Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 20 de 97
Filtrar
1.
BMC Public Health ; 24(1): 1270, 2024 May 09.
Artículo en Inglés | MEDLINE | ID: mdl-38724892

RESUMEN

BACKGROUND: Gambling abstinence when underage lowers the risk of harmful gambling in later life. However, little research has examined why many young people refrain from gambling, even though this knowledge can inform protective strategies and lower risk factors to reduce underage gambling and subsequent harm. This study draws on the lived experience of adolescent non-gamblers to explore how social determinants while growing up have shaped their reasons and choices to not gamble. METHODS: Fourteen Australian non-gamblers, aged 12-17 years, participated in an in-depth individual interview (4 girls, 3 boys) or online community (4 girls, 3 boys). Questions in each condition differed, but both explored participants' gambling-related experiences while growing up, including exposure, attitudes and behaviours of parents and peers, advertising, simulated gambling and motivations for not gambling. The analysis used adaptive grounded theory methods. RESULTS: The grounded theory model identifies several reasons for not gambling, including not being interested, being below the legal gambling age, discouragement from parent and peers, concern about gambling addiction and harm, not wanting to risk money on a low chance of winning, and moral objections. These reasons were underpinned by several social determinants, including individual, parental, peer and environmental factors that can interact to deter young people from underage gambling. Key protective factors were parental role modelling and guidance, friendship groups who avoided gambling, critical thinking, rational gambling beliefs, financial literacy and having other hobbies and interests. CONCLUSIONS: Choices to not gamble emanated from multiple layers of influence, implying that multi-layered interventions, aligned with a public health response, are needed to deter underage gambling. At the environmental level, better age-gating for monetary and simulated gambling, countering cultural pressures, and less exposure to promotional gambling messages, may assist young people to resist these influences. Interventions that support parents to provide appropriate role modelling and guidance for their children are also important. Youth education could include cautionary tales from people with lived experience of gambling harm, and education to increase young people's financial literacy, ability to recognise marketing tactics, awareness of the risks and harms of gambling, and how to resist peer and other normalising gambling influences.


Asunto(s)
Juego de Azar , Teoría Fundamentada , Humanos , Adolescente , Femenino , Masculino , Juego de Azar/psicología , Niño , Australia , Determinantes Sociales de la Salud , Conducta de Elección , Conducta Adictiva/psicología , Entrevistas como Asunto , Conducta del Adolescente/psicología , Grupo Paritario , Investigación Cualitativa
2.
J Gambl Stud ; 2024 Apr 23.
Artículo en Inglés | MEDLINE | ID: mdl-38652386

RESUMEN

New gambling products have been developed over time as technology permits. For example, early mechanical slot machines were later replaced by electronic gaming machines (EGMs), which enabled a faster speed of play and more immersive experience. EGMs have in the decades since their invention become one of the main drivers of gambling expenditure worldwide and are one of the gambling products most strongly associated with harm. This literature review considers research relevant to a new subcategory of EGM, 'skill-based' EGMs, termed 'SGMs' here. SGMs can be highly varied in content, with some representing a minimal departure from EGMs, where the typical bonus round is replaced by some skill-based activity, such as a simple video game, which could increase the machine's appeal. Other SGMs feature more radical departures from conventional EGMs, such as multiplayer games using intellectual property from popular TV shows or video games. These skill-based elements could tap into common gambling fallacies such as the illusion of control, and therefore facilitate harmful engagement. SGMs could also be less harmful than current EGMs, if skill-based elements break the dissociative states associated with EGM gambling. The intellectual property used in SGMs may increase their appeal among people who generally do not gamble, and the skill-based elements could increase their interest among gamblers who predominately prefer skill-based gambling formats such as sports betting. The novelty and varied content of SGMs present many open questions, which research should aim to address in future.

