Terrence Brown, A. Caruana, Michael S. Mulvey, L. Pitt
The diffusion and growth of the web and the social media applications that it has provided have seen people increasingly turn to social media to express their feelings, frustrations, and ambitions and to generally share life events. Like other internet users, those with a gambling disorder are also known to use specialized online forums to read the experiences articulated by others and to open up, share, and express themselves online. In this study, we examined how those with a gambling disorder talk about their emotions and express sentiment through their online comments. Sentiment Analysis in IBM Watson was used to capture expressed emotions (anger, disgust, fear, happiness, sadness, and surprise) and sentiments. These data were then used as input to a latent class cluster modelling procedure aimed at categorizing those with a gambling disorder into distinct groups. The findings show how qualitative online data can be transformed into quantitative insights in order to identify different categories of people with a gambling disorder. The technique offers a non-intrusive method of data collection that can provide useful insights into the emotions felt and expressed by those with a gambling disorder. Resume L’usage repandu d’applications Internet et de medias sociaux a conduit les gens a se tourner de plus en plus vers les reseaux sociaux pour communiquer leurs sentiments, leurs ambitions et ce qui se passe dans leur vie. A l’instar d’autres internautes, les personnes qui ont des problemes de jeu frequentent des forums specialises en ligne pour s’exprimer et savoir ce que vivent des gens ayant des problemes semblables aux leurs. Cette etude examine, a travers leurs commentaires en ligne, comment ces personnes aux prises avec une dependance au jeu parlent de leurs emotions. Nous nous servons de la fonction d’analyse des sentiments d’IBM Watson pour capturer les emotions exprimees (colere, aversion, peur, joie, tristesse et etonnement) et autres sentiments. Ces donnees font ensuite l’objet d’une modelisation conjuguant l’analyse des classes latentes et l’analyse par grappe, et qui vise a constituer des sous-groupes de joueurs ayant un probleme de dependance. Les resultats font voir que les donnees qualitatives en ligne peuvent etre transformees en donnees quantitatives qui permettent de distinguer des sous-groupes parmi les personnes aux prises avec une dependance au jeu. Nous traitons dans cet article de la possibilite de traitements cibles a l’intention de ces sous-groupes, ainsi que des limites de cette methode.
{"title":"Understanding the Emotions of Those With a Gambling Disorder: Insights From Automated Text Analysis","authors":"Terrence Brown, A. Caruana, Michael S. Mulvey, L. Pitt","doi":"10.4309/JGI.2021.47.5","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.5","url":null,"abstract":"The diffusion and growth of the web and the social media applications that it has provided have seen people increasingly turn to social media to express their feelings, frustrations, and ambitions and to generally share life events. Like other internet users, those with a gambling disorder are also known to use specialized online forums to read the experiences articulated by others and to open up, share, and express themselves online. In this study, we examined how those with a gambling disorder talk about their emotions and express sentiment through their online comments. Sentiment Analysis in IBM Watson was used to capture expressed emotions (anger, disgust, fear, happiness, sadness, and surprise) and sentiments. These data were then used as input to a latent class cluster modelling procedure aimed at categorizing those with a gambling disorder into distinct groups. The findings show how qualitative online data can be transformed into quantitative insights in order to identify different categories of people with a gambling disorder. The technique offers a non-intrusive method of data collection that can provide useful insights into the emotions felt and expressed by those with a gambling disorder. Resume L’usage repandu d’applications Internet et de medias sociaux a conduit les gens a se tourner de plus en plus vers les reseaux sociaux pour communiquer leurs sentiments, leurs ambitions et ce qui se passe dans leur vie. A l’instar d’autres internautes, les personnes qui ont des problemes de jeu frequentent des forums specialises en ligne pour s’exprimer et savoir ce que vivent des gens ayant des problemes semblables aux leurs. Cette etude examine, a travers leurs commentaires en ligne, comment ces personnes aux prises avec une dependance au jeu parlent de leurs emotions. Nous nous servons de la fonction d’analyse des sentiments d’IBM Watson pour capturer les emotions exprimees (colere, aversion, peur, joie, tristesse et etonnement) et autres sentiments. Ces donnees font ensuite l’objet d’une modelisation conjuguant l’analyse des classes latentes et l’analyse par grappe, et qui vise a constituer des sous-groupes de joueurs ayant un probleme de dependance. Les resultats font voir que les donnees qualitatives en ligne peuvent etre transformees en donnees quantitatives qui permettent de distinguer des sous-groupes parmi les personnes aux prises avec une dependance au jeu. Nous traitons dans cet article de la possibilite de traitements cibles a l’intention de ces sous-groupes, ainsi que des limites de cette methode.","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":"47612856","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 the words of the philosopher Seneca, work drives away the vices that come from idleness. The COVID-19 pandemic stopped the world, causing a disruption in the routine of millions of people. Many were faced with more free time or greater flexibility in organizing working hours combined with the absence of peer or managerial surveillance. This less scheduled but not carefree period promotes the search for leisure, pleasure, or something that temporarily removes insecurity and uncertainty. The consumption of psychoactive substances and the repetition of behaviours associated with short-term reward have a recognized role in this process.
