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Drivers of Recreational Online Gambling Intentions: A UTAUT 2 Perspective, Enhancements, Results, and Implications 娱乐性网络赌博意图的驱动因素:UTAUT2视角、增强、结果和启示
IF 1.2 Q3 Psychology Pub Date : 2021-08-02 DOI: 10.4309/jgi.2021.48.3
Jirka Konietzny, A. Caruana
Recreational gambling has become an accepted pursuit, and the advent of the Internet has rendered online gambling ubiquitous. However, the resultant rapid growth in online recreational gambling is not matched by an understanding of the drivers of customers’ intentions to gamble online. While this is potentially a fascinating aspect of consumer behavior, marketing scholars have shied away from giving online gambling much attention. This research seeks a better understanding of the drivers of recreational online gambling intentions among customers by applying the latest version of the Unified Theory of Acceptance and Technology—UTAUT 2, to customers in an online gambling context. It also proposes additional hypotheses that account for the role of anticipated enjoyment and perceived fairness. Data are collected from 593 casino customers of an online gambling firm and analyzed using PLS-SEM via Smart PLS. Results show that perceived fairness and anticipated enjoyment are significant drivers of online gambling intention, with perceived fairness being fully mediated by effort expectancy, anticipated enjoyment, and social influence. Shorn of drivers and moderators that are not significant, an online gambling intention model is proposed. Theoretical and managerial implications are discussed, limitations are noted, and areas for further research are suggested.
娱乐性赌博已经成为一种公认的追求,互联网的出现使在线赌博无处不在。然而,由此产生的在线娱乐赌博的快速增长并不能与对客户在线赌博意图驱动因素的理解相匹配。虽然这可能是消费者行为的一个迷人方面,但营销学者们一直回避给予网络赌博太多关注。这项研究通过将最新版本的接受与技术统一理论UTAUT2应用于在线赌博环境中的客户,寻求更好地了解客户娱乐性在线赌博意图的驱动因素。它还提出了其他假设,解释了预期享受和感知公平的作用。从一家在线博彩公司的593名赌场客户收集数据,并通过Smart PLS使用PLS-SEM进行分析。结果表明,感知公平和预期享受是网络赌博意向的重要驱动因素,感知公平完全由努力预期、预期享受和社会影响介导。在没有显著的驱动因素和调节因素的情况下,提出了一个在线赌博意向模型。讨论了理论和管理含义,指出了局限性,并提出了进一步研究的领域。
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引用次数: 1
Probability disclosures are not enough: Reducing loot box reward complexity as a part of ethical video game design 概率披露是不够的:作为道德视频游戏设计的一部分,降低战利品箱奖励的复杂性
IF 1.2 Q3 Psychology Pub Date : 2021-04-27 DOI: 10.31234/OSF.IO/NUKSD
Leon Y. Xiao, P. Newall
Loot boxes in video games provide randomised rewards that bear structural similarities to gambling. Current loot box consumer protection measures, such as requiring probability disclosures, have been inspired by similar approaches in gambling. However, current loot box rewards are too complex for consumers to be meaningfully protected by probability disclosures alone. But as digital goods, loot boxes can be redesigned in more ethical ways. Four reductions to loot box reward complexity are proposed: capping the maximum number of loot boxes per game and potential rewards per loot box, equalising ‘winning’ probabilities across rewards, and implementing ‘exhaustible’ loot boxes.