3.
J Behav Addict ; 13(1): 146-162, 2024 Mar 26.
Artículo en Inglés | MEDLINE | ID: mdl-38345618

RESUMEN

Background and aims: COVID-19 lockdowns limited access to gambling but simultaneously elevated psychosocial stressors. This study assessed the relative effects of these changes on gambling risk status during and after the Australian COVID-19 lockdown from late-March to late-May 2020. Methods: The study administered three surveys to people who had gambled within the past year at T1. Wave 1 asked about before (T1, N = 2,125) and during lockdown (T2, N = 2,125). Subsequent surveys focused on one year (T3; N = 649) and two years after lockdown (T4, N = 458). The dependent variable was changes in reporting any problem gambling symptoms (PGSI 0 vs 1+). Bivariate analyses and multinomial logistic regression tested for significant associations with: demographics, psychosocial stressors (perceived stress, psychological distress, loneliness, health anxiety about COVID, financial hardship, stressful life events), gambling participation and gambling frequency. Results: Gambling participation and at-risk gambling decreased between T1 and T2, increased at T3, with little further change at T4. When gambling availability was curtailed, decreased gambling frequency on EGMs, casino games, sports betting or race betting, and lower psychosocial stress, were associated with transitions from at-risk to non-problem gambling. When gambling availability resumed, increased EGM gambling frequency, decreased online gambling frequency, and higher psychosocial stress were associated with transitions from non-problem to at-risk gambling. Discussion and conclusions: Gambling availability appears a stronger influence on gambling problems, at the population level, than psychosocial risk factors. Reducing the supply of high-risk gambling products, particularly EGMs, is likely to reduce gambling harm.


Asunto(s)
COVID-19 , Juego de Azar , Humanos , Juego de Azar/psicología , Australia/epidemiología , Estudios Prospectivos , Control de Enfermedades Transmisibles
4.
J Behav Addict ; 13(1): 134-145, 2024 Mar 26.
Artículo en Inglés | MEDLINE | ID: mdl-38193920

RESUMEN

Background and aims: Smartphone, computer and land-based betting platforms each have distinctive features. This study examined 1) preferred features of sports betting platforms amongst young adults and 2) whether feature preferences vary with gambling severity. Methods: The study surveyed 616 Australians aged 18-29 years who bet at-least monthly on sports, esports and/or daily fantasy sports. Participants provided a simple rating of the importance of 24 features of betting platforms and then completed a discrete choice experiment to indicate their preferences amongst different groups of features. Results: Smartphones were the only platform providing all preferred features. The most important feature was ability to bet instantly 24/7 from any location, followed by electronic financial transactions. Less important features were ability to access betting information online and to bet with multiple operators. Social and privacy features, and access to promotions, did not significantly predict platform choice. The experiment found no significant differences in preferred features by gambling severity group or by gender. The non-experimental descriptive data, however, indicated that participants in the moderate risk/problem gambling categories placed significantly more importance on privacy, ability to place in-play bets, bet with cash, bet with a credit card, see frequent promotions, and bet with multiple operators. Discussion and conclusions: Most features that bettors prefer can intensify betting. Curtailment of betting promotions, in-play betting, and credit card betting are measures that can assist higher-risk gamblers without unduly affecting other gamblers. Consumer protection tools, including mandatory pre-commitment, need strengthening to help counter the unique risks of smartphone betting.


Asunto(s)
Juego de Azar , Deportes , Humanos , Adulto Joven , Pueblos de Australasia , Australia , Teléfono Inteligente , Adolescente , Adulto
5.
Psychol Addict Behav ; 38(2): 211-221, 2024 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-37602996

RESUMEN

OBJECTIVE: This study examined how social associations from a person's social network may be associated with their own alcohol consumption. METHOD: Alcohol consumption behavior was examined among the social networks of 784 survey respondents (54% female, Mage = 35.3 years), using egocentric social network analysis. Participants (egos) were recruited via a panel aggregator and completed an online survey about the frequency of their alcohol consumption and that of the 20 most influential people in their lives (alters). The survey also explored who these alters were (family, friends, work colleagues) and the interrelationships among these alters. RESULTS: Egos who consumed alcohol, or consumed alcohol more frequently, were surrounded by more alters who also drank alcohol and felt closer (had stronger ties) to these alters. These relationships remained statistically significant when controlling for demographic and other variables. The social networks of those who consumed alcohol more frequently were more densely intertwined. CONCLUSIONS: Alcohol may serve to initiate social connections and be a "social glue" that reinforces relationships. These strong social associations present a potential barrier to individuals who wish to reduce their alcohol consumption because they have few close social connections who do not drink alcohol (or who do so infrequently), and their highly interconnected social networks make it difficult to socialize only with those who do not drink frequently. (PsycInfo Database Record (c) 2024 APA, all rights reserved).


