruments and then a stage of expert judgment through the Delphi method. The study's main results includes: adapting the survey's diagnostic criteria from DSM-III-R to DSM-5, adapting it to Colombian Spanish, which ensures better understanding of the survey and incorporating aspects related to online gambling and betting. This study's product comprises an instrument that may be used in legal and forensic fields through the standard of proof in article 226 of the General Procedural Code.
Resumo Tradicionalmente, tem sido distinguido o jogo como um passatempo (play) do jogo com apostas (gambling). O jogo com apostas facilitou o aparecimento de comportamentos problemáticos, como o jogo patológico, conhecido como jogo compulsivo. Na Colômbia, a Lei 1554 de 2012 em seu artigo 7, parágrafo I, menciona a importância de definir diretrizes e protocolos para o atendimento e avaliação do jogo patológico. Porém, no contexto colombiano, existem poucos estudos que avaliem e abordem esse problema. O presente estudo teve como objetivo estabelecer a validade de conteúdo do instrumento South Oaks Gambling Screen (SOGS) amplamente utilizado na área da psicologia forense. A metodologia consistiu, em primeiro lugar, em uma etapa de adaptação e ajustes do instrumento e, posteriormente, em uma etapa de julgamento de especialistas através método Delphi. Entre os principais resultados do estudo estão: a adaptação dos critérios de diagnóstico do questionário DSM-III-R ao DSM-5, a adaptação à língua colombiana que permite uma maior compreensão do questionário e a incorporação de aspectos relacionados com o jogo e as apostas online. O produto deste estudo constitui um instrumento viável para sua utilização no campo jurídico e forense, através do critério probatório do artigo 226 do Código Geral do Processo.
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Humanos , Juego de Azar , Conducta , Actuación (Psicología) , Habilidades SocialesRESUMEN
PURPOSE: The purpose of this study was to examine the association of multiple addiction risks with life satisfaction, depression, and suicidal ideation in Korean adults. METHODS: This study was descriptive correlational. Data were collected in 800 adults (405 males, 395 females) aged 20 to 69 years recruited using the proportional allocation in a city on April 2017. The structured questionnaire consisted of the Alcohol Use Disorders Identification Test, the Internet Addiction Proneness Scale for adults, the Problem Gambling Severity Index, the Drug Screening Inventory, the Korean version of the Satisfaction with the Life Scale, the Patient Health Questionnaire-9, and the Scale for Suicidal Ideation. RESULTS: Adults with multiple addiction risks had a low level of life satisfaction (p=.003) and high levels of depression and suicidal ideation (p<.001) compared to other participants. Multiple addiction risks were associated with low life satisfaction (β=.12), high depression (β=.21), and suicidal ideation (β=.20). Significant factors of life satisfaction were low suicidal ideation, a simple functioning job, high level of education, and unemployment status. CONCLUSION: Multiple addiction risks are associated with life satisfaction, depression, and suicidal ideation. The comprehensive mental health assessment for multiple addictions should precede the development of preventive multidimensional interventions.
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Adulto , Humanos , Masculino , Conducta Adictiva , Depresión , Evaluación Preclínica de Medicamentos , Educación , Juego de Azar , Internet , Salud Mental , Satisfacción Personal , Ideación Suicida , DesempleoRESUMEN
A tese resulta de trabalho etnográfico e reporta a duas práticas ocorridas em Portugal: a) o jogo compulsivo como doença e sua definição continuada através da participação em um grupo de autoajuda denominado Famílias Anónimas e b) a festa trance, lugar onde a dança da música eletrônica aí tocada é considerada como o ápice da participação. Apesar do contraste entre estas duas práticas, em ambos são para ser encontradas formas de construção dos lugares de ocorrência - o das reuniões dos Anónimos e o da festa - e formas de participação que se definem pela intensidade; em ambos, o dinheiro vem a representar um importante papel. A participação nos Anônimos é livre, a que corresponde à festa trance releva de um pagamento. Ainda que ambas devam a sua eficiência à repetição de uma fórmula, é feita uma discussão sobre o uso do dinheiro e a importância do mercado, especialmente na definição ambivalente do que é uma mercadoria, como são os casos de drogas como a ganza - aqui, o uso português deste último termo que designa a canábis apenas realça o facto de o texto resultar de trabalho etnográfico - e o LSD, vulgo ácido