{"title":"Cards on the Table: The Huge Growth in Online Gambling During the COVID-19 Pandemic in Portugal","authors":"A. S. Machado, V. Covelo, M. Vieira-Coelho","doi":"10.4309/JGI.2021.47.16","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.16","url":null,"abstract":"In the words of the philosopher Seneca, work drives away the vices that come from idleness. The COVID-19 pandemic stopped the world, causing a disruption in the routine of millions of people. Many were faced with more free time or greater flexibility in organizing working hours combined with the absence of peer or managerial surveillance. This less scheduled but not carefree period promotes the search for leisure, pleasure, or something that temporarily removes insecurity and uncertainty. The consumption of psychoactive substances and the repetition of behaviours associated with short-term reward have a recognized role in this process.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":"47 1","pages":"403-408"},"PeriodicalIF":1.2,"publicationDate":"2021-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48775724","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}
Il est d’usage, au cours d’un traitement, d’aider les joueurs pathologiques a developper et a mettre en pratique differentes strategies pour prevenir les rechutes. Le traitement du jeu pathologique a connu des avancees dans les dernieres annees en utilisant la realite virtuelle (RV) pour exposer les joueurs a leur envie de jouer. L’influence de cette modalite de traitement sur les strategies de prevention des rechutes reste toutefois a evaluer. Notre etude visait donc a identifier et a classifier les strategies proposees par les joueurs pour gerer leur envie de jouer lorsqu’ils sont confrontes a des situations a risque d’une exposition a la RV. Des enregistrements de dix joueurs pathologiques ayant pris part a une seance de prevention de la rechute en RV ont ete transformes en verbatim. Le contenu du verbatim a fait l’objet d’une analyse de type deductif et inductif validee par une procedure d’accord interjuges. Les resultats ont revele six strategies comportementales et sept strategies cognitives proposees par les joueurs, avec une moyenne de dix strategies differentes par joueur. Les strategies cognitives montrent l’influence possible de la restructuration cognitive qui a eu lieu lors de la therapie. De plus, l’evitement semble etre l’une des strategies comportementales cles pour les participants, lorsque confrontes a un environnement de bar. Cette etude appuie le potentiel de RV en prevention de la rechute. La specificite des strategies provenant de la RV, en comparaison avec l’exposition en imagination, ainsi que l’efficacite des strategies abordees en seance de RV devraient faire l’objet d’autres etudes.AbstractIt is common practice, during treatment, to help pathological gamblers develop and implement different strategies to prevent relapses. Treatment for pathological gambling has made progress in recent years and now uses virtual reality (VR) to make gamblers aware of their gambling urges. However, the impact of this treatment method on relapse prevention strategies has yet to be evaluated. This study aims to identify and classify strategies to manage gambling urges as proposed by gamblers when faced with risky situations during exposure in virtual reality. Recordings taken of ten pathological gamblers during a virtual reality relapse prevention session were transcribed verbatim. The verbatim was the subject of a deductive and inductive analysis validated by a procedure agreed upon by the judges. The results reveal six behavioural and seven cognitive strategies proposed by the players with an average of ten strategies per player. The cognitive strategies show that the cognitive restructuring used during treatment had a possible impact. Furthermore, in bars, avoidance seems to be one of the key behavioural strategies for the participants. This study supports the potential of virtual reality in relapse prevention. The specificity of the strategies proposed during VR exposure compared with imaginary exposure as well as the effectiveness of t
在治疗过程中,帮助病态球员制定和实施不同的策略来防止复发是很常见的。在过去的几年里,通过使用虚拟现实(vr)来暴露玩家的游戏欲望,病态赌博的治疗取得了进展。然而,这种治疗方式对预防复发策略的影响仍有待评估。因此,我们的研究旨在识别和分类玩家提出的策略,以管理他们的游戏欲望,当面对vr暴露的危险情况。10名病态玩家参加vr复发预防会议的记录被转换成逐字记录。逐字内容是演绎和归纳分析的主题,并通过法官间协议程序进行验证。结果显示,玩家提出了6种行为策略和7种认知策略,平均每个玩家有10种不同的策略。认知策略显示了治疗过程中发生的认知重构的可能影响。此外,当面对酒吧环境时,回避似乎是参与者的关键行为策略之一。这项研究支持vr在预防复发方面的潜力。与想象暴露相比,虚拟现实策略的特殊性,以及虚拟现实会议中讨论的策略的有效性,应该成为进一步研究的主题。在治疗过程中,抽象是帮助病理型赌徒制定和实施预防复发的不同策略的常见做法。近年来,对病态赌博的治疗取得了进展,现在利用虚拟现实使赌徒意识到他们赌博的迫切需要。然而,这种治疗方法对预防复发策略的影响尚未得到评估。本研究的目的是确定和分类赌徒在虚拟现实中面对危险情况时提出的处理赌博紧急情况的策略。vien一首of ten pathological gamblers during a virtual reality relapse prevention were transcribed会议逐字记录。威宝was The stairs of a演绎和归纳分析,by a程序商定upon by The法官。结果显示了玩家提出的6种行为和7种认知策略,平均每个玩家有10种策略。认知策略表明,治疗过程中使用的认知重构可能产生影响。此外,在酒吧中,回避似乎是参与者的关键行为策略之一。This study the材料潜能》(virtual reality in relapse prevention)。应进一步研究虚拟现实曝光过程中提出的策略与假想曝光的策略的特殊性,以及虚拟现实会议中处理的策略的有效性。
{"title":"Traitement du jeu pathologique à l'aide de la réalité virtuelle : la verbalisation de stratégies face aux situations à risque / Virtual Reality Relapse Prevention for Pathological Gamblers: Strategies for Dealing with Risky Situations","authors":"Chanelle Gilbert-Baril, S. Bouchard, I. Giroux","doi":"10.4309/JGI.2021.47.14","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.14","url":null,"abstract":"Il est d’usage, au cours d’un traitement, d’aider les joueurs pathologiques a developper et a mettre en pratique differentes strategies pour prevenir les rechutes. Le traitement du jeu pathologique a connu des avancees dans les dernieres annees en utilisant la realite virtuelle (RV) pour exposer les joueurs a leur envie de jouer. L’influence de cette modalite de traitement sur les strategies de prevention des rechutes reste toutefois a evaluer. Notre etude visait donc a identifier et a classifier les strategies proposees par les joueurs pour gerer leur envie de jouer lorsqu’ils sont confrontes a des situations a risque d’une exposition a la RV. Des enregistrements de dix joueurs pathologiques ayant pris part a une seance de prevention de la rechute en RV ont ete transformes en verbatim. Le contenu du verbatim a fait l’objet d’une analyse de type deductif et inductif validee par une procedure d’accord interjuges. Les resultats ont revele six strategies comportementales et sept strategies cognitives proposees par les joueurs, avec une moyenne de dix strategies differentes par joueur. Les strategies cognitives montrent l’influence possible de la restructuration cognitive qui a eu lieu lors de la therapie. De plus, l’evitement semble etre l’une des strategies comportementales cles pour les participants, lorsque confrontes a un environnement de bar. Cette etude appuie le potentiel de RV en prevention de la rechute. La specificite des strategies provenant de la RV, en comparaison avec l’exposition en imagination, ainsi que l’efficacite des strategies abordees en seance de RV devraient faire l’objet d’autres etudes.AbstractIt is common practice, during treatment, to help pathological gamblers develop and implement different strategies to prevent relapses. Treatment for pathological gambling has made progress in recent years and now uses virtual reality (VR) to make gamblers aware of their gambling urges. However, the impact of this treatment method on relapse prevention strategies has yet to be evaluated. This study aims to identify and classify