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1.
Addict Biol ; 29(2): e13373, 2024 02.
Artigo em Inglês | MEDLINE | ID: mdl-38380791

RESUMO

Online poker gambling (OPG) involves various executive control processes and emotion regulation. In this context, we hypothesized that online poker players, accustomed to handling virtual cards, would show high performance on computerized decision-making tasks such as the Iowa Gambling Task (IGT). Using press advertisements, we recruited a non-gambler group (NG; n = 20) and an OPG group (n = 22). All participants performed the IGT while their cerebral activity was recorded by electroencephalography. Compared with the OPG group, the NG group showed significantly better progression in the IGT in the last trials. Recording of brain activity revealed the appearance of a temporal map between 150 and 175 ms specific to the gain condition in both groups. A second map was observed at 215-295 ms specifically in the NG group, and the generators were identified in the occipital regions. This activity is indicative of a high level of visual awareness; thus, it reflects additional processing of visual information, which can be assumed to be induced by the lower exposure of the NGs to online card games. We hypothesize that the absence of this activity in the OPG group might be due to their online habituation to virtual environments.


Assuntos
Jogo de Azar , Humanos , Jogo de Azar/psicologia , Função Executiva , Lobo Occipital , Tomada de Decisões
2.
J Gambl Stud ; 40(3): 1653-1678, 2024 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-38135779

RESUMO

The study addresses the question whether professional gamblers can be considered an occupational group from a sociological perspective. It combines survey data on poker players from the German state North Rhine-Westphalia with sociological theory in order to explain the oxymoron of professional gambling. The descriptive analysis of the survey data is supplemented by ego-centric network data of the poker players to analyze whether hobby and professional players maintain different forms of social relationships. Even when semiprofessionals and professional players are grouped together for the purpose of comparative analysis, they fulfill the criteria of occupational groups according to Salaman's major work on the topic. The study points to the fact that more research on occupational groups outside of the common fields is needed and bridges the gap between the literature on serious leisure and sociological research on professions and professionalization.


Assuntos
Jogo de Azar , Humanos , Jogo de Azar/psicologia , Alemanha , Masculino , Adulto , Feminino , Pessoa de Meia-Idade , Comportamento Aditivo/psicologia , Inquéritos e Questionários
3.
J Gambl Stud ; 40(3): 1499-1516, 2024 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-38724823

RESUMO

Although ubiquitous in numerous nightlife cultures, poker-machines present a high risk for problematic use and addiction. Previous research has demonstrated that gambling cues (e.g., flashing lights) can activate gambling urges in poker-machine gamblers. However, the processes that contribute to the maintenance of cue-reactive urges to gamble remain unclear. Consequently, the present study explored whether positive schizotypy predicted gambling urge, and whether cue-reactive altered state of awareness, cue-reactive altered time sense, and cue-reactive absorption mediated this relationship. Seventy adults aged between 19 and 68 (M = 48.86, SD = 12.82) participated in an online cue-reactivity experiment. Participants first completed the Problem Gambling Severity Index and the Unusual Experiences subscale of the Short Oxford-Liverpool Inventory of Feelings and Experiences. Subsequently, at three time points (i.e., baseline, directly after a neutral cue, and directly after a gambling cue) participants completed the Altered State of Awareness, Altered Time Sense, and Absorption subscales of the Phenomenology of Consciousness Inventory and a visual analogue scale measuring cue-reactive urge to gamble. It was found that positive schizotypy was significantly positively correlated with cue-reactive urge to gamble. Additionally, cue-reactive altered state of awareness, cue-reactive altered time sense, and cue-reactive absorption mediated this relationship. The theoretical, clinical and practical implications are discussed.


