problematic gambling
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2021 ◽  
Author(s):  
Yayoi Shigemune ◽  
Akira Midorikawa

Abstract Gambling disorder and problem gambling are characterized by persistent and repetitive problematic gambling behavior. Attentional bias toward gambling-related stimuli such as casino chips, dice, roulette, etc. have been observed in problem gamblers (PGs), but it remains unclear whether stimuli in gambling tasks elicit greater attention and pupillary responses in PGs. To address this issue, we administrated PGs and non-problem gamblers (NPGs) a gambling task accompanied by eye-tracking measurements, in which the participants were required to choose one of the paired pictures to receive monetary rewards and avoid punishments. Concerning attentional allocation, PG showed a greater attentional preference for the right-hand pictures in the decision and feedback phases, and compared to NPGs, PGs’ attention was narrower and more focused on the left-hand pictures in the decision phase. Concerning pupillary dynamics indicative of noradrenergic locus coeruleus activity, pupillary dilation in response to rewards and punishments was observed only in PGs. Studies of unilateral spatial neglect have proposed that asymmetric attention is induced by hemispheric imbalance. Accordingly, asymmetrical allocation of attention by PGs may reflect hemispheric imbalance, and pupillary dynamics may reflect sensitivity to wins and losses.


2021 ◽  
pp. 003329412110229
Author(s):  
Matthew P. Kramer ◽  
Roselyn Peterson ◽  
Angelina V. Leary ◽  
Dexter D. Wilborn ◽  
Tatiana Magri ◽  
...  

Background Psychopathy has been an increasing area of clinical and personality research and is associated with numerous problematic outcomes, including pathological gambling, though this area of research is limited. The most common conceptualization of psychopathy is a two-factor model of primary and secondary psychopathy, with primary psychopathy comprising more interpersonal traits and secondary psychopathy encompassing more antisocial behaviors. Previous research has linked psychopathy to greater urgency and lower utilization of harm reduction strategies. Objectives The current study examines the relationship between primary psychopathy, secondary psychopathy, and problematic gambling, as well as the possible mechanisms of these relationships. Method College student gamblers ( n = 308) completed surveys on psychopathy, impulsivity, protective behavioral strategies regarding gambling, and possible gambling problems. Results Primary psychopathy was inversely related to gambling protective behavioral strategies (PBS) and secondary psychopathy was positively associated with higher levels of urgency. Secondary psychopathy, via urgency, was a strong predictor of whether an individual will experience gambling problems, while primary psychopathy via PBS better predicts the number of gambling problems one experiences. Conclusion This study extends an overall under-researched area of gambling and personality and highlights the importance of delineating different factors of psychopathy regarding problematic gambling outcomes.


2021 ◽  
Vol 10 (10) ◽  
pp. 2103
Author(s):  
Laura Nicklin ◽  
Stuart Gordon Spicer ◽  
James Close Close ◽  
Jonathan Parke ◽  
Oliver Smith ◽  
...  

Excessive engagement with (increasingly prevalent) loot boxes within games has consistently been linked with disordered gambling and/or gaming. The importance of recognising and managing potential risks associated with loot box involvement means understanding contributing factors is a pressing research priority. Given that motivations for gaming and gambling have been informative in understanding risky engagement with those behaviours, this qualitative study investigated motivations for buying loot boxes, through in-depth interviews with 28 gamers from across the UK. A reflexive thematic analysis categorised reasons for buying into seven “themes”; opening experience; value of box contents; game-related elements; social influences; emotive/impulsive influences; fear of missing out; triggers/facilitators. These themes are described in detail and discussed in relation to the existing literature and motivation theories. This study contributes to understanding ways in which digital items within loot boxes can be highly valued by purchasers, informing the debate around parallels with gambling. Findings that certain motivations were disproportionately endorsed by participants with symptoms of problematic gambling has potential implications for policy and warrants further study.


2021 ◽  
Vol 26 (1) ◽  
pp. 57
Author(s):  
Anthony Millán ◽  
Moises Mebarak ◽  
Martha Martínez-Banfi ◽  
Jeyleen Blanco ◽  
Daniela Rodríguez ◽  
...  

Structure of the Video Game Dependence Test, relationship with playing, sex differences and typology of gambling dependence in a Colombian sampleAbstract: The objective of this study was to analyze the factorial structure and psychometric properties of the Video Game Dependence Test (TDV; Cholíz & Marco, 2011) in a Colombian sample, its ability to predict weekly game time, as well as differences by sex. The TDV was completed by a sample of 738 participants aged from 16 to 38 years. The factorial structure of the TDV was composed of these factors: impulsive gambling, compulsive gambling, and associated problems, constituting excellent predictors of weekly gambling time. Finally, we found 4 types of Video Game Dependence (DV): occasional gamer without DV, Gamer with DV awareness, Problematic gamer without DV awareness, and Frequent gamer without DV, 2 of which have a problematic relationship with video games.Keywords: Problematic gambling; dependence on videogames; psychological addiction; gamers; play frequency.Resumen: El objetivo del presente estudio fue examinar la estructura factorial y las propiedades psicométricas del Test de Dependencia de Videojuegos (TDV; Cholíz y Marco, 2011) con población colombiana, su capacidad para predecir el tiempo de juego semanal, así como las diferencias en función del sexo. El TDV fue cumplimentado por una muestra de 738 participantes, con edades entre los 16 y los 38 años. La estructura factorial de la TDV estaba compuesta por los siguientes factores: juego impulsivo, juego compulsivo y percepción de problemas asociados, los cuales fueron excelentes predictores del tiempo de juego semanal. Finalmente, encontramos 4 tipos de dependencia a los videojuegos (DV): jugador ocasional sin DV, jugador con conciencia de DV, jugador problemático sin conciencia de DV y jugador frecuente sin DV, de los cuales 2 de ellos tienen una relación problemática con los videojuegos.Palabras clave: Juego problemático; dependencia a los videojuegos; adicción psicológica; video jugadores; frecuencia de juego.