strategies to manage gambling urges as proposed by gamblers when faced with risky situations during exposure in virtual reality. Recordings taken of ten pathological gamblers during a virtual reality relapse prevention session were transcribed verbatim. The verbatim was the subject of a deductive and inductive analysis validated by a procedure agreed upon by the judges. The results reveal six behavioural and seven cognitive strategies proposed by the players with an average of ten strategies per player. The cognitive strategies show that the cognitive restructuring used during treatment had a possible impact. Furthermore, in bars, avoidance seems to be one of the key behavioural strategies for the participants. This study supports the potential of virtual reality in relapse prevention. The specificity of the strategies proposed during VR exposure compared with imaginary exposure as well as the effectiveness of t","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":"48378291","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 cross-sectional survey study, we investigated gambling characteristics (“quick” money syndrome, frequency of gambling, preferred gambling products and platforms) and demographic (age and gender) differences as determinants of attitudes towards gambling among youths in Lagos. We used a purposive snowball technique to recruit 179 respondents in Lagos (men: n = 165 [83.8% of participants]; women: n = 32) with a history of gambling activities. Gambling characteristics, demographics, and attitudes towards gambling were measured by using a gambling characteristics profile, the bio-data of the respondents, and the short form of the Attitudes Towards Gambling Scale (ATGS-8), respectively. The results showed that respondents believed that to make quick money, one needed to gamble once a week or more (67%), wager on sports betting (37.1%), and bet online (65.5%). The mean ATGS-8 composite score (28.2 ± 4.75) indicated overall positive attitudes among respondents. Independent sample t tests showed a significant difference between older (24–34 years) and younger (18–23 years) youths in their attitudes towards gambling ( t = -2.30, p .05). One-way analysis of variance revealed a significant difference in attitudes towards gambling based on gambling frequency, F (3, 196) = 6.86, p 0.05). L’analyse de variance a un critere de classification revele des differences importantes dans les attitudes envers les jeux de hasard en fonction de la frequence de la pratique de ces jeux ( F (3 196) =6.86, p < 0.05); et ceux qui jouent tous les mois obtenaient le pointage le plus eleve. Les participants demontraient irrefutablement la conviction selon laquelle le moyen le plus facile de faire de l’argent facile est de jouer a des jeux de hasard au moins une fois par semaine et de parier en ligne. Les participants plus jeunes et ceux qui s’adonnent aux jeux de hasard au moins une fois par mois faisaient preuve d’attitudes plus positives a l’egard des jeux de hasard. Il faut faire comprendre aux jeunes que la pratique des jeux de hasard ne represente pas une source de revenu viable.
{"title":"Gambling Characteristics and Demographic Differences as Determinants of Attitudes Towards Gambling Among Youths in Lagos, Nigeria","authors":"Olusola Ayandele, R. Oguntayo, P. Olapegba","doi":"10.4309/JGI.2021.47.10","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.10","url":null,"abstract":"In this cross-sectional survey study, we investigated gambling characteristics (“quick” money syndrome, frequency of gambling, preferred gambling products and platforms) and demographic (age and gender) differences as determinants of attitudes towards gambling among youths in Lagos. We used a purposive snowball technique to recruit 179 respondents in Lagos (men: n = 165 [83.8% of participants]; women: n = 32) with a history of gambling activities. Gambling characteristics, demographics, and attitudes towards gambling were measured by using a gambling characteristics profile, the bio-data of the respondents, and the short form of the Attitudes Towards Gambling Scale (ATGS-8), respectively. The results showed that respondents believed that to make quick money, one needed to gamble once a week or more (67%), wager on sports betting (37.1%), and bet online (65.5%). The mean ATGS-8 composite score (28.2 ± 4.75) indicated overall positive attitudes among respondents. Independent sample t tests showed a significant difference between older (24–34 years) and younger (18–23 years) youths in their attitudes towards gambling ( t = -2.30, p .05). One-way analysis of variance revealed a significant difference in attitudes towards gambling based on gambling frequency, F (3, 196) = 6.86, p 0.05). L’analyse de variance a un critere de classification revele des differences importantes dans les attitudes envers les jeux de hasard en fonction de la frequence de la pratique de ces jeux ( F (3 196) =6.86, p < 0.05); et ceux qui jouent tous les mois obtenaient le pointage le plus eleve. Les participants demontraient irrefutablement la conviction selon laquelle le moyen le plus facile de faire de l’argent facile est de jouer a des jeux de hasard au moins une fois par semaine et de parier en ligne. Les participants plus jeunes et ceux qui s’adonnent aux jeux de hasard au moins une fois par mois faisaient preuve d’attitudes plus positives a l’egard des jeux de hasard. Il faut faire comprendre aux jeunes que la pratique des jeux de hasard ne represente pas une source de revenu viable.","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":"49310625","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}
Problem gamblers face numerous barriers to intervention and support, such as shame and stigma, need for control, and lack of resources. Fortunately, digital health has paved the way for private, autonomous, and highly accessible interventions for problem gambling. Mobile applications (apps) are a part of the digital health platform; however, few apps are available, and a review has not been undertaken. This study had one simple aim: to review the health apps for problem gambling available in Australia from Google Play and Apple iTunes. Focus was given to, among other elements, cost, update recency, popularity, and functions of the apps. In January 2020, 17 health apps for problem gambling were identified and data were extracted. The investigation showed that the apps are generally free or low cost and are not popular in terms of downloads and ratings. In most cases, months or years had passed since previous updates, and the apps had a small number of functions with little variance in the types provided. However, many of the functions are viewed positively by problem gamblers and professionals involved in problem gambling research and intervention. Overall, although the limited range of health apps for problem gambling available in Australia provides a foundation for intervention, there is room for improvement in the quality and range of in-app functions, which may in turn have positive effects on popularity. Further, a greater number of apps may benefit users by encouraging price competitiveness and regular app updates. Resume Les joueurs compulsifs font face de nombreux obstacles a l’intervention et au soutien, notamment la honte et la stigmatisation, le besoin de controle et le manque de ressources. Heureusement, la sante numerique leur a ouvert la voie aux interventions privees, autonomes et tres accessibles. La plateforme