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1.
Rev. psicol. clín. niños adolesc ; 8(2): 17-22, May. 2021. tab
Artigo em Inglês | IBECS | ID: ibc-218334

RESUMO

Technological development has enabled the use of sophisticated methods for assessing multiple human behaviors. Despite the advantages of these newtechnologies, concerns exist regarding their equivalence with paper-based measures in epidemiological and health-related surveys. To date, literature on thistopic in relation to adolescents is virtually nonexistent. This study compares respondents’ performance on the same survey using both paper- and electronic tab-let-based assessment methods. A final sample of 135 adolescents (mean age 17.30 years, SD = 0.59; 56.3% males) consecutively completed two versions ofthe same survey on gambling behaviors and two questionnaires: The Gambling Motives Questionnaire (GMQ) and the South Oaks Gambling Screening-Re-vised for Adolescents (SOGS-RA). An ad-hoc questionnaire assessing participants’ satisfaction levels with each method was also used. The digital surveyyielded a lifetime, past year, and past month gambling prevalence of 54.1%, 45.2%, and 27.4%, respectively. Paper-based prevalence rates were 3.7-5.2%lower (all p < .092) and there were discrepancies in gambling activities. Although the reliability of the questionnaires was high in both formats, total scores wereconsistently higher in the paper-based format. GMQ and SOGS-RA intraclass correlations between versions ranged from .856-.884. Unexpectedly, studentspreferred the paper-based survey to the e-assessment (51.5% vs. 48.5%) and also enjoyed it more (31.3% vs 26.1%). Paper- and tablet-based surveys yielddifferent, albeit non-statistically significant, estimations of gambling behaviors even when the same participants were surveyed at one time. We recommend thatconsistency be routinely checked across assessment formats when adapting paper-and-pencil measures to digital formats.(AU)


El desarrollo tecnológico ha permitido el uso de métodos sofisticados de evaluación de múltiples comportamientos humanos.A pesar de los avances de estas nuevas tecnologías, existen preocupaciones sobre su equivalencia con las medidas de papel y lápiz en encuestas epidemio-lógicas y de salud. Hasta la fecha, la literatura en el tema en relación con los adolescentes es prácticamente inexistente. Este estudio compara el desempeñode los participantes sobre la misma encuesta utilizando métodos de evaluación de papel y lápiz y electrónicos. Una muestra de 135 adolescentes (edad media17.30 años, DT = 0.59; 56.3% hombres) completaron consecutivamente os versiones de la misma encuesta sobre conductas de juego y dos cuestionarios: elCuestionario de Motivos de Juego (GMQ) y el Cribado de Juego de South Oaks en su versión revisada para adolescentes (SOGS-RA). También se utilizó uncuestionario ad-hoc para evaluar el nivel de satisfacción de los participantes en cada método. La encuesta digital arrojó una prevalencia de juego vida, año y mesde 54,1%, 45,2%, y 27,4%, respectivamente. Las prevalencias en papel fueron 3,7-5,2% menores (todas p < ,092) y se mostraron discrepancias en las activi-dades de apuestas. A pesar de que la fiabilidad de los cuestionarios fue alta en ambos formatos, las puntuaciones totales fueron consistentemente más altas enel formato en papel. Las correlaciones intraclase en el GMQ y SOGS-RA oscilaban entre ,856 - ,884. Inesperadamente, los estudiantes preferían la encuestaen papel sobre el formato digital (51,5% vs. 48,5%) y también lo disfrutaron más (31,3% vs 26,1%). La encuesta en papel y en tableta electrónica mostraronestimaciones diferentes, aunque no estadísticamente significativas, en las conductas de juego...(AU)


Assuntos
Humanos , Masculino , Feminino , Adolescente , Jogos de Vídeo , Aplicativos Móveis , Smartphone , Tempo de Tela , Psicologia do Adolescente , Psicologia da Criança , Inquéritos e Questionários
3.
J Gambl Stud ; 36(1): 1-22, 2020 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-31168687

RESUMO

Young adulthood is a developmental period from late adolescence to one's late twenties or early thirties. Prevalence studies internationally have reported that individuals in this age group tend to have the highest rates of problem gambling. However, much of the prevention work designed to minimize the risk of problem and disordered gambling has been primarily focused on school settings and aimed at high school students. The objective of this study was to summarize the existing literature on the effectiveness of prevention programs aimed at reducing the prevalence of gambling problems in young adults. A systematic review was conducted following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. Six electronic academic databases were consulted in order to examine the studies conducted during the last 20 years. After removing duplicates and adhering to the inclusion and exclusion criteria, nine studies were included in this review. All studies targeted college or university students and followed a selective or indicated prevention strategy. A Personalized Normative Feedback approach was incorporated in most of the studies, which had generally good results in reducing and/or minimizing at-risk or problem gambling. The limited number of studies included in this review highlights the need to address scientific quality standards before proceeding with the design, implementation and widespread dissemination of these preventive programs as well as the need to ensure the program's efficacy prior to implementation.