Assuntos
Sinais (Psicologia) , Jogo de Azar , Humanos , Adulto , Masculino , Jogo de Azar/psicologia , Feminino , Pessoa de Meia-Idade , Comportamento Aditivo/psicologia , Idoso , Adulto Jovem , Transtorno da Personalidade Esquizotípica/psicologia
4.
J Gambl Stud ; 39(3): 1295-1317, 2023 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-35882744

RESUMO

Technological advancements and worldwide television exposure led to a poker boom in the early 2000s, and poker (both live and online) has retained some of that popularity today. The present study examined online poker playing trends based on actual electronic betting records data for 2489 subscribers to a major global internet gambling operator from 2015 to 2017. We found that overall financial involvement (median total overall spend: €439.7) and time commitment (median number of sessions: 43) during the two-year study period were relatively moderate. We identified the top 1% by total overall spend as a subgroup of highly involved players with disproportionately higher financial involvement (median total overall spend: €272,581.4) and time commitment (median number of sessions: 1149). Our results were similar to those reported in LaPlante et al.'s (Comput Hum Behav 25(3):711-717, 2009. https://doi.org/10.1016/j.chb.2008.12.027 ) study of online poker betting records, suggesting that players' levels of involvement are similar to those from ten years ago despite numerous changes to the online poker environment. We also analyzed records of deposits and withdrawals, and we observed similar indicators of moderate gambling behavior within the overall sample (median two-year total amount deposited: €176.4). In contrast to popular beliefs about internet gambling, in our sample, most online poker play was arguably moderate. However, a small percentage of highly involved players play poker at extreme levels and require closer scrutiny.


Assuntos
Jogo de Azar , Humanos , Jogo de Azar/psicologia , Transtorno da Personalidade Antissocial , Eletrônica , Internet
5.
J Gambl Stud ; 39(1): 249-263, 2023 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-35416621

RESUMO

Blaszczynski and Nower's (Addiction 97:487-499, 2002) Pathways Model, an integrative model based on problem gamblers' paths and comorbidities, aids in understanding the heterogeneity of problem gamblers' profiles by classifying them into three subgroups. The profiles of problem gamblers may be linked to the type of gambling practiced. Poker is a popular game, primarily due to the involvement of both chance and strategy in its outcome. However, no study has attempted to fit poker players into the Pathways Model. We recruited an online sample of 245 regular poker players (including 146 non-problem gamblers, 83 problem-gambling poker players, and 16 probable pathological gamblers). We assessed multiple variables (impulsivity, sensation seeking, alcohol and tobacco consumption, anxiety, depression, cognitive distortions) from the Pathways Model to determine whether the profiles of poker players fit into one or more gambler subgroups. Cluster analysis showed that poker players had a unique profile with a gambling practice intensity gradient. Compared to non-problem gamblers, problem gamblers displayed significantly higher levels of depression, impulsivity, gambling-related cognitive distortions, and alcohol consumption. Our results suggest that problem-gambling poker players fit into Blaszczynski and Nower's behaviorally conditioned gamblers group. This study opens avenues for both research into and treatment for problem gambling among poker players.


Assuntos
Jogo de Azar , Humanos , Jogo de Azar/psicologia , Comportamento Impulsivo , Ansiedade/psicologia , Transtornos de Ansiedade , Comorbidade
6.
Entropy (Basel) ; 24(6)2022 May 30.
Artigo em Inglês | MEDLINE | ID: mdl-35741495

RESUMO

Poker has been considered a challenging problem in both artificial intelligence and game theory because poker is characterized by imperfect information and uncertainty, which are similar to many realistic problems like auctioning, pricing, cyber security, and operations. However, it is not clear that playing an equilibrium policy in multi-player games would be wise so far, and it is infeasible to theoretically validate whether a policy is optimal. Therefore, designing an effective optimal policy learning method has more realistic significance. This paper proposes an optimal policy learning method for multi-player poker games based on Actor-Critic reinforcement learning. Firstly, this paper builds the Actor network to make decisions with imperfect information and the Critic network to evaluate policies with perfect information. Secondly, this paper proposes a novel multi-player poker policy update method: asynchronous policy update algorithm (APU) and dual-network asynchronous policy update algorithm (Dual-APU) for multi-player multi-policy scenarios and multi-player sharing-policy scenarios, respectively. Finally, this paper takes the most popular six-player Texas hold 'em poker to validate the performance of the proposed optimal policy learning method. The experiments demonstrate the policies learned by the proposed methods perform well and gain steadily compared with the existing approaches. In sum, the policy learning methods of imperfect information games based on Actor-Critic reinforcement learning perform well on poker and can be transferred to other imperfect information games. Such training with perfect information and testing with imperfect information models show an effective and explainable approach to learning an approximately optimal policy.

