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1.
BMC Public Health ; 23(1): 2012, 2023 10 16.
Artigo em Inglês | MEDLINE | ID: mdl-37845653

RESUMO

BACKGROUND: Gambling regulated through a state monopoly is often justified for reasons of public health, that is, that monopolies are a more effective means of reducing potential harm. This focus on harm prevention has increased in recent years, particularly as a result of pressures arising from the growth of online gambling and of legislation designed to promote competition. While prior works have examined the role of stakeholders in influencing policy decisions and in public discussions of the monopoly systems, attention has been focused on those with direct financial interests; the opinions of the public have largely been absent from these discussions. In 2017 Finland restructured its monopoly order to improve efficacy of addressing gambling related harms; this restructuring offers a valuable insight into public perceptions of and attitudes toward the suitability of the Finnish system to address gambling-related harm. METHODS: This work uses Structural Equation Modelling and compares attitudes toward the Finnish system between 2015 (pre-restructuring) and 2019 (post-restructuring). RESULTS: Overall public opinion of the Finnish system as being suitable for addressing gambling harms declined between 2015 and 2019, despite the restructuring. Several predictors of attitudes were identified, however, the majority had small effect sizes, while the model explained little variance. CONCLUSION: This work concludes that existing approaches to examining public opinions of gambling regulation should be amended to include additional predictors. Furthermore, it is likely that context-specific predictors should be included in models, in order to reflect the socio-cultural history of the population being investigated. Such predictors should be determined in respect to the population of interest but, for example, could include items measuring trust in authority, political orientation, cultural acceptance of gambling, or religious affiliation.


Assuntos
Jogo de Azar , Opinião Pública , Humanos , Finlândia/epidemiologia , Jogo de Azar/prevenção & controle , Jogo de Azar/epidemiologia , Atitude , Políticas
2.
J Behav Addict ; 2023 Sep 25.
Artigo em Inglês | MEDLINE | ID: mdl-37747835

RESUMO

Objective and Method: Electronic gambling machines are a prominent cause of significant gambling harms globally. We use simulations of a simplified video poker game to show how changes in game volatility, defined primarily by the size of the main prize, affect patterns of wins and losses as well as winning streaks. Results: We found that in low- and medium volatility games the proportion of winning players quickly drops to zero after about 30 h of play, while in the high volatility game 5% of players are still winning after playing for 100 h. However, the proportion of winning streaks was significantly higher in the low- and medium volatility games compared with high volatility: the simulated players were on a winning streak about 26.3, 25.6 and 18% of the time in the low-, medium- and high volatility games, respectively. Conclusions: Fast-paced video poker with varying volatility levels but identical return-to-player rates and win frequencies can yield highly different result patterns across individuals. These patterns may be counter-intuitive for players and difficult to realize without simulations and visualizations. We argue that the findings have relevance for responsible gambling communication and for building a better understanding of how cognitive biases influence gambling behaviour.

3.
J Behav Addict ; 2022 Apr 20.
Artigo em Inglês | MEDLINE | ID: mdl-35446784

RESUMO

Background and aims: Loot boxes are in-game items which distribute rewards to players via random-number generation; many games require players to make in-game payments to access their contents. The combination of financial outlay and random rewards has raised concern about similarities to gambling. This debate paper presents a series of themes identified by an inter-institutional working group in Finland, alongside suggested actions, and are presented with the intention of stimulating debate among stakeholders. Methods: This work uses an exploratory research approach to gather data from a range of sources, including state-of-the-art reports from several fields and qualitative content analysis of invited presentations from a range of stakeholders, including affected individuals, practitioners, and field-specific experts. Results and Discussion: Several significant themes emerged from the work and are presented alongside a series of proposed action points. Based on this preliminary exploration we propose a series of, non-exhaustive, actions for both primary and secondary prevention. Furthermore, the group identified the potential for responsible gaming practices to be adopted which would help to minimize the harm from overspending in gaming activities. Finally, we identified the need for further research in the field, for example the use of player data and both longitudinal and qualitative studies. Conclusions: The emergent themes are discussed in relation to both the views of the presenters and existing research in the field and are intended to promote discussion concerning the viability of context-specific approaches to an issue of global reach and significance.

4.
Psychol Addict Behav ; 34(1): 242-256, 2020 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-31697092

RESUMO

"Gamblification" is a rapidly emerging form of media convergence between the more chance-based activity of gambling and the more skill-based activity of (video) gaming, for example in the competitive video gaming known as esports. The marriage of video gaming and gambling has been theorized as bringing about new forms of gambling-related cognitive processes in individuals and affecting the ways in which they approach and evaluate gambling situations. As such, a pertinent research problem is whether existing measurement instruments designed to identify gambling related cognitions can be employed in this new context and population, and if not, how they can be adapted. Therefore, in this study, we investigate the psychometric properties of Gambling Related Cognitions Scale (GRCS) and a series of items developed following a review of existing literature. We employ 3 separate data sets gathered from video game players who also gamble (N = 442; 391; and 335). The results indicate that the GRCS is not a robust measure to use for video game players who gamble; the new GamCog measure was, therefore, developed to address this gap. The study implies that the most significant cognitive differences between video game players and the wider population are the ways in which concepts of skill and luck are perceived, potentially due to the sense of personal agency engendered by video games. (PsycINFO Database Record (c) 2020 APA, all rights reserved).


Assuntos
Cognição , Jogo de Azar/psicologia , Internet , Jogos de Vídeo/psicologia , Adulto , Comportamento Aditivo/psicologia , Análise Fatorial , Feminino , Humanos , Masculino , Psicometria , Reprodutibilidade dos Testes
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