Assuntos
Jogo de Azar/terapia , Educação em Saúde/métodos , Comportamento Problema/psicologia , Identificação Social , Adolescente , Adulto , Feminino , Jogo de Azar/psicologia , Humanos , Prevalência , Avaliação de Programas e Projetos de Saúde , Comportamento de Redução do Risco , Estudantes/psicologia , Universidades , Adulto Jovem
5.
J Gambl Stud ; 35(1): 63-78, 2019 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-30604031

RESUMO

Although alcohol, tobacco and cannabis are the most prevalent drugs used by adolescents, gambling is a growing concern due to its increasing popularity. To date there have been few studies exploring the existing patterns of concurrent use of drugs and gambling in adolescents. This study aims to identify subpopulations of adolescents using different substances and gambling activities, to explore gender differences and to examine impulsivity as a predictor of class membership. A cross-sectional survey was carried out in 22 high-schools, and 1644 adolescents were assessed (54.1% males; mean age = 15.21 years, SD = .75). Participants reported their last-year frequency of using alcohol, tobacco and cannabis, as well as bingo, poker, other casino games, sports betting, lottery, scratch tickets and electronic gaming machines. Problem drinking was evaluated with the Rutgers Alcohol Problems Index, and gambling severity with the South Oaks Gambling Scale for Adolescents. Impulsivity was assessed using a Delay Discounting task, the Barratt Impulsiveness Scale and the Impulsive Sensation-Seeking Scale. Based on a latent class model of drugs and gambling activities, four subpopulations of males and five of females were found. General impulsivity and sensation seeking were the most consistent predictors of class membership. These novel findings support the need to consider specific groups of adolescents engaging in different patterns of addictive behaviors when implementing selective prevention strategies.


Assuntos
Comportamento do Adolescente/psicologia , Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Comportamento Impulsivo , Transtornos Relacionados ao Uso de Substâncias/psicologia , Adolescente , Adulto , Estudos Transversais , Desvalorização pelo Atraso , Feminino , Humanos , Masculino , Prevalência , Distribuição por Sexo , Adulto Jovem
6.
Adicciones ; 31(3): 212-220, 2019 Jul 01.
Artigo em Inglês, Espanhol | MEDLINE | ID: mdl-30059581

RESUMO

Self-reported reasons for gambling have been highlighted as crucial to understanding why adults develop problems with gambling. However, research on motives among adolescents remains scarce. The aim of this study is to explore the factorial structure of the Gambling Motives Questionnaire (GMQ) and to analyze differences in motives among adolescents, depending on the gambling activity and level of gambling severity. A total of 698 adolescent gamblers (M = 15.24, SD = .76) were assessed. As well as the GMQ, the South Oaks Gambling Screen (SOGS-RA) questionnaire was used. Gamblers were classified into three categories (strategic, non-strategic, and mixed) according to the activities engaged in during the last year. An Exploratory Factor Analysis was conducted followed by a Confirmatory Factor Analysis in order to explore the internal structure of the GMQ. Three two-way between-groups Analyses of Variance (ANOVA) were conducted to explore differences in motives according to the type of activity and the gambling severity levels. According to the factorial structure of the GMQ, three main groups of motivations were found: enhancement, coping and social. Compared to non-problem gamblers, problem gamblers scored higher on all motives. Moreover, gamblers seeking enhancement prefer strategic games, those gambling to cope with stress use non-strategic games more frequently, while social gamblers do not show a preference for either strategic or non-strategic games. In conclusion, gambling motives are related to gambling severity and structural characteristics of gambling. These findings may be useful from a prevention standpoint.


