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1.
Addict Behav ; 136: 107473, 2023 01.
Artigo em Inglês | MEDLINE | ID: mdl-36099715

RESUMO

Gaming disorder (i.e., gaming addiction) is a relatively common mental health disorder with a worldwide prevalence rate of 3.05%. In the present research, we examined whether emotion dysregulation mediates the relation between adverse childhood experiences and problematic gaming in two samples of current video game players. The first sample consisted of 1,262 students recruited from five universities across Canada. The second sample comprised 417 community adults residing in Canada. Both samples of participants completed an online survey which included measures of adverse childhood experiences, problematic gaming, and emotion dysregulation. A total of 45.64% (n = 576) in the university sample and 49.76% (n = 205) in the community sample met the threshold for problematic gaming. In the student sample, adverse childhood experiences were positively associated with problematic gaming. In contrast, there was no significant association between adverse childhood experiences and problematic gaming in the community sample. In both samples, adverse childhood experiences were positively associated with emotion dysregulation, and emotion dysregulation was positively associated with problematic gaming. Importantly for the present research, emotion dysregulation mediated the relationship between adverse childhood experiences and problematic gaming in both the university and community sample. Although adverse childhood experiences are distal and static risk factors for problematic gaming, emotion dysregulation is a more proximal and modifiable risk factor. The results suggest that increasing adaptive emotion regulation skills may decrease the risk of problematic gaming among individuals who have experienced an adverse childhood experience.


Assuntos
Experiências Adversas da Infância , Comportamento Aditivo , Jogos de Vídeo , Adulto , Comportamento Aditivo/epidemiologia , Comportamento Aditivo/psicologia , Emoções , Humanos , Inquéritos e Questionários , Jogos de Vídeo/psicologia
2.
J Gambl Stud ; 33(4): 1201-1211, 2017 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-28154956

RESUMO

In the current research, we examined whether the known link between relative deprivation and disordered gambling (via delay discounting; i.e., preferences for immediate smaller rewards relative to delayed larger rewards) is moderated by the extent to which gamblers have a financially focused self-concept. Specifically, we hypothesized that delay discounting would be a strong predictor of disordered gambling among those who base their self-worth on their financial success. To test this moderated-mediation model, a community sample of gamblers (N = 239) completed measures that assessed relative deprivation, delay discounting, financially focused self-concept, and disordered gambling severity. As predicted, people who felt more relative deprivation reported more severe symptoms of disordered gambling and this association was mediated by delay discounting. Importantly, this mediated relationship was moderated by the extent to which participants' self-concept was focused on financial success. Among participants whose self-concept was high in financial focus, greater delay discounting (stemming from relative deprivation) was a strong predictor of disordered gambling. Among people whose self-concept was low in financial focus, delay discounting (stemming from relative deprivation) was a weak predictor of disordered gambling. Thus, the magnitude of the indirect effect of relative deprivation on disordered gambling severity was larger among people with a more financially focused self-concept-an effect mediated by delay discounting. These findings suggest that targeting gamblers' financial focus in prevention and treatment interventions may be instrumental in curtailing the development and maintenance of disordered gambling.


Assuntos
Ansiedade/psicologia , Comportamento Aditivo/psicologia , Desvalorização pelo Atraso , Jogo de Azar/psicologia , Recompensa , Autoimagem , Adulto , Feminino , Humanos , Masculino , Autorrelato , Inquéritos e Questionários
3.
J Gambl Stud ; 25(3): 357-75, 2009 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-19582557

RESUMO

Factor scores on a gambling expectancy questionnaire (GEQ) were used to subtype 132 university students who gamble regularly (37.9% male; M age = 22.6 years, SD = 6.04) as: Reward Expectancy Gamblers (Reward EGs)-have strong expectations that gambling augments positive mood, Relief Expectancy Gamblers (Relief EGs)-have strong expectations that gambling relieves negative affect, and Non-Expectancy Gamblers (Non-EGs)-have neither strong expectation. Gambling on a high-low card game was compared across subtypes following priming for either "relief" or "reward" affect-regulation expectancies with the Scrambled Sentence Test (SST). The hypothesized Prime type x GEQ subtype interaction was not significant. When a more stringent set of criteria for GEQ subtyping was imposed, the "purified" sub-sample (n = 54) resulted in the hypothesized statistically significant Prime type x GEQ subtype interaction. Relief EGs gambled more after being primed with the construct "relief of negative emotions" compared to after being primed with the construct "augmentation of positive emotion." Planned orthogonal contrasts showed a significant linear increase in number of bets made across GEQ subtypes when prime type corresponded to GEQ subtype. The results suggest a need for components in gambling treatment programs that address clients' expectancies that gambling can provide a specific desirable emotional outcome.


Assuntos
Afeto , Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Recompensa , Adulto , Feminino , Felicidade , Humanos , Relações Interpessoais , Masculino , Motivação , Fatores Socioeconômicos , Estudantes/estatística & dados numéricos , Inquéritos e Questionários , Adulto Jovem
4.
Pers Soc Psychol Bull ; 34(11): 1514-29, 2008 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-18723773

RESUMO

The present article explores the hypothesis that gambling might serve a justice-seeking function for some people, as gambling might offer a means to pursuing desirable outcomes that people feel they deserve but might be unable or unwilling to attain through conventional means. In Study 1, across two separate samples, self-reports of personal relative deprivation predict problem gambling and gambling urges over and above relevant control variables. In Study 2, the authors manipulate personal relative deprivation by informing participants that they have either less or more discretionary income than "similar others." They then give participants $20 and the opportunity to gamble. The results show that a greater percentage of participants who are "relatively deprived" (vs. "not relatively deprived") opt to gamble. Two manipulation validation studies demonstrate that the "relatively deprived" participants are preoccupied with justice during a modified Stroop task and feel resentful. Implications for understanding why people gamble are discussed.


Assuntos
Transtornos Disruptivos, de Controle do Impulso e da Conduta/psicologia , Jogo de Azar , Carência Psicossocial , Justiça Social , Feminino , Jogo de Azar/psicologia , Humanos , Masculino , Fatores Socioeconômicos , Inquéritos e Questionários , Adulto Jovem
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