scholarly journals Mahjong and Problem Gambling in Sydney: An Exploratory Study with Chinese Australians

2011 ◽  
pp. 24 ◽  
Author(s):  
Wu Yi Zheng ◽  
Michael Walker ◽  
Alex Blaszczynski

Gambling is accepted as an integral part of Chinese cultural heritage. Epidemiological and clinical studies indicate that problem gambling rates among Chinese community members residing in Western countries are substantially higher (2.1-2.9%) compared with those reported for mainstream populations (0.5-1.7%). However, these studies failed to differentiate culturally specific forms of gambling and their association with problem gambling within Chinese samples. Thus, it is not possible to determine if, or what proportion of, Chinese problem gamblers exhibit a propensity to experience problems with culturally specific, as opposed to mainstream, forms of gambling. Mahjong, a popular game deeply entrenched in Chinese tradition, is played among peers and family members. In a recent study conducted by Zheng, Walker, and Blaszczynski (2008), high rates of Mahjong-associated problem gambling were found in a sample of Chinese international students attending language schools and universities in Sydney, Australia. The aim of the current study was to explore the extent of Mahjong-associated problem gambling in a broader community sample of Chinese Australians. Results showed that in a sample of 229 respondents, males and those 35 years or older were more likely to gamble on Mahjong and that 3.1% met the Canadian Problem Gambling Severity Index criteria for Mahjong problem gambling.

Author(s):  
Eva Monson ◽  
Sylvia Kairouz ◽  
Matthew Perks ◽  
Nicole Arsenault

Gambling research has highlighted substantial activity-specific differences in gambling behaviours, but measures of problem gambling remain non-specific. This paper aims to examine the consistency of general versus activity-specific Problem Gambling Severity Index (PGSI) scores among a sample of moderate-risk and problem gamblers in Québec, Canada. Correlations and t tests were conducted to examine associations and differences between general and activity-specific PGSI scores. Results were analyzed by number of activities reported and activity rank for lottery, video lottery terminals (VLTs), and slot machines and suggested that PGSI scores may not accurately reflect problem gambling severity for all specific activities. General and activity-specific PGSI scores were more highly correlated when lottery was the primary activity, whereas for VLTs, scores were highly correlated regardless of number or rank of activities. General PGSI scores were significantly higher than activity-specific scores for lottery, but general and activity-specific scores were not significantly different for VLTs, demonstrating that the PGSI is a better indicator of activity-specific scores for some forms of gambling over others. Researchers conducting population surveys should exercise caution in assigning general PGSI scores to specific activities.RésuméLa recherche sur le jeu a mis en évidence des différences majeures dans les comportements de jeu spécifiques à des activités, mais les mesures du jeu problématique demeurent non spécifiques. L’étude vise à examiner la cohérence entre les scores généraux de l’indice de gravité du jeu problématique (IGJP) et ceux propres à des activités parmi un échantillon de joueurs à risque modéré et de joueurs compulsifs en [province, pays]. Des corrélations et des tests de Student ont été effectués pour examiner les associations et les différences entre les scores IGJP généraux et ceux spécifiques à des activités. Analysés en fonction du nombre d’activités déclarées et du classement des activités de loterie, d’appareils de loterie vidéo (ALV) et de machines à sous, les résultats laissent entendre que les scores IGJP pourraient ne pas refléter avec précision la gravité du jeu pathologique en ce qui concerne des activités particulières. Dans le cas où la loterie était l’activité principale, les scores IGJP généraux et ceux propres à l’activité étaient très fortement corrélés; pour les appareils de loterie vidéo, les scores étaient fortement corrélés, quels que soient le nombre ou le classement des activités. En ce qui concerne la loterie, les scores IGJP généraux étaient largement plus élevés que les scores propres à l’activité, mais ils n’étaient pas très différents dans le cas des ALV, ce qui démontre que l’IGJP est un meilleur indicateur seulement pour certaines formes de jeu. Les chercheurs qui mènent des enquêtes auprès de la population doivent faire preuve de prudence lorsqu’ils attribuent des scores IGJP généraux à des activités spécifiques.


