Colliding harms of gambling and gaming: A four-wave longitudinal population study of at-risk gambling and gaming in Finland.

IF 1.9 3区 社会学 Q3 SUBSTANCE ABUSE Nordic Studies on Alcohol and Drugs Pub Date : 2024-10-01 Epub Date: 2024-05-28 DOI:10.1177/14550725241253336
Atte Oksanen, Ilkka Vuorinen, Heli Hagfors, Eerik Soares Mantere, Iina Savolainen
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Abstract

Aims: Both gambling and digital gaming are growing in popularity and there is ongoing discussion about their convergence. This population-based longitudinal survey study investigated how gambling and digital gaming types contribute to at-risk gambling and gaming. Methods: The study was based on a representative sample of 18-75-year-olds from mainland Finland. Survey data were collected at 6-month intervals in 2021-2022, starting in April 2021. Of original T1 respondents, 58.95% took part in all four time points. In total, 3,608 observations from 902 individuals were analysed. Outcome measures were at-risk gambling and gaming based on the Problem Gambling Severity Index and the Internet Gaming Disorder Test. Various types of gambling and gaming were investigated. Results: Population-averaged models showed that different forms of gambling were associated with a higher risk of at-risk gaming. Online casino games were associated with the highest likelihood of at-risk gambling and gaming. Prevalence of digital gaming problems was low. Hybrid models were used to investigate the longitudinal within-person and between-person effects of gambling and gaming activities. Online casino games and offline slot machines increased at-risk gambling. Microtransactions within digital games increased at-risk gambling and gaming over time, but the amount of money spent on digital gaming was small compared to gambling. Conclusions: Our results underline the risks of EGMs and online gambling for the participants. Although gambling and gaming are converging, harm is mostly based on gambling.

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赌博和游戏的危害:芬兰高风险赌博和游戏的四波纵向人口研究。
目的:赌博和数字游戏日益流行,人们一直在讨论它们的融合问题。这项以人群为基础的纵向调查研究调查了赌博和数字游戏类型是如何导致高风险赌博和游戏的。研究方法研究对象为芬兰本土18-75岁的代表性样本。从2021年4月开始,每隔6个月收集一次调查数据。在最初的 T1 受访者中,58.95% 的人参加了所有四个时间点的调查。共分析了来自 902 人的 3,608 个观测数据。研究结果以问题赌博严重程度指数(Problem Gambling Severity Index)和网络游戏障碍测试(Internet Gaming Disorder Test)为基础,衡量高危赌博和游戏行为。对各种类型的赌博和游戏进行了调查。结果显示人口平均模型显示,不同形式的赌博与较高的危险游戏风险相关。在线赌场游戏与风险赌博和游戏的可能性最大。数字游戏问题的发生率较低。混合模型用于研究赌博和游戏活动在人内和人际间的纵向影响。在线赌场游戏和线下老虎机增加了风险赌博。随着时间的推移,数字游戏中的微交易增加了高危赌博和游戏,但与赌博相比,数字游戏所花费的金额较小。结论:我们的研究结果强调了电子游戏机和在线赌博对参与者的风险。虽然赌博和游戏正在融合,但危害主要是基于赌博。
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来源期刊
CiteScore
3.90
自引率
11.80%
发文量
36
审稿时长
30 weeks
期刊最新文献
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