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1.
J Gambl Stud ; 37(1): 107-140, 2021 Mar.
Article in English | MEDLINE | ID: mdl-31965383

ABSTRACT

Bivariate associations of problem gambling with participation in particular game types often decrease when adjusting for demographics or consumption behavior (e.g., number of game types played). A summary of 14 peer-reviewed studies showed inconsistencies as well as conceptual and methodological challenges. The aim of this study was to expand previous research by a combination of (1) sophisticated feature-engineering, which disaggregates gambling intensity into facets within and beyond a game type of interest, and (2) the application of mediation models. Data comprised last year gamblers of three merged cross sectional Icelandic gambling surveys of 2007, 2011, and 2017 (N = 4422). For each of 15 game types (12-month time frame), a parallel multiple mediation model was applied to disaggregate bivariate associations of last year game type participation and problem gambling (Problem Gambling Severity Index) by six mediating mechanisms: (1) demographic problem gambling propensity, (2) number of game types played, (3) gambling frequency within the type, (4) maximum gambling frequency across all types beyond, (5) usual spending within the type, (6) maximum usual spending across all types beyond. Games showed two distinct profiles via which mediator they mostly impacted problem gambling: Electronic gaming machines offline, scratch cards offline, live betting online, and poker offline as well as online impacted problem gambling mostly via gambling frequency within, whereas all other types mostly impacted via the number of game types played. The applied mediation models answer the question by which mechanism game types impact problem gambling in a more exhaustive way than previous research.


Subject(s)
Behavior, Addictive/epidemiology , Gambling/psychology , Games, Recreational , Models, Psychological , Adolescent , Adult , Aged , Cross-Sectional Studies , Female , Humans , Iceland/epidemiology , Male , Middle Aged , Risk Assessment/methods , Surveys and Questionnaires , Young Adult
2.
J Interpers Violence ; 36(11-12): NP6343-NP6369, 2021 06.
Article in English | MEDLINE | ID: mdl-30484369

ABSTRACT

The current investigation hypothesized and tested latent bully/victim traits for physical, verbal, or relational bullying/victimization, both cyber and traditional behaviors. Data were collected from 1,356 German students who attended Grades 5 to 10: 48.4% males, 49.3% females from eight different schools in Northern Germany. Based on two samples for cross-validation (Ntraining set = 525, Nvalidation set = 525), study findings provided strong evidence of adequate model fit, both for traditional and cyber behaviors. Consistent with the current state of knowledge, bullying and victimization latent traits highly associated, more so for cyber behaviors than traditional ones. Thus, both the theoretical plausibility as well as statistical evidence support the application of latent modeling to these behaviors. Further research is needed to replicate the applied measurement models proposed in this work and to reveal moderators or measurement invariance across diverse populations. Nevertheless, the current evidence substantiates the importance of the application of a latent modeling approach to overcome known psychometric challenges of reliability and validity in bullying research.


Subject(s)
Bullying , Crime Victims , Female , Germany , Humans , Male , Reproducibility of Results , Students
3.
J Gambl Stud ; 34(3): 929-947, 2018 Sep.
Article in English | MEDLINE | ID: mdl-29435822

ABSTRACT

As technology has developed, the international gambling market has changed markedly in recent years. The supply of internet-based gambling opportunities has become ever more significant. At the same time, the introduction of new gambling opportunities always brings a demand for evidence-based scientific evaluation, with regard to the associated risks of addiction. Simulated internet gambling, which is the focus of this study, represents a relatively new product group located at the interface between gambling and computer gaming. Concerns have been raised in scientific literature, especially with regard to the adolescent age group, as to whether participation in simulated internet gambling directly promotes recruitment to the world of monetary gambling, as defined in the gateway hypothesis. The research design was based on a standardized, representative longitudinal survey (over a 1-year period) with a total of 1178 school pupils from Northern Germany (M = 13.6 years; 47.5% male). It must be borne in mind that 12% of the adolescents belonged to the subgroup of "onset gamblers" and first reported experience with monetary gambling at the second stage of surveying. Logistic regression analysis demonstrates that this migration process is fostered by (1) participation from home in simulated gambling on social networks and (2) significant exposure to advertising (relating to both simulated and monetary gambling). Within the subgroup of simulated internet gamblers, variables such as particular patterns of use (including breadth and depth of involvement with simulated internet gambling, certain motives for participation, and microtransactions) do not serve as significant predictors. Despite this, important needs for action for the purposes of prevention and research can be identified.


Subject(s)
Adolescent Behavior/psychology , Behavior, Addictive/psychology , Computer Simulation , Gambling/psychology , Adolescent , Adult , Female , Germany , Humans , Internet/statistics & numerical data , Longitudinal Studies , Male , Motivation , Risk , Surveys and Questionnaires , Video Games
4.
Front Psychol ; 8: 1247, 2017.
Article in English | MEDLINE | ID: mdl-28790946

ABSTRACT

In October 2008, Iceland experienced the fastest and deepest financial crisis recorded in modern times when all three major banks went bankrupt in less than 2 weeks. The purpose of this follow-up study is to examine potential changes in participation in 12 different gambling types and in problem gambling before (time 1; year 2007) and after (time 2; year 2011) the economic collapse in 2008. The time between the first and second wave of data collection was 3.5 years. In total, 1,531 participants took part in the study, 688 males and 843 females. There was a considerable increase in past year gambling behavior from 2007 to 2011, mostly due to increased participation in lotto (National lotto and Viking lotto) but also in bingo, monthly lotteries (class lotteries with at least monthly draw) and scratch tickets. Only EGMs (electronic gaming machines) participation declined significantly between the two timepoints. Examining past year problematic gambling figures revealed that there were no changes in the prevalence figures between the year 2007 (1.2%) and 2011 (1.1%). Further examination revealed that those who reported financial difficulties due to the recession were more likely to buy lotto- or scratch tickets during the recession than those who were not financially affected by the crisis. These findings remained after controlling for background variables and baseline gambling activity (gambling in 2007). Overall, the findings of the follow-up study suggest that when people are experiencing financial difficulties during economic recessions, the possibility to improve their financial situation by winning large jackpots with low initial stakes becomes more enticing.