2016 ◽  
pp. 30 ◽  
Author(s):  
Jessica Gay ◽  
Peter Richard Gill ◽  
Denise Corboy

Research has identified 18 to 30 years olds as the biggest spenders on gambling activities, with significantly higher prevalence of gambling problems than other age groups. Identifying the factors that influence the development of gambling problems in young people is important for guiding prevention strategies. This study aimed to analyse how emerging adult problem gambling is influenced by the people around them. In particular, we explored whether perceived parental and peer problem gambling predicted emerging adult problem gambling, and whether reduced gambling self-stigma mediated these relationships. A community sample of 188 Australian gamblers aged 18 to 29 (M = 21.41, SD = 2.99) completed three versions of the Problem Gambling Severity Index (PGSI) and the Gambling Perception Scale. Results indicated that perceived parental and peer gambling were positively related to emerging adult problem gambling. While reduced gambling helping stigma was related to higher problem gambling, stigma did not mediate the links between significant others' gambling and emerging adult problem gambling. We conclude that social influences are important in the development of problem gambling for young people, and that older male emerging adults who have a gambling mother are at most risk of problem gambling.


Author(s):  
Catherine Boudreault ◽  
Isabelle Giroux

A better understanding of the repercussions of the means used to recommend psychological treatment could help to mitigate the low consultation rate among gamblers. This study compares the severity of the gambling problems as measured by the Problem Gambling Severity Index (PGSI) and engagement in self-adminstered treatment by problem gamblers, based on their recruitment method (advertisements vs. volunteer bank). In total, 27 gamblers were recruited by advertisements, and 31 came from a bank of volunteers, to participate in studies on gambling. All the participants took part in self-administered treatment, including a self-treatment manual and motivational telephone conversations. The results suggested that the gamblers recruited by the advertisements presented, at the time of recruitment, a significantly higher PGSI score than those recruited instead through the volunteer bank. Furthermore, the number of phases of the self-treatment manual completed, and the proportion of individuals who gave up treatment after a period of 11 weeks, did not differ significantly between the two groups. The results suggest that using different recruitment methods could work to reach those gamblers who do not actively seek help, and that this use of different methods will not affect their engagement in the treatment.RésuméUne meilleure compréhension des répercussions des moyens employés pour proposer les traitements psychologiques pourrait contribuer à pallier les faibles taux de consultation chez les joueurs. La présente étude compare la gravité des problèmes de jeu mesurée par l’Indice de gravité du jeu problématique (IGJP) et l’implication dans un traitement auto-administré chez les joueurs problématiques selon leur mode de recrutement (annonces publicitaires c. banque de volontaires). Au total, 27 joueurs sont recrutés par annonces publicitaires et 31 joueurs proviennent d’une banque de personnes volontaires à participer à des études sur les jeux de hasard et d’argent. Tous les participants prennent part à un traitement auto-administré incluant un manuel d’auto-traitement et des entretiens téléphoniques de type motivationnel. Les résultats indiquent que les joueurs recrutés par annonces publicitaires présentent, au moment de leur recrutement, un score à l’IGJP significativement plus élevé que ceux recrutés par la banque de volontaires. De plus, le nombre de phases du manuel d’auto-traitement complétées et la proportion d’individus abandonnant le traitement après une période de 11 semaines ne diffère pas significativement entre les deux groupes. Les résultats suggèrent que le recours à différentes méthodes de recrutement puisse aider à rejoindre des joueurs ne recherchant pas activement d’aide et que ceci n’affecte pas l’implication dans le traitement.


2019 ◽  
Author(s):  
David Zendle

Loot boxes are items in video games that may be paid for with real-world money, but which contain randomised contents. There is a reliable correlation between loot box spending and problem gambling severity: The more money gamers spend on loot boxes, the more severe their problem gambling tends to be. However, it is unclear whether this link represents a case in which loot box spending causes problem gambling; a case in which the gambling-like nature of loot boxes cause problem gamblers to spend more money; or whether it simply represents a case in which there is a general dysregulation in in-game spending amongst problem gamblers, nonspecific to loot boxes.The multiplayer video game Heroes of the Storm recently removed loot boxes. In order to better understand links between loot boxes and problem gambling, we conducted an analysis of players of Heroes of the Storm (n=112) both before and after the removal of loot boxes.There were a complex pattern of results. In general, when loot boxes were removed from Heroes of the Storm, problem gamblers appeared to spend significantly less money in-game in contrast to other groups. These results suggest that the presence of loot boxes in a game may lead to problem gamblers spending more money in-game. It therefore seems possible that links between loot box spending and problem gambling are not due to a general dysregulation in in-game spending amongst problem gamblers, but rather are to do with specific features of loot boxes themselves.


