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1.
J Gambl Stud ; 2024 Apr 03.
Artículo en Inglés | MEDLINE | ID: mdl-38568338

RESUMEN

Young people are known to be highly engaged in sports betting and therefore may be particularly susceptible to the effects of gambling-related advertising. The purpose of the present study was to examine young people's recall of sports betting advertising during the 2022 FIFA World Cup. The sample consisted of 190 UK residents aged 18-24 who had watched at least one 2022 World Cup match. A cross-sectional survey was conducted to collect data on participants' recall of sports betting advertisements across several media types and for different bets and betting offers, as well as their problem gambling scores. The findings indicated that young people were able to recall a high amount of advertising for various types of bets (95.6%) and betting inducements (89.5%). A high proportion of young people recalled advertising for risky bet types and promotions, such as 64.2% for in-play betting and 68.1% for sign-up offers. Overall, higher-risk gamblers recalled encountering more advertising than lower-risk gamblers. Participants recalled encountering sports betting advertisements on social media the most (10-14 ads per week), then on internet banners and television (5-9 ads per week, respectively). Less than half (46.3%) of respondents were aware of advertising for responsible gambling tools. This study underscores the need for policy measures that limit young people's exposure to gambling advertising, particularly for products that may contribute to gambling-related harm, and that increase the promotion of responsible gambling tools.

2.
Addiction ; 2024 Mar 12.
Artículo en Inglés | MEDLINE | ID: mdl-38472154
3.
J Behav Addict ; 13(1): 21-24, 2024 Mar 26.
Artículo en Inglés | MEDLINE | ID: mdl-38193940

RESUMEN

Behavior frequency measures in behavioral addictions research fail to account for how engagement in the activity relates to each respondent's personal circumstances. We propose a "Red Box, Green Box" method, an alternative to conventional self-report behavior questions. Participants report two distinct time-based values: (1) Green box: time spent engaged in the activity during 'free' time, and (2) Red box: engagement in the activity at times when the respondent should be doing something else (e.g., studying, working, sleeping, exercising, etc.). Some practical examples of the 'red box, green box' method are provided. This method may help to calibrate behavioral frequency for each respondent and yield clearer insights into displacement effects and risks associated with frequency of use. We suggest some future research directions to test the feasibility and utility of this approach in different implementations.


Asunto(s)
Conducta Adictiva , Humanos , Autoinforme , Ejercicio Físico
4.
J Gambl Stud ; 40(1): 181-200, 2024 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-37149814

RESUMEN

Although child wellbeing is known to be negatively affected by gambling, relatively little is known about the specific harms experienced by children exposed to parental gambling problems. The current study aimed to better understand gambling harm directly attributed to regular parental gambling in key areas of child wellbeing: financial, psychological, interpersonal wellbeing and intergenerational transmission of problem gambling. Using data from a national survey of Australian adults exposed to parental gambling under the age of 18 (n = 211), the results show that parental gambling was related significant levels of financial harm, abuse, neglect as well as relational and psychological problems as a direct result of parental gambling. The likelihood of experiencing gambling harms was positively associated with parental problem gambling severity. Harmful impacts of parental gambling as a child were also associated with a range of psychological problems in adulthood including depression, anxiety, Post-Traumatic Stress Disorder and intimate partner violence victimisation. Parental problem gambling severity was negatively associated with own lifetime gambling problems, suggesting a specific pattern of intergenerational transmission of problem gambling in children of regular, or heavy, gamblers. This research highlights the need for more supports for families with children in which at least one parent gambles regularly.


Asunto(s)
Pueblos de Australasia , Maltrato a los Niños , Juego de Azar , Adulto , Niño , Humanos , Ansiedad , Australia , Juego de Azar/psicología , Padres
5.
Addict Behav ; 151: 107926, 2024 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-38103278

RESUMEN

The concept of impaired control (IC) over gaming is an important element of assessment and interventions for problem gaming and gaming-related harm. Past studies have reported that gaming disorder (GD) is associated with various negative consequences, but there is limited research on the relationship between IC over gaming and negative outcomes. To address this gap, the study investigated the relationship between impaired control and gaming-related harm among individuals with self-identified gaming disorder. It was hypothesized that IC would be positively associated with gaming-related harm and harm severity. In addition, it was predicted that IC would be a significant predictor of harm when controlling for age, gender, psychological distress, and gaming urges. The current study recruited 513 participants through an online survey platform. The Impaired Control Over Gaming Scale (ICOGS) was used to measure IC, and modified items from Browne et al.'s taxonomy of gambling harms were used to assess gaming harm severity. The logistic regression results showed that IC was positively related to all forms of harm, after controlling for other variables. The predictive value of IC was similar across financial, psychological, relationship, social and work/school domains. These results supported the importance of IC as a mechanism that contributes to the experience of gaming-related harm, and the need to target IC in interventions for GD.


