The COVID-19 lockdown experience suggests that restricting the supply of gambling can reduce gambling problems: An Australian prospective study.

IF 6.6 1区 医学 Q1 PSYCHIATRY Journal of Behavioral Addictions Pub Date : 2024-02-12 Print Date: 2024-03-26 DOI:10.1556/2006.2023.00085
Nerilee Hing, Alex M T Russell, Vijay Rawat, Gabrielle M Bryden, Matthew Browne, Matthew Rockloff, Hannah B Thorne, Philip Newall, Nicki A Dowling, Stephanie S Merkouris, Matthew Stevens
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Abstract

Background and aims: COVID-19 lockdowns limited access to gambling but simultaneously elevated psychosocial stressors. This study assessed the relative effects of these changes on gambling risk status during and after the Australian COVID-19 lockdown from late-March to late-May 2020.

Methods: The study administered three surveys to people who had gambled within the past year at T1. Wave 1 asked about before (T1, N = 2,125) and during lockdown (T2, N = 2,125). Subsequent surveys focused on one year (T3; N = 649) and two years after lockdown (T4, N = 458). The dependent variable was changes in reporting any problem gambling symptoms (PGSI 0 vs 1+). Bivariate analyses and multinomial logistic regression tested for significant associations with: demographics, psychosocial stressors (perceived stress, psychological distress, loneliness, health anxiety about COVID, financial hardship, stressful life events), gambling participation and gambling frequency.

Results: Gambling participation and at-risk gambling decreased between T1 and T2, increased at T3, with little further change at T4. When gambling availability was curtailed, decreased gambling frequency on EGMs, casino games, sports betting or race betting, and lower psychosocial stress, were associated with transitions from at-risk to non-problem gambling. When gambling availability resumed, increased EGM gambling frequency, decreased online gambling frequency, and higher psychosocial stress were associated with transitions from non-problem to at-risk gambling.

Discussion and conclusions: Gambling availability appears a stronger influence on gambling problems, at the population level, than psychosocial risk factors. Reducing the supply of high-risk gambling products, particularly EGMs, is likely to reduce gambling harm.

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COVID-19 禁赌经验表明,限制赌博供应可以减少赌博问题:澳大利亚的一项前瞻性研究。
背景和目的:COVID-19 禁赌限制了人们参与赌博的机会,但同时也增加了社会心理压力。本研究评估了2020年3月下旬至5月下旬澳大利亚COVID-19禁赌期间和之后这些变化对赌博风险状况的相对影响:本研究对过去一年中在 T1 有赌博行为的人进行了三次调查。第一轮调查询问了禁赌前(T1,2125 人)和禁赌期间(T2,2125 人)的情况。随后的调查集中在封锁一年后(T3;N = 649)和两年后(T4,N = 458)。因变量是报告任何赌博问题症状(PGSI 0 vs 1+)的变化情况。双变量分析和多项式逻辑回归检验了以下因素之间的显著关联:人口统计学、社会心理压力因素(感知压力、心理困扰、孤独感、对 COVID 的健康焦虑、经济困难、生活压力事件)、赌博参与度和赌博频率:赌博参与率和高危赌博率在 T1 和 T2 之间有所下降,在 T3 有所上升,在 T4 则变化不大。当赌博供应减少时,电子游戏、赌场游戏、体育博彩或赛马博彩的赌博频率下降,社会心理压力降低,这与从风险赌博向非问题赌博的转变有关。当赌博的可获得性恢复后,电子游戏机赌博频率的增加、在线赌博频率的减少以及较高的社会心理压力与非问题赌博向高危赌博的转变有关:在人口层面上,赌博的供应似乎比社会心理风险因素对赌博问题的影响更大。减少高风险赌博产品(尤其是电子游戏机)的供应可能会减少赌博的危害。
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来源期刊
CiteScore
12.30
自引率
7.70%
发文量
91
审稿时长
20 weeks
期刊介绍: The aim of Journal of Behavioral Addictions is to create a forum for the scientific information exchange with regard to behavioral addictions. The journal is a broad focused interdisciplinary one that publishes manuscripts on different approaches of non-substance addictions, research reports focusing on the addictive patterns of various behaviors, especially disorders of the impulsive-compulsive spectrum, and also publishes reviews in these topics. Coverage ranges from genetic and neurobiological research through psychological and clinical psychiatric approaches to epidemiological, sociological and anthropological aspects.
期刊最新文献
Corrigendum to: Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning. Machine Learning(s) in gaming disorder through the user-avatar bond: A step towards conceptual and methodological clarity. User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution. Long-term changes on behavioral addictions symptoms among adults with attention deficit hyperactivity disorder treated with methylphenidate. Mainland China's 2021 restrictions on under-18s' video game time were imposed when older 2019 restrictions already applied: Omitting the historical regulatory context is misleading.
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