电子游戏中的抢劫箱提供随机奖励,其结构与赌博相似。目前的战利品箱消费者保护措施,如要求披露概率,受到了类似赌博方法的启发。然而,目前的战利品盒奖励过于复杂,消费者无法仅通过概率披露得到有意义的保护。但作为数字商品,战利品箱可以用更合乎道德的方式重新设计。提出了四种降低战利品箱奖励复杂性的方法:限制每场游戏的战利品箱最大数量和每个战利品箱的潜在奖励,均衡奖励的“获胜”概率,以及实施“可耗尽”的战利品箱。
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引用次数: 11
COVID-19, Loneliness and Technological Addiction: Longitudinal Data COVID-19,孤独和技术成瘾:纵向数据
IF 1.2 Q3 Psychology Pub Date : 2021-03-08 DOI: 10.4309/JGI.2021.47.4
G. Rogier, S. Zobel, P. Velotti
The COVID-19 outbreak has been shown to have had a negative impact on mental health: furthermore, lockdown measures may have increased levels of loneliness and addiction. Preliminary studies indicated an increased frequency of gaming and social media use during this time and augmented levels of loneliness likely account for the increase in gaming and social media addiction during lockdown. We conducted a longitudinal study administering a battery of self-report questionnaires at the beginning of lockdown (Stage 1) and three days before the end of the lockdown (Stage 2). Specifically, we measured loneliness feelings, frequency of gaming, and social media use, as well as both gaming and social media addiction. Data were analysed using Structural Equation Modeling. We found that loneliness levels longitudinally predicted both gaming and social media addiction, even when controlling for gaming and social media use at Stage 1. Increased feelings of loneliness, a well-known risk factor for gaming, along with social media addiction, may be a central variable heightening vulnerability to the onset or the maintenance of technological addiction during forced social isolation. Thus, future preventive interventions may want to target this issue.RésuméL’éclosion de la COVID-19 a eu un effet nuisible sur la santé mentale. De plus, les mesures de confinement ont intensifié la solitude et les addictions. Les études préliminaires indiquent une augmentation de la fréquence d’utilisation des jeux vidéo et des médias sociaux pendant cette période. Cette hausse est probablement attribuable à l’accroissement de la solitude. Nous avons mené une étude longitudinale à l’aide d’une batterie de questionnaires d’autoévaluation, qui ont été remplis au début du confinement (étape 1) et trois jours avant la fin du confinement (étape 2). En particulier, nous avons mesuré le sentiment de solitude, la fréquence d’utilisation des jeux vidéo et des médias sociaux, et la dépendance aux jeux vidéo et aux médias sociaux. Nous avons eu recours à la modélisation par équation structurelle pour analyser les données. Nous avons observé que le niveau de solitude est un prédicteur longitudinal de la dépendance aux jeux vidéo et aux médias sociaux, en contrôlant par l’effet de l’utilisation des jeux vidéo et des médias sociaux observée à l’étape 1. Le sentiment accru de solitude, qui est un facteur de risque connu de dépendance aux jeux vidéo et aux médias sociaux, pourrait être une variable centrale de l’accroissement de la vulnérabilité au développement ou à la persistance d’une dépendance à la technologie dans un contexte d’isolement social imposé. Par conséquent, les interventions à venir en matière de prévention pourraient cibler ce problème.
新冠肺炎疫情已被证明对心理健康产生了负面影响:此外,封锁措施可能会增加孤独感和成瘾程度。初步研究表明,在这段时间里,游戏和社交媒体的使用频率增加,孤独感的增强可能是封锁期间游戏和社交媒体成瘾增加的原因。我们进行了一项纵向研究,在封锁开始(第一阶段)和封锁结束前三天(第二阶段)进行了一系列自我报告问卷调查。具体来说,我们测量了孤独感、游戏频率、社交媒体使用以及游戏和社交媒体成瘾。数据分析采用结构方程模型。我们发现,即使在第一阶段控制了游戏和社交媒体的使用,孤独感水平也能纵向预测游戏和社交媒体成瘾。孤独感的增加是众所周知的游戏风险因素,与社交媒体成瘾一起,可能是一个中心变量,在被迫的社会隔离期间,提高了技术成瘾的发病或维持的脆弱性。因此,未来的预防性干预措施可能要针对这个问题。新冠病毒对人体健康的影响是显而易见的。此外,更少的措施可以减少限制,减少独处,减少上瘾。单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的、单独的。这是一种可归因于“孤独”的问题。具体地说,我们的调查结果显示,我们的调查结果是纵向的,我们的调查结果是纵向的,我们的调查结果是纵向的,我们的调查结果是纵向的,我们的调查结果是纵向的,我们的调查结果是纵向的,我们的调查结果是纵向的,我们的调查结果是纵向的,我们的调查结果是纵向的,我们的调查结果是纵向的,我们的调查结果是纵向的,我们的调查结果是纵向的。目前,欧盟已恢复了 modizizizisation - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -我们观察到的所有数据都是关于单独的数据,这些数据都是关于单独的数据,这些数据都是关于单独的数据,这些数据都是关于单独的数据,这些数据都是关于单独的数据,这些数据都是关于单独的数据。Le情绪accru de独处,是联合国因素危险有名德依赖性辅助游戏视频等辅助社会媒体》,我们可能一个变量舟状骨de l 'accroissement de la vulnerabilite盟发展或者一个拉一个依赖性持久性技术在contexte d 'isolement社会强加。与此同时,较少的干预措施可能会对预防疾病产生不利影响。
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引用次数: 15
Online gambling in unprecedented times: Risks and safer gambling strategies during the COVID-19 pandemic 空前时代的在线赌博:COVID-19大流行期间的风险和更安全的赌博策略
IF 1.2 Q3 Psychology Pub Date : 2021-03-08 DOI: 10.4309/JGI.2021.47.17
Sasha Stark, Janine E. Robinson
The COVID-19 pandemic has changed the way we live our lives: how we work, socialize, and gamble. As land-based gambling venues around the world are shut down and many professional sports paused or cancelled, those persons who bet on sports or play in land-based venues are forced either to stop gambling or find other means to do so. Academic papers, market research, and news articles have reported that the reduction in available gambling opportunities and widespread COVID-19based restrictions (and associated stressors) are been linked to important changes in online gambling.