The thesis results from ethnographic work and reports two practices that occurred in Portugal: a) compulsive gambling as a disease and its continued definition through participation in a self-help group called Anonymous Families and b) the trance party, a place where electronic music dance is considered as the apex of participation. In spite of the contrast between these two practices, in both are to be found forms of construction of the places of occurrence - that of the meetings of the Anonymous and of the party - and forms of participation that are defined by intensity; in both, money comes to play an important role. Participation in the Anonymous is free, in the trance party there is a payment. Although both of them owe their efficiency to the repetition of a formula, a discussion is made about the use of money and the importance of the market, especially in the ambivalent definition of what a commodity is - as are the cases of drugs such as ganza - here the Portuguese use of the latter term for cannabis only highlights the fact that the text is the result of ethnographic work - and LSD -, the acid
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Grupos de Autoayuda , Drogas Ilícitas , Conducta Compulsiva , Juego de Azar , Portugal , Capitalismo , Antropología CulturalRESUMEN
Objective: While it has been shown that disordered gamblers with psychosis are at increased risk for comorbid psychopathology, it is unclear whether this dual-diagnosis population is also at greater risk of problematic engagement with comorbid addictive behaviors. Methods: We tested for association between disordered gambling with psychosis and comorbid addictive behaviors in a sample of 349 treatment-seeking disordered gamblers. Results: Twenty-five (7.2%) disordered gamblers met criteria for psychosis. Disordered gamblers with psychosis were no more likely to meet diagnostic criteria for current alcohol/substance use disorder than disordered gamblers without psychosis. However, this dual-disorder population reported greater misuse of shopping, food bingeing, caffeine, and prescription drugs. When controlling for multiple comparisons, binge eating was the only addictive behavior to remain significant. Conclusion: Given these findings, a comprehensive assessment of addictive behaviors - specifically food bingeing - in this population may be warranted.
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Humanos , Masculino , Femenino , Adulto , Persona de Mediana Edad , Trastornos Psicóticos/epidemiología , Conducta Adictiva/epidemiología , Juego de Azar/epidemiología , Escalas de Valoración Psiquiátrica , Trastornos Psicóticos/diagnóstico , Trastornos Psicóticos/psicología , Brasil/epidemiología , Comorbilidad , Encuestas y Cuestionarios , Factores de Riesgo , Conducta Adictiva/diagnóstico , Conducta Adictiva/psicología , Juego de Azar/psicologíaRESUMEN
PURPOSE: A mediated model of Korean college students' problem gambling based on Blaszczynski and Nower's pathway model is developed and tested to explore mediating roles of self-control and irrational gambling beliefs in the association between emotionally vulnerable variables and problem gambling. METHODS: 273 student participants recruited from 4 universities in Seoul and Gyeonggi, Korea responded. Data were collected with a structured self-report questionnaire comprising measures of problem gambling, depression, anxiety, coping styles, irrational gambling belief, and self-control. RESULTS: The modified research model provides a reasonable fit to the data. Depression, anxiety, reflective coping, irrational beliefs, and self-control turned out to have direct effects on problem gambling, while indirect effects were reported in some suppressive and reactive styles. These predictors account for 38% of the college students' problem gambling. CONCLUSION: The findings suggest that developing intervention programs for reducing depression, anxiety, irrational gambling beliefs, and increasing reflective coping and self-control are needed to prevent Korean college students' problem gambling.
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Humanos , Ansiedad , Depresión , Juego de Azar , Corea (Geográfico) , Modelos Estructurales , Negociación , Autocontrol , SeúlRESUMEN
PURPOSE: The aim of this study is to identify the types of gambling among adolescents and provide basic prevention information regarding adolescents' gambling problems. METHODS: Secondary data from representative national survey on 2015 Youth Gambling Problems of Korea Center on Gambling Problems were used. Using latent class analysis (LCA), 13 gambling types such as offline and online games of 14,011 adolescents were classified, and gambling experiences and characteristics were analyzed. RESULTS: The subgroups of adolescent gambling were identified as four latent classes: a rare group (84.5% of the sample), a risk group (1.0%), an offline group (11.9%), and an expanded group (2.6%). The types and characteristics of gambling among the latent classes differed. In the risk group, adolescents participated in online illegal sports betting and internet casino, and gambling time, gambling expenses, and the number of gambling types were higher than other groups. CONCLUSION: Gambling frequently occur among adolescent, and the subtypes of gambling did not reveal homogeneous characteristics. In order to prevent adolescent gambling problems, it is a necessary to develop tailored prevention intervention in the nursing field, which is appropriate to the characteristics of adolescent gambling group and can help with early identification.
