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1.
J Gambl Stud ; 39(2): 579-624, 2023 Jun.
Article in English | MEDLINE | ID: mdl-37004597

ABSTRACT

Sports betting is becoming increasingly widespread, and a growing number of individuals, both adolescents and adults, participate in this type of gambling. The main aim of this systematic review was to assess correlates of sports betting (sociodemographic features, gambling-related variables, co-occurring psychopathologies, and personality tendencies) through a systematic review conducted following the PRISMA guidelines. Relevant studies were identified via searches of NCBI/PubMed and APA PsycInfo databases. Individuals from the general population and/or with a clinical diagnosis of gambling disorder (GD) were included, irrespective of gender and age. In addition, the studies needed to have administered at least one clinical interview/psychometric instrument to assess the presence of problematic gambling/GD, contain at least one group of participants with sports betting, and directly analyze the association between sports betting and any of the following features: sociodemographics, gambling-related variables, co-occurring psychopathologies, and/or personality tendencies. Fifty-four articles were included. Multiple sociodemographic variables have been studied in relation to sports betting. In general, males with high impulsivity have greater tendencies for sports betting. The co-occurrence of certain pathologies, especially substance use or other addictive disorders, was also suggested. Most studies were cross-sectional, assessed participants using self-administered instruments, recruited samples using non-probability online panels, included small samples, had unbalanced samples, and included samples from only one country. Impulsive males may be particularly prone to sports gambling and related problems. Future research should examine prevention strategies that may help prevent the development of sport-betting-related GD and other addictive behaviors in vulnerable individuals.


Subject(s)
Behavior, Addictive , Gambling , Sports , Adult , Male , Adolescent , Humans , Gambling/psychology , Impulsive Behavior , Behavior, Addictive/epidemiology
2.
Addict Behav ; 140: 107598, 2023 05.
Article in English | MEDLINE | ID: mdl-36623473

ABSTRACT

With the rapid rise of competitive video gaming (esports), increased attention has been placed on understanding the profiles of youth who wager on esports. With adolescents being at increased risk of gambling problems and endorsing high rates of past year engagement in video games, there is a need for research investigating psychological and social correlates of adolescent esports bettors and to identify whether youth who engage in esports betting are a homogenous group. Survey responses were collected from 5,997 high-school students (48.4 % male, Mage = 14.7 years [SD = 1.6], age range 12-17) from Wood County, Ohio, United States. A latent class analysis was conducted to identify subgroups of esports bettors based on self-reported measures of gambling frequency, risk for problem gambling, gaming frequency, disordered gaming, preference for virtual life and risky loot box use. Results indicated that 5.5 % of the sample reported esports betting over the past year. Four classes of esports bettors were identified which were indicative of a group of low-risk esports bettors, a group of esports bettors at risk of gaming problems, a group of esports bettors at risk of gambling problems, and a group of esports bettors at high risk of both gambling and gaming problems. Although no significant differences based on sex and age were noted between the classes, differences were noted in experienced childhood adversity, mental health symptoms and problem behavior severity. Results are discussed in line with previous findings relevant to adolescent and adult esports betting.


Subject(s)
Behavior, Addictive , Gambling , Problem Behavior , Sports , Video Games , Adult , Humans , Male , Adolescent , Child , Female , Sports/psychology , Gambling/epidemiology , Gambling/psychology , Surveys and Questionnaires , Self Report , Video Games/psychology , Behavior, Addictive/epidemiology , Behavior, Addictive/psychology
3.
Addict Behav ; 133: 107371, 2022 10.
Article in English | MEDLINE | ID: mdl-35691124