5.
Psychol Addict Behav ; 29(3): 794-804, 2015 Sep.
Article in English | MEDLINE | ID: mdl-26415065

ABSTRACT

Consumption measures in gambling research may help to establish thresholds of low-risk gambling as 1 part of evidence-based responsible gambling strategies. The aim of this study is to replicate existing Canadian thresholds of probable low-risk gambling (Currie et al., 2006) in a representative dataset of German gambling behavior (Pathological Gambling and Epidemiology [PAGE]; N = 15,023). Receiver-operating characteristic curves applied in a training dataset (60%) extracted robust thresholds of low-risk gambling across 4 nonexclusive definitions of gambling problems (1 + to 4 + Diagnostic and Statistical Manual for Mental Disorders-Fifth Edition [DSM-5] Composite International Diagnostic Interview [CIDI] symptoms), different indicators of gambling involvement (across all game types; form-specific) and different timeframes (lifetime; last year). Logistic regressions applied in a test dataset (40%) to cross-validate the heuristics of probable low-risk gambling incorporated confounding covariates (age, gender, education, migration, and unemployment) and confirmed the strong concurrent validity of the thresholds. Moreover, it was possible to establish robust form-specific thresholds of low-risk gambling (only for gaming machines and poker). Possible implications for early detection of problem gamblers in offline or online environments are discussed. Results substantiate international knowledge about problem gambling prevention and contribute to a German discussion about empirically based guidelines of low-risk gambling.


Subject(s)
Gambling/diagnosis , Adolescent , Adult , Aged , Diagnostic and Statistical Manual of Mental Disorders , Female , Gambling/epidemiology , Germany/epidemiology , Humans , Logistic Models , Male , Middle Aged , Prevalence , ROC Curve , Risk Assessment , Severity of Illness Index , Young Adult
6.
J Gambl Stud ; 31(3): 759-74, 2015 Sep.
Article in English | MEDLINE | ID: mdl-25656216

ABSTRACT

In October 2008 all three major banks in Iceland went bankrupt with serious consequences for Icelandic society. The national currency lost more than half of its value and there was a sharp increase in household debts and prices for domestic goods. Very little is known about the potential effects of economic recessions on gambling participation and problem gambling. This study reports on the results of three national prevalence studies conducted before and after the economic collapse in Iceland. The same methodology and measures were used in all three studies to ensure their comparability and the studies included in total N = 8.249 participants. There was an increase in past year gambling participation which extended across most gambling types. Only participation on EGMs declined significantly after the economic collapse. Past year prevalence of problematic gambling increased but further examination revealed that this increase is most probably explained by an increase in card and internet gambling among young men. Moreover, those who experienced financial difficulties due to the economic recession were 52% more likely to have bought a lottery ticket during the recession compared to those who were not affected financially. Overall, the results indicate that serious national economic recessions have differential effects on gambling behavior.


Subject(s)
Behavior, Addictive/economics , Gambling/economics , Internal-External Control , Self Efficacy , Adult , Behavior, Addictive/psychology , Cross-Sectional Studies , Economic Recession , Gambling/psychology , Humans , Iceland/epidemiology , Internet/statistics & numerical data , Male , Prevalence , Risk-Taking , Young Adult
7.
J Gambl Stud ; 29(3): 535-50, 2013 Sep.
Article in English | MEDLINE | ID: mdl-22892961

ABSTRACT

Due to intensive marketing and the rapid growth of online gambling, poker currently enjoys great popularity among large sections of the population. Although poker is legally a game of chance in most countries, some (particularly operators of private poker web sites) argue that it should be regarded as a game of skill or sport because the outcome of the game primarily depends on individual aptitude and skill. The available findings indicate that skill plays a meaningful role; however, serious methodological weaknesses and the absence of reliable information regarding the relative importance of chance and skill considerably limit the validity of extant research. Adopting a quasi-experimental approach, the present study examined the extent to which the influence of poker playing skill was more important than card distribution. Three average players and three experts sat down at a six-player table and played 60 computer-based hands of the poker variant "Texas Hold'em" for money. In each hand, one of the average players and one expert received (a) better-than-average cards (winner's box), (b) average cards (neutral box) and (c) worse-than-average cards (loser's box). The standardized manipulation of the card distribution controlled the factor of chance to determine differences in performance between the average and expert groups. Overall, 150 individuals participated in a "fixed-limit" game variant, and 150 individuals participated in a "no-limit" game variant. ANOVA results showed that experts did not outperform average players in terms of final cash balance. Rather, card distribution was the decisive factor for successful poker playing. However, expert players were better able to minimize losses when confronted with disadvantageous conditions (i.e., worse-than-average cards). No significant differences were observed between the game variants. Furthermore, supplementary analyses confirm differential game-related actions dependent on the card distribution, player status, and game variant. In conclusion, the study findings indicate that poker should be regarded as a game of chance, at least under certain basic conditions, and suggest new directions for further research.


Subject(s)
Attitude , Gambling/psychology , Adult , Female , Humans , Male , Probability , Young Adult
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