Asunto(s)
Conducta Social , Análisis de Redes Sociales , Humanos , Femenino , Adulto , Masculino , Australia/epidemiología , Amigos , Consumo de Bebidas Alcohólicas/epidemiología , Etanol
7.
J Behav Addict ; 12(4): 992-1005, 2023 Dec 22.
Artículo en Inglés | MEDLINE | ID: mdl-38032384

RESUMEN

Background and aims: Simulated gambling products, like loot boxes and social casino games, contain gambling elements, but are not classified as gambling. They are available to minors, raising concerns about a "gateway effect" into gambling. This study examined the time course of young people's engagement in simulated and monetary gambling, and associations between simulated gambling and gambling problems and harm. A necessary, although not sufficient, condition for simulated games leading to real money gambling is that simulated play must come first. Method: Participants were 1,026 young adults (aged 18-25 years) who played video games in the last year. They reported the age at which they first took part in seven simulated and twelve monetary gambling products, and current gambling problems and harm. Results: First use of loot boxes and video games with gambling content tended to precede monetary gambling. Forms where gambling is a core gameplay element, such as social casino and demonstration games, tended to follow some monetary gambling forms. Engagement in most simulated gambling products was associated with greater harm from monetary gambling. Discussion: The findings leave open the possibility of a catalyst pathway from youth engagement in loot boxes and games with gambling content to later monetary gambling, but causal psychosocial mechanisms remain unclear. However, a pathway from social casino and demonstration games to monetary gambling appears less likely, which may instead reflect containment or substitution effects. Simulated gambling disproportionately attracts youth who are vulnerable to gambling problems and harm, indicating the need for consumer protection measures.


Asunto(s)
Conducta Adictiva , Juego de Azar , Juegos de Video , Adolescente , Adulto Joven , Humanos , Adulto , Juego de Azar/psicología , Conducta Adictiva/psicología , Juegos de Video/psicología
8.
J Behav Addict ; 12(4): 1006-1018, 2023 Dec 22.
Artículo en Inglés | MEDLINE | ID: mdl-38015207

RESUMEN

Background and aims: Smartphones extend the situational characteristics of sports betting beyond those available with land-based and computer platforms. This study examined 1) the role of situational features and betting platforms in harmful betting behaviours and short-term betting harm, and 2) whether people with more gambling problems have preferred situational features, engage more in harmful betting behaviours, and experience more severe short-term betting harm. Methods: An ecological momentary assessment analysed 1,378 betting sessions on sports, esports or daily fantasy sports, reported by 267 respondents (18-29 years; 50.9% male) over 10 weeks. Results: Factor analysis revealed five situational features of betting sessions: 1) quick, easy access from home, 2) ability to bet anywhere anytime, 3) privacy while betting, 4) greater access to promotions and betting options, and 5) ability to use electronic financial transactions. Regression models underpinned the analyses. Greater short-term betting harm was significantly associated with the ability to bet anywhere anytime, privacy when betting, and greater access to promotions and betting options. Betting sessions when these features were prioritised were more likely to involve impulsive betting, use of betting inducements, and betting with more operators. Respondents with more gambling problems were more likely to prioritise privacy and the ability to bet anywhere anytime; and to bet on in-game events, use promotional inducements, bet with more operators, and report greater betting harm. Discussion and conclusions: Certain situational features of sports betting are empirically associated with engagement and subsequent harm. Only smartphone betting combines all three features associated with betting harm.


Asunto(s)
Juego de Azar , Humanos , Masculino , Femenino , Teléfono Inteligente , Evaluación Ecológica Momentánea , Conducta Impulsiva , Motivación
9.
J Behav Addict ; 12(3): 721-732, 2023 Oct 05.
Artículo en Inglés | MEDLINE | ID: mdl-37594879

