scholarly journals The Gambling Factors Related with the Level of Adolescent Problem Gambler

Author(s):  
Kyonghwa Kang ◽  
Jong Sun Ok ◽  
Hyeongsu Kim ◽  
Kun-Sei Lee

The purpose of this study was to investigate the gambling factors related with the gambling problem level of adolescents to provide basic information for the prevention of adolescent gambling problems. The data was drawn from the 2015 Survey on Youth Gambling Problems of the Korea Center on Gambling Problems for Korean students in grades 7–11 (ages 13–17 years) and included 14,011 study subjects (average age 14.9 years, 52.5% male). The lifetime gambling behavior experience was 42.1%, and 24.2% had a gambling behavior experience within the past three months. The past three-month prevalence of problem gambling was 1.1%. The gambling factors related with the level of adolescent problem gambling include the presence of nearby gambling facilities, having personal relationships with people that gamble, a higher number of experienced gambling behaviors, male adolescents, and a greater amount of time spent gambling. To the best of our knowledge, this study is the first report to identify gambling factors related with the level of adolescent problem gambling in Korean adolescents using national data. These findings suggest that gambling prevention efforts must consider not only access to individual adolescents as early intervention, but also environmental strategies such as accessibility regulations and alternative activities.

2020 ◽  
Vol 26 (3) ◽  
pp. 385-392
Author(s):  
Kyonghwa Kang ◽  
Yi Kyung Ha ◽  
Hwal Lan Bang

Purpose: The number of Korean adolescents engaging in gambling is increasing, especially among out-of-school adolescents. This study aimed to identify patterns of gambling activities and factors related to specific subgroups of out-of-school adolescent gambling activities.Methods: This descriptive study analyzed secondary data from the 2015 Korea Youth Gambling Problem Survey, including 1,200 out-of-school adolescents. Latent class analysis was conducted to identify patterns of gambling activities. The factors related to gambling subgroups were verified with multinomial logistic regression.Results: Three latent classes of gambling activities were identified: rarely gambling (RG), immediate gain gambling (IGG), and broad gambling (BG). These subgroups differed significantly in terms of gender, age at and type of first gambling experience, number and type of gambling activities, gambling frequency, time and money spent on gambling, problem gambling severity, and motivation for gambling. Compared to the RG subgroup, both the IGG and BG subgroups were strongly associated with an older age at the first gambling experience.Conclusion: Out-of-school adolescents who first gambled at an older age and who gambled mainly in order to gain money immediately were at risk of problem gambling. Developing strategies for early screening and referral to professionals is necessary to prevent gambling problems from worsening.


Author(s):  
Nigel E Turner ◽  
Mark Van der Maas ◽  
John McCready ◽  
Hayley A Hamilton ◽  
Tracy Schrans ◽  
...  

