pathological gamblers
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2021 ◽  
Vol 29 (3) ◽  
pp. 681-697
Author(s):  
Ana Estévez ◽  
Paula Jáuregui ◽  
Laura Macía

This study aims to examine relationship between age, gambling behaviour, dysfunctional psychological symptoms, and other comorbid addictive behaviours. Secondly, it aims to study the differences between the aforementioned variables according to gambler profiles based on impulsivity and emotional regulation. A sample of 95 participants conformed the clinical sample (93.5% men and 6.5% women). Results suggest that difficulties in emotion regulation and impulsivity are associated with gambling disorder, video game abuse, and dysfunctional psychological symptomatology. Likewise, two clusters have been observed, the first one is composed of participants with fewer difficulties in emotion regulation, less psychopathological severity, and greater impulsivity. The second cluster is composed of participants with greater difficulties in emotion regulation, as well as greater psychopathological and gambling severity. These results highlight the relevance of understanding different gambler profiles in order to design prevention and treatment strategies adapted to each person.


2021 ◽  
pp. 212-218
Author(s):  
Emmert Roberts ◽  
Venetia Leonidaki ◽  
Zoe Delaney ◽  
Henrietta Bowden- Jones

We aimed to estimate the prevalence of alcohol misuse and examine its relationship with gambling severity and psychological distress in a UK treatment-seeking sample of pathological gamblers. Approximately one in four patients (27.1%) scored X 8 on the Alcohol Use Disorders Identification Test (AUDIT) screening tool indicating alcohol misuse, and one in four (28.1%) reported abstinence. There was no evidence of an association between alcohol misuse and gambling severity or psychological distress level. Compared to the UK general population a significantly higher proportion demonstrated probable alcohol dependence (1.2% vs. 6.3%, p < 0.001).


Author(s):  
Alessio Gori ◽  
Eleonora Topino ◽  
Giuseppe Craparo ◽  
Ilaria Bagnoli ◽  
Vincenzo Caretti ◽  
...  

AbstractGambling Disorder is a complex and multifaceted phenomenon which requires a careful understanding by analysing both the life experiences and the psychopathological components linked to this type of behaviour. This study aimed to apply a Comprehensive Model of Addiction and to delve deeper the dimensions involved in the vulnerability and maintenance of the disease. Therefore, the effect of alexithymia and traumatic experiences in mediating the relationship between insecure attachment and dissociation, as well as the roles of impulsiveness and compulsiveness in influencing obsessiveness were explored in pathological gamblers. A sample composed of 253 individuals with a mean age of 47.8 years (SD = 12.4) with a diagnosis of Gambling Disorder (82.6% males, 17.4% females) completed the battery of measures. Results showed that alexithymia significantly mediates the relationship between insecure attachment and dissociation, while no significance was found in the effect of complex trauma. Furthermore, a significant impact role of impulsiveness and compulsiveness in determining obsessiveness was found. Therefore, the data suggested that alexithymia may increase the risk of developing a gambling disorder, mediating the association between insecure attachment and dissociation. The model of craving which could have a core role in disease maintenance processes was also confirmed, highlighting a significant influence of impulsiveness and compulsiveness on obsessiveness. Such findings might have relevant implications to increase the effectiveness of both preventive interventions and therapeutic works, favouring positive results for a better mental health of the subjects.


2021 ◽  
Vol 11 (5) ◽  
pp. 2397
Author(s):  
Fernando Peres ◽  
Enrico Fallacara ◽  
Luca Manzoni ◽  
Mauro Castelli ◽  
Aleš Popovič ◽  
...  

Ever since the worldwide demand for gambling services started to spread, its expansion has continued steadily. To wit, online gambling is a major industry in every European country, generating billions of Euros in revenue for commercial actors and governments alike. Despite such evidently beneficial effects, online gambling is ultimately a vast social experiment with potentially disastrous social and personal consequences that could result in an overall deterioration of social and familial relationships. Despite the relevance of this problem in society, there is a lack of tools for characterizing the behavior of online gamblers based on the data that are collected daily by betting platforms. This paper uses a time series clustering algorithm that can help decision-makers in identifying behaviors associated with potential pathological gamblers. In particular, experimental results obtained by analyzing sports event bets and black jack data demonstrate the suitability of the proposed method in detecting critical (i.e., pathological) players. This algorithm is the first component of a system developed in collaboration with the Portuguese authority for the control of betting activities.


