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Feature preferences of sports betting platforms: A discrete choice experiment shows why young bettors prefer smartphones. 体育投注平台的功能偏好:离散选择实验显示年轻投注者为何偏爱智能手机。
IF 7.8 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-01-09 Print Date: 2024-03-26 DOI: 10.1556/2006.2023.00073
Nerilee Hing, Alex M T Russell, Catherine Tulloch, Lisa Lole, Matthew Rockloff, Matthew Browne, Hannah Thorne, Philip Newall

Background and aims: Smartphone, computer and land-based betting platforms each have distinctive features. This study examined 1) preferred features of sports betting platforms amongst young adults and 2) whether feature preferences vary with gambling severity.

Methods: The study surveyed 616 Australians aged 18-29 years who bet at-least monthly on sports, esports and/or daily fantasy sports. Participants provided a simple rating of the importance of 24 features of betting platforms and then completed a discrete choice experiment to indicate their preferences amongst different groups of features.

Results: Smartphones were the only platform providing all preferred features. The most important feature was ability to bet instantly 24/7 from any location, followed by electronic financial transactions. Less important features were ability to access betting information online and to bet with multiple operators. Social and privacy features, and access to promotions, did not significantly predict platform choice. The experiment found no significant differences in preferred features by gambling severity group or by gender. The non-experimental descriptive data, however, indicated that participants in the moderate risk/problem gambling categories placed significantly more importance on privacy, ability to place in-play bets, bet with cash, bet with a credit card, see frequent promotions, and bet with multiple operators.

Discussion and conclusions: Most features that bettors prefer can intensify betting. Curtailment of betting promotions, in-play betting, and credit card betting are measures that can assist higher-risk gamblers without unduly affecting other gamblers. Consumer protection tools, including mandatory pre-commitment, need strengthening to help counter the unique risks of smartphone betting.

背景和目的:智能手机、电脑和地面投注平台各有特点。本研究探讨了:1)年轻成年人对体育博彩平台功能的偏好;2)功能偏好是否随赌博严重程度而变化:这项研究调查了 616 名年龄在 18-29 岁之间、至少每月在体育、电竞和/或每日幻想体育上下注的澳大利亚人。参与者对博彩平台的 24 项功能的重要性进行了简单评分,然后完成了一项离散选择实验,以表明他们对不同功能组别的偏好:结果:智能手机是唯一提供所有首选功能的平台。最重要的功能是可以在任何地点全天候即时投注,其次是电子金融交易。不太重要的功能是在线获取投注信息的能力和与多家运营商进行投注的能力。社交和隐私功能以及获取促销信息对平台选择的影响不大。实验发现,不同赌博严重程度的群体或性别在首选功能方面没有明显差异。不过,非实验描述性数据显示,中度风险/问题赌博类别的参与者对隐私、游戏内下注的能力、现金下注、信用卡下注、经常看到促销活动以及与多家运营商下注的重视程度明显更高:投注者喜欢的大多数功能都能加强投注。减少博彩促销、即开投注和信用卡投注等措施可以帮助风险较高的赌徒,同时又不会对其他赌徒造成不必要的影响。需要加强消费者保护工具,包括强制性预先承诺,以帮助应对智能手机投注的独特风险。
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引用次数: 0
The impact of long-term online learning on social anxiety and problematic smartphone use symptoms among secondary school students with different levels of fear of missing out: Evidence from a symptom network and longitudinal panel network analysis. 长期在线学习对不同程度害怕错过的中学生的社交焦虑和智能手机使用问题症状的影响:来自症状网络和纵向面板网络分析的证据。
IF 7.8 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-01-09 Print Date: 2024-03-26 DOI: 10.1556/2006.2023.00081
Yanqiang Tao, Qihui Tang, Shujian Wang, Xinyuan Zou, Zijuan Ma, Liang Zhang, Gang Liu, Xiangping Liu

Background: The advancement of communication technology and the impact of the COVID-19 pandemic have led to an increased reliance on online education. However, the effects of the long-term use of smart devices for online learning on students' social anxiety and problematic smartphone use (PSU) and the role of fear of missing out (FoMO) in this process have yet to be fully explored.