ABSTRACT

BACKGROUND AND AIMS: The number of patients with gambling disorder (GD) whose gambling preference is sports betting is increasing. However, their clinical profile and their responses to psychological treatments -compared to patients with other forms of gambling- have not been thoroughly studied. Therefore, the aims of this study were: (1) to compare the clinical characteristics of GD patients whose primary gambling activity was sports betting (SB+; n = 113) with GD patients with other primary gambling activities (SB-; n = 1,135); (2) to compare treatment outcomes (dropout and relapses) between SB + and SB- patients; and (3) to explore relationships between specific variables (GD severity, psychological distress and personality features) and treatment outcome in SB + and SB- GD patients, through correlation models and path-analysis. METHODS: The cognitive behavioral treatment consisted of 16 weekly sessions. Personality features, psychopathology, and sociodemographic and clinical factors were assessed. RESULTS: The SB + group included higher proportions of younger patients who were single and had higher educational levels, older ages of GD onset, and greater GD severities. Regarding treatment outcomes, the dropout rate was lower in the SB + group, and no between-group differences were found regarding relapse. Dropout within the SB + group was related to being unemployed, and relapse was related to being unmarried and experiencing more psychological distress. DISCUSSION AND CONCLUSION: The differences between SB + and SB- GD patients suggest that GD patients with sports-betting problems may benefit from tailored therapeutic approaches.


Subject(s)
Cognitive Behavioral Therapy , Gambling , Psychological Distress , Sports , Gambling/psychology , Gambling/therapy , Humans , Recurrence , Sports/psychology
4.
J Paediatr Child Health ; 58(9): 1554-1560, 2022 09.
Article in English | MEDLINE | ID: mdl-35657173

ABSTRACT

AIM: The ubiquitous societal presence of screens and gaming software is ever growing in popularity. However, can this recreational life-style pose risks for children's psychosocial adjustment? We thus examine associations between gaming life-style and later psychosocial development. METHODS: The study sample originates from the 2120 boys and girls from the Quebec Longitudinal Study of Child Development birth cohort. At age 12, 625 boys and 702 girls from the original sample self-reported the number of hours engaged in video gaming per week and 1 year later, they self-reported psychosocial outcomes. RESULTS: Among boys, higher weekly video gaming frequency at age 12 forecasted increases in subsequent reactive aggression, emotional distress and ADHD symptoms at age 13. For girls, higher weekly video gaming frequency at age 12 predicted increases in subsequent reactive aggression and ADHD symptoms at age 13. No association between video game use and emotional distress was found for girls. CONCLUSION: In both boys and girls, a more intense video gaming life-style predicted subsequent risks for reactive aggression and ADHD symptoms, compared with their same sex counterparts reporting less intensity. For boys only, video gaming was associated with subsequent reactive emotional distress, likely due to the gender differences in violent content. Our data were collected at a time when there were less versatile screen-based technologies; therefore, our findings can be interpreted as very conservative compared to current estimates. Paediatric professionals and allied disciplines must take preventive measures to ensure that parents are aware of the risks associated with excessive use by their sons and daughters.


Subject(s)
Adolescent Behavior , Video Games , Adolescent , Adolescent Behavior/psychology , Aggression/psychology , Child , Female , Humans , Life Style , Longitudinal Studies , Male
5.
J Gambl Stud ; 38(1): 31-52, 2022 Mar.
Article in English | MEDLINE | ID: mdl-34232431

ABSTRACT

The Gambling Expectancy Questionnaire (GEQ; Gillespie et al. 2007a) is a 23-item scale assessing three positive outcome expectancies (Enjoyment/Arousal, Money, Self-Enhancement) and two negative outcome expectancies (Over-Involvement, Emotional Impact) related to gambling. It is the most used instrument to assess gambling outcome expectancies in adolescents and it has good psychometric properties. To allow a greater and more useful application of the scale, the present study aimed to modify the GEQ to make it usable with all adolescents, regardless of their gambling behaviour and to verify its psychometric properties. To that aim, the items were modified and the response scale was reduced from a seven-point to a five-point Likert scale. To verify the adequacy of the modified scale, two studies were conducted among Italian adolescents. In the first study (n = 501, 75% males, Mage = 16.74, SD = .88), after having removed four items and relocating another through explorative factor analysis, the original five-factor structure of the scale was confirmed by applying a confirmatory factor analysis. Reliability and validity evidence were also provided. The second study (n = 1894, 61% males, Mage = 15.68, SD = .71) attested its invariance across gambling behaviour status and gender. The modified version of the GEQ (GEQ - MOD) can be profitably used for research and preventive purposes with youth.


