scholarly journals Relating severity of gambling to cognitive distortions in a representative sample of problem gamblers

2014 ◽  
pp. 1 ◽  
Author(s):  
John A. Cunningham ◽  
David C. Hodgins ◽  
Tony Toneatto

The current study explored the relationship in a general population sample between problem gambling severity and cognitive distortions about gambling. A representative sample of problem gamblers (N = 766) was asked about cognitive distortions related to gambling. A positive association between gambling severity and cognitive distortions emerged, even when the variables associated with participants' demographic characteristics were accounted for. The current study demonstrates that the relationship between problem gambling severity and cognitive distortions does exist in the general population of problem gamblers. This finding emphasizes the key role that cognitive distortions may play in the development and maintenance of pathological gambling.

2019 ◽  
Vol 11 (1) ◽  
pp. 47-58
Author(s):  
Katherine Whale ◽  
Kathleen Green ◽  
Kevin Browne

PurposeThe purpose of this paper is to explore the relationship between attachment style, sub-clinical symptoms of psychosis and aggression in a general population sample.Design/methodology/approachUsing both convenience and snowball sampling, participants in the community (n=213) completed an online questionnaire including previously validated measures of adult attachment, aggression and psychotic experiences.FindingsResults suggested that there were statistically significant correlations between all study variables. Multiple linear regression demonstrated that total psychotic-like experiences and attachment scores significantly predicted variance in total aggression. Moderation approaches revealed that the relationship between psychotic-like events and aggression was stronger in individuals with more insecure attachment styles.Research limitations/implicationsThis generalisability of the results is compromised by the sampling methodology and the use of self-report tools. However, the significant results would support larger scale replications investigating similar variables.Originality/valueThis study suggests there is a relationship between psychotic-like experiences (PLEs) and facets of aggression in the general population. These results suggest that attachment is a contributing factor to aggression associated with PLEs, and highlight the need for similar investigations within clinical samples. The results imply that attachment may be a useful construct for explanatory models of the relationship between adverse childhood experiences, psychotic experiences and aggression.


1996 ◽  
Vol 26 (6) ◽  
pp. 1253-1260 ◽  
Author(s):  
Joyce E. Whittington ◽  
Felicia A. Huppert

SynopsisThe paper of Anderson et al. (1993), based on cross-sectional data, showed that minor psychiatric disorder in a population is linearly related to the mean number of psychiatric symptoms in the population. The present investigation asks whether the same relationship holds longitudinally as well as cross-sectionally. Data from a 7-year follow-up of a general population sample demonstrate, for the first time, that a relationship exists between changes in prevalence of psychiatric disorder and changes in the mean number of psychiatric symptoms in a given population. Moreover, the relationship is linear; a one-point decrease in mean scores on the GHQ-30 is associated with a 6% decrease in prevalence of disorder.


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.


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