Methods: This study analysed longitudinal data from 2,356 high school students (female = 1,137 (48.26%), mean age = 13.84, SD age = 1.37) in China, divided into high- and low-FoMO groups based on their scores on the FoMO scale, to examine the impact of four months of online learning on social anxiety and PSU. The Social Anxiety Scale (SAS) and Mobile Phone Addiction Index (MPAI) were used to assess social anxiety and PSU symptoms.

Results: The undirected symptom networks revealed more bridge symptoms among the students in the high-FoMO group, although their overall symptom scores decreased. The results of the directed cross-lagged panel networks showed that "productivity loss" predicted other symptoms in the low-FoMO group but that "afraid of negative evaluation" was the predictor in the high-FoMO group. Meanwhile, "withdrawal/escape" and "productivity loss" were the symptoms that were most affected by other symptoms in the high-FoMO and low-FoMO groups, respectively.

Conclusions: The current study therefore sheds light on the changes in social anxiety and PSU symptoms among secondary school students during long-term online learning, as well as the moderating role of FoMO.

背景:通信技术的进步和 COVID-19 大流行病的影响导致人们越来越依赖在线教育。然而,长期使用智能设备进行在线学习对学生社交焦虑和智能手机使用问题(PSU)的影响,以及 "害怕错过"(FoMO)在这一过程中所起的作用,还有待充分探讨:本研究分析了中国2,356名高中生(女生=1,137人,占48.26%,平均年龄=13.84岁,标准差=1.37岁)的纵向数据,根据他们在FoMO量表上的得分将其分为高FoMO组和低FoMO组,研究四个月的在线学习对社交焦虑和PSU的影响。社交焦虑量表(SAS)和手机成瘾指数(MPAI)用于评估社交焦虑和PSU症状:无定向症状网络显示,高 FoMO 组学生的桥接症状更多,尽管他们的总体症状得分有所下降。有向交叉滞后面板网络的结果表明,"生产力损失 "可以预测低 FoMO 组的其他症状,但 "害怕负面评价 "是高 FoMO 组的预测因素。同时,"退缩/逃避 "和 "生产力损失 "分别是高 FoMO 组和低 FoMO 组中最受其他症状影响的症状:因此,本研究揭示了中学生在长期在线学习过程中社交焦虑和 PSU 症状的变化,以及 FoMO 的调节作用。
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引用次数: 0
Ten years of research on the treatments of internet gaming disorder: A scoping review and directions for future research. 网络游戏障碍治疗研究十年:范围综述与未来研究方向。
IF 7.8 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-01-05 Print Date: 2024-03-26 DOI: 10.1556/2006.2023.00071
Guang-Heng Dong, Junhong Dai, Marc N Potenza

Background: Although internet gaming disorder (IGD) has been listed in section III of the DSM-5 for approximately 10 years, the study of treatments for IGD remains in early stages. Nonetheless, a summary of findings to date and discussion of future research needs are warranted.

Methods: The current study reviewed scientific treatment studies with control groups and randomized controlled trials. We summarized the strengths and weaknesses of different treatment strategies and identified gaps in the research literature that may inform the direction of future research efforts.

Results: Sixteen studies were reviewed. Existing treatment studies may be categorized into cognitive behavioural therapy (CBT), pharmacotherapies, non-invasive brain stimulation (NIBS), and others.

Conclusions: CBT is the most widely studied treatment strategy for IGD thus far. Future studies should consider IGD-specific CBT treatment strategies. Medication-based treatment should be implemented with caution. NIBS is promising, and future studies should explore the most efficacious parameters and targets. In addition, studies should consider sex differences in the treatment of IGD.