Subject(s)
Gambling , Adolescent , Factor Analysis, Statistical , Female , Gambling/psychology , Humans , Male , Psychometrics , Reproducibility of Results , Surveys and Questionnaires
6.
J Gambl Stud ; 38(4): 1127-1141, 2022 Dec.
Article in English | MEDLINE | ID: mdl-34800241

ABSTRACT

Stigma refers to the attribution of negative sentiments towards a particular entity, object or individual. Stigma can be public, perceived, or self-referential and can have negative consequences for individuals, including losses of self-esteem, self-efficacy, social isolation and a reluctance to seek help. Problem gambling is known to be a stigmatized activity, but less is known about what factors are associated with this perception and how it might vary in different countries. The current study examines the relationship between perceived stigma towards problem gamblers and gambling attitudes. perceptions of gambling regulations, gambling involvement, perceived accessibility to gambling, and exposure to people with gambling problems. The sample comprised 1787 university students aged 18-30 years from four countries: Australia, Canada, Croatia and Israel. The results indicated that greater perceived stigma was associated with more negative gambling attitudes, less engagement with gambling, and lower perceived social accessibility (the perception that others approve of the activity). Respondents from Croatia, the country with a newer gambling market, reported the most stigma towards problem gamblers as compared with Australia and Canada where gambling is longer established. The findings appear consistent with exposure-adaptation theory, in which tolerance towards people with problem gambling can develop over time in line with greater social acceptance or familiarity with the activity and its consequences. It is suggested that community campaigns and educational programs draw a distinction between attitudes towards gambling in general and those who are negatively affected by the activity.


Subject(s)
Gambling , Humans , Gambling/psychology , Universities , Croatia , Israel , Social Stigma , Australia , Students
7.
Addict Behav ; 106: 106378, 2020 07.
Article in English | MEDLINE | ID: mdl-32203700

ABSTRACT

BACKGROUND: It is presently estimated that as much as 10% of emerging adults are at risk for a gambling disorder. The consequences stemming from problematic gambling engagement include increased substance use, mental health disorders, suicidality, financial strain and legal issues. The present study explores whether deficits in specific dimensions of emotion regulation coupled with the motivation to escape negative emotions (i.e., coping motives) increases the likelihood of problem gambling severity, while controlling for variables such as gambling frequency, age, and sex. METHODS: A sample of 919 emerging adult gamblers (Mage = 21.16 years-old, SD = 2.90, 48.1% female) completed an online survey including an assessment of problematic engagement in gambling over the past year, gambling motivations, and difficulties in emotion regulation. In total, 15.2% and 8.1% of this sample were at moderate or high risk for gambling disorder. RESULTS: A series of six moderation analyses revealed that the total models accounted for approximately 37-38% of the variance in problem gambling and that coping motives interacted with less difficulties engaging in goal-directed behavior, increased lack of emotional clarity, and increased lack of emotional awareness to create a toxic mixture for problem gambling. CONCLUSIONS: These findings reveal the importance of considering both psychological factors such as emotion regulation and motivational factors in understanding who is at greatest risk for gambling problems.


Subject(s)
Emotional Regulation , Gambling , Adaptation, Psychological , Adult , Emotions , Female , Humans , Male , Motivation , Young Adult
8.
Cyberpsychol Behav Soc Netw ; 23(2): 119-125, 2020 Feb.
Article in English | MEDLINE | ID: mdl-31923362

ABSTRACT

Video games are a leisure activity with mass appeal for individuals of all ages. However, for some individuals, playing video games may become problematic and addictive, resulting in negative consequences affecting their physical, social, and psychological well-being. Internet gaming disorder (IGD) has estimated prevalence rates of around 3 percent and has been strongly associated with several psychopathologies, including depression. Given that emotion regulation (ER) and mindfulness are fluid constructs that can be enhanced, the potential for intervention and prevention is considerable. Thus, this study sought to, as a first step in determining clinical relevance, explore the differences in ER, mindfulness, and impulsivity among emerging adult gamers who met criteria for IGD, depression, or both IGD and depression (Dep + IGD). A sample of 1,536 gamers (45 percent male, Mage = 20.45 years old) completed an online survey, including an assessment for IGD, depression, difficulties with ER, impulsivity, and mindfulness. Relative to individuals below IGD and depression cutoffs (control), the clinical groups (IGD, depression, and Dep + IGD) reported greater ER difficulties, higher impulsivity, and lower mindfulness. Finally, relative to the IGD + depression group, the other two clinical groups had fewer difficulties with cognitive impulsivity, whereas the depression group reported more difficulties with strategy use. These results suggest that gamers should be considered a heterogeneous group and that comorbid disorders are important considerations when developing targeted treatments for individuals with IGD.