Asunto(s)
Conducta Adictiva , Juego de Azar , Distrés Psicológico , Juegos de Video , Humanos , Conducta Adictiva/psicología , Juegos de Video/psicología , Juego de Azar/psicología , Encuestas y Cuestionarios , Internet
6.
J Behav Addict ; 12(4): 873-877, 2023 Dec 22.
Artículo en Inglés | MEDLINE | ID: mdl-38047934

RESUMEN

Gaming disorder (GD) screening often involves self-report survey measures to detect the presence of symptoms. Studies have shown that gamers' responses vary greatly across survey items. Some symptoms, such as preoccupation and tolerance, are frequently reported by highly engaged but non-problematic gamers, and therefore these symptoms are thought to lack specificity and are suggested to be less important in classification decisions. We argue that the influence of response categories (e.g., dichotomous responses, such as 'yes' or 'no'; or frequency categories, such as 'rarely' and 'often') on item responses has been relatively underexplored despite potentially contributing significantly to the psychometric performance of items and scales. In short, the type of item response may be just as important to symptom reporting as the content of survey questions. We propose some practical alternatives to currently used item categories across GD tools. Research should examine the performance of different response categories, including whether certain response categories aid respondents' comprehension and insight, and better capture pathological behaviours and harms.


Asunto(s)
Conducta Adictiva , Trastornos Disruptivos, del Control de Impulso y de la Conducta , Juegos de Video , Humanos , Conducta Adictiva/diagnóstico , Encuestas y Cuestionarios , Autoinforme
7.
J Gambl Stud ; 2023 Aug 27.
Artículo en Inglés | MEDLINE | ID: mdl-37634166

RESUMEN

Studies involving the analysis of objective data from online operators attempt to address common concerns about biases in self-report research. This paper surveys the progress in this area of research over the last 15 years. The findings highlight many areas of achievement, including: the development of a set of behavioural markers that reliably differentiate variations in gambler risk. Online gamblers can be grouped into clusters based on the intensity and frequency of gambling; behavioural variability; or, signs of over-commitment (e.g., deposit frequency or expenditure patterns). Behavioural indicators have also been successfully used to predict proxies of harm such as self-exclusion or account closures. However, relatively few studies have combined objective data with self-report data to achieve independent validation of the risk-status of gamblers. Evidence also supports the potential value of short-term responsible gambling interventions involving the use of voluntary and mandatory limits, messages and behavioural feedback. Less work has, on the other hand, addressed the comparative risk of different online gambling products. The findings suggest the need for further validation of findings against independent measures of gambling risk; consistent definitions of indicators; a greater focus on the differentiation of product risk; and, on the long-term impact of RG interventions.

9.
Addiction ; 118(9): 1687-1698, 2023 09.
Artículo en Inglés | MEDLINE | ID: mdl-37070481

RESUMEN

BACKGROUND AND AIMS: The inclusion of gaming disorder (GD) in the International Classification of Diseases 11th Revision (ICD-11) has generated scholarly debate, including claims about its potential stigmatizing effects on the wider gaming population. The present study aimed to estimate the effect of addiction-based and non-addiction-based conceptualizations of problem gaming on stigma of gamers. DESIGN: This preregistered experiment involved a 2 (health information: addiction-related or non-addiction-related) × 3 (vignette: problem, regular or casual gamer) randomized, between-subjects design. SETTING: An international sample of participants was recruited via Prolific in June and July 2021. PARTICIPANTS: Participants were eligible (n = 1228) if they were aged 35 to 50 years, played video games for no more than 6 hours per week and did not endorse DSM-5 or ICD-11 criteria for GD. INTERVENTION AND COMPARATOR: Participants were provided with an explanation of problem gaming as related to either an addictive disorder (i.e. 'addiction' explanation) or personal choice and lifestyle factors (i.e. 'non-addiction' explanation). MEASUREMENTS: The Attribution Questionnaire (AQ) and Universal Stigma Scale (USS) assessed stigma toward each gamer vignette. Vignettes described a problem gamer (with features of GD); a regular gamer (frequent gaming; some life interference); and a casual gamer (infrequent gaming; no life interference). FINDINGS: Problem gamer vignettes (mean [M] = 113.3; 95% CI = 111.5-115.4) received higher AQ stigma ratings than regular (M = 94.0; 95% CI = 91.9-95.9) and casual gamers (M = 80.1; 95% CI = 78.2-82.1). Although significant, the effect of health information type on AQ stigma ratings was negligible (addiction group [M = 97.6; 95% CI = 95.9-99.1], non-addiction group [M = 94.1; 95% CI = 92.6-95.8]). However, the addiction information group scored lower on USS blame and responsibility than the non-addiction information group with at least a small effect (99.1% confidence). CONCLUSIONS: Framing of problem gaming as an addictive disorder or non-addictive activity appears to have a negligible effect on stigma of different gamers among middle-age adults with minimal gaming experience. The concept of 'gaming addiction' seems unlikely to be an important influence on public stigma of gaming.