RESUMEN

Background: Electronic gaming machines (EGMs) are one of the most harmful forms of gambling at an individual level. It is unclear whether restriction of EGM functions and accessibility results in meaningful reductions in population-level gambling harm. Methods: A natural policy experiment using a large (N = 15,000) national dataset weighted to standard population variables was employed to compare estimates of gambling problems between Australian residents in Western Australia (WA), where EGMs are restricted to one venue and have different structural features, to residents in other Australian jurisdictions where EGMs are widely accessible in casinos, hotels and clubs. Accessibility of other gambling forms is similar across jurisdictions. Results: Gambling participation was higher in WA, but EGM participation was approximately half that of the rest of Australia. Aggregate gambling problems and harm were about one-third lower in WA, and self-reported attribution of harm from EGMs by gamblers and affected others was 2.7× and 4× lower, respectively. Mediation analyses found that less frequent EGM use in WA accounted for the vast majority of the discrepancy in gambling problems (indirect path = -0.055, 95% CI -0.071; -0.038). Moderation analyses found that EGMs are the form most strongly associated with problems, and the strength of this relationship did not differ significantly across jurisdictions. Discussion: Lower harm from gambling in WA is attributable to restricted accessibility of EGMs, rather than different structural features. There appears to be little transfer of problems to other gambling forms. These results suggest that restricting the accessibility of EGMs substantially reduces gambling harm.


Asunto(s)
Conducta Adictiva , Juego de Azar , Juegos de Video , Humanos , Juego de Azar/epidemiología , Australia/epidemiología , Políticas , Electrónica , Conducta Adictiva/epidemiología
10.
J Behav Addict ; 12(3): 697-710, 2023 Oct 05.
Artículo en Inglés | MEDLINE | ID: mdl-37450370

RESUMEN

Background and aims: Concerned significant others (CSOs) can experience gambling-related harm, impacting their health and wellbeing. However, this harm varies depending on the type and closeness of the relationship with the person who gambles. We sought to determine the type and closeness of relationships that are more likely to experience harm from another person's gambling, and examine which aspects of health and wellbeing are related to this harm. Methods: We examined survey data from 1,131 Australian adults who identified as being close to someone experiencing a gambling problem. The survey included information on relationship closeness, gambling-related harm (GHS-20-AO), and a broad range of health and wellbeing measures; including the Personal Wellbeing Index (PWI), the 12-item Short Form Survey (SF-12), and the Positive and Negative Affect Schedule Short Form (PANAS-SF). Results: CSOs in relationships where finances and responsibilities are shared were more likely to be harmed by another person's gambling problem, particularly partners (current and ex) and family members. This harm was most strongly associated with high levels of distress and negative emotions, impacting the CSO's ability to function properly at work or perform other responsibilities. Discussion and Conclusions: Support and treatment services for CSOs should consider addressing the psychological distress and negative emotions commonly experienced by CSOs.


Asunto(s)
Juego de Azar , Adulto , Humanos , Juego de Azar/psicología , Australia/epidemiología , Familia/psicología , Satisfacción Personal
11.
J Behav Addict ; 12(2): 557-570, 2023 Jun 29.
Artículo en Inglés | MEDLINE | ID: mdl-37192017

RESUMEN

Background and aims: COVID-19 resulted in the shutdown of almost all sporting competitions and most venue-based gambling opportunities. This study examines how wagering operators in Australia responded, by examining their advertising. Methods: The study compared Twitter activity during lockdown (March-May 2020) to the previous year for four major wagering operators. Results: Wagering operators continued to advertise in earnest, changing their marketing mix to include more race betting content, as races continued to operate. Most also promoted the only sports available, such as table tennis or esports. When sports resumed, sports betting advertising quickly returned to normal, or exceeded previous levels. Despite more content being available in the case of two operators, engagement from the public during lockdown was similar to or lower than previously. Discussion and conclusion: These results indicate that gambling operators can adjust quickly to major changes. These shifts appear to have been successful, with the increase in race betting during this period almost completely offsetting the decreases in sports betting. This is likely due in part to changes in advertising, which have been associated with increased betting activity, particularly amongst vulnerable people. Responsible gambling messages were virtually non-existent on Twitter, which contrasts with mandatory requirements in other media. The study highlights that regulatory changes to advertising, e.g., banning some content, are likely to be met with substitution of content, rather than reduction, unless advertising volume is also capped. The study also highlights the adaptive capacity of the gambling industry in the face of major disruption to supply.