2015 ◽  
Vol 207 (4) ◽  
pp. 328-333 ◽  
Author(s):  
Lisa Jones ◽  
Alice Metcalf ◽  
Katherine Gordon-Smith ◽  
Liz Forty ◽  
Amy Perry ◽  
...  

BackgroundNorth American studies show bipolar disorder is associated with elevated rates of problem gambling; however, little is known about rates in the different presentations of bipolar illness.AimsTo determine the prevalence and distribution of problem gambling in people with bipolar disorder in the UK.MethodThe Problem Gambling Severity Index was used to measure gambling problems in 635 participants with bipolar disorder.ResultsModerate to severe gambling problems were four times higher in people with bipolar disorder than in the general population, and were associated with type 2 disorder (OR = 1.74, P = 0.036), history of suicidal ideation or attempt (OR = 3.44, P = 0.02) and rapid cycling (OR = 2.63, P = 0.008).ConclusionsApproximately 1 in 10 patients with bipolar disorder may be at moderate to severe risk of problem gambling, possibly associated with suicidal behaviour and a rapid cycling course. Elevated rates of gambling problems in type 2 disorder highlight the probable significance of modest but unstable mood disturbance in the development and maintenance of such problems.


2012 ◽  
Vol 29 (2) ◽  
pp. 311-327 ◽  
Author(s):  
Shawn R. Currie ◽  
David C. Hodgins ◽  
David M. Casey

Author(s):  
Vance V. MacLaren ◽  
Kevin A. Harrigan ◽  
Michael Dixon

Motives for gambling were examined among patrons of slots venues who reported playing electronic gaming machines at least weekly (N=849). According to scores on the Problem Gambling Severity Index (PGSI), there were 331 (39.0%) participants at low risk, 330 (38.9%) at moderate risk, and 188 (22.1%) at high risk of Pathological Gambling. Scores on the Coping and Enhancement scales of the Gambling Motives Questionnaire (GMQ) had independent effects on PGSI scores. Cluster analysis of Coping and Enhancement scores identified Low Emotion Regulation (LER; n=189), Primarily Enhancement (PE; n=338), and Coping and Enhancement (CE; n=322) subtypes. More CE gamblers (80.1%) had PGSI scores that suggested problem or Pathological Gambling than the PE (56.8%) or LE (36.0%) subtypes. Gamblers who frequently play slot machines are at elevated risk of Pathological Gambling if they play slots as a means of self-regulating their negative emotional states.


2019 ◽  
Vol 36 (2) ◽  
pp. 140-160 ◽  
Author(s):  
Eva Samuelsson ◽  
Peter Wennberg ◽  
Kristina Sundqvist

The Problem Gambling Severity Index (PGSI) is a screening instrument frequently used to identify risk and problem gambling. Even though the PGSI has good psychometric properties, it still produces a large proportion of misclassifications. Aims: To explore possible reasons for misclassifications in problem gambling level by analysing previously classified moderate-risk gamblers’ answers to the PGSI items, in relation to their own current and past gambling behaviours. Methods: Semi-structured telephone interviews were conducted with 19 participants reporting no negative consequences from gambling. They were asked the PGSI questions within an eight-year time frame (2008 to 2016). Ambiguous answers to PGSI items were subject to content analysis. Results: Several answers to the PGSI items contained ambiguities and misinterpretations, making it difficult to assess to what extent their answers actually indicated any problematic gambling over time. The item about feelings of guilt generated accounts rather reflecting self-recrimination over wasting money or regretting gambling as a meaningless or immoral activity. The item concerning critique involved mild interpretations such as being ridiculed for buying lottery tickets or getting comments for being boring. Similar accounts were given by the participants irrespective of initial endorsement of the items. Other possible reasons for misclassifications were related to recall bias, language difficulties, selective memory, and a tendency to answer one part of the question without taking the whole question into account. Conclusions: Answers to the PGSI can contain a variety of meanings based on the respondents’ subjective interpretations. Reports of lower levels of harm in the population should thus be interpreted with caution. In clinical settings it is important to combine use of screening instruments with interviews, to be able to better understand gamblers’ perceptions of the gambling behaviour and its negative consequences.


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