新冠肺炎大流行改变了我们的生活方式:我们的工作、社交和赌博方式。由于世界各地的陆上赌博场所被关闭,许多职业体育项目被暂停或取消,那些在陆上赌博或在陆上比赛的人被迫停止赌博或寻找其他方式,新闻文章报道称,可用赌博机会的减少和基于新冠肺炎的广泛限制(以及相关的压力源)与在线赌博的重要变化有关。
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引用次数: 10
Le bingo électronique apporte-t-il des changements dans les comportements de jeu des adeptes du bingo? / Is Electronic Bingo Changing the Gambling Behaviour of Bingo Players? 电子宾果游戏是否改变了宾果玩家的游戏行为?电子宾果游戏是否改变了宾果玩家的赌博行为?
IF 1.2 Q3 Psychology Pub Date : 2021-03-08 DOI: 10.4309/JGI.2021.47.13
Virginie Sorel, S. Sévigny, C. Jacques, I. Giroux
La Societe des etablissements de jeu du Quebec, filiale de Loto-Quebec, a implante, a titre pilote, le bingo electronique (appele Bingo +) en octobre 2018. Il s’agit d’une version du bingo traditionnel qui se joue sur une tablette electronique. Les ecrits scientifiques soulevent l’importance de s’interesser aux nouvelles offres de jeu, en particulier a leurs effets possibles sur les comportements de jeu. Le Bingo + presente des caracteristiques structurelles – dont l’automatisation – reconnues comme pouvant augmenter les habitudes de jeu. La presente etude verifie l’evolution des comportements et habitudes de jeu des joueurs de bingo a la suite de l’implantation du Bingo +, sur les plans de la depense en argent, du temps de jeu, des limites de jeu fixees par les joueurs, de la consommation d’alcool et du jeu d’argent pathologique. Les participants, repartis en joueurs de Bingo + ( n  = 87) et de bingo traditionnel ( n  = 207), ont ete interroges par des entrevues telephoniques semi-structurees aux mesures preimplantation et postimplantation apres neuf mois. Les resultats ont indique que les habitudes de jeu des participants qui utilisaient la tablette electronique changeaient peu, alors que celles des participants au bingo traditionnel tendaient a se reduire. La discussion porte sur l’impact d’une nouvelle modalite de jeu en salle de bingo sur les comportements de jeu des joueurs, en considerant l’ambiance de jeu et l’adaptation face au produit innove. Nous formulons en conclusion des recommandations visant une meilleure comprehension de l’experience face a un jeu automatise. Abstract  The Societe des etablissements de jeu du Quebec, a subsidiary of Loto-Quebec, implemented electronic bingo (called Bingo +) on a pilot basis in October 2018. It is a version of traditional bingo that is played on an electronic tablet. The literature raises the importance of taking an interest in new gaming offers, among others, for the effects on gambling behavior. Bingo + has structural characteristics that have been identified as being able to increase gambling habits, including automation. This study verifies the evolution of the behavior and playing habits of bingo players, following the implementation of Bingo +, in terms of money spent, playing time, limits set by the players, alcohol consumption and pathological gambling. The participants, divided into Bingo + ( n  = 87) and traditional bingo ( n  = 207) players, were interviewed by semi-structured telephone interviews in pre-implantation and postimplantation of nine months. The results indicate that the playing habits of participants who use the electronic tablet change little, while those of traditional bingo participants tend to reduce. The discussion focuses on the impact of a new modality of play in bingo halls on players’ playing behaviors considering the playing atmosphere and the adaptation to the innovated product. Recommendations for a better understanding of the experience with an automated game c