Subject(s)
Behavior, Addictive/physiopathology , Depression/physiopathology , Depressive Disorder/physiopathology , Emotional Regulation/physiology , Impulsive Behavior/physiology , Mindfulness , Video Games , Adult , Behavior, Addictive/epidemiology , Comorbidity , Depression/epidemiology , Depressive Disorder/epidemiology , Female , Humans , Male , Young Adult
9.
Am J Lifestyle Med ; 14(1): 89-96, 2020.
Article in English | MEDLINE | ID: mdl-31903088

ABSTRACT

BACKGROUND: Parental smoking can create a toxic environment for child development. A parental smoking lifestyle can predispose children to executive deficits, influencing precocious risk activities. Using a prospective birth cohort design, we examine the association between 2 lifestyle factors by estimating the relative contribution of long-term parental household smoking in predicting subsequent precocious child gambling behavior. METHOD: Parents reported on the amount of household smoke exposure from ages 1.5 to 7.5 years for children from the Quebec Longitudinal Study of Child Development. The main outcome measure was children's self-report of gambling behavior (at age 12 years). RESULTS: Sixty percent of parents reported that their children were never exposed to secondhand smoke in the home, while 27% and 13% reported transient and continuous levels of secondhand smoke, respectively. Overall, 16% of children reported gambling participation. When compared with never-exposed children, children exposed to secondhand smoke had 18% more chances of having participated in gambling at age 12 years (odds ratio = 1.18; 95% CI = 1.080-1.293). These results are adjusted for competing explanations and possible individual and family confounders. CONCLUSIONS: Higher levels of early childhood household smoke exposure are associated with greater odds of reporting gambling participation at age 12 years, which is more than several years before it is normative youthful behavior. By connecting the neurotoxic influence of one lifestyle factor on another, we show a nontrivial link between 2 public health issues (smoke exposure and precocious gambling) associated with considerable individual and societal costs that are amenable to community information campaigns.

10.
Pediatr Clin North Am ; 66(6): 1163-1182, 2019 12.
Article in English | MEDLINE | ID: mdl-31679605

ABSTRACT

The introduction of behavioral addictions is a relatively new concept in psychiatry. It was not until 2010 that the term behavioral addictions was added to the official classification of psychiatric diagnoses in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition. Gambling, typically thought to be an adult behavior, has become commonplace among adolescents. Although technological advances have made accessing information and communication easier, excessive use of the Internet and smartphones can result in multiple mental and physical health issues. Gambling disorders, gaming disorders, Internet use disorder, and excessive smartphone use often begin during childhood and adolescence.


Subject(s)
Behavior, Addictive , Gambling , Internet , Smartphone , Video Games , Adolescent , Adolescent Behavior/psychology , Adolescent Health/statistics & numerical data , Behavior, Addictive/diagnosis , Behavior, Addictive/epidemiology , Behavior, Addictive/psychology , Behavior, Addictive/therapy , Child , Child Behavior/psychology , Child Health/statistics & numerical data , Diagnostic and Statistical Manual of Mental Disorders , Gambling/diagnosis , Gambling/epidemiology , Gambling/psychology , Gambling/therapy , Global Health/statistics & numerical data , Humans , Psychiatric Status Rating Scales , Risk Factors
11.
J Affect Disord ; 258: 74-82, 2019 11 01.
Article in English | MEDLINE | ID: mdl-31398594