7.
J Gambl Stud ; 37(4): 1163-1176, 2021 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-33538954

RESUMO

This article examines the effect of gambling location on the frequency, expenditure, and time spent on cash game poker in relation to individual characteristics of gamblers. Data were drawn from a 2012 Québec epidemiological gambling survey. The quantitative analysis used multilevel methods to model the dual-level hierarchical design of gambling location (level 1) and individual characteristics nested within poker cash game players (level 2). The sample was comprised of 270 individuals aged 18 years and above and living in private homes, who reported gambling on poker cash games in the past 12 months. Participants reported their gambling habits in up to three locations: private homes, the casino, and the Internet. Demographic data included age, gender, education level, and income. Significant variation was reported between the three locations and the gameplay patterns variables, i.e. betting frequency, time, and spending. The most frequently reported gambling locations were private dwellings (87.4%), followed by casinos (15.9%), and the Internet (13.7%). Some interactions between location and the demographic variables were observed. Moreover, the multilevel analysis revealed an important relationship between the location and poker cash gambling behavior. This study reveals the significance of contextual factors as a fundamental element in gambling behaviors and highlights the need for prevention strategies that target specific high-risk contexts rather than individually based interventions.


Assuntos
Jogo de Azar , Jogo de Azar/psicologia , Humanos , Internet , Análise Multinível , Quebeque/epidemiologia , Inquéritos e Questionários
8.
J Gambl Stud ; 36(2): 699-711, 2020 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-31679089

RESUMO

Tilt is a very common term in online poker players' vocabulary, it describes a state where the player is no longer able to make rational decisions because they are overwhelmed by strong emotions. This study aims to explore the relation existing between the frequency of Tilt episodes, the player's perception of these episodes and excessive gambling in online poker. The sample is composed of 291 adult French-speaking online poker players. All participants completed an online self-assessment questionnaire. The results of the classification analysis showed that the sample could be divided into three groups. The first group, named ''players in control'' included low excessive gambling tendencies with low perceived and measured Tilt frequencies. The two other groups showed high measured tilt levels, with perceived tilt levels that were different from the measured levels. Furthermore, these two groups present a moderate usage risk of developing an excessive gambling tendency in a money-based game of chance. These results show the existence of a relation between the player's capacity to perceive tilt and the online poker player's behavior.


Assuntos
Comportamento Aditivo/prevenção & controle , Jogo de Azar/prevenção & controle , Internet , Personalidade , Adulto , Comportamento Aditivo/psicologia , Canadá , Emoções , Feminino , Jogo de Azar/psicologia , Humanos , Masculino , Autoavaliação (Psicologia) , Fatores Socioeconômicos , Inquéritos e Questionários
9.
J Gambl Stud ; 36(2): 421-433, 2020 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-31828698