This study examined the rate of gambling problems among Ontario older adults at gambling venues. Herein we describe an intercept survey that took place at casinos and horse racing tracks with slot machines or other forms of casino games (racinos) in southwestern Ontario, Canada. This method provided a significant opportunity to obtain a large sample of older adult casino gamblers in order to understand the gambling habits and gambling problems of this population. We used an intercept recruitment method to obtain a sample of 2,103 older adults (aged 55 and older) who were gambling at each of the seven gaming venues, as well as a systematic quota sampling method for age category (e.g., 55–64, 65–74, and 75 and above) and sex. On average, the participants engaged in 3.6 forms of gambling in the past year, and 78.6% reported playing slot machines or other forms of electronic gaming machines monthly or more often. They reported spending an average of 3.29 hr gambling at casinos or racinos per visit and 134.9 hr at casinos or racinos per year. Just over one-fifth of the sample reported spending more than $6,000 in casinos or racinos in the past year. Based on the Problem Gambling Severity Index (PGSI), the proportion of the sample experiencing severe problem gambling (PGSI = 8+) was 6.9%, and an additional 20.3% reported moderate gambling problems (PGSI = 3 to 7).RésuméCette étude a examiné le taux de problèmes de jeu de personnes âgées de l’Ontario sur les sites de jeu. On y décrit un sondage par interception qui a eu lieu dans des casinos et des pistes de course de chevaux où se trouvent des machines à sous ou d’autres formes de jeux de casino (racinos) dans le sud-ouest de l’Ontario, au Canada. Cette méthode a fourni une occasion importante d’obtenir un vaste échantillon de joueurs de casino adultes plus âgés afin de comprendre les habitudes de jeu et les problèmes de jeu de cette population. Nous avons utilisé une méthode de recrutement par interception pour obtenir un échantillon de 2 103 aînés (âgés de 55 ans et plus) qui jouaient à chacun des sept sites de jeu, ainsi qu’une méthode d’échantillonnage systématique par quotas pour les catégories d’âge (p. ex. 55–64, 65–74 et 75 ans et plus) et le sexe. En moyenne, les participants ont joué à 3,6 formes de jeu au cours de la dernière année, et 78,6 % ont déclaré jouer aux machines à sous ou à d’autres formes de machines de jeux électroniques tous les mois ou plus souvent. Ils ont déclaré avoir consacré en moyenne 3,29 heures à jouer dans les casinos ou les racinos par visite et 134,9 heures dans les casinos ou les racinos par année. Un peu plus d’un cinquième de l’échantillon a déclaré avoir dépensé plus de 6 000 $ dans des casinos ou des racinos au cours de la dernière année. Selon l’Indice de gravité du jeu problématique (IGJP), la proportion de joueurs de l’échantillon ayant eu des problèmes de jeu excessifs (IGJP = 8+) était de 6,9 %, et une autre partie de 20,3 % des joueurs a signalé avoir des problèmes de jeu modérés (IGJP = 3 à 7).


2016 ◽  
Vol 1 (3) ◽  
pp. 73
Author(s):  
Besa Shahini ◽  
Emil Frasheri

Gambling research has grown dramatically over the past 2-3 decades, however a lack of consensus regarding the risk factors and gambling etiology related to youth problem gambling still remain. So a better understanding of the nature of youth problem gambling could help us to clarify the etiology of gambling problems. Understanding gambling subtypes is necessary to improve our understanding of the etiology of problem gambling. The prediction of problem gambling is related with the participation in gambling activities. It is necessary to obtain a structure of gambling activities, in order to better understand gambling related problems and to treat problems in a more specified manner. The aim of the study was to determine the appropriate structure of gambling activities using factor analysis in a confirmatory framework. Students are a particularly interesting population in which to study gambling. The research utilized a cross-sectional design and self-report questionnaires. The study concludes that the two-factor solution better represents the chance-and skill-based gambling activities. The first factor is most strongly associated with chance-based activities (lottery, bingo, scratch cards). The second factor is most strongly associated with activities that require some degree of skill (poker, roulette, sport bet, racing, etc. ).


2021 ◽  
Vol 12 ◽  
Author(s):  
Viktor Månsson ◽  
Håkan Wall ◽  
Anne H. Berman ◽  
Nitya Jayaram-Lindström ◽  
Ingvar Rosendahl

This study aimed to investigate changes in gambling behaviors during the first and second waves of the COVID-19 pandemic in Sweden. Participants who had gambled within the past year were recruited from social media and the Swedish National Helpline (n = 325, mean age 39.8 years, 64.8% males, 31.3% with problem gambling) and completed an online survey measuring gambling behaviors, consequences of the pandemic in general and worries related to the pandemic. A sub-sample (n = 139) completed a follow-up survey, during the second wave. The results showed no significant associations between COVID-19 consequences (financial or increased isolation) and increased monthly gambling behavior. No major migrations were observed between game types. However, gambling on a high-risk game (OR = 7.44, p < 0.001) and worrying about mental health due to the pandemic (OR = 2.85, p < 0.001) were significantly associated with past year gambling problems and increased monthly gambling problems from the first to the second wave. More longitudinal research is needed in vulnerable populations, to fully understand the long-term consequences of the pandemic.