de sante numerique comporte des applications mobiles, mais celles-ci sont peu nombreuses et n’ont pas fait l’objet d’analyses. Cette etude avait un objectif simple : examiner les applications du domaine de la sante destinees aux joueurs compulsifs et offertes en Australie a partir de Google Play et d’Apple iTunes. Nous nous sommes concentres notamment sur le cout, la recence de la mise a jour, la popularite et les fonctions des applications. En janvier 2020, 17 applications du domaine de la sante destinees aux joueurs compulsifs ont ete reperees et les donnees ont ete extraites. L’analyse montre que les applications sont generalement gratuites ou a faible cout, et ne sont pas populaires sur le plan des telechargements et des evaluations. Dans la plupart des cas, elles n’avaient pas ete mises a jour depuis des mois ou des annees, et offraient un petit nombre de fonctions dont le type variait peu. Toutefois, un grand nombre des fonctions sont considerees de maniere positive par les joueurs compulsifs et les professionnels de la recherche et de l’intervention dans le domaine du jeu compulsif. Dans l’ensemble, bien que la gamme
{"title":"A Review of mHealth Gambling Apps in Australia","authors":"Luke Brownlow","doi":"10.4309/JGI.2021.47.1","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.1","url":null,"abstract":"Problem gamblers face numerous barriers to intervention and support, such as shame and stigma, need for control, and lack of resources. Fortunately, digital health has paved the way for private, autonomous, and highly accessible interventions for problem gambling. Mobile applications (apps) are a part of the digital health platform; however, few apps are available, and a review has not been undertaken. This study had one simple aim: to review the health apps for problem gambling available in Australia from Google Play and Apple iTunes. Focus was given to, among other elements, cost, update recency, popularity, and functions of the apps. In January 2020, 17 health apps for problem gambling were identified and data were extracted. The investigation showed that the apps are generally free or low cost and are not popular in terms of downloads and ratings. In most cases, months or years had passed since previous updates, and the apps had a small number of functions with little variance in the types provided. However, many of the functions are viewed positively by problem gamblers and professionals involved in problem gambling research and intervention. Overall, although the limited range of health apps for problem gambling available in Australia provides a foundation for intervention, there is room for improvement in the quality and range of in-app functions, which may in turn have positive effects on popularity. Further, a greater number of apps may benefit users by encouraging price competitiveness and regular app updates. Resume Les joueurs compulsifs font face de nombreux obstacles a l’intervention et au soutien, notamment la honte et la stigmatisation, le besoin de controle et le manque de ressources. Heureusement, la sante numerique leur a ouvert la voie aux interventions privees, autonomes et tres accessibles. La plateforme de sante numerique comporte des applications mobiles, mais celles-ci sont peu nombreuses et n’ont pas fait l’objet d’analyses. Cette etude avait un objectif simple : examiner les applications du domaine de la sante destinees aux joueurs compulsifs et offertes en Australie a partir de Google Play et d’Apple iTunes. Nous nous sommes concentres notamment sur le cout, la recence de la mise a jour, la popularite et les fonctions des applications. En janvier 2020, 17 applications du domaine de la sante destinees aux joueurs compulsifs ont ete reperees et les donnees ont ete extraites. L’analyse montre que les applications sont generalement gratuites ou a faible cout, et ne sont pas populaires sur le plan des telechargements et des evaluations. Dans la plupart des cas, elles n’avaient pas ete mises a jour depuis des mois ou des annees, et offraient un petit nombre de fonctions dont le type variait peu. Toutefois, un grand nombre des fonctions sont considerees de maniere positive par les joueurs compulsifs et les professionnels de la recherche et de l’intervention dans le domaine du jeu compulsif. Dans l’ensemble, bien que la gamme ","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":"21 5","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41308137","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}
Investment behaviour and gambling overlap from time to time. It is stated that there is a spectrum between gambling and investment behaviour, and there are “speculative” investment tools in the middle of the spectrum. Considering that it presents a higher risk because of its high volatility compared to traditional investment instruments, trading cryptocurrencies can become pathological and gambling-like. This study aims to investigate the pathological trading behaviour and frequency among cryptocurrency investors, to investigate additional gambling disorders, and to investigate the relationship between cryptocurrency investment behaviour and impulsivity. An online questionnaire was created to investigate these issues. In the questionnaire, the Pathological Trading Scale, the South Oaks Gambling Screen Test and the Barratt Impulsivity Scale were all used. A total of three hundred persons were evaluated. We found that total pathological traders were 48.7% of all traders, impulsivity in 18–25 age group was higher, high-frequency traders were more pathological, and their impulsivity was higher; also margin traders and day traders show more pathological behaviour. It seems that an important part of cryptocurrency traders may be pathological, and certain of them may have cryptocurrency addiction, which can be evaluated as a subtype of gambling disorder. Resume Le comportement de l’investisseur et celui du joueur se chevauchent de temps a autre. On dit qu’il existe un spectre entre ces deux comportements, au milieu duquel se trouvent des outils d’investissement « speculatif ». Compte tenu de leur risque plus eleve du a leur plus grande volatilite par rapport aux instruments d’investissement traditionnels, les echanges de cryptomonnaies peuvent devenir pathologiques et s’apparenter aux jeux de hasard. Cette etude vise a analyser le comportement des investisseurs de cryptomonnaies et la frequence de leurs operations afin d’examiner d’autres troubles lies a la pratique des jeux de hasard et la relation entre le comportement des investisseurs de cryptomonnaies et l’impulsivite. Un questionnaire en ligne a ete cree a cette fin et la Pathological Trading Scale, le South Oaks Gambling Screen Test et la Barratt Impulsivity Scale y etaient utilises. En tout, 300 personnes ont ete evaluees. Nous avons constate que les joueurs pathologiques representaient 48,7% de tous les speculateurs, que l’impulsivite dans le groupe des personnes de 18 a 25 ans etait plus elevee, et que les speculateurs qui effectuaient des transactions plus souvent etaient plus pathologiques et faisaient preuve d’une plus grande impulsivite; de plus, les speculateurs sur marge et les speculateurs sur seance affichaient un comportement plus pathologique. Il semble qu’une proportion importante des speculateurs de cryptomonnaies peuvent etre pathologiques, et que certains d’entre eux peuvent etre dependants a l’egard des cryptomonnaies, ce qui peut etre evalue comme un sous-type de jeu compulsif.