ABSTRACT

BACKGROUND: It is presently estimated that as much as 10% of emerging adults are at risk for a gambling disorder. The consequences stemming from problematic gambling engagement include increased substance use, mental health disorders, suicidality, financial strain and legal issues. The present study explores whether deficits in emotion regulation explain the association between problem gambling severity and depression. METHODS: A sample of 820 emerging adult gamblers (Mage = 21.14 years-old, SD = 2.90, 50.9% female) completed an online survey including an assessment of problematic engagement in gambling over the past year, levels of anxious/depressive symptomology, and difficulties in emotion regulation. In total, 15.6% and 8.2% of this sample were at moderate or high risk for gambling disorder. RESULTS: Results from a linear regression model revealed that difficulties with impulse control positively contributed to problem gambling scores and engagement in goal-directed behavior positively contributed to problem gambling scores, even after accounting for symptoms of depression. Moreover, results from a mediation model revealed that the association between problem gambling and depression was explained by participants' deficits in non-acceptance, goals, strategies, and clarity. LIMITATIONS: Limitations include the use of self-report and cross-sectional data making it difficult to infer causality. CONCLUSIONS: These findings add to our understanding of the mechanisms that appear to explain for the first time the affective consequences of problem gambling. Enhancing specific dimensions of emotion regulation will allow for tailored interventions among gamblers with depression, ultimately achieving better mental health outcomes.


Subject(s)
Depression/psychology , Emotional Regulation , Gambling/psychology , Adult , Anxiety/psychology , Cross-Sectional Studies , Depressive Disorder , Female , Humans , Male , Middle Aged , Self Report , Substance-Related Disorders , Surveys and Questionnaires , Young Adult
12.
J Gambl Stud ; 35(4): 1303-1316, 2019 Dec.
Article in English | MEDLINE | ID: mdl-30771148

ABSTRACT

Gambling disorder has serious negative consequences for individual health and wellbeing, while being more prevalent among college student-athletes compared to the general college population. While previous research reports that sexual minority (i.e., gay, lesbian and bisexual) populations have higher rates of addictive behaviors such as alcohol and drug abuse, no previous research has explored risk for gambling disorder symptomatology by sexual identity status. The aim of the current study is to identify differences in the severity of gambling disorder symptomatology between sexual minority and heterosexual student-athletes. A stratified random sample of 19,299 National Collegiate Athletic Association college student-athletes participated in an anonymous survey assessing gambling disorder symptomatology. Student-athletes completed measures assessing their past 12-month problem gambling as measured by the DSM-5 diagnostic criteria for gambling disorder and provided information on their sexual identity. Gay and bisexual men had disordered gambling scores 3.42 times higher than heterosexual men (p < .01), when adjusting for race/ethnicity, and years in college. Gay/lesbian and bisexual women reported disordered gambling scores 2.57 higher than heterosexual women (p < .01) when adjusting for race/ethnicity and years in college. This is the first study to compare the prevalence of gambling disorder symptomatology across sexual identity status. The higher number of gambling disorder symptoms observed among sexual minorities in the current study underlines the need for more research on this topic, and supports the exploration of intervention efforts designed to better address problem gambling among sexual minority communities.


Subject(s)
Athletes/statistics & numerical data , Gambling/epidemiology , Gambling/psychology , Sexual and Gender Minorities/statistics & numerical data , Adolescent , Adult , Female , Humans , Male , Risk-Taking , Students/statistics & numerical data , Substance-Related Disorders/epidemiology , Young Adult
14.
Br J Soc Psychol ; 57(2): 461-481, 2018 Apr.
Article in English | MEDLINE | ID: mdl-29352471

ABSTRACT

Research applying self-determination theory and the dualistic model of passion (DMP) has shown video games may satisfy basic psychological needs (i.e., competence, autonomy, and relatedness) and be identified as a passion. The DMP distinguishes between healthy or harmonious passion and problematic or obsessive passion (OP), with the latter reflecting an overreliance towards one's passion to obtain needs satisfaction. The experience of daily obstructions to needs satisfaction, or needs frustration (NF), may facilitate such an overreliance. This study explored how NF and both types of passion explain the amount of time that university students spend gaming. The overall association between NF and time spent gaming was not significant. However, for video game users with low levels of OP for gaming, there was a significant negative association between NF and time spent gaming. Additionally, evidence of a mutually reinforcing association between NF and OP for gaming indicates that a vicious cycle exists, whereby a strong OP for gaming predicts and is reinforced by greater NF. The theoretical implications are discussed.