Asunto(s)
Conducta Adictiva , Trastornos Disruptivos, del Control de Impulso y de la Conducta , Juegos de Video , Adulto , Persona de Mediana Edad , Humanos , Juicio , Estigma Social , Internet
10.
Addict Behav Rep ; 17: 100489, 2023 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-37069857

RESUMEN

Background and aims: The concept of impaired control is central to addictive disorders, including gaming disorder in the DSM-5 and ICD-11. Impaired control refers to the recurrent inability to resist impulses to engage in certain activities or behaviours and the failure to limit or stop this engagement. Although numerous screening tools for gaming disorder symptoms have been developed, these instruments have limited capacity for measuring the nature and extent of impaired control. To address this limitation, the present study reports on the creation of the Impaired Control Over Gaming Scale (ICOGS), an 8-item screening tool to assess gaming-related impaired control. Methods: A total of 513 gamers, including 125 gamers (24.3%) who met the DSM-5 criteria for gaming disorder, were recruited from Prolific, an online crowd-sourcing platform. Results: The ICOGS demonstrated promising psychometric properties. Exploratory and confirmatory factor analysis using two samples provided robust support for a 2-factor model and high internal consistency of the scale. ICOGS scores were significantly and positively associated with gaming disorder symptoms, gaming-related harms, gaming frequency, psychological distress, and neuroticism. Using receiver operating characteristic analysis, the ICOGS differentiated between non-problem gamers and those who met the criteria for GD. Discussion and conclusions: Overall, the ICOGS appears to be a valid and reliable scale for use in studies of problem gaming, and may be useful for assessing outcomes of GD interventions that employ self-regulation and stopping techniques to reduce or eliminate problem gaming behavior.

11.
J Behav Addict ; 12(1): 137-147, 2023 Mar 30.
Artículo en Inglés | MEDLINE | ID: mdl-36857028

RESUMEN

Background and aims: Limited research has investigated how individuals' problem gaming affects significant others. The present study investigated the extent to which partners and parents were personally affected by their partner or child's problematic gaming behavior and what steps, if any, were taken in relation to treatment and other help-seeking by the gamers and the respondents themselves. Methods: Two targeted samples (parents, n = 104; partners, n = 264) in Australia were recruited and administered an online survey. The survey assessed gaming-related harm across multiple domains, including financial, relationship, emotional wellbeing, physical health and work/study. Treatment and help-seeking questions referred to seeking psychological assistance, self-help, and community support. Non-parametric tests compared groups on harm measures based on GD status. Results: Parents and partners of individuals rated in the 'problem gaming' range reported significantly greater harms compared to those in the at-risk and non-problem categories. The most frequently endorsed harms were in the relationship domain, including neglected household responsibilities, withdrawal from social events, and relationship conflict. Some parents consult with friends and family (15%) to resolve their child's gaming-related problems. Partners reported to seek outside support and assistance for themselves, including 30% who sought a psychologist. No partners reported having consulted a psychologist for their gaming partner. Discussion: Problem gaming affects significant others across multiple life areas, but few seek outside help or support, suggesting there may be significant unmet needs. Conclusions: Further research should examine factors that influence acceptance and engagement with problem gaming help options. Harm indicators may be useful for evaluating targeted interventions and other measures to reduce problem gaming.