2021 ◽  
pp. 1-27
Author(s):  
Amparo del Pino-Gutiérrez ◽  
Roser Granero ◽  
Fernando Fernández-Aranda ◽  
Teresa Mena-Moreno ◽  
Gemma Mestre-Bach ◽  
...  

Abstract Old age constitutes a vulnerable stage for developing gambling-related problems. The aims of the study were to identify patterns of gambling habits in elderly participants from the general population, and to assess socio-demographic and clinical variables related to the severity of the gambling behaviours. The sample included N = 361 participants aged in the 50–90 years range. A broad assessment included socio-demographic variables, gambling profile and psychopathological state. The percentage of participants who reported an absence of gambling activities was 35.5 per cent, while 46.0 per cent reported only non-strategic gambling, 2.2 per cent only strategic gambling and 16.3 per cent both non-strategic plus strategic gambling. Gambling form with highest prevalence was lotteries (60.4%), followed by pools (13.9%) and bingo (11.9%). The prevalence of gambling disorder was 1.4 per cent, and 8.0 per cent of participants were at a problematic gambling level. Onset of gambling activities was younger for men, and male participants also reached a higher mean for the bets per gambling-episode and the number of total gambling activities. Risk factors for gambling severity in the sample were not being born in Spain and a higher number of cumulative lifetime life events, and gambling severity was associated with a higher prevalence of tobacco and alcohol abuse and with worse psychopathological state. Results are particularly useful for the development of reliable screening tools and for the design of effective prevention programmes.


Author(s):  
Flora I. Matheson ◽  
Parisa Dastoori ◽  
Tara Hahmann ◽  
Julia Woodhall-Melnik ◽  
Sara J. T. Guilcher ◽  
...  

AbstractPeople experiencing poverty/homelessness have higher rates of problematic gambling than the general population. Yet, research on gambling among this population is sparse, notably among women. This study examined prevalence of problematic gambling among women using shelter and drop-in services in Ontario, Canada. The NORC Diagnostic Screen for Disorders was administered to women during visits to 15 sites using time/location methodology. Within a sample of 162 women, the prevalence of at-risk (6.2%), problem (9.3%), and pathological gambling (19.1%) was higher than the general population. Among women who scored at-risk or higher, 55.4% met criteria for pathological gambling. The findings suggest that women seeking shelter and drop-in services are vulnerable to problematic gambling. Creating awareness of this vulnerability within the shelter and drop-in service sector is an important first step to support women with gambling problems who face financial and housing precarity.


PLoS ONE ◽  
2021 ◽  
Vol 16 (2) ◽  
pp. e0246432
Author(s):  
Eoin Whelan ◽  
Samuli Laato ◽  
A. K. M. Najmul Islam ◽  
Joël Billieux

Mobile gambling differs from land-based and traditional forms of gambling in that the opportunity to place bets and engage with casinos is constantly present and easily accessible. Instead of going to a physical bookmaker or casino, mobile gambling is done quickly and swiftly, anytime, anywhere, with a few taps on a mobile device. Previous studies reveal mobile gambling has managed to reach new audiences especially amongst younger people. Gambling harms can have severe adverse effects on individuals, families and society. However, for a subgroup of highly involved individuals, gambling can be considered a harmonious passion that permits frequent gambling without elevating individual’s risks of experience problem gambling manifestations. Combining the Uses and Gratifications (U&G) and Dualistic Model of Passion (DMP) frameworks, the present study aims to determine if and how the different gratifications sought from mobile gambling are susceptible to explaining non-problematic versus problematic patterns in highly involved gamblers. Data were collected over two waves from a global sample of mobile gamblers (N = 327). Results emphasize that the motivational underpinnings of mobile gambling (as measured by the U&G) differ in obsessive versus harmonious passion. Obsessive passion is associated with poor mood and problematic gambling. In contrast, harmonious passion for mobile gambling is associated with positive mood but is unrelated to problematic gambling. Based on these findings, and given that problematic gambling is an internationally relevant public health issue (the prevalence of problem gambling is estimated to range from 0.1% to 5.8% in different countries), we suggest interventions focusing on specific uses and gratifications associated with an obsessive passion for mobile gambling may be effective in reducing problematic usage patterns.


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.


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