RESUMO

Many variables predisposing to gambling and problem gambling are already known. Yet, little is still known about the factors associated with poker, which is one of the most popular and the fastest growing areas of gambling, especially among young people. The aim of our study was to identify the relationship of selected sociodemographic factors with playing poker and problematic gambling. The other gambling activities was also included. The results of the regression analysis demonstrated that the following variables were connected with playing poker: place of residence (p < 0.001), mother's education (p = 0.004) and that of father (p = 0.046), material status, both of family of origin and current, and financial independence (p < 0.001). The risk of problem gambling is higher in case of players with low assessment of their own current material status (p = 0.028) and those who are financially dependent (p = 0.046). The risk level of problem gambling is also associated with the poker players' involvement in: slot machine games, sports betting, Totalizator Sportowy (Lotto) games, casino games (for all variables, the significance level is p < 0.001). The acquired data helped us to identify the groups most exposed to playing poker and excessive involvement in the game and may contribute to the development of appropriate prevention programs to protect persons belonging to the risk group.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/prevenção & controle , Jogo de Azar/psicologia , Assunção de Riscos , Adulto , Feminino , Humanos , Controle Interno-Externo , Masculino , Motivação , Fatores de Risco , Comportamento Social , Adulto Jovem
10.
J Gambl Stud ; 36(1): 355-371, 2020 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-30673927

RESUMO

Despite the popularity in poker-related activities in recent years, few studies have focused on the evolution of gambling habits of poker players over a long period of time. The aim of this study is to examine factors influencing trajectories of poker players. The results are based on data collected at a four-time measurement of a prospective cohort study conducted in Quebec (n = 304 poker players). A latent class growth analysis was performed to identify trajectories based on the Problem Gambling Severity Index score. Multinomial multivariable logistic regression analyses were conducted to determine the correlates of gambling trajectories. Over the 3 years of the study, three gambling problem trajectories were identified, comprising one decreasing trajectory (1st: non-problematic-diminishing), one stable trajectory (2nd: low risk-stable), and one increasing trajectory (3th: problem gamblers-increasing). Internet as the main poker form and number of game played were associated with at-risk trajectories. Depression symptoms were significant predictors of the third trajectory whereas impulsivity predicted the second trajectory. This study shows that the risk is remaining low over years for the vast majority of poker players. However, the vulnerable poker players at the beginning of the study remain on a problematic increasing trajectory. It is therefore important to prioritize individuals in the third trajectory for interventions.


Assuntos
Comportamento de Escolha , Jogo de Azar/psicologia , Comportamento Impulsivo , Assunção de Riscos , Adulto , Comportamento Aditivo/psicologia , Feminino , Seguimentos , Humanos , Masculino , Personalidade , Estudos Prospectivos , Quebeque , Recompensa , Fatores de Risco
11.
J Gambl Stud ; 36(1): 277-295, 2020 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-31172326

RESUMO

Electronic gaming machines (EGMs) are widely used and the gambling product most commonly associated with harmful gambling. Understanding factors that increase the risk of problematic EGM play is therefore important. Previous studies into risk factors for EGM gambling have used measures of problem gambling based on an individual's total gambling activity, which therefore do not distinguish harmful gambling specifically associated with EGMs. This study used an EGM-specific measure (PGSI-EGM) to achieve its aim of identifying risk factors specifically associated with problematic EGM play. By removing nuisance effects from other gambling forms that higher-risk gamblers typically engage in, this approach provides a more accurate assessment of the determinants of EGM-related problems. An online survey was completed by 1932 at-least monthly EGM players in Australia. It measured demographics, EGM gambling behaviour, motivations, gambling urges, gambling fallacies, trait self-control, alcohol misuse, and the PGSI-EGM. A penalised regression model identified the most important proximal predictors of higher-risk EGM gambling as: higher gambling urges, higher levels of erroneous cognitions, playing EGMs more frequently, higher session expenditure, longer sessions, usually playing EGMs alone, and playing EGMs in more venues. Lower trait self control was the strongest distal determinant. Higher-risk EGM players tended to be younger, male, more educated, never married, to have higher (although still modest) incomes, and be more likely to have alcohol problems. These findings can inform interventions such as treatment, consumer education and venue interventions.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Assunção de Riscos , Autocontrole , Jogos de Vídeo/psicologia , Adulto , Austrália , Feminino , Humanos , Masculino , Motivação , Recompensa , Fatores de Risco , Inquéritos e Questionários , Adulto Jovem
12.
J Gambl Stud ; 36(4): 1045-1063, 2020 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-31177372