{"title":"Cryptocurrency investment: A safe venture or a new type of gambling?","authors":"H. O. Sonkurt, A. E. Altınöz","doi":"10.4309/JGI.2021.47.8","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.8","url":null,"abstract":"Investment behaviour and gambling overlap from time to time. It is stated that there is a spectrum between gambling and investment behaviour, and there are “speculative” investment tools in the middle of the spectrum. Considering that it presents a higher risk because of its high volatility compared to traditional investment instruments, trading cryptocurrencies can become pathological and gambling-like. This study aims to investigate the pathological trading behaviour and frequency among cryptocurrency investors, to investigate additional gambling disorders, and to investigate the relationship between cryptocurrency investment behaviour and impulsivity. An online questionnaire was created to investigate these issues. In the questionnaire, the Pathological Trading Scale, the South Oaks Gambling Screen Test and the Barratt Impulsivity Scale were all used. A total of three hundred persons were evaluated. We found that total pathological traders were 48.7% of all traders, impulsivity in 18–25 age group was higher, high-frequency traders were more pathological, and their impulsivity was higher; also margin traders and day traders show more pathological behaviour. It seems that an important part of cryptocurrency traders may be pathological, and certain of them may have cryptocurrency addiction, which can be evaluated as a subtype of gambling disorder. Resume Le comportement de l’investisseur et celui du joueur se chevauchent de temps a autre. On dit qu’il existe un spectre entre ces deux comportements, au milieu duquel se trouvent des outils d’investissement « speculatif ». Compte tenu de leur risque plus eleve du a leur plus grande volatilite par rapport aux instruments d’investissement traditionnels, les echanges de cryptomonnaies peuvent devenir pathologiques et s’apparenter aux jeux de hasard. Cette etude vise a analyser le comportement des investisseurs de cryptomonnaies et la frequence de leurs operations afin d’examiner d’autres troubles lies a la pratique des jeux de hasard et la relation entre le comportement des investisseurs de cryptomonnaies et l’impulsivite. Un questionnaire en ligne a ete cree a cette fin et la Pathological Trading Scale, le South Oaks Gambling Screen Test et la Barratt Impulsivity Scale y etaient utilises. En tout, 300 personnes ont ete evaluees. Nous avons constate que les joueurs pathologiques representaient 48,7% de tous les speculateurs, que l’impulsivite dans le groupe des personnes de 18 a 25 ans etait plus elevee, et que les speculateurs qui effectuaient des transactions plus souvent etaient plus pathologiques et faisaient preuve d’une plus grande impulsivite; de plus, les speculateurs sur marge et les speculateurs sur seance affichaient un comportement plus pathologique. Il semble qu’une proportion importante des speculateurs de cryptomonnaies peuvent etre pathologiques, et que certains d’entre eux peuvent etre dependants a l’egard des cryptomonnaies, ce qui peut etre evalue comme un sous-type de jeu compulsif.","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":"43631711","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}
Jonathan Mercier, S. Sévigny, C. Jacques, I. Giroux
A travers le monde, les paris sportifs representent la deuxieme forme de jeux de hasard et d’argent (JHA) la plus associee aux problemes de jeu. Les cognitions des parieurs sportifs pourraient contribuer a cette association. Cependant, aucun outil ne semble adapte aux parieurs de loteries sportives, principalement a cause de la composante d’habilete. Cette etude vise (a) a developper l’Inventaire des cognitions a risque — Loteries sportives (ICR-LS) et en determiner la structure factorielle, (b) a evaluer la validite de convergence de l’ICR-LS avec Gambling Related Cognitions Scale (GRCS), les habitudes de jeu, et la gravite des problemes de jeu; et (c) a evaluer les liens entre le nombre d’heures mensuelles consacrees a la preparation des paris aux loteries sportives et les habitudes de jeu. Les parieurs sportifs recrutes ( N = 272) etaient principalement de sexe masculin (86,5 %), dans la vingtaine ( M = 26,7 ans) et issus de la communaute universitaire (88,3 %). Les analyses en composantes principales indiquent que l’instrument possede deux dimensions (Superstitions et Habiletes), une forte coherence interne (les coefficients alpha > ,85) et une bonne validite convergente. Des associations negligeables, mais statistiquement significatives, ressortent entre l’ICR-LS et le montant annuel depense aux loteries, les heures consacrees a la preparation des paris et la gravite des problemes de jeu. En outre, le temps consacre a la preparation des paris sportifs est moderement correle avec le montant depense, la frequence de jeu et la gravite des problemes de jeu, ce qui incite a y voir, peut-etre, un facteur de risque lie aux loteries sportives. Le temps consacre a la preparation des paris sportifs et ses effets sur les differentes spheres de vie meriteraient d’etre etudies davantage, notamment aupres de joueurs problematiques. Abstract Around the world, sports betting is the second type of gambling activity most associated with gambling problems. Thus, sports bettors’ cognitions play an essential role in this association. However, no instrument is specifically designed to assess sports bettors’ cognitions. This study aims (a) to develop the Inventaire des cognitions a risque — Loteries sportives (ICR-LS) and to determine its factor structure, (b) to assess the convergent validity of the ICR-LS with the Gambling Related Cognitions Scale (GRCS), gambling habits, and the severity of gambling problems; and (c) to assess the links between the number of monthly hours spent preparing for sports lottery bets and gambling habits. Participants are sport lottery bettors ( N = 272) that are mainly men (86.5%) in their twenties ( M = 26.7 years old), and from a university community (88.3%). Principal component analysis results indicate that the instrument is composed of two factors (Superstitions and Abilities), and shows strong internal consistency (coefficients alpha > .85) and good convergent validity. The scale shows statistically significant but negligi