背景:尽管网络游戏障碍(IGD)被列入DSM-5第三部分已有约10年时间,但对IGD治疗方法的研究仍处于早期阶段。尽管如此,我们仍有必要对迄今为止的研究结果进行总结,并对未来的研究需求进行讨论:本研究回顾了有对照组和随机对照试验的科学治疗研究。我们总结了不同治疗策略的优缺点,并找出了研究文献中的不足之处,为今后的研究工作指明了方向:结果:共审查了 16 项研究。现有的治疗研究可分为认知行为疗法(CBT)、药物疗法、非侵入性脑刺激疗法(NIBS)和其他疗法:结论:迄今为止,认知行为疗法是研究最为广泛的 IGD 治疗策略。未来的研究应考虑针对 IGD 的 CBT 治疗策略。药物治疗应谨慎实施。NIBS很有前景,未来的研究应探索最有效的参数和目标。此外,研究应考虑 IGD 治疗中的性别差异。
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引用次数: 0
A three-wave longitudinal study on the underlying metacognitive mechanism between depression and Internet gaming disorder. 抑郁症与网络游戏障碍之间潜在元认知机制的三波纵向研究。
IF 7.8 1区 医学 Q1 PSYCHIATRY Pub Date : 2024-01-05 Print Date: 2024-03-26 DOI: 10.1556/2006.2023.00072
Le Dang, Hong Mian Yang, Marcantonio M Spada, Anise M S Wu

Background and aims: Internet Gaming Disorder (IGD) and depression have negative consequences on individuals' mental health, but their relationships are complex. This three-wave longitudinal study aimed to detect the metacognitive mechanisms underlying the association between IGD tendency and depression based on the self-regulatory executive function model.

Methods: A total of 1,243 Chinese undergraduate student gamers (57% female, M = 19.77, SD = 1.29) were recruited at the baseline survey (Wave 1 [W1]), with 622 and 574 of them taking part in the two follow-up surveys (Wave 2 [W2] at 6 and Wave 3 [W3] at 12 months later), respectively.

Results: The three-wave path model demonstrated, after controlling for the autoregressive effect of each variable, that depression consistently predicted IGD tendency but not vice versa, while negative but not positive metacognitions about online gaming (MOG) significantly predicted both depression and IGD tendency. Moreover, two statistically significant mediation paths: (i) negative MOG [W1] → depression [W2] → IGD tendency [W3]; and (ii) depression [W1] → negative MOG [W2] → IGD tendency [W3] were identified.

Discussion and conclusions: These findings extend the understanding of the associations among depression, IGD tendency, and MOG, highlighting how negative MOG has a stronger prospective effect than positive MOG on depression and IGD tendency, and also reveal the mutual mediation effects of depression and negative MOG on IGD tendency. Integrated programmes with both emotional regulation training and Metacognitive Therapy are recommended for IGD treatment.

背景和目的:网络游戏障碍(IGD)和抑郁症对个人的心理健康有负面影响,但它们之间的关系却很复杂。这项三波纵向研究旨在基于自我调节执行功能模型,检测网络游戏障碍倾向与抑郁之间关联的元认知机制:基线调查(Wave 1 [W1])共招募了1243名中国本科生游戏者(57%为女性,M = 19.77,SD = 1.29),其中622人和574人分别参加了两次随访调查(Wave 2 [W2],6个月后,Wave 3 [W3],12个月后):三波路径模型显示,在控制了各变量的自回归效应后,抑郁持续预测IGD倾向,但反之亦然,而消极但不积极的网络游戏元认知(MOG)则显著预测抑郁和IGD倾向。此外,还发现了两条具有统计学意义的中介路径:(i) 消极的元认知[W1]→抑郁[W2]→IGD倾向[W3];(ii) 抑郁[W1]→消极的元认知[W2]→IGD倾向[W3]:这些研究结果拓展了人们对抑郁、IGD倾向和MOG之间关联的理解,强调了负性MOG比正性MOG对抑郁和IGD倾向具有更强的前瞻性影响,还揭示了抑郁和负性MOG对IGD倾向的相互中介效应。建议采用情绪调节训练和元认知疗法的综合方案来治疗 IGD。
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引用次数: 0
Reconsidering item response categories in gaming disorder symptoms measurement. 重新考虑游戏障碍症状测量中的项目反应类别。
IF 7.8 1区 医学 Q1 PSYCHIATRY Pub Date : 2023-12-04 Print Date: 2023-12-22 DOI: 10.1556/2006.2023.00070
Daniel L King, Abel Nogueira-López, Christina R Galanis, Toshitaka Hamamura, Christian Bäcklund, Alessandro Giardina, Joël Billieux, Paul H Delfabbro