Asunto(s)
COVID-19 , Juego de Azar , Medios de Comunicación Sociales , Humanos , Publicidad/métodos , Juego de Azar/epidemiología , Australia/epidemiología , Control de Enfermedades Transmisibles
12.
BMC Womens Health ; 23(1): 165, 2023 04 06.
Artículo en Inglés | MEDLINE | ID: mdl-37024892

RESUMEN

BACKGROUND: Problem gambling increases the risk of experiencing intimate partner violence (IPV). People impacted by gambling-related IPV face distinctive challenges, and these may be compounded by intersections with gender, generational influences and contextual factors. This study explored the past experiences of older women affected by male partner violence linked to gambling, and how these were shaped by cohort and period effects and problem gambling. Cohort effects are the generational characteristics of a group born at a particular time, while period effects relate to prevailing external conditions at the time of the abuse, including laws, services and practices. METHODS: A larger study exploring the nature of the relationship between problem gambling and IPV recruited 72 women through help services and advertising. The current study analysed a subset of interviews with 22 women aged 50 years or over. We analysed the data using adaptive grounded theory to explore the intersection between IPV, gambling, and cohort and period effects. RESULTS: Cohort effects on the women's experiences of IPV included gendered attitudes, traditional views of marriage, silence surrounding IPV, reticence to disclose the abuse, and little understanding of problem gambling. These influences deterred women from questioning their partner's gambling, and to instead keep the gambling and abuse hidden. Many women did not recognise abuse linked to gambling as IPV, since gambling was considered a normal, harmless pastime. Having a gambling problem exacerbated violence and coercive control by male partners as traditional gender norms supported male authority over their female partner. Women with a gambling problem sometimes felt they deserved the abuse. Period effects included a lack of IPV and gambling services, gendered service responses, failure to prioritise the women's safety, and no consideration by services of the role of gambling in the abuse. CONCLUSION: Reducing gender inequality is critical to reduce male partner violence towards women. Women impacted by gambling-related IPV, including the legacy of past abuse, need service responses that recognise all forms of abuse, understand the historical and contextual factors that exacerbate it, and recognise how gambling can amplify IPV. A reduction in problem gambling is needed to reduce gambling-related IPV.


Asunto(s)
Juego de Azar , Violencia de Pareja , Humanos , Masculino , Femenino , Anciano , Juego de Azar/epidemiología , Violencia , Actitud , Emociones , Factores de Riesgo
13.
J Gambl Stud ; 39(2): 913-928, 2023 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-36961657

RESUMEN

Safer gambling messages are one potential input to a public health approach toward reducing gambling-related harm, and yet there is no strong evidence supporting current messages such as "gamble responsibly" or "keep the fun in the game". Furthermore, sports betting is increasing in popularity in multiple jurisdictions, such as Australia and the US, increasing the need to design effective messaging campaigns for race and sports betting. Compared to other gambling formats, such as electronic gambling machines, the level of potential skill involved in race and sports betting may raise unique issues regarding the design of effective messages. This review first highlights research from the related public health domains of alcohol and tobacco. Then, five potential areas for further messaging-based research in race and sports betting are discussed: teaching safer gambling practices, correcting gambling misperceptions, boosting conscious decision making, norm-based messages, and emotional messages. A broad approach to message design is encouraged, given the potential for individual differences in message receptivity, and for frequently-repeated messages to be ignored or cause negative psychological reactance.


Asunto(s)
Juego de Azar , Deportes , Humanos , Juego de Azar/psicología , Salud Pública , Deportes/psicología , Australia , Aprendizaje
14.
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
15.
PLoS One ; 18(1): e0281099, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-36706129

RESUMEN

In cross-sectional gambling studies, friends, family, and others close to those experiencing gambling problems (concerned significant others 'CSOs') tend to report detriments to their quality of life. To date, however, there have been no large, population-based longitudinal studies examining the health and wellbeing of CSOs. We analyse longitudinal data from the Household, Income and Labour Dynamics in Australia (HILDA) survey to examine the 18-year trajectories of general, social, health and financial wellbeing of household CSOs (n = 477) and compare these to those without a gambling problem in the household (n = 13,661). CSOs reported significantly worse long-term wellbeing than non-CSOs in their satisfaction with life, number of life stressors, and social, health and financial wellbeing. However, both social and financial wellbeing showed a temporal effect, declining significantly for CSOs at times closer to the exposure to the gambling problem. This finding suggests a causal link between living in a household with a person with a gambling problem and decreased CSO social and financial wellbeing. Policy responses, such as additional social and financial support, could be considered to assist CSOs impacted by another person's gambling problem.