Asunto(s)
Padres , Juegos de Video , Niño , Humanos , Encuestas y Cuestionarios , Emociones , Juegos de Video/psicología , Australia
12.
J Behav Addict ; 12(1): 182-193, 2023 Mar 30.
Artículo en Inglés | MEDLINE | ID: mdl-36729109

RESUMEN

Background and aims: It is well understood that engagement with some forms of gambling, like EGMs, is riskier than other forms. However, while reports of associations are common, few studies have attempted to evaluate and compare the relative risk of all available forms, and none have estimated the relative contribution of each form to the total burden of gambling problems (GP) in a population. Methods: Using an aggregated dataset of national and state-based prevalence studies in Australia (N = 71,103), we estimated prevalence and unique effects of frequency of engagement on each form on GP. Two alternative numerical methods were then applied to infer the relative contribution of each form to the total amount of GP. Results: EGMs are responsible for 51%-57% of gambling problems in Australia, and 90% of gambling problems are attributable to EGMs, casino, race, and sports betting. Casino table games and EGMs are equally risky at the individual level, but the former contribute far less to problems due to low participation. Bingo and lottery play show no statistically detectable risk for GP. Discussion and conclusion: The results illustrate which forms present the greatest population burden and illuminate the reasons why. EGMs have an outsized impact. EGM uniquely combines high risk conditional on play, with a high participation rate and a high frequency of play among participants. This is in contrast to risky but less commonly played casino games, and prevalent but non-risky forms like lotteries. We conclude that EGM regulation should be a primary focus of policy action in Australia. More innovative policy ideas relating to EGMs should be tested due to the disproportionate impact of this product type.


Asunto(s)
Conducta Adictiva , Juego de Azar , Humanos , Juego de Azar/epidemiología , Conducta Adictiva/epidemiología , Australia/epidemiología , Asunción de Riesgos , Electrónica
14.
J Gambl Stud ; 39(2): 843-855, 2023 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-36565358

RESUMEN

Gambling fallacies are a collection of error-stricken beliefs about gambling and how gambling works. Gambling fallacies, while common in the general public, appear to increase as a function of gambling severity. This being the case, many interventions have focused on reducing gambling fallacies as a means of treating problem-gambling. Less research, however, has investigated what factors contributes to gambling fallacy susceptibility in the first place. Available studies have identified associations between gambling fallacy susceptibility and isolated individual differences in, for example, statistical reasoning/understanding, intelligence, or cognitive ability. The current study aimed to assess these cognitive factors in conjunction, and their relative predictive potential for gambling fallacy susceptibility. In an Australian university student sample (n = 90) it was found that there were moderate to strong association between gambling fallacy endorsement and general intelligence, probabilistic reasoning ability, rational cognitive style and the ability to suppress intuitive thought, however, only probabilistic reasoning, rational cognitive style and the ability to suppress intuitive thinking contributed to the prediction of fallacy endorsement. Importantly, each of these factors are malleable. Interventions for the correction of gambling-specific fallacious beliefs should focus on these factors.


Asunto(s)
Juego de Azar , Humanos , Juego de Azar/psicología , Australia , Cognición , Pensamiento , Individualidad
15.
Addict Behav ; 137: 107540, 2023 02.
Artículo en Inglés | MEDLINE | ID: mdl-36371859

RESUMEN

Gambling behaviour is likely to be strongly influenced by operant learning principles. Most forms of gambling, and most notably slot machine play, follow a random ratio (RR) schedule of reinforcement that should lead to rapid and extinction-resistant behaviour. In this paper we highlight the caveats that need to be applied when generalising animal models of learning to human behaviour. Studies need to be cognisant of the role of verbal rules and cognitive appraisals of contingency; the ability for participants to self-modify important elements of reward schedules; potential differences between concurrent and longitudinal schedule preferences; and, the role of important human motivations in financial decision-making. In particular, we believe that operant approaches to gambling may need to incorporate a greater focus on FOMO (or the fear of missing out) as a motivational construct that may explain some of the observed patterns of behaviour, including riskier behaviours, on slot games. The implications of these observations for future research and harm minimisation are discussed.


Asunto(s)
Juego de Azar , Animales , Humanos , Juego de Azar/psicología , Motivación , Recompensa , Refuerzo en Psicología , Reducción del Daño
16.
Psychiatr Psychol Law ; 29(6): 953-975, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-36267605

RESUMEN

This study examined the association between adverse childhood experiences (ACEs) and suicidal behaviour in a sample of 1726 young men in an Australian youth justice detention population. Nine ACEs, including child abuse and parental risk factors, were examined. Analyses focused on whether ACEs were associated with suicidal ideation and attempts after controlling for other known correlates including substance use, aggression and out-of-home care exposure. Aboriginal and Torres Strait Islander young men were found to have a higher prevalence and a higher average score of ACEs, but differed very little in relation to reported suicidal behaviour. Higher ACEs scores and specific maltreatment types (i.e. physical and sexual abuse) were positively associated with suicidal behaviour. This relationship was attenuated after controlling for established correlates of suicidal behaviour. The findings underscored the importance of understanding ACEs as major risk factors for suicide in youth justice populations and the need for effective prevention measures.