作为Loto-Quebec的子公司,Societe des etablissements de jeu du Quebec于2018年10月试点实施了电子bingo(称为bingo +)。这是在平板电脑上玩的传统宾果游戏的一个版本。科学论文强调了关注新游戏提供的重要性,特别是它们对游戏行为的潜在影响。Bingo +的结构特征——包括自动化——被认为可以增加游戏习惯。presente verifie进化研究行为和宾果游戏玩家的游戏习惯了之后,宾果+的选址,计划支出的钱、时间的游戏,游戏玩家所规定的限额,饮酒和赌博的病态。参与者被分为宾果+玩家(n = 87)和传统宾果玩家(n = 207),在植入前和植入后9个月进行半结构化电话访谈。结果显示,使用平板电脑的参与者的游戏习惯变化不大,而使用传统宾果游戏的参与者的游戏习惯有下降的趋势。讨论的重点是一种新的宾果游戏模式对玩家游戏行为的影响,考虑游戏氛围和对创新产品的适应。最后,我们提出了一些建议,旨在更好地理解与自动化游戏相关的体验。2018年10月,Loto-Quebec的子公司Societe des etablissements de jeu du Quebec在试点基础上实施了电子宾果(称为宾果+)。= =地理= =根据美国人口普查,该镇的土地面积为。文学raises The of an interest in new黑白棋游戏常,重要性,for The others,影响人们之间的赌博行为。宾果+的结构特征已被确定为能够增加赌博习惯,包括自动化。本研究从金钱花费、游戏时间、玩家设定的限制、酒精消费和病态赌博等方面,验证了bingo +实施后bingo玩家行为和游戏习惯的演变。参与者分为Bingo + (n = 87)和传统Bingo (n = 207)玩家,在植入前和植入后9个月接受半结构化电话采访。结果表明,使用电子平板电脑的参与者的游戏习惯变化不大,而传统宾果参与者的游戏习惯往往减少。讨论的重点是宾果大厅的一种新的游戏模式对玩家的游戏行为的影响,考虑到游戏氛围和对创新产品的适应。建议谅解for a better of the game with an automated close the篇经验。
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引用次数: 0
The Narrative of Persons with Gambling Problems and Substance Use: A Multidimensional Analysis of the Language of Addiction 赌博问题和物质使用的人的叙述:成瘾语言的多维分析
IF 1.2 Q3 Psychology Pub Date : 2021-03-08 DOI: 10.4309/JGI.2021.47.7
S. Canali, Daniela Altavilla, Alessandro Acciai, Valentina Deriu, A. Chiera, I. Adornetti, Alessia Bassi, Zaida Colonna, V. D. Luca, Francesca Vignola, F. Ferretti
Several studies have shown that the analysis of the narrative dimension may represent a useful instrument to shed light on certain critical psychological aspects; to this extent, it might also be fruitful to understand better the addiction disorder. The present study aimed to investigate the critical psychological-narrative aspects involved in Gambling Disorder (GD). A semi-structured interview, one which invited participants to narrate the various phases of addiction (addiction definition, onset, chronicization, relapse, desire, loss of control, control strategies, treatment, future behaviours with respect to the object of addiction), was administered to two groups of subjects in treatment: thirty with GD and eighteen with Substance Use Disorder (SUD). A quali-quantitative multidimensional analysis of this interview was performed. The dependent variables were psychological aspects (agency, passivity, locus of control, motivation) and narrative variables (global narrative coherence and self-projection into the future). The main findings showed that the GD presented a higher sense of agency, passivity, external locus of control and external motivation compared to SUD. Both groups showed a lower global narrative coherence score during the narration of desire (craving) compared to other phases. Moreover, both groups showed an absent self-projection into the future. The findings could be linked to possible impairment of the integration of the self, emotional dysregulation and low self-control typical in addiction. In conclusion, the present study highlighted the importance of the narrative dimension to detect certain critical points in the addiction condition on which to potentially address the treatment. Resume Plusieurs etudes ont montre que l’analyse de la dimension narrative peut apporter un eclairage utile sur certains aspects psychologiques cruciaux; en ce sens, elle peut aussi contribuer a une meilleure comprehension des troubles de dependance. Notre etude visait a examiner les aspects a la fois psychologiques et narratifs intervenant dans les troubles de dependance. Nous avons realise des entrevues semi-structurees qui invitaient les participants a raconter les differentes phases de la dependance (definition de la dependance, debut, chronicisation, rechute, desir, perte