Asunto(s)
Juego de Azar , Humanos , Juego de Azar/epidemiología , Estudios Transversales , Calidad de Vida , Amigos , Satisfacción Personal
16.
Addict Behav ; 137: 107538, 2023 02.
Artículo en Inglés | MEDLINE | ID: mdl-36368277

RESUMEN

Gambling harms can impact the health and wellbeing of both individuals who gamble and those close to them. While harms occur across a spectrum of gambling risk levels, most research is conducted on people close to those gamblers who have severe problems. This study examined the health and wellbeing of people living with gamblers across the entire spectrum of gambling risk levels, via secondary analysis of the nationally-representative Household Income and Labour Dynamics in Australia Survey (HILDA). The subsample of interest comprised 13,698 respondents without a gambling problem of their own, aged between 15 and 84, and who lived in households where all residents completed the Problem Gambling Severity Index (PGSI). Health and wellbeing were measured via the SF-6D, the SF-36, and subjective wellbeing measures. Compared to those living in non-problem gambling households, participants living in problem-gambling households reported significantly lower mean SF-6D scores, lower scores on the SF-36 mental health domain, and significantly less satisfaction with both their financial situation and with feeling part of their local community. Participants living in moderate-risk gambling households also reported less satisfaction with their financial situation than those in non-problem gambling households. Conclusions: The results indicate that measurable impacts to the health and wellbeing of those living with gamblers occur predominantly at the more severe end of the risk level spectrum, except for financial dissatisfaction, which is also evident in those residing with gamblers categorised as moderate-risk.


Asunto(s)
Juego de Azar , Humanos , Adolescente , Adulto Joven , Adulto , Persona de Mediana Edad , Anciano , Anciano de 80 o más Años , Juego de Azar/psicología , Australia/epidemiología , Encuestas y Cuestionarios , Empleo , Satisfacción Personal
17.
J Gambl Stud ; 39(1): 339-362, 2023 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-35802281

RESUMEN

This study aimed to examine gambling motivations for esports betting and skin gambling and their association with gambling frequency, problems, and harm. Data were collected via a cross-sectional online survey with 736 participants aged 18 + who engaged in esports cash betting (n = 567), esports skin betting (n = 180), or skin gambling on games of chance (n = 325). Respondents were asked to rate their motivations for the three activities across seven domains: social, financial, positive feelings or enhancement, internal regulation, skill building, competition/challenge, and skin acquisition. The results highlight both similarities and differences in gambling motivations across products. Financial gain and enhancement (i.e., excitement) were the main motivations endorsed for all activities, whereas skin acquisition was an additional motivation for esports skin betting and skin gambling. Across all three products, gambling to escape or improve mood was associated with higher levels of problem gambling and harm. Financial gain motivation was associated with problem gambling only for esports skin betting and skin gambling on games of chance. These findings underscore the importance of considering motivational influences on engagement with emerging gambling activities, especially since some motivations may be a contributing factor in harmful gambling outcomes.


Asunto(s)
Juego de Azar , Humanos , Juego de Azar/psicología , Motivación , Estudios Transversales , Emociones , Afecto
18.
J Gambl Stud ; 39(2): 795-812, 2023 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-35670931

RESUMEN

This study explored women's gambling in response to male intimate partner violence (IPV). Twenty-four women were recruited through service providers and online advertising. All women had been victimised by IPV and all experienced problems relating to the gambling on electronic gaming machines (EGMs). Thematic analysis of their in-depth interviews identified three major themes. The main pattern of gambling and IPV (Theme 1) was where ongoing coercive control preceded the woman's gambling. Situational violence in response to gambling was also observed. Regardless of temporal sequence, a self-perpetuating cycle of gambling and IPV victimisation was typically apparent, with both issues escalating over time. Reflecting severe traumatic violence, push factors from IPV that motivated the women's gambling (Theme 2) included physical escape, psychological escape, hope of regaining control over their lives, and gambling to cope with the legacy of abuse. Pull factors attracting these women to gambling venues (Theme 3) appeared to have heightened appeal to these victims of IPV. These included venues' social, geographic and temporal accessibility, allowance for uninterrupted play on EGMs, and the addictive nature of EGMs. These push and pull factors led to these women's prolonged and harmful gambling while exacerbating their partner's violence. Concerted efforts are needed to assist women in this cycle of IPV and gambling, prevent violence against women, and reduce harmful gambling products and environments.