Los motivos de juego han sido considerados como variables clave para comprender el desarrollo de problemas asociados al mismo en adultos. Sin embargo, la literatura sobre las motivaciones de los adolescentes para jugar es escasa. El presente estudio tiene como objetivo explorar la estructura factorial del Cuestionario de Motivos de Juego (GMQ) y analizar las diferencias de los motivos de los adolescentes según la actividad de juego y la gravedad de los problemas asociados. Se evaluó una muestra de 698 jugadores adolescentes (M = 15,24, DT = ,76) a los que se les aplicó, además del GMQ, el cuestionario South Oaks Gambling Screen (SOGS-RA). Los jugadores fueron clasificados en tres categorías (estratégicos, no estratégicos, mixtos) según el tipo de juegos utilizados durante el último año. Para el estudio de la estructura interna del GMQ se realizó un primer Análisis Factorial Exploratorio y un segundo Análisis Factorial Confirmatorio. Se emplearon tres Análisis de Varianza (ANOVA) de dos vías para evaluar las diferencias en motivos entre los niveles de gravedad y tipo de actividad. De acuerdo con la estructura factorial del GMQ, existen tres principales grupos de motivaciones para jugar: búsqueda de emociones positivas, afrontamiento del estrés y causas sociales. En comparación con los jugadores sin problema, los jugadores problemáticos puntuaron más alto en todos los motivos. Además, los jugadores que buscan emociones positivas se decantan más por los juegos estratégicos, los que utilizan el juego para afrontar el estrés utilizan más los no estratégicos, mientras que los jugadores sociales no presentan preferencia por ninguno de los dos. En conclusión, la motivación para jugar se encuentra en relación con la gravedad y las características del juego. Estos resultados son de utilidad desde el punto de vista de la prevención.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Motivação , Adolescente , Feminino , Humanos , Masculino , Psicometria , Reprodutibilidade dos Testes , Espanha , Inquéritos e Questionários
7.
Adicciones (Palma de Mallorca) ; 31(3): 212-220, 2019. tab
Artigo em Espanhol | IBECS | ID: ibc-185208

RESUMO

Los motivos de juego han sido considerados como variables clave para comprender el desarrollo de problemas asociados al mismo en adultos. Sin embargo, la literatura sobre las motivaciones de los adolescentes para jugar es escasa. El presente estudio tiene como objetivo explorar la estructura factorial del Cuestionario de Motivos de Juego (GMQ) y analizar las diferencias de los motivos de los adolescentes según la actividad de juego y la gravedad de los problemas asociados. Se evaluó una muestra de 698 jugadores adolescentes (M = 15,24, DT = ,76) a los que se les aplicó, además del GMQ, el cuestionario South Oaks Gambling Screen (SOGS-RA). Los jugadores fueron clasificados en tres categorías (estratégicos, no estratégicos, mixtos) según el tipo de juegos utilizados durante el último año. Para el estudio de la estructura interna del GMQ se realizó un primer Análisis Factorial Exploratorio y un segundo Análisis Factorial Confirmatorio. Se emplearon tres Análisis de Varianza (ANOVA) de dos vías para evaluar las diferencias en motivos entre los niveles de gravedad y tipo de actividad. De acuerdo con la estructura factorial del GMQ, existen tres principales grupos de motivaciones para jugar: búsqueda de emociones positivas, afrontamiento del estrés y causas sociales. En comparación con los jugadores sin problema, los jugadores problemáticos puntuaron más alto en todos los motivos. Además, los jugadores que buscan emociones positivas se decantan más por los juegos estratégicos, los que utilizan el juego para afrontar el estrés utilizan más los no estratégicos, mientras que los jugadores sociales no presentan preferencia por ninguno de los dos. En conclusión, la motivación para jugar se encuentra en relación con la gravedad y las características del juego. Estos resultados son de utilidad desde el punto de vista de la prevención


Self-reported reasons for gambling have been highlighted as crucial to understanding why adults develop problems with gambling. However, research on motives among adolescents remains scarce. The aim of this study is to explore the factorial structure of the Gambling Motives Questionnaire (GMQ) and to analyze differences in motives among adolescents, depending on the gambling activity and level of gambling severity. A total of 698 adolescent gamblers (M = 15.24, SD= .76) were assessed. As well as the GMQ, the South Oaks Gambling Screen (SOGS-RA) questionnaire was used. Gamblers were classified into three categories (strategic, non-strategic, and mixed) according to the activities engaged in during the last year. An Exploratory Factor Analysis was conducted followed by a Confirmatory Factor Analysis in order to explore the internal structure of the GMQ. Three twoway between-groups Analyses of Variance (ANOVA) were conducted to explore differences in motives according to the type of activity and the gambling severity levels. According to the factorial structure of the GMQ, three main groups of motivations were found: enhancement, coping and social. Compared to non-problem gamblers, problem gamblers scored higher on all motives. Moreover, gamblers seeking enhancement prefer strategic games, those gambling to cope with stress use non-strategic games more frequently, while social gamblers do not show a preference for either strategic or non-strategic games. In conclusion, gambling motives are related to gambling severity and structural characteristics of gambling. These findings may be useful from a prevention standpoint