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Adolescente , Humanos , Juego de Azar , Internet , Corea (Geográfico) , Enfermería , Prevención Primaria , Prevención Secundaria , DeportesRESUMEN
PURPOSE: The purpose of the study was to develop and test a model for predicting problem gambling in speculative game users based on Blaszczynski and Nower's pathways model of problem and pathological gambling. METHODS: The participants were 262 speculative game users recruited from seven speculative gambling places located in Seoul, Gangwon, and Gyeonggi, Korea. They completed a structured self-report questionnaire comprising measures of problem gambling, negative emotions, attentional impulsivity, motor impulsivity, non-planning impulsivity, gambler's fallacy, and gambling self-efficacy. Structural Equation Modeling was used to test the hypothesized model and to examine the direct and indirect effects on problem gambling in speculative game users using SPSS 22.0 and AMOS 20.0 programs. RESULTS: The hypothetical research model provided a reasonable fit to the data. Negative emotions, motor impulsivity, gambler's fallacy, and gambling self-efficacy had direct effects on problem gambling in speculative game users, while indirect effects were reported for negative emotions, motor impulsivity, and gambler's fallacy. These predictors explained 75.2% problem gambling in speculative game users. CONCLUSION: The findings suggest that developing intervention programs to reduce negative emotions, motor impulsivity, and gambler's fallacy, and to increase gambling self-efficacy in speculative game users are needed to prevent their problem gambling.
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Juego de Azar , Conducta Impulsiva , Corea (Geográfico) , Modelos Estructurales , SeúlRESUMEN
OBJECTIVE: In Korea, online board games, such as “flower cards,” are played using virtual money. In contrast, Internet-based gambling (ibGambling) concerns the use of real money to gamble online. We hypothesized that online board gamers using virtual money show less risky behaviors than do gamblers who use real money, and that, in regard to psychological aspects, online board gamers are less depressed and more introverted than online gamblers are. METHODS: For this study, 100 online board gamers, 100 ibGamblers, 100 offline gamblers (offGamblers), and 100 age- and sex-matched healthy controls were recruited by an online research company. Gambling behavior and self-efficacy were assessed using the Korean Gambling Behavior Scale-high/low factors (KGBS-H/L) and the Gambling Abstinence Self-efficacy Scale (GASS). Additionally, introversion, depression, and mania tendency were assessed. RESULTS: Online board gamers had good intentions gaming, as evidenced by their higher KGBS-L scores than ibGamblers and offGamblers, and they showed less risky behaviors, as evidenced by their lower KGBS-H scores than offGamblers. Additionally, online board gamers were less introverted than ibGamblers and less depressed than offGamblers. CONCLUSION: Online board gaming could be a gateway to the world of gambling (ibGambling or OffGambling). However, the higher tendency of online board gamers to engage in good intentioned gaming could help prevent online board gaming from progressing to online or offline gambling.
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Trastorno Bipolar , Depresión , Juego de Azar , Intención , Introversión Psicológica , Corea (Geográfico)RESUMEN
PURPOSE: The purpose of this study was to test the mediating effect of depression on the relationship between gambling severity and cognitive distortion in Koreans with a gambling disorder. METHODS: Secondary data from a comprehensive assessment of problematic gambling between 2015 and 2017 on Korea Center on Gambling Problems were used. The subjects in this study were 254 Koreans with that gambling disorder. Data were collected with self-report structured questionnaires which included individual characteristics, the Korean version of Problem Gambling Severity Index, the Center for the Epidemiologic Studies Depression, and the Gambling Related Cognitions Scale. Data were analyzed by using descriptive statistics, independent t-test, one-way ANOVA with the Scheffé test, Pearson's correlation coefficients, and a mediation analysis of the Baron and Kenny method with the SPSS 22.0 program. RESULTS: Significant correlations emerged among the three variables, gambling severity, depression, and cognitive distortion. Depression exerted a partial mediating effect (β=.20, p < .001) on the relationship between gambling severity and cognitive distortion (Sobel test: z=2.33, p=.012). CONCLUSION: Based on this study's findings, nursing intervention programs focused on managing gambling severity and decreasing depression are highly recommended to alleviate cognitive distortion in people with a gambling disorder.