Asunto(s)
Víctimas de Crimen , Juego de Azar , Violencia de Pareja , Humanos , Masculino , Femenino , Juego de Azar/psicología , Violencia de Pareja/psicología , Parejas Sexuales , Factores de Riesgo
19.
Addict Behav ; 137: 107525, 2023 02.
Artículo en Inglés | MEDLINE | ID: mdl-36274342

RESUMEN

Research reports positive associations between gaming disorder (GD) in adolescents and loot box purchasing but has not examined this relationship for other types of simulated gambling. This study examined whether greater engagement and expenditure in three types of simulated gambling were associated with meeting the criteria for GD in adolescents. A sample of Australians aged 12-17 years (N = 826) was recruited through an online panel aggregator. It included 646 gamers (57.7% male) with 89 being classified as having past-year GD, as defined and measured by the Internet Gaming Disorder Scale. Independent variables comprised past-month engagement in three simulated gambling activities (games with 'mini' gambling components, social casino games, and loot boxes), loot box purchasing, other microtransactions, impulsiveness, and demographics. Logistic regressions first examined whether engagement in each of the three simulated gambling activities was individually associated with GD, then with all three in the same model, and then controlling for demographic variables and impulsivity. Logistic regressions also examined whether microtransactions and purchasing loot boxes were individually associated with GD, then with both in the same model, and then controlling for demographic variables and impulsivity. Adolescents who had engaged in each simulated gambling activity in the past month were more likely to report meeting the criteria for GD. These relationships remained significant when controlling for common demographics and impulsiveness. Past-month engagement in social casino games increased the odds of GD 2.5 times (95% CI: 1.54; 4.02), 2.4 times for games with 'mini' gambling components (95% CI: 1.42; 3.90) and 2.0 times for engaging in loot boxes (95% CI: 1.22; 3.21), but only social casino games remained significant when controlling for engagement in all three activities. The likelihood of meeting the criteria for GD increased 3.8 times with expenditure on microtransactions (95% CI: 2.32; 6.27) and 4.6 times for buying loot boxes, and each remained significant when both were included in the model. Compared to digital games without simulated gambling elements, simulated gambling appears to attract adolescents who report GD. Implications of the results are discussed in detail.


Asunto(s)
Conducta Adictiva , Juego de Azar , Juegos de Video , Adolescente , Masculino , Humanos , Femenino , Juego de Azar/epidemiología , Conducta Adictiva/epidemiología , Australia/epidemiología , Comportamiento del Consumidor
20.
J Gambl Stud ; 39(1): 225-247, 2023 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-35217933

RESUMEN

Esports betting and skin gambling involve betting on the outcomes of video game competitions and/or using virtual currencies for betting. The present study evaluated a conceptual model linking video game involvement, video-game related gambling, traditional gambling, and gambling problems and harm. Data were collected via a cross-sectional online survey with 737 participants aged 18 + who engaged in esports cash betting (n = 576), esports skin betting (n = 184), or skin gambling on games of chance (n = 330). The findings highlighted the distinctly different relationships esports cash betting versus skin gambling had with traditional gambling involvement and harmful gambling. Gambling with skins on games of chance was predictive of gambling problems and gambling harm after controlling for participation in traditional gambling (OR = 1.32 and 1.17 respectively). Whereas betting on esports with cash was associated with betting on a variety of other forms of gambling, and there was no unique contribution to problems and harm over and above participation on these other forms (e.g., EGMs, sports betting). Skin gambling is directly implicated in gambling problems and harm, whereas cash betting on esports is only indicative of interest in many forms of potentially harmful gambling. Greater research attention to skin gambling is warranted, and particularly with respect to its role as a virtual currency more easily accessible for gambling.


Asunto(s)
Juego de Azar , Deportes , Juegos de Video , Humanos , Juego de Azar/psicología , Estudios Transversales , Juegos de Video/efectos adversos , Probabilidad
SELECCIÓN DE REFERENCIAS
DETALLE DE LA BÚSQUEDA
...