RESUMO

Previous research has demonstrated that gambling cues (e.g., flashing lights on poker-machines) can trigger an urge to gamble in poker-machine gamblers. However, the psychological mechanisms that promote the urge to gamble remain poorly understood. The present study explored whether reward responsiveness predicted urge to gamble and positive affect, and whether cue-reactive rationality, volitional control and imagery mediated these relationships. Ninety-three (45% male and 55% female) Australian regular poker-machine gamblers aged between 18 and 77 participated in an online cue-reactivity experiment. Participants initially completed the Problem Gambling Severity Index and Reward Responsiveness scale. Subsequently, at three time points (i.e., baseline, directly after a neutral cue and directly after a gambling cue) participants completed the rationality, volitional control and imagery subscales of the Phenomenology of Consciousness Inventory and two visual analogue scales that measured urge to gamble and positive affect. Analyses indicated that gambling cues triggered statistically significant increases in both urge to gamble and positive affect and these variables were statistically significantly positively correlated with reward responsiveness. Furthermore, only cue-reactive imagery mediated the relationships between reward responsiveness and the two outcome variables (i.e., cue-reactive urge to gamble and positive affect). These findings highlight the potential importance of targeting reward responsiveness and cue-reactive mental imagery in the context of exposure therapies for poker-machine problem gamblers.


Assuntos
Afeto , Sinais (Psicologia) , Jogo de Azar/psicologia , Recompensa , Adolescente , Adulto , Idoso , Comportamento Aditivo/psicologia , Condicionamento Psicológico , Estado de Consciência , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Adulto Jovem
13.
J Physiol ; 602(11): 2667, 2024 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-38230975
14.
J Gambl Stud ; 35(2): 731-742, 2019 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-30088120

RESUMO

Previous studies on gambling passion have identified that obsessive passion is related to negative consequences, including gambling pathology, whereas harmonious passion is mostly related to positive outcomes both during and after engagement in gambling activity. In the present study, we focused on poker players (N = 311) and investigated the associations between the two types of gambling passion and subjective well-being, while taking into account acquired poker experience. We found that harmonious passion toward poker was associated with higher levels of well-being, whereas the reverse was true for obsessive passion. Poker experience was positively related to harmonious but not obsessive passion, and moderated the relationship between harmonious passion and quality of life. Our findings contribute to extant literature on passion and further solidify its application in a gambling context. Most importantly, our results underline the relevance of accounting for poker experience when studying gambling among poker players.


Assuntos
Comportamento Aditivo/psicologia , Emoções , Jogo de Azar/psicologia , Comportamento Impulsivo , Qualidade de Vida , Adolescente , Adulto , Idoso , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Adulto Jovem
15.
J Gambl Stud ; 35(4): 1331-1345, 2019 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-31111295

RESUMO

Reflecting international patterns, Aboriginal people in Victoria are more likely to gamble and to experience gambling harm than non-Indigenous Victorians. This paper describes experiences of gambling reported by 50 Aboriginal people interviewed in regional Victoria in 2016 and 2017 as part of studies initiated by two Aboriginal community-controlled organisations. Data were analysed using social practice theory (SPT) and coded to the elements of 'meaning', 'material', 'competence', and 'temporality'. Across each element we identified highly contradictory experiences. Gambling held meaning as an opportunity for community gatherings but was also regarded as a cause of domestic violence, conflict, isolation and shame. Materially, the venues that offered gambling were experienced by many Aboriginal people as safe and welcoming, but at the same time gambling produced a damaging affective sense of addiction for some. Gambling was a competency that some people valued and taught to children, but it was also seen as undermining cultural practices. While Aboriginal people were historically denied access to licensed venues offering commercial gambling, many participants now found opportunities to gamble inescapable. The intermingling of benefits and harms described above supports the need for a multi-faceted response to gambling in Aboriginal communities, which includes harm reduction as well as supply restriction and treatment. Some experiences of gambling related by our participants reflected those reported also by non-Indigenous Australians, while others were differently nuanced. Because SPT is used to understand collectively-shared practices, it facilitates the identification of gambling interventions at the level of the community, as recommended by our research participants.