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Cognición , Depresión , Estudios Epidemiológicos , Juego de Azar , Corea (Geográfico) , Métodos , Negociación , Enfermería , Estadística como AsuntoRESUMEN
BACKGROUND: The purpose of this study is to investigate relationship between the horse racing addiction and the health status indicators. METHODS: Surveys were conducted with visitors of the Korea Racing Association in Gyeonggi-do, from September 1 to September 24, 2017. We used the questionnaire, which contains questions to assess the horse racing addiction, mood depression, health-related quality of life, smoking amount, alcohol dependency, etc. Survey data were analyzed through t-test, chi-square test, logistic regression analysis, and multiple regression analysis by SPSS program (IBM Corp., Chicago, IL, USA). RESULTS: The pathological gambling group was 47.5% (n=38) of the visitors, and they showed a different racecourse use behavior compared to the normal group. In addition, we found that the pathological gambling group had a significantly different health-related quality of life score and a depression score from the normal group, and that the addiction score and the depression score had a linear correlation. CONCLUSIONS: Among the racecourse visitors, the ratio of the pathological gambler was considerably high, and the pathological gambling group showed different health-related quality of life score and a depression score compared to the normal group; especially, the depression score has a significant correlation with horse racing addiction. Therefore, the horse racing association and the health authorities should recognize the seriousness of the horse racing addiction, make an effort to select high risk users, and prepare a program to prevent pathological gambling.
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Humanos , Grupos Raciales , Depresión , Juego de Azar , Indicadores de Salud , Caballos , Corea (Geográfico) , Modelos Logísticos , Calidad de Vida , Humo , FumarRESUMEN
<p><b>INTRODUCTION</b>Literature has shown that individuals with various psychiatric disorders experience a lower quality of life (QoL). However, few have examined QoL across disorders. The current study explored differences in QoL and symptom severity across 4 psychiatric diagnostic groups: anxiety disorders (including obsessive compulsive disorder [OCD]), depressive disorders, schizophrenia, and pathological gambling.</p><p><b>MATERIALS AND METHODS</b>Data analysed was from a previous study that examined the prevalence of hoarding symptoms among outpatients (n = 500) in a tertiary psychiatric hospital in Singapore. Measures utilised included the Beck Anxiety Inventory (BAI), Beck Depression Inventory-II (BDI-II) and Quality of Life Enjoyment and Satisfaction QuestionnaireShort Form (Q-LES-Q-SF). Sociodemographic information and details on type and number of comorbidities were also collected.</p><p><b>RESULTS</b>The depressive disorder group had the highest level of depressive and anxiety symptoms and the lowest QoL whereas; the schizophrenia group had the lowest level of depressive symptoms and the highest QoL. Age and employment status were the only sociodemographic correlates which were significantly associated with QoL. After controlling for sociodemographic factors, only the type of mental disorder was found to have a significant effect in explaining BAI, BDI-II and Q-LES-Q-SF.</p><p><b>CONCLUSION</b>Findings offer insight in terms of the burden associated with the various disorders.</p>
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Adulto , Femenino , Humanos , Masculino , Persona de Mediana Edad , Trastornos de Ansiedad , Epidemiología , Psicología , Comorbilidad , Costo de Enfermedad , Demografía , Trastorno Depresivo , Epidemiología , Psicología , Juego de Azar , Epidemiología , Psicología , Pacientes Ambulatorios , Psicología , Escalas de Valoración Psiquiátrica , Calidad de Vida , Esquizofrenia , Diagnóstico , Epidemiología , Singapur , Epidemiología , Factores SocioeconómicosRESUMEN
Objective: To validate the Gambling Follow-up Scale, Self-Report version (GFS-SR), a 10-item scale designed to assess gambling frequency, time and money spent on gambling, gambling craving, debts, emotional distress, family relationships, autonomy, and frequency of and satisfaction with leisure activities in individuals diagnosed with gambling disorder according to the DSM-5 criteria. Methods: One hundred and twenty treatment-seeking gamblers were evaluated, 84 of whom proceeded to treatment. Fifty-two relatives provided collateral informant reports at baseline. Six months later, the 50 patients who completed the program were reassessed. Results: The GFS-SR showed good inter-rater agreement and internal consistency. Factor analysis presented a three-factor solution: gambling behavior (factor 1); social life (factor 2); and personal hardship (factor 3). There was a high degree of convergence between GFS-SR scores and those of reference scales. The GFS-SR scores showed excellent sensitivity to change (factor 1), predictive validity for treatment response (factor 2), and ability to distinguish recovered from unrecovered patients after treatment (factor 3). A cutoff score of 33 was found to have 87% sensitivity and 80% specificity for gambling recovery. Conclusion: The GFS-SR is well suited to providing reliable follow-up of gamblers under treatment and assessing the efficacy of their treatment.