{"title":"Inventaire des cognitions à risque — Loteries sportives (ICR-LS) : un premier pas dans l’élaboration de mesures spécifiques au type de jeu/The Inventaire des cognitions à risque Loteries Sportives: A First Step in Developing Game-Specific Measures","authors":"Jonathan Mercier, S. Sévigny, C. Jacques, I. Giroux","doi":"10.4309/JGI.2021.47.12","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.12","url":null,"abstract":"A travers le monde, les paris sportifs representent la deuxieme forme de jeux de hasard et d’argent (JHA) la plus associee aux problemes de jeu. Les cognitions des parieurs sportifs pourraient contribuer a cette association. Cependant, aucun outil ne semble adapte aux parieurs de loteries sportives, principalement a cause de la composante d’habilete. Cette etude vise (a) a developper l’Inventaire des cognitions a risque — Loteries sportives (ICR-LS) et en determiner la structure factorielle, (b) a evaluer la validite de convergence de l’ICR-LS avec Gambling Related Cognitions Scale (GRCS), les habitudes de jeu, et la gravite des problemes de jeu; et (c) a evaluer les liens entre le nombre d’heures mensuelles consacrees a la preparation des paris aux loteries sportives et les habitudes de jeu. Les parieurs sportifs recrutes ( N = 272) etaient principalement de sexe masculin (86,5 %), dans la vingtaine ( M = 26,7 ans) et issus de la communaute universitaire (88,3 %). Les analyses en composantes principales indiquent que l’instrument possede deux dimensions (Superstitions et Habiletes), une forte coherence interne (les coefficients alpha > ,85) et une bonne validite convergente. Des associations negligeables, mais statistiquement significatives, ressortent entre l’ICR-LS et le montant annuel depense aux loteries, les heures consacrees a la preparation des paris et la gravite des problemes de jeu. En outre, le temps consacre a la preparation des paris sportifs est moderement correle avec le montant depense, la frequence de jeu et la gravite des problemes de jeu, ce qui incite a y voir, peut-etre, un facteur de risque lie aux loteries sportives. Le temps consacre a la preparation des paris sportifs et ses effets sur les differentes spheres de vie meriteraient d’etre etudies davantage, notamment aupres de joueurs problematiques. Abstract Around the world, sports betting is the second type of gambling activity most associated with gambling problems. Thus, sports bettors’ cognitions play an essential role in this association. However, no instrument is specifically designed to assess sports bettors’ cognitions. This study aims (a) to develop the Inventaire des cognitions a risque — Loteries sportives (ICR-LS) and to determine its factor structure, (b) to assess the convergent validity of the ICR-LS with the Gambling Related Cognitions Scale (GRCS), gambling habits, and the severity of gambling problems; and (c) to assess the links between the number of monthly hours spent preparing for sports lottery bets and gambling habits. Participants are sport lottery bettors ( N = 272) that are mainly men (86.5%) in their twenties ( M = 26.7 years old), and from a university community (88.3%). Principal component analysis results indicate that the instrument is composed of two factors (Superstitions and Abilities), and shows strong internal consistency (coefficients alpha > .85) and good convergent validity. The scale shows statistically significant but negligi","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":"42770421","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}
Gambling participation among older people has grown over the years. Elders constitute a large and fast-growing population in Italy, but little empirical evidence describes gambling patterns among older Italian adults and the problem gambling (PG)’s psychosocial determinants, so a range of questions which are crucial to orient prevention strategies remain unanswered. The present study aims to investigate habits, representations, levels of engagement in gambling among Italian elders and the role of loneliness, social support and well-being in explaining their problem with gambling. A convenience sample of 165 participants (mean age: 66.93; SD = 5.73; women: 43.1%) was involved. Gambling activities, habits, representations and PG rates were examined. A group “at moderate risk/problem gambling” (scoring >7 on PGSI, n = 40) and a control group (scoring 0 on PGSI, n = 40) were selected from the whole sample, balanced on socio-demographic characteristics; a one-way analysis of variance (ANOVA) was used to compare the two groups on the target psychosocial variables. 11.5% of the sample was found to meet the PGSI criteria for PG; 26.7% for moderate risk; 11.5% for problem gambling; 50.3% were classified as no-problem gamblers. Scratch cards were the main form of gambling among all groups; the chance to make more money and to distract oneself from other problems were the main reasons to gamble. Finally, the group “at moderate risk/problem gambling,” compared to the control group, expressed higher loneliness, as well as lower perceived social support and well-being. Resume La pratique des jeux de hasard chez les personnes plus âgees augmente au fil des annees. Les aines representent un segment important et a croissance rapide de la population en Italie, mais peu de donnees empiriques decrivent les habitudes de pratique de jeux de hasard des adultes italiens plus âges et les determinants psychosociaux du jeu compulsif. Tout un eventail de questions essentielles a l’orientation des strategies de prevention reste sans reponse. La presente etude se penche sur les habitudes, les representations et les niveaux de pratique de jeux de hasard chez les aines italiens, ainsi que le role de la solitude, du soutien social et du bien-etre pour expliquer leurs problemes lies au jeu, a l’aide d’un echantillon de commodite de 165 participants (moyenne d’âge : 66,93; ecart-type de la population = 5.73; femmes : 43,1 %). La pratique des jeux de hasard, les habitudes, les representations et le jeu compulsif ont ete examines. Un groupe « a risque moyen/jeu compulsif » (pointage >7 sur l’indice de gravite de jeu compulsif (IGJC), n = 40) et un groupe temoin (pointage de 0 sur l’IGJC, n = 40) ont ete choisis parmi l’ensemble de l’echantillon, equilibres du point de vue des caracteristiques sociodemographiques; une analyse de variance a un critere de classification (ANOVA) a ete utilisee pour comparer les deux groupes par rapport aux variables psychosociales cibles. On a constate
{"title":"Problem gambling among older people. An Italian study on habits, representations, levels of engagement and psychosocial determinants","authors":"C. Venuleo, Tiziana Marinaci, Piergiorgio Mossi","doi":"10.4309/JGI.2021.47.3","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.3","url":null,"abstract":"Gambling participation among older people has grown over the years. Elders constitute a large and fast-growing population in Italy, but little empirical evidence describes gambling patterns among older Italian adults and the problem gambling (PG)’s psychosocial determinants, so a range of questions which are crucial to orient prevention strategies remain unanswered. The present study aims to investigate habits, representations, levels of engagement in gambling among Italian elders and the role of loneliness, social support and well-being in explaining their problem with gambling. A convenience sample of 165 participants (mean age: 66.93; SD = 5.73; women: 43.1%) was involved. Gambling activities, habits, representations and PG rates were examined. A group “at moderate risk/problem gambling” (scoring >7 on PGSI, n = 40) and a control group (scoring 0 on PGSI, n = 40) were selected from the whole sample, balanced on socio-demographic characteristics; a one-way analysis of variance (ANOVA) was used to compare the two groups on the target psychosocial variables. 