Assuntos
Jogo de Azar/etnologia , Jogo de Azar/psicologia , Havaiano Nativo ou Outro Ilhéu do Pacífico/psicologia , Valores Sociais/etnologia , Adulto , Atitude Frente a Saúde/etnologia , Austrália , Comportamento de Escolha , Feminino , Redução do Dano , Humanos , Controle Interno-Externo
16.
J Gambl Stud ; 35(2): 351-365, 2019 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-29508260

RESUMO

Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of 'esports' (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players' psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Controle Interno-Externo , Jogos de Vídeo/psicologia , Comportamento Competitivo , Humanos , Masculino , Motivação , Esportes
17.
BMC Public Health ; 18(1): 1167, 2018 Oct 11.
Artigo em Inglês | MEDLINE | ID: mdl-30305091

RESUMO

BACKGROUND: With the proliferation of social casino games (SCGs) online, which offer the opportunity to gamble without monetary gains and losses, comes a growing concern regarding the effects of these unregulated games on public health, particularly among adolescents. However, given the limited research pertaining to SCG use, little is currently known about the manner in which adolescents engage with this new gambling medium. The present study aims to identify the factors that characterize adolescent social casino gamers, and to determine whether these factors differ by SCG type. Moreover, the study examines the extent to which social casino gaming is associated with monetary gambling and problem gambling in this cohort. METHOD: Data were obtained from students in Grades 9 to 12 (n = 10,035) residing in the Canadian provinces of Ontario, Saskatchewan, and Newfoundland and Labrador. Participants completed the Youth Gambling Survey (YGS), which is a supplementary instrument administered alongside the Canadian Student Tobacco, Alcohol and Drugs Survey (CSTADS). Logistic regression was used to assess the factors associated with SCG play. RESULTS: Overall, 12.4% of respondents reported having participated in SCGs in the past three months. Compared to adolescents who did not report playing SCGs, SCG players were typically more likely to participate in monetary gambling activities, and were more prevalently classified as problem gamblers of low-to-moderate severity or high severity. Although profiles of SCG players differed across SCG game types, factors significantly associated with the playing of SCGs were gender, weekly spending money, having friends and parents who gamble, and screen time. It was also shown that current smokers were significantly more likely to participate in simulated slots online relative to adolescents who did not play SCGs. CONCLUSION: Significant associations exist between SCG play, monetary gambling, and problem gambling among adolescents. Gambling intervention efforts directed at this population should aim to identify personal and environmental factors associated with social casino gaming, and should be tailored to different types of SCGs.


Assuntos
Jogo de Azar/psicologia , Jogos Recreativos , Comportamento Social , Adolescente , Canadá/epidemiologia , Família/psicologia , Feminino , Amigos/psicologia , Jogo de Azar/epidemiologia , Humanos , Masculino , Fatores de Risco , Distribuição por Sexo , Mídias Sociais/estatística & dados numéricos , Fatores Socioeconômicos , Estudantes/psicologia , Estudantes/estatística & dados numéricos , Inquéritos e Questionários , Adulto Jovem
18.
J Gambl Stud ; 34(3): 807-822, 2018 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-29299737