Author(s):  
Yaxi Zhao ◽  
Loredana Marchica ◽  
Jeffrey L. Derevensky ◽  
William Ivoska

With the rapid development of technology in the gambling industry, underage mobile gambling has become a growing concern. The present study investigated the prevalence of adolescent mobile gambling and the relationship between frequency of mobile gambling and gambling-related problems. A survey assessing past-year gambling behavior, gambling problems, perceived risk for gambling, and parental and peer disapproval of gambling was completed by 6,818 junior/senior high school students aged 10 to 19. A descriptive analysis demonstrated a 5% prevalence of mobile gambling, and regular mobile gambling (at least monthly) was associated with a higher risk of developing a gambling problem and engagement in other forms of gambling. A hierarchical logistic regression revealed that being female, younger, and perceiving higher parental disapproval of gambling is related to less past-year mobile gambling. Perceived risk of gambling-related harms and peer disapproval were not significant predictors after controlling for other factors. The results suggest that underage mobile gambling may serve as one warning sign of adolescent problem gambling. Given that mobile gambling accessibility is increasing, the results provide valuable information for early intervention and prevention.RésuméAvec le développement rapide de la technologie dans le secteur du jeu, le jeu sur appareil portable chez les personnes mineures devient une préoccupation croissante. La présente étude a examiné la prévalence du jeu sur portable chez les adolescents et la relation entre la fréquence des jeux de hasard sur portable et les problèmes liés au jeu. Un sondage évaluant le comportement de jeu au cours de l’année précédente, les problèmes de jeu, le risque perçu de jeu et la désapprobation des parents et des pairs a été effectué auprès de 6 818 élèves du secondaire, âgés de 10 à 19 ans. Une analyse descriptive a démontré une prévalence de 5 % du jeu sur portable, et le jeu régulier sur portable (au moins une fois par mois) était associé à un risque plus élevé de développer un problème de jeu et de s’engager dans d’autres formes de jeu. Une régression logistique hiérarchique a révélé que le fait d’être une femme, d’être plus jeune et de percevoir une grande désapprobation parentale à l’égard des jeux de hasard a donné lieu à moins de jeu sur portable au cours de l’année écoulée. Le risque perçu de méfaits liés au jeu et la désapprobation par les pairs n’étaient pas des prédicteurs significatifs, après neutralisation d’autres facteurs. Les résultats montrent que le jeu sur appareil portable chez les mineurs peut constituer un signe d’avertissement du jeu problématique chez les adolescents. Étant donné que l’accessibilité au jeu sur portable augmente, les résultats fournissent des données précieuses pour l’intervention précoce et la prévention.


Author(s):  
Alberto Parrado-González ◽  
Fermín Fernández-Calderón ◽  
José C. León-Jariego

Abstract Geographic accessibility has been linked to gambling behavior, but little is known about whether the perception of gambling availability in both offline and online venues is prospectively associated with adolescent gambling behavior. Further, relatively few studies have analyzed the interaction between environmental and individual factors in explaining adolescent gambling and problem gambling. This prospective study examined the association between perceived gambling availability, gambling frequency, and problem gambling among 554 adolescents aged 13–17 years (mean = 15.1, female 47.4%) and explored the moderating role of self-efficacy to control gambling in these associations. Participants completed assessments of perceived gambling availability and gambling self-efficacy at baseline. Gambling frequency and problem gambling were measured at follow-up. Two separate hierarchical regression models were applied to analyze the relationship of perceived gambling availability with gambling behavior and the moderating role of gambling self-efficacy. Results showed that a greater perception of gambling availability was associated with a higher gambling frequency and more problem gambling in adolescents. The impact of perceived gambling availability on gambling frequency and problem gambling was lower among participants with moderate gambling self-efficacy in comparison with participants with low gambling self-efficacy. In those adolescents with high self-efficacy to control gambling, perceived gambling availability was not associated either with gambling frequency or problem gambling. These results suggest the usefulness of implementing regulatory policies aimed at reducing gambling availability in adolescents, and the design of preventative interventions aimed at enhancing self-efficacy to control gambling.