Subject(s)
Frustration , Motivation , Personal Satisfaction , Video Games/psychology , Adolescent , Adult , Female , Humans , Male , Surveys and Questionnaires , Young Adult
15.
Article in English | MEDLINE | ID: mdl-28890860

ABSTRACT

The present research examined the mechanisms of initiating online gambling among young adults. Of particular interest was whether social casino gaming was noted as part of young adults' experience with online gambling. This is because there is growing concern that social casino gaming may be a 'gateway' to online gambling. Three focus groups (N = 21) were conducted with young adult online gamblers from two large Canadian Universities. Participants noted the role of peer influence as well as incentives (e.g., sign up bonuses) as important factors that motivated them to start engaging in online gambling. Participants also noted a link between social casino games and online gambling. Specifically, several young adults reported migrating to online gambling within a relatively short period after engaging with social casino games. Potential mechanisms that may lead to the migration from social casino games to online gambling included the role of advertisements and the inflated pay out rates on these free to play gambling like games. The results suggest initiatives to prevent the development of disordered gambling should understand the potential of social casino gaming to act as a gateway to online gambling, especially amongst this vulnerable population.

16.
J Gambl Stud ; 32(3): 957-68, 2016 Sep.
Article in English | MEDLINE | ID: mdl-26846481

ABSTRACT

The current study sought to identify which diagnostic criteria for gambling disorder have the greatest ability to differentiate between social and problem gamblers. This study was conducted on a sample of male and female college student athletes across the U.S. (n = 8674). Classification and regression tree analysis represents an appropriate technique when addressing the question of an item's diagnostic value, as it sequentially selects variables to isolate sets of observations with similar outcomes. The current results suggest that the item related to preoccupation ("Have there been periods in the past year where you spent a lot of time thinking about gambling?") was the DSM-5 item best able to differentiate between male and female social and problem gamblers in this sample. When considering only the nine criteria retained in the DSM-5, three criteria were identified as key for distinguishing between social and disordered gamblers among men, and one criterion was identified for distinguishing between groups of women. In addition, these results do not support the notion that the illegal acts criterion has a particularly low base rate and found that it can be an important indicator of disordered gambling in a college-aged sample.


Subject(s)
Behavioral Symptoms/diagnosis , Gambling/diagnosis , Risk-Taking , Adult , Behavioral Symptoms/psychology , Diagnostic and Statistical Manual of Mental Disorders , Female , Gambling/psychology , Humans , Male , Middle Aged , Severity of Illness Index , Students , Young Adult
17.
J Behav Addict ; 5(1): 1-10, 2016 Mar.
Article in English | MEDLINE | ID: mdl-28092190

ABSTRACT

Background and aims Personalized feedback interventions (PFI) have shown success as a low-cost, scalable intervention for reducing problematic and excessive consumption of alcohol. Recently, researchers have begun to apply PFI as an intervention method for problematic gambling behaviors. A systematic review of the literature on PFI as an intervention/prevention method for gambling behaviors was performed. Methods Studies were included if they met the following criteria: the design included both a PFI group and a comparison group, and the interventions focused on gambling prevention and/or reduction. Six relevant studies were found meeting all criteria. Results Results revealed that PFI treatment groups showed decreases in a variety of gambling behaviors as compared to control groups, and perceived norms on gambling behaviors significantly decreased after interventions as compared to control groups. Conclusions Overall, the research suggests that while PFI applied to gambling is still in its infancy, problematic gamblers appear to benefit from programs incorporating PFIs. Further, PFI may also be used as a promising source of preventative measures for individuals displaying at-risk gambling behaviors. While, evidence is still limited, and additional research needs to be conducted with PFI for gambling problems, the preliminary positive results along with the structure of PFI as a scalable and relatively inexpensive intervention method provides promising support for future studies.