17.
Addict Behav Rep ; 16: 100462, 2022 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-36247099

RESUMEN

The boundary between highly engaged and problematic video gaming is often debated in the behavioral addictions field. The present study assessed whether quality of life, motivational and protective factors may differentiate high-frequency gamers (i.e., those who play 30 + hours per week) who did, and did not, meet the DSM-5 criteria for gaming disorder (GD). A total of 403 respondents completed an online survey including standard measures of GD, gaming motivation, quality of life (QOL), and protective factors for behavioral addiction (e.g., adequate sleep and healthy diet). Respondents with GD scored lower on all QOL measures and were more strongly motivated to use gaming to escape problems. Fewer protective factors were identified in GD cases, with an inability to balance gaming with sleep being the largest significant difference between the two groups. High-frequency gaming appears most likely to be problematic if it is used to escape real-world problems or prioritized over important everyday activities.

18.
J Behav Addict ; 11(3): 716-726, 2022 Sep 26.
Artículo en Inglés | MEDLINE | ID: mdl-36083777

RESUMEN

Background and aims: Play-to-earn (P2E) gaming is a newly emerging form of gaming increasingly based on blockchain technology. In this paper, we examine the mechanics and business model of these games and their potential benefits and risks for players. Methods: The paper draws upon and critically synthesises the developing published literature on predatory monetization in gaming as well as objective market data drawn from credible online sources. Results: P2E gaming blurs the boundaries between gaming and trading and may not yield many of the benefits promoted to consumers or otherwise conveyed through marketing and social media messaging. Particular risks include the deflationary nature of reward currencies and the asymmetric reward structures that heavily favour early investors and exploit late adopters. Discussion and conclusions: This paper highlights the need for greater consumer awareness of the mechanics and risks of these new gaming models. It will be important for business models to be more transparent and designed so as to encourage more equitable game outcomes, sustainable returns, a balance between intrinsic and extrinsic rewards, and protection for potentially vulnerable players.


Asunto(s)
Medios de Comunicación Sociales , Juegos de Video , Humanos , Recompensa
19.
J Behav Addict ; 2022 Apr 12.
Artículo en Inglés | MEDLINE | ID: mdl-35413005

RESUMEN

Gaming activities have conferred numerous benefits during the COVID-19 pandemic. However, some individuals may be at greater risk of problem gaming due to disruption to adaptive routines, increased anxiety and/or depression, and social isolation. This paper presents a summary of 2019-2021 service data from specialist addiction centers in Germany, Switzerland, Japan, and the United Kingdom. Treatment demand for gaming disorder has exceeded service capacity during the pandemic, with significant service access issues. These data highlight the need for adaptability of gaming disorder services and greater resources and funding to respond effectively in future public health crises.

20.
Alcohol Alcohol ; 57(4): 460-469, 2022 Jul 09.
Artículo en Inglés | MEDLINE | ID: mdl-34734231

RESUMEN

AIMS: This study aimed to examine perceived social norms, the effect of parental drinking on these norms, alcohol use in front of children, and how norms and consumption vary based on child age and gender of the parent. METHODS: A cross-sectional online panel survey was undertaken with n = 1000 Australian adults (including 670 parents) aged 18-59 years. The survey assessed: alcohol consumption in front of children; normative attitudes towards drinking in the presence of children; and perceived social norms. RESULTS: Overall, 33.9% of parents reported drinking a glass of alcohol each day or a couple of times a week, 18.2% reported getting slightly drunk and 7.8% indicated getting visibly drunk each day or a couple of times a week with their children present. In total, 37.5% reported drinking in front of their children at least weekly. Fathers were more likely to drink in front of children than mothers. Most parents deemed drinking small amounts of alcohol in front of children as acceptable but did not accept drunkenness. Respondents were less concerned about a father drinking one or two drinks in front of their children than a mother. Social expectations were not related to child age, but norms related to others' perceived behaviour were. CONCLUSIONS: Many parents, particularly fathers consume alcohol in front of their children. There is a need to target health promotion strategies to adults and parents consuming in excess of health guidelines, and to the many parents who are consuming alcohol at higher levels in front of their children.


Asunto(s)
Consumo de Bebidas Alcohólicas , Intoxicación Alcohólica , Adulto , Consumo de Bebidas Alcohólicas/epidemiología , Australia/epidemiología , Niño , Estudios Transversales , Femenino , Humanos , Padres
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