10.2196/17675 ◽  
2020 ◽  
Vol 22 (8) ◽  
pp. e17675
Author(s):  
Gaëlle Challet-Bouju ◽  
Jean-Benoit Hardouin ◽  
Elsa Thiabaud ◽  
Anaïs Saillard ◽  
Yann Donnio ◽  
...  

Background Individuals who gamble online may be at risk of gambling excessively, but internet gambling also provides a unique opportunity to monitor gambling behavior in real environments which may allow intervention for those who encounter difficulties. Objective The objective of this study was to model the early gambling trajectories of individuals who play online lottery. Methods Anonymized gambling‐related records of the initial 6 months of 1152 clients of the French national lottery who created their internet gambling accounts between September 2015 and February 2016 were analyzed using a two-step approach that combined growth mixture modeling and latent class analysis. The analysis was based upon behavior indicators of gambling activity (money wagered and number of gambling days) and indicators of gambling problems (breadth of involvement and chasing). Profiles were described based upon the probabilities of following the trajectories that were identified for the four indicators, and upon several covariates (age, gender, deposits, type of play, net losses, voluntary self-exclusion, and Playscan classification—a responsible gambling tool that provides each player with a risk assessment: green for low risk, orange for medium risk and red for high risk). Net losses, voluntary self-exclusion, and Playscan classification were used as external verification of problem gambling. Results We identified 5 distinct profiles of online lottery gambling. Classes 1 (56.8%), 2 (14.8%) and 3 (13.9%) were characterized by low to medium gambling activity and low values for markers of problem gambling. They displayed low net losses, did not use the voluntary self-exclusion measure, and were classified predominantly with green Playscan tags (range 90%-98%). Class 4 (9.7%) was characterized by medium to high gambling activity, played a higher breadth of game types (range 1-6), and had zero to few chasing episodes. They had high net losses but were classified with green (66%) or orange (25%) Playscan tags and did not use the voluntary self-exclusion measure. Class 5 (4.8%) was characterized by medium to very high gambling activity, played a higher breadth of game types (range 1-17), and had a high number of chasing episodes (range 0-5). They experienced the highest net losses, the highest proportion of orange (32%) and red (39%) tags within the Playscan classification system and represented the only class in which voluntary self-exclusion was present. Conclusions Classes 1, 2, 3 may be considered to represent recreational gambling. Class 4 had higher gambling activity and higher breadth of involvement and may be representative of players at risk for future gambling problems. Class 5 stood out in terms of much higher gambling activity and breadth of involvement, and the presence of chasing behavior. Individuals in classes 4 and 5 may benefit from early preventive measures.


2010 ◽  
Vol 38 (3) ◽  
pp. 365-371 ◽  
Author(s):  
Irene Lai Kuen Wong

Internet gambling was examined among 422 Macau students (240 male; 182 female) aged 12-22, who were recruited from 6 schools. Results indicated that 6.6% of the participants had gambled online in the past year, wagering on soccer matches (50%), mahjong (35.7%), and casino games (14.3%). They were attracted by the operators' acceptance of low wagers (39.3%), anonymity assurance (28.6%), and convenience and accessibility (25%). Using the Massachusetts Gambling Screen (MAGS; Shaffer, LaBrie, Scanlan, & Cummings, 1994), 10.7% and 25% of the Internet gamblers could be classified as problem and pathological gamblers, respectively. Males were twice as likely as females to gamble online and have gambling problems. Rates of participation and problem gambling increased with school grades. Survey results shed light on prevention.