11.5% of the sample was found to meet the PGSI criteria for PG; 26.7% for moderate risk; 11.5% for problem gambling; 50.3% were classified as no-problem gamblers. Scratch cards were the main form of gambling among all groups; the chance to make more money and to distract oneself from other problems were the main reasons to gamble. Finally, the group “at moderate risk/problem gambling,” compared to the control group, expressed higher loneliness, as well as lower perceived social support and well-being. Resume La pratique des jeux de hasard chez les personnes plus âgees augmente au fil des annees. Les aines representent un segment important et a croissance rapide de la population en Italie, mais peu de donnees empiriques decrivent les habitudes de pratique de jeux de hasard des adultes italiens plus âges et les determinants psychosociaux du jeu compulsif. Tout un eventail de questions essentielles a l’orientation des strategies de prevention reste sans reponse. La presente etude se penche sur les habitudes, les representations et les niveaux de pratique de jeux de hasard chez les aines italiens, ainsi que le role de la solitude, du soutien social et du bien-etre pour expliquer leurs problemes lies au jeu, a l’aide d’un echantillon de commodite de 165 participants (moyenne d’âge : 66,93; ecart-type de la population = 5.73; femmes : 43,1 %). La pratique des jeux de hasard, les habitudes, les representations et le jeu compulsif ont ete examines. Un groupe « a risque moyen/jeu compulsif » (pointage >7 sur l’indice de gravite de jeu compulsif (IGJC), n = 40) et un groupe temoin (pointage de 0 sur l’IGJC, n = 40) ont ete choisis parmi l’ensemble de l’echantillon, equilibres du point de vue des caracteristiques sociodemographiques; une analyse de variance a un critere de classification (ANOVA) a ete utilisee pour comparer les deux groupes par rapport aux variables psychosociales cibles. On a constate ","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":"45629057","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}
Recognition of the role of structural characteristics and their potential association with gambling harm has led to the development of protocols to assess the risk of gambling products. Such tools rate products on a range of ‘risk criteria’ and assign classifications that might be used to inform product design or regulatory decision-making. One of published examples of these tools is ASTERIG which assigns ratings of lowest to highest to products based on 10 criteria that include, for example: event frequency, accessibility or scale of jackpot. In this paper, we provide a critical review of this protocol and identify five principal limitations that may limit its validity and reliability. These relate to the validity of some criteria as indicators of risk; definitional issues; scoring and calibration; problems arising from collinearity or duplication; and, the omission of important criteria such as cost of play. In this paper, we highlight the challenges associated with rating product risk using ASTERIG as an example. We argue that further refinement of risk assessment tools requires the development of more rigorous conceptual frameworks both in design and application as well greater validation of risk classifications against independent data relating to the links between products and gambling-related harm. Resume La reconnaissance du role des caracteristiques structurelles et de leur association potentielle avec les maux lies aux jeux de hasard a entraine l’elaboration de protocoles visant a evaluer le risque des produits de jeu. De tels outils evaluent les produits sur une echelle de « criteres de risque » et leur classement peut servir a orienter la conception de produits ou la prise de decisions reglementaires. L’un des exemples de ces outils est ASTERIG, qui attribue aux produits une cote, de la plus basse a la plus elevee, a l’aide de dix criteres, notamment la frequence de l’evenement, l’accessibilite au gros lot ou la taille de ce dernier. Nous presentons dans cet article un examen critique de ce protocole et nous cernons cinq grandes limites pouvant restreindre sa validite et sa fiabilite. Ces limites concernent la validite de certains criteres en tant qu’indicateurs de risque, des questions definitionnelles, le pointage et l’etalonnage, les problemes issus de la colinearite ou du double compte, et l’omission de criteres importants comme le cout du jeu. Nous mettons en evidence dans cet article les enjeux lies a l’evaluation du risque d’un produit a l’aide d’ASTERIG par exemple. Nous soutenons que le peaufinage des outils d’evaluation du risque necessite la mise sur pied d’un cadre conceptuel plus rigoureux, tant sur le plan de la conception que de l’application, ainsi qu’une plus grande validation des categories de risque par rapport a des donnees independantes sur les liens entre les produits et les maux associes aux jeux de hasard.
认识到结构特征的作用及其与赌博危害的潜在联系,导致了评估赌博产品风险的协议的发展。这些工具根据一系列“风险标准”对产品进行评级,并分配可能用于产品设计或监管决策的分类。ASTERIG是这些工具的一个公开例子,它根据10个标准为产品分配最低到最高的评级,这些标准包括:事件频率、可访问性或头奖规模。在本文中,我们对该协议进行了批判性审查,并确定了可能限制其有效性和可靠性的五个主要限制。这些问题涉及作为风险指标的某些标准的有效性;定义问题;评分和校准;共线性或重复引起的问题;此外,游戏成本等重要标准也被忽略。在本文中,我们以ASTERIG为例强调了与产品风险评级相关的挑战。我们认为,风险评估工具的进一步完善需要在设计和应用方面开发更严格的概念框架,以及针对产品与赌博相关危害之间联系的独立数据进行更大程度的风险分类验证。对特征结构的作用的侦察和对关联性的潜力的分析,以及对产品风险的评价和对协议的阐述的评估。在“风险标准”的阶梯上评估产品,在“风险标准”的阶梯上评估产品,在“风险标准”的阶梯上评估产品,在“产品概念”的阶梯上评估产品,在“决策标准”的阶梯上评估产品。L ' de example de de outils est ASTERIG,将属性转换为产品属性,将la + base转换为la + elevee,将L ' de dix criteria转换为频率,将L ' event转换为可访问性,将L ' accessibility转换为可访问性,将L ' ade转换为可访问性。现有的报告和文章,包括对环境协议的评论,以及对环境限制的有效性和可靠性的关注。这些限制涉及的有效性确定了某些标准,包括重要的指标,不确定的定义,不确定的点,不确定的点,不确定的点,不确定的点,不确定的点,不确定的点,不确定的点,不确定的点,重要的点,不确定的点。事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明,事实证明。我们soutenons le peaufinage des outils d”杜淫秽活动拉协定在斑驳的d一个干部conceptuel + rigoureux,如此更关于计划de la概念,de l 'application依照ainsi何谓+ grande验证des类别的危险相对独立的数据(苏尔les留置权les的之间的maux过渡群系de hasard辅助游戏。
{"title":"Challenges in the Measurement of Gambling Product Risk: A Critical Review of the ASTERIG Assessment Tool","authors":"P. Delfabbro, J. Parke","doi":"10.4309/JGI.2021.47.15","DOIUrl":"https://doi.org/10.4309/JGI.2021.47.15","url":null,"abstract":"Recognition of the role of structural characteristics and their potential association with gambling harm has led to the development of protocols to assess the risk of gambling products. Such tools rate products on a range of ‘risk criteria’ and assign classifications that might be used to inform product design or regulatory decision-making. One of published examples of these tools is ASTERIG which assigns ratings of lowest to highest to products based on 10 criteria that include, for example: event frequency, accessibility or scale of jackpot. In this paper, we provide a critical review of this protocol and identify five principal limitations that may limit its validity and reliability. These relate to the validity of some criteria as indicators of risk; definitional issues; scoring and calibration; problems arising from collinearity or duplication; and, the omission of important criteria such as cost of play. In this paper, we highlight the challenges associated with rating product risk using ASTERIG as an example. We argue that further refinement of risk assessment tools requires the development of more rigorous conceptual frameworks both in design and application as well greater