Gaming disorder (GD) screening often involves self-report survey measures to detect the presence of symptoms. Studies have shown that gamers' responses vary greatly across survey items. Some symptoms, such as preoccupation and tolerance, are frequently reported by highly engaged but non-problematic gamers, and therefore these symptoms are thought to lack specificity and are suggested to be less important in classification decisions. We argue that the influence of response categories (e.g., dichotomous responses, such as 'yes' or 'no'; or frequency categories, such as 'rarely' and 'often') on item responses has been relatively underexplored despite potentially contributing significantly to the psychometric performance of items and scales. In short, the type of item response may be just as important to symptom reporting as the content of survey questions. We propose some practical alternatives to currently used item categories across GD tools. Research should examine the performance of different response categories, including whether certain response categories aid respondents' comprehension and insight, and better capture pathological behaviours and harms.

游戏障碍(GD)筛查通常包括自我报告调查措施,以检测症状的存在。研究表明,玩家的反应在不同的调查项目中差异很大。一些症状,如专注和耐受性,经常出现在高度投入但没有问题的玩家身上,因此这些症状被认为缺乏特异性,在分类决策中不太重要。我们认为,反应类别(例如,二分反应,如“是”或“否”)的影响;或频率类别,如“很少”和“经常”)对项目反应的探索相对不足,尽管可能对项目和量表的心理测量性能有重大贡献。简而言之,项目反应的类型可能与调查问题的内容对症状报告同样重要。我们提出了一些实用的替代方案,以替代当前在GD工具中使用的项目类别。研究应检查不同反应类别的表现,包括某些反应类别是否有助于被调查者的理解和洞察力,以及更好地捕捉病理行为和危害。
{"title":"Reconsidering item response categories in gaming disorder symptoms measurement.","authors":"Daniel L King, Abel Nogueira-López, Christina R Galanis, Toshitaka Hamamura, Christian Bäcklund, Alessandro Giardina, Joël Billieux, Paul H Delfabbro","doi":"10.1556/2006.2023.00070","DOIUrl":"10.1556/2006.2023.00070","url":null,"abstract":"<p><p>Gaming disorder (GD) screening often involves self-report survey measures to detect the presence of symptoms. Studies have shown that gamers' responses vary greatly across survey items. Some symptoms, such as preoccupation and tolerance, are frequently reported by highly engaged but non-problematic gamers, and therefore these symptoms are thought to lack specificity and are suggested to be less important in classification decisions. We argue that the influence of response categories (e.g., dichotomous responses, such as 'yes' or 'no'; or frequency categories, such as 'rarely' and 'often') on item responses has been relatively underexplored despite potentially contributing significantly to the psychometric performance of items and scales. In short, the type of item response may be just as important to symptom reporting as the content of survey questions. We propose some practical alternatives to currently used item categories across GD tools. Research should examine the performance of different response categories, including whether certain response categories aid respondents' comprehension and insight, and better capture pathological behaviours and harms.</p>","PeriodicalId":15049,"journal":{"name":"Journal of Behavioral Addictions","volume":" ","pages":"873-877"},"PeriodicalIF":7.8,"publicationDate":"2023-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10786218/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138477757","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Distortions in time perception related to videogames, pornography, and TV series exposure: An experimental study in three independent samples. 视频游戏、色情和电视连续剧曝光相关的时间感知扭曲:三个独立样本的实验研究。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2023-12-04 Print Date: 2023-12-22 DOI: 10.1556/2006.2023.00067
Verónica Cervigón-Carrasco, Rafael Ballester-Arnal, Joël Billieux, Beatriz Gil-Juliá, Cristina Giménez-García, Jesús Castro-Calvo