de maitrise, strategie de regulation, traitement, comportements futurs en ce qui a trait a l’objet de la dependance). Nous avons mene ces entrevues aupres de deux groupes de personnes en traitement : 30 ayant une dependance au jeu (DJ) et 18 ayant un trouble lie a l’usage d’une substance (TUS), puis nous en avons effectue une analyse multidimensionnelle quali-quantitative. Les variables dependantes etaient des aspects psychologiques (agentivite, passivite, lieu de controle, motivation) et des variables narratives (coherence narrative globale et projection de soi dans l’avenir). Les principaux resultats ont indique que, comparativement au groupe TUS, le groupe DJ presentait une
一些研究表明,对叙事维度的分析可能是阐明某些关键心理方面的有用工具;从这个意义上讲,更好地理解成瘾障碍也可能是有益的。本研究旨在调查赌博障碍(GD)中涉及的关键心理叙事方面。一次半结构化访谈,邀请参与者讲述成瘾的各个阶段(成瘾定义、开始、慢性化、复发、欲望、失去控制、控制策略、治疗、与成瘾对象相关的未来行为),针对两组接受治疗的受试者:30名GD患者和18名药物使用障碍患者(SUD)。对本次访谈进行了定性定量多维分析。依赖变量包括心理方面(代理、被动、控制点、动机)和叙事变量(全球叙事一致性和对未来的自我投射)。主要发现表明,与南方相比,GD表现出更高的代理感、被动性、外部控制点和外部动机。与其他阶段相比,两组在讲述欲望(渴望)的过程中表现出较低的总体叙事一致性得分。此外,两组人都对未来进行了缺席的自我投射。调查结果可能与成瘾中典型的自我整合、情绪失调和低自我控制的可能影响有关。总之,本研究强调了叙事维度在检测成瘾状况中可能解决治疗问题的某些关键点方面的重要性。一些研究表明,对叙事维度的分析可以对某些关键的心理方面提供有用的见解;从这个意义上说,它也有助于更好地理解依赖性障碍。我们的研究旨在研究成瘾障碍的心理和叙事方面。我们进行了半结构化访谈,邀请参与者讲述依赖的不同阶段(依赖的定义、开始、慢性化、复发、欲望、失去控制、监管策略、治疗、与依赖对象相关的未来行为)。我们对两组接受治疗的人进行了访谈:30名游戏成瘾(DJ)患者和18名药物使用障碍(STU)患者,并进行了定性定量多维分析。相关变量包括心理方面(代理性、被动性、控制位置、动机)和叙事变量(总体叙事连贯性和对未来的自我投射)。主要结果表明,与TUS组相比,DJ组在代理性、被动性、外部控制位置和外部动机方面表现出更好的感知。与其他阶段相比,两组在欲望(不可抗拒的欲望)叙事过程中表现出较低的整体叙事一致性。此外,两组人都表现出对未来缺乏自我投射。我们可以将这些结果与自我整合不足、情绪失调和依赖性特征的低自我控制联系起来。总之,我们的研究强调了叙事维度在揭示依赖状态的某些关键方面的重要性,这些方面可能指导治疗。
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引用次数: 1
Advertising slogans in the gambling industry: content analysis informed by the heuristics and biases literature 博彩业中的广告口号:基于启发式和偏见文献的内容分析
IF 1.2 Q3 Psychology Pub Date : 2021-03-08 DOI: 10.4309/JGI.2021.47.6
M. Krawczyk, Łukasz Własiuk
In this paper, we analyse the contents of over a thousand gambling slogans. We identify several features considered in the literature that the slogans might capitalize on. In particular, we investigate heuristics and biases analyzed in the behavioural economics of decision making under risk, such as the gambler’s fallacy. We then employ factor analysis to identify the main types of heuristics and biases showing up in the analyzed slogans. We find three naturally interpretable factors and show that they intuitively correlate with the type of game each slogan advertised. We also construct an index of potentially dangerous features a slogan might have and show that their use subsided slightly in the UK after the Industry Code for Socially Responsible Advertising was implemented in 2007. Resume Cet article porte sur l’analyse de plus d’un millier de slogans sur les jeux de hasard. Nous retrouvons dans ces slogans de nombreuses caracteristiques evoquees dans la litterature sur le sujet, en particulier les heuristiques et biais analyses en economie comportementale dans la prise de decision en situation de risque, comme l’illusion du joueur. Au moyen d’une analyse factorielle, nous degageons les trois principaux types d’heuristiques et de biais qui se manifestent dans les slogans etudies. Nous decelons ensuite trois facteurs interpretables et demontrons leurs correlations intuitives avec le type de jeu dont chaque slogan fait la promotion. Enfin, nous proposons un index des caracteristiques potentiellement dangereuses des slogans sur les jeux de hasard et demontrons que l’emploi de ceux-ci a diminue legerement au Royaume-Uni apres l’adoption du Gambling Industry Code for Socially Responsible Advertising en 2007.