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Humanos , Masculino , Femenino , Adulto , Psicoterapia/métodos , Autoinforme , Escalas de Valoración Psiquiátrica , Índice de Severidad de la Enfermedad , Variaciones Dependientes del Observador , Reproducibilidad de los Resultados , Estudios de Seguimiento , Juego de Azar/diagnóstico , Juego de Azar/psicología , Juego de Azar/terapiaRESUMEN
PURPOSE: The purpose of this study was to identify levels of cognitive distortion, depression, and gambling severity and to identify the influences of cognitive distortion and depression on gambling severity in Koreans with a gambling disorder. METHODS: The participants in this study were 150 Koreans with a gambling disorder. Data were collected using self-report structured questionnaires which included individual characteristics, the Gambling Related Cognitions Scale, the Center for the Epidemiologic Studies Depression, and the Problem Gambling Severity Index. Data were analyzed using descriptive statistics, independent t-test, one-way ANOVA, Pearson's correlation coefficients, and multiple regression. RESULTS: Gambling severity had a significant correlation with gambling related cognitions scale-perceived inability to stop gambling (r=.29, p<.001) and depression (r=.34, p<.001). Among predictors, depression (β=.24, p=.035) and type of housing tenure (β=.26, p=.022) had statistically significant influence on gambling severity. The explanatory power of this regression model was 17.0% (F=3.72, p=.003). CONCLUSION: The findings from this study indicate that interventions to decrease depression are essential to decrease the gambling severity of Koreans with gambling disorder.
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Cognición , Depresión , Estudios Epidemiológicos , Juego de Azar , ViviendaRESUMEN
Se evalúan los cambios en la nomenclatura de las Adicciones en el DSM-5 y la inclusión de una nueva categoría dentro de las mismas, a la que denomina "Trastornos no relacionados a sustancias" y con la cual se designa a las llamadas adicciones conductuales. Dentro ella se incluye como única patología aprobada al juego patológico o ludopatía con un nuevo rótulo: "Trastorno por juego de apuestas". El inconveniente de tal etiqueta diagnóstica para su aceptación y uso por el público en general es que puede dar lugar al supuesto erróneo de que la práctica del juego genera siempre enfermedad. Por otro lado, sin embargo, el considerar al juego patológico una adicción y no un trastorno del control de impulsos ha sido un gran avance. Lamentablemente no fue incluida la "Adicción a Internet" en el nuevo rubro, pese a su enorme y creciente importancia mundial. Se describen además las características clínicas de esta última enfermedad
Changes in DSM-5 nomenclature of Addictions are evaluated and commented upon. Particular attention is paid to the inclusion of a new category named "Non-substance related Disorders" which designates the so-called behavioral addictions. The only entity accepted here is pathological gambling or ludopathy, using the new label "Gambling Addiction". The inconvenience of such label for its acceptance and use by the general public is that it may lead to the erroneous assumption that the practice o gambling can always cause the illness. On the other hand, however, considering pathological gambling as an addiction and not an impulse control disorder constitutes a great step forward. Regrettably "Internet Addiction" has not been included under the new rubric, in spite of its enormous and growing relevance across the world. The clinical characteristics of the latter are described
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Humanos , Manual Diagnóstico y Estadístico de los Trastornos Mentales , Diagnóstico , Juego de Azar , Trastornos Disruptivos, del Control de Impulso y de la ConductaRESUMEN
OBJECTIVES: The purpose of this study was to evaluate the psychometric properties of the Korean version of the Richmond Compulsive Buying Scale (RCB-K). METHODS: Participants (n=598) included patients recruited through an online panel survey. For the semantic adaptation step, the scale was translated into Korean and then back-translated to English by one psychologist, one public health professional, one psychiatrist who could speak both Korean and English, and one professional translator, without communication between those involved. A confirmatory factor analysis was performed to test whether the factor structure of the RCB-K was consistent with the English version. Convergent validity was assessed by correlating the RCB-K scores with those of other scales (i.e., O'Guinn & Faber's Compulsive Buying Scale, Problem Gambling Inventory). RESULTS: The factor structure of the RCB-K was consistent with the two-factor structure established for the original RCB. Cronbach's α was high (0.906), indicating that the reliabilities of the items in each subscale were satisfactory. The RCB-K score was significantly correlated with those for the O'Guinn & Faber's Compulsive Buying Scale (r=0.7) and the Problem Gambling Inventory (r=0.422). CONCLUSION: The results of the present study indicate that the RCB-K is an effective and valid scale for evaluating the severity of compulsive buying. The findings suggest that the RCB-K is a promising assessment tool for use in the treatment and study of online compulsive buying behavior.