Background and aims: Time perception is a cognitive process involving both the ability to estimate the duration of an event (time estimation, TE) and the subjective perception of its passage (time passage, TP). Studies show that alteration in TE/TP is associated with substance use disorders. However, little is known about the impact of these alterations in potentially problematic online behaviors. We explore TE and TP while participants were exposed to cues related to videogames, pornography, and TV series, and the relationship of TE and TP with scores from instruments that measure problematic gaming (PG), problematic pornography use (PPU), and problematic binge-watching (BW).

Methods: Participants from three independent samples (40 men from Luxembourg; 99 Spanish men, 111 Spanish women) completed an experimental task designed to assess TE and TP while they were exposed to short clips related to videogames, pornography, TV series, and documentaries (control condition). Participants also completed different self-reports.

Results: Whereas men underestimated the time that they were exposed to pornography and TV series, women overestimated it. For videogames, we showed a consistent pattern of overestimation of time duration. Time was systematically perceived as passing faster while participants were presented with TV series and pornography. Regarding the association between time perception and PG, PPU, and BW, TE did not correlate with any of the indicators of problematic engagement assessed; but TP correlated with several of these indicators.

Discussion and conclusions: The present preliminary results showed mixed evidence regarding the involvement of time perception in gaming, pornography use, and binge-watching.

背景与目的:时间知觉是一种认知过程,包括对事件持续时间的估计能力(Time estimation, TE)和对事件经过时间的主观知觉(Time passage, TP)。研究表明,TE/TP的改变与物质使用障碍有关。然而,人们对这些改变对潜在问题网络行为的影响知之甚少。当参与者暴露于与电子游戏、色情和电视剧相关的线索时,我们研究了TE和TP与测量问题游戏(PG)、问题色情使用(PPU)和问题暴看(BW)的工具得分之间的关系。方法:参与者来自三个独立的样本(40名男性来自卢森堡;99名西班牙男性,111名西班牙女性)在观看视频游戏、色情、电视连续剧和纪录片(对照条件)的同时完成了一项旨在评估TE和TP的实验任务。参与者还完成了不同的自我报告。结果:男性低估了他们接触色情和电视剧的时间,而女性则高估了这一点。在电子游戏中,我们发现了一种持续时间高估的模式。当参与者观看电视连续剧和色情作品时,他们系统地感觉时间过得更快。关于时间感知与PG、PPU和BW之间的关系,TE与评估的问题投入的任何指标都不相关;但TP与其中几个指标相关。讨论和结论:目前的初步结果显示了关于时间感知在游戏、色情使用和疯狂观看中的参与的混合证据。
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引用次数: 0
Neural mechanisms of intertemporal and risky decision-making in individuals with internet use disorder: A perspective from directed functional connectivity. 网络使用障碍个体的跨期和风险决策的神经机制:一个定向功能连接的视角。
IF 6.6 1区 医学 Q1 PSYCHIATRY Pub Date : 2023-12-04 Print Date: 2023-12-22 DOI: 10.1556/2006.2023.00068
Ziyi Li, Wei Zhang, Yunjing Du

Background and aims: The intertemporal and risk decision-making impairments are vital cognitive mechanisms in internet use disorder (IUD). However, the underlying neural mechanisms for these two decision-making dysfunctions in individuals with IUD remain unclear.