在本文中,我们分析了一千多个赌博口号的内容。我们确定了文献中考虑的口号可能资本化的几个特征。特别是,我们调查了风险下决策行为经济学中分析的启发式和偏见,如赌徒的谬误。然后,我们使用因子分析来确定分析口号中出现的启发式和偏见的主要类型。我们发现了三个自然可解释的因素,并表明它们与每个广告口号的游戏类型直观相关。我们还构建了一个潜在危险特征指数,该指数可能有一个标语,并表明在2007年实施《社会责任广告行业规范》后,其使用在英国得到了轻微补贴。摘要本文分析了一千多个关于赌博的口号。我们在这些口号中发现了该主题文献中提到的许多特征,特别是风险情况下决策中行为经济学中的启发式和偏见分析,如玩家错觉。通过因子分析,我们分析了所研究口号中出现的三种主要类型的启发式和偏见。然后,我们确定三个可解释的因素,并证明它们与每个口号所推广的游戏类型的直观相关性。最后,我们提供了赌博标语潜在危险特征的索引,并表明在2007年通过《社会责任广告赌博行业准则》后,英国赌博标语的使用率略有下降。
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引用次数: 1
Attitude-Support Relationship in Gambling: A Modified Theory of Planned Behaviour 赌博中的态度-支持关系:一种修正的计划行为理论
IF 1.2 Q3 Psychology Pub Date : 2021-03-08 DOI: 10.4309/JGI.2021.47.11
A. R. Thomson, N. Mekoth
In this study, we modified the theory of planned behaviour and proposed that attitude towards gambling explains and predicts gambling support. We explored whether locals and tourists support or oppose the gambling industry and the factors that led to support or opposition. This information is vital, as policy decisions are often made by taking into consideration  public support. Using a structured questionnaire, we gathered data from 385 respondents from Goa, a popular tourist and gambling destination in India. Through structural equation modelling, we found that most of the variance (87%) in support of gambling  was explained by attitude. Perceived benefits and risks explained the significant variance (58%) in attitude towards gambling, as indicated in the theory of planned behaviour. The coefficients were significant except for the path from social risk to attitude, which was removed from the final model. The direct path from benefits and risk to support were not significant. In addition, the path from personal risk to attitude was moderated by the respondent’s gambling behaviour. Although gamblers had a more positive attitude with increasing personal risk, non-gamblers had a more negative attitude with increasing personal risk. This finding confirms the risk-seeking behaviour of gamblers. Resume  Cet article modifie la theorie du comportement planifie et avance que l’attitude a l’egard des jeux de hasard explique et predit l’appui donne a ces jeux. L’etude vise a determiner si les habitants et les touristes appuient l’industrie des jeux de hasard ou s’ils s’y opposent, et a cerner les facteurs menant a un appui ou a une opposition. Il s’agit d’une information de grande importance, car les decisions d’orientation prennent souvent en consideration l’appui du public. Des donnees ont ete recueillies au moyen d’un questionnaire structure aupres de 385 repondants de Goa, en Inde, une destination touristique et de jeu tres prisee. A l’aide d’une modelisation par equation structurelle, la recherche a revele que la variance (87 %) dans l’appui aux jeux de hasard s’explique en majeure partie par l’attitude. Comme le suggere la theorie du comportement planifie, les avantages et les risques percus expliquent la variance importante (58 %) dans l’attitude a l’egard des jeux de hasard. Les coefficients sont significatifs, a l’exception de la piste causale entre le risque social et l’attitude, qui a ete retiree du modele final. Les pistes directes allant des avantages et des risques vers l’appui n’etaient pas significatives. Il est apparu que les comportements de jeu des repondants avaient un effet moderateur sur la piste allant du risque personnel vers l’attitude. L’attitude des joueurs etait de plus en plus positive a mesure qu’augmentait le risque personnel, tandis que celle des non-joueurs etait de plus en plus negative. Ce resultat confirme l’existence d’un comportement de recherche du risque chez les joueurs.
