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.
{"title":"Drivers of Recreational Online Gambling Intentions: A UTAUT 2 Perspective, Enhancements, Results, and Implications","authors":"Jirka Konietzny, A. Caruana","doi":"10.4309/jgi.2021.48.3","DOIUrl":"https://doi.org/10.4309/jgi.2021.48.3","url":null,"abstract":"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.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49016451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Probability disclosures are not enough: Reducing loot box reward complexity as a part of ethical video game design","authors":"Leon Y. Xiao, P. Newall","doi":"10.31234/OSF.IO/NUKSD","DOIUrl":"https://doi.org/10.31234/OSF.IO/NUKSD","url":null,"abstract":"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.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49595616","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Online gambling in unprecedented times: Risks and safer gambling strategies during the COVID-19 pandemic","authors":"Sasha Stark, Janine E. Robinson","doi":"10.4309/JGI.2021.47.17","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.17","url":null,"abstract":"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.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48046777","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"COVID-19, Loneliness and Technological Addiction: Longitudinal Data","authors":"G. Rogier, S. Zobel, P. Velotti","doi":"10.4309/JGI.2021.47.4","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.4","url":null,"abstract":"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.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48698634","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"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?","authors":"Virginie Sorel, S. Sévigny, C. Jacques, I. Giroux","doi":"10.4309/JGI.2021.47.13","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.13","url":null,"abstract":"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","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46094413","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
{"title":"The Narrative of Persons with Gambling Problems and Substance Use: A Multidimensional Analysis of the Language of Addiction","authors":"S. Canali, Daniela Altavilla, Alessandro Acciai, Valentina Deriu, A. Chiera, I. Adornetti, Alessia Bassi, Zaida Colonna, V. D. Luca, Francesca Vignola, F. Ferretti","doi":"10.4309/JGI.2021.47.7","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.7","url":null,"abstract":"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","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":"47 1","pages":"167-198"},"PeriodicalIF":1.2,"publicationDate":"2021-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42897958","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Attitude-Support Relationship in Gambling: A Modified Theory of Planned Behaviour","authors":"A. R. Thomson, N. Mekoth","doi":"10.4309/JGI.2021.47.11","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.11","url":null,"abstract":"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.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43307081","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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)
{"title":"The Relationship Between Physical Availability of Gambling and Gambling Behaviour or Gambling Disorder: A Systematic Review","authors":"Madeleine Zoglauer, Robert Czernecka, G. Bühringer, R. Kotter, A. Kräplin","doi":"10.4309/JGI.2021.47.2","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.2","url":null,"abstract":"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) ","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47229830","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Advertising slogans in the gambling industry: content analysis informed by the heuristics and biases literature","authors":"M. Krawczyk, Łukasz Własiuk","doi":"10.4309/JGI.2021.47.6","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.6","url":null,"abstract":"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.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47804999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Gambling and retirement: A qualitative study of non-problem gambling in the course of life of women","authors":"Bernadeta Lelonek-Kuleta","doi":"10.4309/JGI.2021.47.9","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.9","url":null,"abstract":"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.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42591164","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}