Methods: This study employed Functional Near-Infrared Spectroscopy (fNIRS) to record changes in blood oxygen concentration in the prefrontal cortex of individuals with IUD during intertemporal and risk decision-making tasks.

Results: The findings revealed that the intertemporal decision-making deficits in IUD group were primarily associated with reduced activation in the left dorsolateral prefrontal cortex (dlPFC) and orbitofrontal cortex (OFC) and FC from the left dlPFC to the right dlPFC. On the other hand, risk decision-making impairments were linked to decreased OFC activation and weakened functional connectivity from the left dlPFC to the right dlPFC and OFC.

Discussions and conslusions: These results suggested that while there were common neural mechanisms underlying intertemporal and risk decision-making impairments in individuals with IUD, specific neural foundations existed for each type of dysfunction.

背景与目的:跨期和风险决策障碍是互联网使用障碍(IUD)的重要认知机制。然而,宫内节育器患者这两种决策功能障碍的潜在神经机制尚不清楚。方法:本研究采用功能近红外光谱(fNIRS)技术记录宫内节育器患者在颞间和风险决策任务时前额叶皮层血氧浓度的变化。结果:节育器组的颞间决策缺陷主要与左背外侧前额叶皮质(dlPFC)和眶额叶皮质(OFC)的激活减少有关,从左到右dlPFC。另一方面,风险决策障碍与OFC激活减少以及从左侧dlPFC到右侧dlPFC和OFC的功能连接减弱有关。讨论和结论:这些结果表明,尽管宫内节育器患者的颞间和风险决策障碍存在共同的神经机制,但每种类型的功能障碍都存在特定的神经基础。
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引用次数: 0
Order of first-play in simulated versus monetary gambling. 模拟赌博与金钱赌博的首回合顺序。
IF 7.8 1区 医学 Q1 PSYCHIATRY Pub Date : 2023-11-30 Print Date: 2023-12-22 DOI: 10.1556/2006.2023.00069
Alex M T Russell, Nerilee Hing, Philip Newall, Nancy Greer, Cassandra K Dittman, Hannah Thorne, Matthew Rockloff

Background and aims: Simulated gambling products, like loot boxes and social casino games, contain gambling elements, but are not classified as gambling. They are available to minors, raising concerns about a "gateway effect" into gambling. This study examined the time course of young people's engagement in simulated and monetary gambling, and associations between simulated gambling and gambling problems and harm. A necessary, although not sufficient, condition for simulated games leading to real money gambling is that simulated play must come first.

Method: Participants were 1,026 young adults (aged 18-25 years) who played video games in the last year. They reported the age at which they first took part in seven simulated and twelve monetary gambling products, and current gambling problems and harm.

Results: First use of loot boxes and video games with gambling content tended to precede monetary gambling. Forms where gambling is a core gameplay element, such as social casino and demonstration games, tended to follow some monetary gambling forms. Engagement in most simulated gambling products was associated with greater harm from monetary gambling.

Discussion: The findings leave open the possibility of a catalyst pathway from youth engagement in loot boxes and games with gambling content to later monetary gambling, but causal psychosocial mechanisms remain unclear. However, a pathway from social casino and demonstration games to monetary gambling appears less likely, which may instead reflect containment or substitution effects. Simulated gambling disproportionately attracts youth who are vulnerable to gambling problems and harm, indicating the need for consumer protection measures.