Subject(s)
Feedback, Psychological , Gambling/therapy , Precision Medicine/methods , Gambling/prevention & control , Humans
18.
Int J Law Psychiatry ; 44: 1-6, 2016.
Article in English | MEDLINE | ID: mdl-26421603

ABSTRACT

While gambling has traditionally been viewed as an adult activity, there is a growing body of research that a significant number of adolescents are not only gambling but are experiencing gambling related problems. As ease of access via Internet wagering has increased, so too have some of the concomitant problems. Social casino gambling, often thought of gambling without risking one's money through the use of virtual currency, has become increasingly popular. The current review examines whether we should be concerned over its widespread use and whether such social games should be regulated.


Subject(s)
Adolescent Behavior , Behavior, Addictive/psychology , Gambling/psychology , Internet , Psychology, Adolescent , Adolescent , Humans , Internal-External Control , Reinforcement, Psychology , Reward
19.
J Prim Prev ; 36(6): 361-85, 2015 Dec.
Article in English | MEDLINE | ID: mdl-26480847

ABSTRACT

Given its serious implications for psychological and socio-emotional health, the prevention of problem gambling among adolescents is increasingly acknowledged as an area requiring attention. The theory of planned behavior (TPB) is a well-established model of behavior change that has been studied in the development and evaluation of primary preventive interventions aimed at modifying cognitions and behavior. However, the utility of the TPB has yet to be explored as a framework for the development of adolescent problem gambling prevention initiatives. This paper first examines the existing empirical literature addressing the effectiveness of school-based primary prevention programs for adolescent gambling. Given the limitations of existing programs, we then present a conceptual framework for the integration of the TPB in the development of effective problem gambling preventive interventions. The paper describes the TPB, demonstrates how the framework has been applied to gambling behavior, and reviews the strengths and limitations of the model for the design of primary prevention initiatives targeting adolescent risk and addictive behaviors, including adolescent gambling.


Subject(s)
Adolescent Behavior/psychology , Behavior, Addictive/psychology , Gambling/psychology , Primary Prevention/methods , School Health Services/organization & administration , Adolescent , Behavior, Addictive/prevention & control , Gambling/prevention & control , Humans , Intention , Primary Prevention/standards , Program Evaluation , Psychological Theory , Risk-Taking , School Health Services/standards
20.
J Dev Behav Pediatr ; 36(6): 426-33, 2015.
Article in English | MEDLINE | ID: mdl-26075581

ABSTRACT

BACKGROUND: Using a birth cohort, this study aimed to verify whether televiewing at 29 months, a common early childhood pastime, is prospectively associated with self-reported victimization at age 12. METHODS: Participants are 991 girls and 1006 boys from the Quebec Longitudinal Study of Child Development. The main predictor comprised parent-reported daily televiewing by their children at 29 months. In the sixth grade, children reported how often they experienced victimization by classmates in the past year. The authors conducted multivariate linear regression, in which child self-reports of victimization were linearly regressed on early televiewing and potential confounders. RESULTS: Every SD unit increase (0.88 hours) in daily televiewing at 29 months predicted an 11% SD unit increase in self-reported peer victimization by sixth grade classmates (unstandardized B = .031, p < .001, 95% confidence interval = 0.014-0.042). This relationship was adjusted for child characteristics (gender, preexisting externalizing behaviors, baseline cognitive abilities, and televiewing at age 12) and family characteristics (family configuration, income, and functioning, and maternal education). CONCLUSIONS: Daily televiewing time at 29 months was associated with a subsequent increased risk of victimization by classmates at the end of sixth grade, a period which represents a critical developmental transition to middle school. Youth who experience peer victimization are at an increased risk of long-term mental health issues, such as depression, underachievement, and low self-esteem. This prospective association, across a 10-year period, suggests the need for better parental awareness, acknowledgement, and compliance with existing recommendations put forth by the American Academy of Pediatrics.


Subject(s)
Bullying/statistics & numerical data , Crime Victims/statistics & numerical data , Peer Group , Television/statistics & numerical data , Child , Child Development/physiology , Child, Preschool , Female , Humans , Longitudinal Studies , Male , Quebec , Risk
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