在本研究中,我们修正了计划行为理论,提出赌博态度解释和预测赌博支持。我们探讨了当地人和游客是支持还是反对博彩业,以及导致支持或反对的因素。这些信息是至关重要的,因为政策决定往往要考虑到公众的支持。使用结构化问卷,我们收集了来自果阿的385名受访者的数据,果阿是印度的热门旅游和赌博目的地。通过结构方程模型,我们发现大多数支持赌博的方差(87%)可以用态度来解释。正如计划行为理论所表明的那样,感知到的利益和风险解释了对赌博态度的显著差异(58%)。除了从社会风险到态度的路径被从最终模型中删除外,其他系数都是显著的。从利益和风险到支持的直接路径并不显著。此外,从个人风险到态度的路径被受访者的赌博行为所调节。虽然赌徒的态度随着个人风险的增加而变得更加积极,但非赌徒的态度则随着个人风险的增加而变得更加消极。这一发现证实了赌徒的冒险行为。这篇文章修改了“行为理论”,将“行为理论”定义为“态度理论”、“行为理论”、“行为理论”和“行为理论”,并明确了“行为理论”和“行为理论”。“地理位置”是一个决定因素,“居民”是一个决定因素,“游客”是一个决定因素,“工业”是一个决定因素,“工业”是一个决定因素,“工业”是一个决定因素,“工业”是一个决定因素。这将使信息的重要性大大提高,使决策的方向性和普遍性大大降低。研究人员对来自印度果阿的385名受访者进行了问卷调查,其中包括一个旅游目的地和一个欧洲城市。l 'aide d 'une modelisation par equation structurelle, la recherche A revele que la variance (87%), l 'appui aux jeux de hasard ' s explicit en不可抗力一方par 'attitude。对“行为理论”的建议更少,对明确的差异更重要(58%)的好处和风险更少,而对“态度”和“考虑”的风险更大。低系数具有显著性,a 'exception de la piste causale centre le risque social et l 'attitude, a ' ete retired du model final。这两种方法的优点和缺点都与“应用”和“管理”的意义有关。将调查对象的行为举止与调查对象的态度进行比较,发现调查对象的行为举止与调查对象的态度不同。L 'attitude des joueurers that de + en + positive一种测量方法,用来增强有危险的人,也可以用来测量非joueurers that de + en + negative。这一结果证实了l ' d 'un comcomement de recherche du risque chez les jouers的存在。
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引用次数: 0
The Relationship Between Physical Availability of Gambling and Gambling Behaviour or Gambling Disorder: A Systematic Review 赌博的身体可用性与赌博行为或赌博障碍之间的关系:系统综述
IF 1.2 Q3 Psychology Pub Date : 2021-03-08 DOI: 10.4309/JGI.2021.47.2
Madeleine Zoglauer, Robert Czernecka, G. Bühringer, R. Kotter, A. Kräplin
Although it is often regarded as obvious, the exact nature of the relationship between gambling availability and gambling behaviour or disordered gambling remains unclear. However, disordered gambling is an important public health issue and restrictions on availability are seen as an important strategy to reduce gambling-related problems in many jurisdictions. Applying the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, we reviewed studies on the relationship between physical gambling availability and gambling behaviour, as well as disordered gambling, and focused on several currently discussed hypotheses about their relationship. We used a systematic electronic search strategy involving 12 search terms and several databases. We included 27 studies and evaluated them by applying a comprehensive quality rating and quality weighting of evidence. We found a high proportion of quality-weighted evidence for both a positive relationship (access hypothesis) and a decrease or plateau in the prevalence of gambling participation and disorders over time with increasing availability (adaptation hypothesis). However, several conceptual and methodological problems hamper final conclusions. For example, studies were often not based on precise hypotheses, only two studies had a longitudinal design, overall quality ratings varied widely, operationalizations of gambling availability were sometimes not objectively measured, follow-up periods were insufficient, and shifting behaviour was not assessed. To understand the causal role of gambling availability in the development and course of gambling disorder and to derive evidence-based prevention strategies, investigators need to perform more high-quality longitudinal research that is based on a solid theoretical framework with the corresponding statistical analyses. Resume  Bien qu’on la considere souvent comme evidente, la nature exacte de la relation entre la disponibilite des jeux de hasard et le comportement lie a la pratique de ces jeux ou le jeu compulsif demeure incertaine. Le jeu compulsif represente toutefois une importante question de sante publique et les restrictions touchant la disponibilite sont considerees comme une strategie tres valable pour reduire les problemes associes aux jeux de hasard dans de nombreux pays. En appliquant les directives PRISMA, nous avons examine les etudes sur la relation entre la disponibilite physique des jeux de hasard et le comportement lie a ces jeux et au jeu compulsif, en mettant l’accent sur plusieurs hypotheses qui font actuellement l’objet de discussions. Nous avons employe une strategie de recherche electronique systematique comportant douze termes d’interrogation et plusieurs bases de donnees. Vingt-sept etudes ont ete evaluees en y appliquant une cote de qualite et une ponderee de la preuve de qualite exhaustives. Nous avons constate une forte proportion de ponderee probante pour les deux, une relation positive (hypothese de l’acces)