背景和目的:模拟赌博产品,如战利品箱和社交赌场游戏,虽然包含赌博元素,但不属于赌博。未成年人也可以买到,这引发了人们对进入赌博的“门户效应”的担忧。本研究考察了青少年参与模拟赌博和金钱赌博的时间过程,以及模拟赌博与赌博问题和伤害之间的联系。模拟游戏导致真钱赌博的一个必要条件(尽管不是充分条件)是,模拟游戏必须先行。方法:参与者是1026名在过去一年中玩电子游戏的年轻人(18-25岁)。他们报告了他们第一次参加7种模拟和12种货币赌博产品的年龄,以及目前赌博的问题和危害。结果:首次使用战利品盒和带有赌博内容的电子游戏倾向于先于金钱赌博。赌博作为核心玩法元素的形式,如社交赌场和示范游戏,往往遵循一些金钱赌博形式。参与大多数模拟赌博产品与金钱赌博的更大伤害有关。讨论:这一发现为青少年参与战利品盒和赌博内容的游戏到后来的金钱赌博之间的催化途径提供了可能性,但因果心理机制仍不清楚。然而,从社交赌场和示范游戏到金钱赌博的途径似乎不太可能,这可能反映了遏制或替代效应。模拟赌博不成比例地吸引易受赌博问题和伤害的青少年,显示有需要采取保护消费者的措施。
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引用次数: 0
Situational features of smartphone betting are linked to sports betting harm: An ecological momentary assessment study. 智能手机博彩的情境特征与体育博彩危害相关:一项生态瞬时评估研究。
IF 7.8 1区 医学 Q1 PSYCHIATRY Pub Date : 2023-11-27 Print Date: 2023-12-22 DOI: 10.1556/2006.2023.00065
Nerilee Hing, Matthew Browne, Matthew Rockloff, Alex M T Russell, Catherine Tulloch, Lisa Lole, Hannah Thorne, Philip Newall

Background and aims: Smartphones extend the situational characteristics of sports betting beyond those available with land-based and computer platforms. This study examined 1) the role of situational features and betting platforms in harmful betting behaviours and short-term betting harm, and 2) whether people with more gambling problems have preferred situational features, engage more in harmful betting behaviours, and experience more severe short-term betting harm.

Methods: An ecological momentary assessment analysed 1,378 betting sessions on sports, esports or daily fantasy sports, reported by 267 respondents (18-29 years; 50.9% male) over 10 weeks.

Results: Factor analysis revealed five situational features of betting sessions: 1) quick, easy access from home, 2) ability to bet anywhere anytime, 3) privacy while betting, 4) greater access to promotions and betting options, and 5) ability to use electronic financial transactions. Regression models underpinned the analyses. Greater short-term betting harm was significantly associated with the ability to bet anywhere anytime, privacy when betting, and greater access to promotions and betting options. Betting sessions when these features were prioritised were more likely to involve impulsive betting, use of betting inducements, and betting with more operators. Respondents with more gambling problems were more likely to prioritise privacy and the ability to bet anywhere anytime; and to bet on in-game events, use promotional inducements, bet with more operators, and report greater betting harm.

Discussion and conclusions: Certain situational features of sports betting are empirically associated with engagement and subsequent harm. Only smartphone betting combines all three features associated with betting harm.

背景和目的:智能手机将体育博彩的情境特征扩展到陆地和计算机平台之外。本研究考察了情境特征和投注平台在投注有害行为和短期投注伤害中的作用,以及投注问题越严重的人是否更倾向于情境特征,是否更倾向于从事有害投注行为,是否经历了更严重的短期投注伤害。方法:生态瞬间评估分析了体育、电子竞技或日常幻想体育的1,378次投注,由267名受访者(18-29岁;50.9%男性)超过10周。结果:因子分析揭示了博彩时段的五个情景特征:1)快速、方便地从家中进入;2)随时随地投注;3)投注时的隐私;4)更多地获得促销和投注选项;5)使用电子金融交易的能力。回归模型是分析的基础。更大的短期赌博伤害与随时随地下注的能力、赌博时的隐私、更多的促销和赌博选项显著相关。当这些功能被优先考虑时,投注会话更有可能涉及冲动投注,使用投注诱导,以及与更多运营商一起投注。有更多赌博问题的受访者更有可能优先考虑隐私和随时随地下注的能力;并在游戏内的活动中下注,使用促销诱因,与更多的运营商下注,并报告更大的赌博伤害。讨论和结论:体育博彩的某些情境特征与参与度和随后的伤害有关。只有智能手机赌博结合了所有与赌博危害相关的三个特征。
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引用次数: 0
Gambling, cryptocurrency, and financial trading app marketing in English Premier League football: A frequency analysis of in-game logos. 英超联赛中的赌博、加密货币和金融交易应用营销:游戏logo的频率分析
IF 7.8 1区 医学 Q1 PSYCHIATRY Pub Date : 2023-11-27 Print Date: 2023-12-22 DOI: 10.1556/2006.2023.00066
Jamie Torrance, Conor Heath, Maira Andrade, Philip Newall