Assuntos
Humanos , Masculino , Feminino , Adolescente , Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Motivação , Psicometria , Reprodutibilidade dos Testes , Inquéritos e Questionários
8.
Alcohol Clin Exp Res ; 42(10): 2022-2032, 2018 10.
Artigo em Inglês | MEDLINE | ID: mdl-30059163

RESUMO

BACKGROUND: The directionality of the relationship between impulsivity and heavy drinking patterns remains unclear. Recent research suggests it could be reciprocal and depends on different facets of impulsivity and different patterns of drinking. The aim of this study was to analyze this potential reciprocal relationship between self-reported and behavioral measures of impulsivity and sensation seeking with specific patterns of heavy drinking in a sample of Spanish adolescents across 2 years. METHODS: The study has a cross-lagged prospective design in which participants were evaluated 3 times over 2 years (once a year). Participants were 1,430 adolescents (53.9% male; mean age at study commencement = 13.02, SD = 0.51) from 22 secondary schools in Spain. Computerized versions of the following instruments were used: 2 subscales of Impulsive Sensation Seeking, 2 behavioral measures (Stroop Test and Delay Discounting [DD] task), frequency of intoxication episodes (IE), and the Rutgers Alcohol Problem Index to evaluate alcohol-related problems (ARP). Random intercepts cross-lagged panel models of reciprocal relationships between impulsivity measures and alcohol use outcomes were used. RESULTS: Individual levels of self-reported impulsivity and sensation seeking significantly predicted prospective involvement in IE and ARP. Performance in behavioral measures (Stroop Test and DD) did not predict subsequent heavy drinking or alcohol problems. No measure of drinking was found to be a significant predictor of prospective changes in impulsivity. CONCLUSIONS: Within-person levels of self-reported impulsivity and sensation seeking significantly predicted further heavy drinking from as early as 13 years old, whereas behavioral measures were not predictive. In our study, neither IE nor ARP predicted prospective changes in impulsivity. Further studies should address additional specific relationships between facets of impulsivity and specific outcomes of heavy drinking.


Assuntos
Comportamento do Adolescente/psicologia , Comportamentos de Risco à Saúde , Comportamento Impulsivo , Autorrelato , Consumo de Álcool por Menores/psicologia , Adolescente , Comportamento do Adolescente/fisiologia , Feminino , Previsões , Comportamentos de Risco à Saúde/fisiologia , Humanos , Comportamento Impulsivo/fisiologia , Estudos Longitudinais , Masculino , Estudos Prospectivos , Espanha/epidemiologia , Fatores de Tempo , Consumo de Álcool por Menores/tendências
9.
Front Psychol ; 7: 1931, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-28008322

RESUMO

Gambling has become one of the most frequently reported addictive behaviors among young people. Understanding risk factors associated with the onset or maintenance of gambling problems in adolescence has implications for its prevention and treatment. The main aim of the present study was to examine the potential relationships between impulsivity and problem gambling in adolescence. Participants were 874 high school students (average age: 15 years old) who were surveyed to provide data on gambling and impulsivity. Self-reported gambling behavior was assessed using the South Oaks Gambling Screen - Revised for Adolescents (SOGS-RA) and impulsivity was measured using the Impulsive Sensation Seeking Questionnaire (ZKPQ), the Barratt Impulsiveness Scale (BIS-11-A), and a delay discounting task. The data were analyzed using both a prospective-longitudinal and a cross-sectional design. In the longitudinal analyses, results showed that the impulsivity subscale of the ZKPQ increased the risk of problem gambling (p = 0.003). In the cross-sectional analyses, all the impulsivity measures were higher in at-risk/problem gamblers than in non-problem gamblers (p = 0.04; 0.03; and 0.01, respectively). These findings further support the relationship between impulsivity and gambling in adolescence. Moreover, our findings suggest a bidirectional relationship between impulsivity and problem gambling in adolescence. These results have consequences for the development of prevention and treatment programs for adolescents with gambling problems.

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