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Humanos , Juego de Azar , Psiquiatría , Psicología , Psicometría , Salud Pública , Reproducibilidad de los Resultados , Semántica , Pesos y MedidasRESUMEN
RESUMEN La demencia frontotemporal es un trastorno neurodegenerativo cuyo subtipo más común es la variante conductual. Es considerada la causa de demencia más frecuente en menores de 60 años. Se presentan dos casos no emparentados cuyos síntomas típicos fueron: deterioro progresivo de la cognición, del comportamiento, alteraciones psiquiátricas como desinhibición, actos impulsivos, apatía, falta de empatía, estereotipias y cambios en los hábitos de alimentación. La resonancia magnética cerebral, en ambos casos, mostró atrofia frontotemporal a predominio izquierdo; en la evaluación neuropsicológica se evidenció alteraciones de las funciones ejecutivas. El primer caso cursó con ludopatía como síntoma inicial, motivo por el cual permaneció por un año en un centro psiquiátrico, siendo el segundo en Latinoamérica y uno de los pocos casos reportados en el mundo. El segundo caso presentó crisis epilépticas en su evolución.
ABSTRACT Frontotemporal dementia is a neurodegenerative disorder of which the behavioral variant is most common. This condition is currently considered the most common cause of dementia in people younger than 60 years. Here, we present two unrelated cases in which the typical symptoms were cognitive and behavioral progressive deterioration and psychiatric disorders such as disinhibition, impulsive acts, apathy, lack of empathy, stereotypies, and changes in eating habits. The first case exhibited pathological gambling as the initial symptom and resided in a psychiatric facility for a year. Notably, this was the second such case in Latin America and one of only a few such cases reported worldwide. The second case presented with epileptic seizures during evolution. In both cases, brain magnetic resonance revealed left-predominant frontotemporal atrophy, and alterations in executive function were evident during neuropsychological assessments.
Asunto(s)
Humanos , Epilepsia/etiología , Demencia Frontotemporal/complicaciones , Juego de Azar/etiología , Pruebas NeuropsicológicasRESUMEN
Objective: To perform a cross-cultural comparison of gambling disorder (GD) in women from Brazil and the United States, two countries with pronounced social and cultural differences. We hoped to produce insight into the impact of cultural influences on the presentation of GD in women, which may be useful for the development of culturally-sensitive interventions. Method: We assessed 681 women with GD: 406 from a Brazilian sample and 275 from a U.S. sample. We assessed demographic and gambling behavior variables in addition to co-occurring psychiatric disorders. Results: Fewer Brazilian participants were Caucasian (73.3 vs. 91.3%; p = 0.022). Also, Brazilian women had lower levels of education (59.9% with high school or less vs. 44.4%; p < 0.001), and were more likely to have a current partner (54.9 vs. 43.4%; p = 0.003). Brazilian gamblers also reported lower urge scores (6.6±4.3 vs. 11.6±2.4; p < 0.001) and higher chasing rates (89.1 vs. 80.0%; p = 0.002). Brazilian gamblers reported higher rates of bingo gambling (19.2 vs. 5.7%; p < 0.001), but lower rates of card game gambling (5.8 vs. 23.1%; p < 0.001). Finally, Brazilian gamblers were more likely to endorse a history of major depressive disorder (36.9 vs. 24.4%; p = 0.001). Conclusions: This study reinforces the need for further general cross-cultural research on GD and particularly for studies investigating how gender mediates these differences. Finally, the differences noted in this analysis suggest that the findings of predominantly Anglo-Saxon cultures may not be generalizable to other world populations.