RESUMO

Despite numerous studies demonstrating the influence of cognitive distortions on gambling problem severity, empirical data regarding the role of psychological vulnerability on the latter is limited. Hence, this study assesses the mediating effect of cognitive distortions between psychological vulnerability (personality and mood), and gambling problem severity. It also verifies whether the relationships between these variables differs according to the preferred gambling activity. The sample is composed of 272 male gamblers [191 poker players; 81 video lottery terminal (VLT) players] aged between 18 and 82 years (M = 35.2). Bootstrap analysis results revealed that cognitive distortions mediate the effect of narcissism on gambling problem severity for both groups. The level of depression for VLT players significantly predicted gambling problem severity, both directly and indirectly via the mediating effect of cognitive distortions. Mediation analyses also indicated that narcissism had an indirect impact on problem gambling through cognitive distortions for both groups. These findings suggest that certain vulnerabilities related to personality and mood may influence cognitive distortion intensity and gambling problem severity. In addition, psychological vulnerabilities could differ based on preferred gambling activity. These results may be useful for prevention policies, identifying high risk gamblers and planning psychological interventions.


Assuntos
Transtornos Cognitivos/psicologia , Jogo de Azar/psicologia , Estresse Psicológico/psicologia , Adolescente , Adulto , Idoso , Idoso de 80 Anos ou mais , Transtorno Depressivo/psicologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Transtornos da Personalidade/psicologia , Adulto Jovem
19.
J Gambl Stud ; 34(3): 823-851, 2018 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-29330827

RESUMO

Poker playing and responsible gambling both entail the use of the executive functions (EF), which are higher-level cognitive abilities. This study investigated if online poker players of different ability showed different performances in their EF and if so, which functions were the most discriminating for their playing ability. Furthermore, it assessed if the EF performance was correlated to the quality of gambling, according to self-reported questionnaires (PGSI, SOGS, GRCS). Three poker experts evaluated anonymized poker hand history files and, then, a trained professional administered an extensive neuropsychological test battery. Data analysis determined which variables of the tests correlated with poker ability and gambling quality scores. The highest correlations between EF test results and poker ability and between EF test results and gambling quality assessment showed that mostly different clusters of executive functions characterize the profile of the strong(er) poker player and those ones of the problem gamblers (PGSI and SOGS) and the one of the cognitions related to gambling (GRCS). Taking into consideration only the variables overlapping between PGSI and SOGS, we found some key predictive factors for a more risky and harmful online poker playing: a lower performance in the emotional intelligence competences (Emotional Quotient inventory Short) and, in particular, those grouped in the Intrapersonal scale (emotional self-awareness, assertiveness, self-regard, independence and self-actualization).


Assuntos
Função Executiva , Jogo de Azar/psicologia , Internet , Adulto , Cognição , Emoções , Feminino , Humanos , Masculino , Motivação , Testes Neuropsicológicos , Autorrelato , Inquéritos e Questionários
20.
J Gambl Stud ; 34(2): 379-391, 2018 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-28668980

RESUMO

The concept of passion is relevant to understanding gambling behaviours and gambling problems. Longitudinal studies are useful to better understand the absence and development of gambling problems; however, only one study has specifically considered poker players. Using a longitudinal design, this study aims to determine the influence, 1 year later, of two forms of passion-harmonious and obsessive-on gambling problems in poker players. A total of 116 poker players was recruited from across Quebec, Canada. The outcome variable of interest was participants' category on the Canadian Pathological Gambling Index, and the predictive variable was the Gambling Passion Scale. Multiple logistic regression analyses were conducted to identify independent risk factors of at-risk poker players 1 year later. Obsessive passion at baseline doubled the risk of gambling problems 1 year later (p < 0.01); for harmonious passion, there was no association. Number of gambling activities, drug problems, and impulsivity were also associated with at-risk gambling. This study highlights the links between obsessive passion and at-risk behaviours among poker players. It is therefore important to prevent the development of obsessive passion among poker players.


Assuntos
Comportamento Aditivo/psicologia , Jogo de Azar/psicologia , Motivação , Adulto , Emoções , Feminino , Humanos , Comportamento Impulsivo , Masculino , Estudos Prospectivos , Escalas de Graduação Psiquiátrica , Quebeque , Fatores de Risco
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