validation of risk classifications against independent data relating to the links between products and gambling-related harm. Resume La reconnaissance du role des caracteristiques structurelles et de leur association potentielle avec les maux lies aux jeux de hasard a entraine l’elaboration de protocoles visant a evaluer le risque des produits de jeu. De tels outils evaluent les produits sur une echelle de « criteres de risque » et leur classement peut servir a orienter la conception de produits ou la prise de decisions reglementaires. L’un des exemples de ces outils est ASTERIG, qui attribue aux produits une cote, de la plus basse a la plus elevee, a l’aide de dix criteres, notamment la frequence de l’evenement, l’accessibilite au gros lot ou la taille de ce dernier. Nous presentons dans cet article un examen critique de ce protocole et nous cernons cinq grandes limites pouvant restreindre sa validite et sa fiabilite. Ces limites concernent la validite de certains criteres en tant qu’indicateurs de risque, des questions definitionnelles, le pointage et l’etalonnage, les problemes issus de la colinearite ou du double compte, et l’omission de criteres importants comme le cout du jeu. Nous mettons en evidence dans cet article les enjeux lies a l’evaluation du risque d’un produit a l’aide d’ASTERIG par exemple. Nous soutenons que le peaufinage des outils d’evaluation du risque necessite la mise sur pied d’un cadre conceptuel plus rigoureux, tant sur le plan de la conception que de l’application, ainsi qu’une plus grande validation des categories de risque par rapport a des donnees independantes sur les liens entre les produits et les maux associes aux jeux de hasard.","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":"48967582","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}
M. Maas, H. Hamilton, J. Wolpin, A. Ialomiteanu, J. Rehm, R. Mann, N. Turner, G. Stoduto
There is growing evidence of correlations between the amount of time spent using electronic devices in leisure and negative health outcomes. However, studies often lack indicators of problematic technology use, rarely investigate relationships between such problem use patterns and indicators of poor mental health, and use samples that are unrepresentative of the adult population. Using a representative telephone survey of adults, we applied the Problem Electronic Device Use (PEDU) scale to estimate the level of PEDU in Ontario, Canada, and the associations between PEDU scores and a wide range of outcomes with a series of multivariate logistic regressions. We found an average weekly electronic device use of 15.57 hr, excluding work or school, and moderate to severe problem technology use among 7.9% of the adult population. Moderate to severe PEDU was significantly associated with suicidal ideation, serious psychological distress, problem alcohol use, and treatment for anxiety. Implications for the findings are discussed. Resume Il existe des preuves croissantes de correlations entre la duree d’utilisation d’un appareil electronique a des fins de divertissement et les consequences negatives sur la sante. On note souvent l’absence d’indicateurs de l’usage problematique des technologies dans les etudes qui examinent les correlations entre cet usage et les indicateurs de troubles de sante mentale ou qui utilisent des echantillons representatifs de la population adulte. A partir des resultats d’un sondage telephonique representatif mene aupres d’adultes, la presente etude a eu recours a l’echelle d’evaluation de l’usage problematique des appareils electroniques ( Problem Electronic Device Use ou PEDU) pour estimer l’ampleur de ce phenomene dans la province (Ontario) et a applique une serie de regressions logistiques multivariees pour etablir des liens entre les resultats PEDU et un large eventail de consequences sur la sante mentale. L’etude a revele que l’usage hebdomadaire moyen des appareils electroniques chez les adultes sondes etait de 15,57 heures et que 7,9 % d’entre eux rapportaient un niveau modere a severe d’usage problematique de la technologie. Des liens significatifs ont ete etablis entre l’usage problematique des appareils electroniques et plusieurs indicateurs de troubles de sante mentale et de consommation de substances psychoactives. Les implications de ces constats sont discutees ici.
{"title":"Problem Electronic Device Use in a Representative Sample of Adults in Ontario","authors":"M. Maas, H. Hamilton, J. Wolpin, A. Ialomiteanu, J. Rehm, R. Mann, N. Turner, G. Stoduto","doi":"10.4309/JGI.2021.46.6","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.6","url":null,"abstract":"There is growing evidence of correlations between the amount of time spent using electronic devices in leisure and negative health outcomes. However, studies often lack indicators of problematic technology use, rarely investigate relationships between such problem use patterns and indicators of poor mental health, and use samples that are unrepresentative of the adult population. Using a representative telephone survey of adults, we applied the Problem Electronic Device Use (PEDU) scale to estimate the level of PEDU in Ontario, Canada, and the associations between PEDU scores and a wide range of outcomes with a series of multivariate logistic regressions. We found an average weekly electronic device use of 15.57 hr, excluding work or school, and moderate to severe problem technology use among 7.9% of the adult population. Moderate to severe PEDU was significantly associated with suicidal ideation, serious psychological distress, problem alcohol use, and treatment for anxiety. Implications for the findings are discussed. Resume Il existe des preuves croissantes de correlations entre la duree d’utilisation d’un appareil electronique a des fins de divertissement et les consequences negatives sur la sante. On note souvent l’absence d’indicateurs de l’usage problematique des technologies dans les etudes qui examinent les correlations entre cet usage et les indicateurs de troubles de sante mentale ou qui utilisent des echantillons representatifs de la population adulte. A partir des resultats d’un sondage telephonique representatif mene aupres d’adultes, la presente etude a eu recours a l’echelle d’evaluation de l’usage problematique des appareils electroniques ( Problem Electronic Device Use ou PEDU) pour estimer l’ampleur de ce phenomene dans la province (Ontario) et a applique une serie de regressions logistiques multivariees pour etablir des liens entre les resultats PEDU et un large eventail de consequences sur la sante mentale. L’etude a revele que l’usage hebdomadaire moyen des appareils electroniques chez les adultes sondes etait de 15,57 heures et que 7,9 % d’entre eux rapportaient un niveau modere a severe d’usage problematique de la technologie. Des liens significatifs ont ete etablis entre l’usage problematique des appareils electroniques et plusieurs indicateurs de troubles de sante mentale et de consommation de substances psychoactives. Les implications de ces constats sont discutees ici.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-02-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43536624","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}