Author(s):  
Chanelle Gilbert-Baril ◽  
Stéphane Bouchard ◽  
Isabelle Giroux

Il est d’usage, au cours d’un traitement, d’aider les joueurs pathologiques à développer et à mettre en pratique différentes stratégies pour prévenir les rechutes. Le traitement du jeu pathologique a connu des avancées dans les dernières années en utilisant la réalité virtuelle (RV) pour exposer les joueurs à leur envie de jouer. L’influence de cette modalité de traitement sur les stratégies de prévention des rechutes reste toutefois à évaluer. Notre étude visait donc à identifier et à classifier les stratégies proposées par les joueurs pour gérer leur envie de jouer lorsqu’ils sont confrontés à des situations à risque d’une exposition à la RV. Des enregistrements de dix joueurs pathologiques ayant pris part à une séance de prévention de la rechute en RV ont été transformés en verbatim. Le contenu du verbatim a fait l’objet d’une analyse de type déductif et inductif validée par une procédure d’accord interjuges. Les résultats ont révélé six stratégies comportementales et sept stratégies cognitives proposées par les joueurs, avec une moyenne de dix stratégies différentes par joueur. Les stratégies cognitives montrent l’influence possible de la restructuration cognitive qui a eu lieu lors de la thérapie. De plus, l’évitement semble être l’une des stratégies comportementales clés pour les participants, lorsque confrontés à un environnement de bar. Cette étude appuie le potentiel de RV en prévention de la rechute. La spécificité des stratégies provenant de la RV, en comparaison avec l’exposition en imagination, ainsi que l’efficacité des stratégies abordées en séance de RV devraient faire l’objet d’autres études.AbstractIt is common practice, during treatment, to help pathological gamblers develop and implement different strategies to prevent relapses. Treatment for pathological gambling has made progress in recent years and now uses virtual reality (VR) to make gamblers aware of their gambling urges. However, the impact of this treatment method on relapse prevention strategies has yet to be evaluated. This study aims to identify and classify strategies to manage gambling urges as proposed by gamblers when faced with risky situations during exposure in virtual reality. Recordings taken of ten pathological gamblers during a virtual reality relapse prevention session were transcribed verbatim. The verbatim was the subject of a deductive and inductive analysis validated by a procedure agreed upon by the judges. The results reveal six behavioural and seven cognitive strategies proposed by the players with an average of ten strategies per player. The cognitive strategies show that the cognitive restructuring used during treatment had a possible impact. Furthermore, in bars, avoidance seems to be one of the key behavioural strategies for the participants. This study supports the potential of virtual reality in relapse prevention. The specificity of the strategies proposed during VR exposure compared with imaginary exposure as well as the effectiveness of the strategies addressed in VR sessions should be studied further.


2021 ◽  
Vol 58 ◽  
pp. 103-116
Author(s):  
Małgorzata Piasecka

In recent years, more and more attention has been paid to behavioural addictions, which result from an increase in the number of people who experience difficulties within this area. Imprisoned pathological gamblers constitute a specific group in psychotherapy. The following paper presents a review of the literature within the scope of aid actions directed at this group of people.


2021 ◽  
Vol 9 (1) ◽  
pp. p30
Author(s):  
Ingo Fiedler

The standard microeconomic assumption is that consumers’ choices maximize consumers’ utility. This theoretical article challenges this assumption by presenting a framework of an extreme case: compulsive consumption. Backed by a wide range of existing empirical evidence it is shown by the example of pathological gamblers that some consumers (1) have inconsistent preferences, (2) underestimate the time horizon and the frequency of consumption, and (3) underestimate the costs and overestimate the benefits of consumption. The results do not necessarily violate rational choice theory if interpreted as intra-personal externalities. By applying the perspective of picoeconomics, it is possible to reconcile fully rational but competing agents within an individual with inconsistent aggregate decisions. Yet, from a welfare perspective, the results imply that bounded rationality can be interpreted as a source of inefficiency and can thus constitute a rationale for regulatory intervention.


Author(s):  
Dorian Jared Osorio-Pérez ◽  
Francisca Elvira Blanco-Enríquez

The use of video games is a global problem that mainly involves young and adolescent population. Methodology: Study with a quantitative approach, non-experimental design, cross-sectional, descriptive type. Universe: 885 adolescents. Sample: 264 students. Sampling: stratified random. Instruments: Personal and Sociodemographic Data Card (CDPS) and the Video Game Dependence Test (TDV) (Chóliz and Marco, 2011). The study adhered to the provisions of the General Health Law on Health Research. For data analysis, it was used the SPSS 25. Results: 83.3% said they played video games in the last year, while 16.7% denied. Of the current players, half (50.4%) of the young people who have played in the last year mention playing alone, mainly from a non-family home. The cell phone is the most used device for video games, with a little more than half (52.7%) of participants who reported their use, of which all belong to a family home. In terms of dependence on video games, 43.2% was light, 35% medium, 17.7% abuse, and 4.1% pathological. Pathological gamblers belong to family homes.


Author(s):  
Josefine Gehlenborg ◽  
Lara Bücker ◽  
Mira Berthold ◽  
Franziska Miegel ◽  
Steffen Moritz

Abstract Approximately 90% of problem and pathological gamblers remain untreated. This treatment gap may be diminished by the implementation of low-threshold treatment programs. As cognitive distortions play a crucial role in the development and maintenance of gambling problems, interventions targeting gambling-related biases may be particularly effective. The aim of the present study was to examine the feasibility, acceptance, and safety of a novel metacognitive training for individuals with gambling problems (Gambling-MCT). Twenty-five participants were included in an uncontrolled pilot trial with two assessment points (intervention). The intervention comprised eight training modules targeting gambling-specific cognitive distortions. At baseline and post assessment, symptom severity, as measured with the PG-YBOCS, and gambling-related cognitive distortions, as measured with the GABS, were assessed. In addition, interim assessments measuring session-specific changes were conducted. Subjective appraisal was examined after each module and also post treatment. On average, participants took part in 4.16 (SD = 2.84) training sessions. Both intent-to-treat and per protocol analyses showed significant improvements on the PG-YBOCS and the GABS (dz = 0.37–1.37). After Bonferroni correction for multiple testing, linear mixed models for the analysis of session-specific changes showed no deterioration in participants’ mental state after any of the modules. Subjective appraisal of Gambling-MCT was good. The present pilot study provides first evidence for the feasibility, acceptance, and safety of Gambling-MCT. Recruitment of participants remains challenging, emphasizing the importance of overcoming patient-related treatment barriers. Future studies need to investigate the efficacy of Gambling-MCT in randomized controlled trials.


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