虽然这通常被视为显而易见的,但赌博可用性与赌博行为或混乱赌博之间关系的确切性质仍然不清楚。然而,混乱的赌博是一个重要的公共卫生问题,对可用性的限制被视为减少许多司法管辖区赌博相关问题的重要战略。应用系统评论和元分析指南的首选报告项目,我们审查了物理赌博可用性和赌博行为之间的关系研究,以及混乱的赌博,并重点讨论了关于它们关系的几个当前争论的假设。我们采用了涉及12个搜索术语和几个数据库的系统电子搜索策略。我们包括27项研究,并通过应用全面的质量评级和证据质量加权对其进行了评估。我们发现,随着可用性(适应性假设)的增加,博彩参与率和障碍的患病率都存在积极关系(准入假设)和下降或停滞的高比例质量加权证据。然而,几个概念和方法问题导致了汉珀的最终结论。例如,研究通常不基于精确假设,只有两项研究具有纵向设计,总体质量评级变化广泛,有时没有客观衡量赌博可用性的可操作性,随访期无效,也没有评估行为变化。为了理解赌博可用性在赌博障碍的发展和过程中的因果作用,并得出基于证据的预防策略,研究人员需要进行更高质量的纵向研究,该研究基于具有相应统计分析的坚实理论框架。摘要:虽然这通常被认为是显而易见的,但赌博的可用性与强迫性赌博行为之间关系的确切性质仍然不确定。然而,强迫性赌博是一个重要的公共卫生问题,在许多国家,限制可用性被认为是减少与赌博相关问题的一个非常有效的策略。应用PRISMA指南,我们研究了赌博的物理可用性与赌博和强迫性赌博行为之间的关系,重点关注目前正在讨论的几个假设。我们采用了一种系统的电子搜索策略,包括12个查询项和多个数据库。使用全面的质量评级和质量证据量表对27项研究进行了评估。我们发现,两者都有很高比例的证据权重,积极关系(准入假设),随着时间的推移,在可用性增加(适应假设)的情况下,赌博或强迫性赌博的流行率降低或趋于平稳。然而,一些概念和方法问题阻碍了最终结论的形成。例如,一些研究没有精确的假设,只有两项研究是纵向设计的,总体质量评级差异很大,游戏可用性的操作分析有时没有客观衡量,随访时间不足,行为变化没有评估。为了理解游戏可用性在强迫性游戏发展和过程中的因果作用,并从中得出基于证据的预防策略,需要在严格的理论框架和相应的统计分析基础上进行更高质量的纵向研究。
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引用次数: 0
Gambling and retirement: A qualitative study of non-problem gambling in the course of life of women 赌博与退休:女性一生中无问题赌博的定性研究
IF 1.2 Q3 Psychology Pub Date : 2021-03-08 DOI: 10.4309/JGI.2021.47.9
Bernadeta Lelonek-Kuleta
Studies show that differences exist in how women and men gamble. However, publications devoted to senior gamblers usually describe them as a homogeneous group without distinguishing between senior men and women. The purpose of this qualitative research was to explore the experience of gambling by older women. The article presents how interest in gambling developed in a group of older women who gamble recreationally. In-depth interviews conducted with 26 non-addicted women have revealed that in retirement they most often return to this activity known for many years, and the initiation of gambling rarely occurs during this period of life. Retired women gamble more often and more regularly than do younger women, explained by them having fewer responsibilities and more free time, yet they are able to maintain control over their spending on the game. The results of this study suggest that gambling can be valid a form of recreation in retirement, but psychoeducation about threats and the use of responsible gambling strategies is important. Resume Les etudes montrent qu’il y a des differences dans la facon dont les femmes et les hommes jouent. Cependant, les publications consacrees aux aines les decrivent generalement comme un groupe homogene, sans faire la distinction entre les hommes et les femmes. La recherche qualitative avait pour but d’examiner l’experience du jeu chez les femmes âgees. L’article decrit la facon dont l’interet pour le jeu nait dans un groupe de femmes âgees qui jouent par plaisir. Des entrevues approfondies menees aupres de 26 femmes non dependantes ont revele qu’a la retraite, elles reviennent le plus souvent a des activites qu’elles pratiquent depuis de nombreuses annees, et commencent rarement a jouer durant cette periode de leur vie. Les femmes retraitees jouent plus souvent et plus regulierement que les femmes plus jeunes, ce qu’elles expliquent par le fait qu’elles ont moins de responsabilites et plus de temps libre, mais elles arrivent toutefois a controler leurs depenses en jeu. Les resultats de cette etude montrent que le jeu peut etre une forme de loisir a la retraite, mais que la psychoeducation portant sur les menaces et l’emploi de strategies de jeu responsable sont importants.
研究表明,女性和男性的赌博方式存在差异。然而,专门研究老年赌徒的出版物通常将他们描述为一个同质群体,而不区分老年男性和女性。本定性研究的目的是探讨老年妇女的赌博经历。文章介绍了对赌博的兴趣是如何在一群赌博娱乐的老年妇女中发展起来的。对26名不上瘾的女性进行的深入访谈显示,她们在退休后最常回到这种已知多年的活动中,而赌博的开始很少发生在这一时期。退休女性比年轻女性更经常、更有规律地赌博,这是因为她们的责任更少,空闲时间更多,但她们能够控制自己在游戏上的支出。这项研究的结果表明,赌博可以作为一种有效的退休娱乐形式,但关于威胁和使用负责任的赌博策略的心理教育是重要的。简历:莱斯学习了几个月的课程,并将这些课程的差异与男性课程的差异进行了对比。在此之前,出版物consacrees aux aines les decrient普遍化comme on类群同质性,没有公平的区分entre les男人和女人。我的研究是定性的,但我的研究是经验的。我的文章描述了一个事实,那就是我不喜欢我的朋友,我喜欢我的朋友,我喜欢我的朋友。创业公司批准了26个不依赖于创业公司的项目,这些项目包括创业公司,创业公司和创业公司,创业公司和创业公司,创业公司和创业公司。“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”是指“女性”。研究结果表明,心理教育是一种重要的心理教育,心理教育是一种重要的心理教育,心理教育是一种重要的心理教育,心理教育是一种重要的心理教育,心理教育是一种重要的心理教育。
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引用次数: 3
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Journal of Gambling Issues
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