Background & aims: The gamblification of UK football has resulted in a proliferation of in-game marketing associated with gambling and gambling-like products such as cryptocurrencies and financial trading apps. The English Premier League (EPL) has in response banned gambling logos on shirt-fronts from 2026 onward. This ban does not affect other types of marketing for gambling (e.g., sleeves and pitch-side hoardings), nor gambling-like products. This study therefore aimed to assess the ban's implied overall reduction of different types of marketing exposure.

Methods: We performed a frequency analysis of logos associated with gambling, cryptocurrency, and financial trading across 10 broadcasts from the 2022/23 EPL season. For each relevant logo, we coded: the marketed product, associated brand, number of individual logos, logo location, logo duration, and whether harm-reduction content was present.

Results: There were 20,941 relevant logos across the 10 broadcasts, of which 13,427 (64.1%) were for gambling only, 2,236 (10.7%) were for both gambling and cryptocurrency, 2,014 (9.6%) were for cryptocurrency only, 2,068 (9.9%) were for both cryptocurrency and financial trading, and 1,196 (5.7%) were for financial trading only. There were 1,075 shirt-front gambling-associated logos, representing 6.9% of all gambling-associated logos, and 5.1% of all logos combined. Pitch-side hoardings were the most frequent marketing location (52.3%), and 3.4% of logos contained harm-reduction content.

Discussion & conclusions: Brand logos associated with gambling, cryptocurrency, and financial trading are common within EPL broadcasts. Approximately 1 in 20 gambling and gambling-like logos are subject to the EPL's voluntary ban on shirt-front gambling sponsorship.

背景与目的:英国足球的赌博化导致了与赌博和赌博类产品(如加密货币和金融交易应用程序)相关的游戏内营销的激增。作为回应,英超联赛(EPL)从2026年起禁止在球衣正面出现赌博标志。这项禁令不影响其他类型的赌博营销(例如,袖子和球场边的广告牌),也不影响赌博类产品。因此,本研究旨在评估禁令对不同类型的营销暴露的隐含总体减少。方法:我们对2022/23赛季英超联赛的10次转播中与赌博、加密货币和金融交易相关的徽标进行了频率分析。对于每一个相关的标志,我们编码:市场上的产品,相关的品牌,单个标志的数量,标志的位置,标志的持续时间,以及是否存在减少危害的内容。结果:10个广播中有20941个相关标志,其中13427个(64.1%)仅用于赌博,2236个(10.7%)用于赌博和加密货币,2014个(9.6%)用于加密货币,2068个(9.9%)用于加密货币和金融交易,1196个(5.7%)用于金融交易。球衣正面有1075个与赌博有关的标志,占所有与赌博有关的标志的6.9%,占所有标志总数的5.1%。球场边的广告牌是最常见的营销地点(52.3%),3.4%的标识含有减少危害的内容。讨论与结论:与赌博、加密货币和金融交易相关的品牌标识在EPL广播中很常见。大约每20个赌博和类似赌博的标志中就有1个受到英超自愿禁止在球衣正面赞助赌博的禁令的约束。
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Journal of Behavioral Addictions
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