Author(s):  
Michael Auer ◽  
Mark D. Griffiths

AbstractDespite the popularity of horserace gambling around the world, there is surprisingly little in-depth research on the topic. Additionally, studies suggest that motives for gambling are an important proximal factor related to problematic gambling among young people and adults. The present study investigated reasons for gambling among Norwegian horse bettors utilizing questions based on the Reasons for Gambling Questionnaire. The Norwegian gambling operator Rikstoto tracks all players’ behavior across all game types on the internet as well as land-based gambling and provided the data for the study. Consequently, the responses to the questions were correlated with actual gambling behavior. The authors were given access to an anonymized dataset of 3627 players (934 females and 2693 males) from the Norwegian horse betting operator Rikstoto who all completed a short survey. The reasons for gambling most endorsed by horserace bettors were to win big prizes and for excitement. The least endorsed reasons for gambling were to impress other people and to decrease tension. Gambling for money and gambling for recreation and coping were the most highly correlated with self-reported problem gambling. Age was significant and negatively correlated with self-reported gambling problems. The number of bets made, the amount of money consciously bet (i.e., players choosing the horse(s) compared to letting a random generator choose), as well as the monthly loss limit were significant and positively correlated. To the best of the authors’ knowledge, the present study is the first to investigate (i) motivations to gamble combining self-report data with data from a real-world setting, (ii) horserace betting with actual player data, and (iii) correlations between self-reported information about gambling problems with actual gambling behavior and self-reported motivation to play. Consequently, the findings are of high existential value to the gambling studies field.


Author(s):  
Yaxi Zhao ◽  
Loredana Marchica ◽  
Jeffrey L. Derevensky ◽  
William Ivoska

With the rapid development of technology in the gambling industry, underage mobile gambling has become a growing concern. The present study investigated the prevalence of adolescent mobile gambling and the relationship between frequency of mobile gambling and gambling-related problems. A survey assessing past-year gambling behavior, gambling problems, perceived risk for gambling, and parental and peer disapproval of gambling was completed by 6,818 junior/senior high school students aged 10 to 19. A descriptive analysis demonstrated a 5% prevalence of mobile gambling, and regular mobile gambling (at least monthly) was associated with a higher risk of developing a gambling problem and engagement in other forms of gambling. A hierarchical logistic regression revealed that being female, younger, and perceiving higher parental disapproval of gambling is related to less past-year mobile gambling. Perceived risk of gambling-related harms and peer disapproval were not significant predictors after controlling for other factors. The results suggest that underage mobile gambling may serve as one warning sign of adolescent problem gambling. Given that mobile gambling accessibility is increasing, the results provide valuable information for early intervention and prevention.RésuméAvec le développement rapide de la technologie dans le secteur du jeu, le jeu sur appareil portable chez les personnes mineures devient une préoccupation croissante. La présente étude a examiné la prévalence du jeu sur portable chez les adolescents et la relation entre la fréquence des jeux de hasard sur portable et les problèmes liés au jeu. Un sondage évaluant le comportement de jeu au cours de l’année précédente, les problèmes de jeu, le risque perçu de jeu et la désapprobation des parents et des pairs a été effectué auprès de 6 818 élèves du secondaire, âgés de 10 à 19 ans. Une analyse descriptive a démontré une prévalence de 5 % du jeu sur portable, et le jeu régulier sur portable (au moins une fois par mois) était associé à un risque plus élevé de développer un problème de jeu et de s’engager dans d’autres formes de jeu. Une régression logistique hiérarchique a révélé que le fait d’être une femme, d’être plus jeune et de percevoir une grande désapprobation parentale à l’égard des jeux de hasard a donné lieu à moins de jeu sur portable au cours de l’année écoulée. Le risque perçu de méfaits liés au jeu et la désapprobation par les pairs n’étaient pas des prédicteurs significatifs, après neutralisation d’autres facteurs. Les résultats montrent que le jeu sur appareil portable chez les mineurs peut constituer un signe d’avertissement du jeu problématique chez les adolescents. Étant donné que l’accessibilité au jeu sur portable augmente, les résultats fournissent des données précieuses pour l’intervention précoce et la prévention.


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