This study examines negative and positive escapism in gamblers, gamers, and individuals who gamble and game. University students ( N = 387) completed a battery of online questionnaires that included a demographic information scale, measures of the frequency and type of activity (i.e., gambling, gaming), and modified escapism scales that assessed both positive and negative escapism. Participants included 134 (34.9%) individuals who both gamble and game, 91 (23.7%) exclusive gamblers, 82 (21.4%) exclusive gamers, and 76 (19.8%) individuals who did not engage in either activity. The majority of the participants were female (74.2%). One-way analyses of variance revealed that both negative and positive escapism scores were significantly higher in gamers than in gamblers. Furthermore, individuals who both gamble and game had higher escapism scores associated with participating in gaming activities rather than gambling activities. This result suggests that individuals who play games have different motives to play than do individuals who gamble. Differences in motivation for game play may help in understanding the distinction between gamblers and gamers. As a practical implication, this distinction could be particularly relevant, given the recent blurring of boundaries between the two industries. Other practical and theoretical implications include the development of modified escapism measures for gamblers, as well as further support for the theoretical conceptualization of escapism as negative or positive. Resume Cette etude porte sur la quete d’evasion, negative ou positive, chez les adeptes des jeux de hasard, des jeux video ou des deux activites a la fois. Des etudiants universitaires ( N = 387) ont repondu a une batterie de questionnaires en ligne, qui comportaient une echelle de donnees demographiques, des mesures de la frequence et du genre d’activite (a savoir, jeux de hasard ou jeux video) ainsi que des echelles destinees a evaluer le caractere tant positif que negatif du desir d’evasion. Sur ce nombre, 134 (34,9 %) pratiquaient les deux activites; 91 (23,7 %), les jeux de hasard uniquement; 82 (21,4 %), les jeux video seulement; enfin, 76 (19,8 %) ne pratiquaient ni l’une ni l’autre. Une majorite de femmes ont participe a l’etude (74,2 %). L’analyse de la variance a un facteur revele des resultats sensiblement plus eleves, en ce qui touche les deux types d’evasion, pour les jeux video par rapport aux jeux de hasard. Par ailleurs, les individus qui s’adonnent aux deux activites affichaient, dans la pratique des jeux video, des resultats plus eleves que dans celle des jeux de hasard. Ce constat suggere que les motivations des adeptes de jeux video different de celles des adeptes de jeux de hasard. Les differences relevees pourraient nous aider a comprendre ce qui distingue les deux types de joueurs. Compte tenu du brouillage recent des frontieres entre les deux secteurs, cette observation pourrait s’averer des plus pertinente. D’autres implicatio
{"title":"Playing to Escape: Examining Escapism in Gamblers and Gamers","authors":"Erika Puiras, Shayna Cummings, D. Mazmanian","doi":"10.4309/JGI.2021.46.10","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.10","url":null,"abstract":"This study examines negative and positive escapism in gamblers, gamers, and individuals who gamble and game. University students ( N = 387) completed a battery of online questionnaires that included a demographic information scale, measures of the frequency and type of activity (i.e., gambling, gaming), and modified escapism scales that assessed both positive and negative escapism. Participants included 134 (34.9%) individuals who both gamble and game, 91 (23.7%) exclusive gamblers, 82 (21.4%) exclusive gamers, and 76 (19.8%) individuals who did not engage in either activity. The majority of the participants were female (74.2%). One-way analyses of variance revealed that both negative and positive escapism scores were significantly higher in gamers than in gamblers. Furthermore, individuals who both gamble and game had higher escapism scores associated with participating in gaming activities rather than gambling activities. This result suggests that individuals who play games have different motives to play than do individuals who gamble. Differences in motivation for game play may help in understanding the distinction between gamblers and gamers. As a practical implication, this distinction could be particularly relevant, given the recent blurring of boundaries between the two industries. Other practical and theoretical implications include the development of modified escapism measures for gamblers, as well as further support for the theoretical conceptualization of escapism as negative or positive. Resume Cette etude porte sur la quete d’evasion, negative ou positive, chez les adeptes des jeux de hasard, des jeux video ou des deux activites a la fois. Des etudiants universitaires ( N = 387) ont repondu a une batterie de questionnaires en ligne, qui comportaient une echelle de donnees demographiques, des mesures de la frequence et du genre d’activite (a savoir, jeux de hasard ou jeux video) ainsi que des echelles destinees a evaluer le caractere tant positif que negatif du desir d’evasion. Sur ce nombre, 134 (34,9 %) pratiquaient les deux activites; 91 (23,7 %), les jeux de hasard uniquement; 82 (21,4 %), les jeux video seulement; enfin, 76 (19,8 %) ne pratiquaient ni l’une ni l’autre. Une majorite de femmes ont participe a l’etude (74,2 %). L’analyse de la variance a un facteur revele des resultats sensiblement plus eleves, en ce qui touche les deux types d’evasion, pour les jeux video par rapport aux jeux de hasard. Par ailleurs, les individus qui s’adonnent aux deux activites affichaient, dans la pratique des jeux video, des resultats plus eleves que dans celle des jeux de hasard. Ce constat suggere que les motivations des adeptes de jeux video different de celles des adeptes de jeux de hasard. Les differences relevees pourraient nous aider a comprendre ce qui distingue les deux types de joueurs. Compte tenu du brouillage recent des frontieres entre les deux secteurs, cette observation pourrait s’averer des plus pertinente. D’autres implicatio","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45817213","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}
B. Zaman, M. Mechelen, R. D. Cock, Jonathan Huyghe
Although gambling-related behavior develops in preadolescence, there is a scarcity of research into the early socialization processes in this specific age cohort. For this study, preadolescents’ early perceptions of and practices relating to games of chance, gambling, and video gaming were explored. To account for the perspectives of preadolescents and their parents, we administered semi-structured in-depth interviews with elicitation prompts to 10 Flemish (i.e., Belgian) families with 11- to 12-year-olds. The findings show that different socialization dynamics are at play for the examined media genres. Families were relaxed about young people’s involvement in traditional games of chance activities in a familiar context, pointing to early socialization and cultural normalization dynamics in preadolescents who have not yet reached the legal minimum age. Moreover, the parents were not fully aware of the first gambling and games of chance activities of the preadolescents or of some of their in-game micropayments. They did not yet consider active mediation on these matters to be relevant. Because of this, preventive parental mediation efforts cannot reach their full potential; we call upon future researchers to explore ludoliteracy programs that can increase the resilience of young players in a world of increasingly converged media entertainment. Resume Malgre le fait que les comportements de jeu se developpent durant la preadolescence, il existe peu de recherches sur les processus de socialisation precoce au sein de cette cohorte particuliere. Cette etude explore et contextualise les perceptions et les pratiques de jeunes preadolescents en matiere de jeux de hasard, de jeux d’argent et de jeux video. Dans le but de sonder le point de vue a la fois des jeunes et de leurs parents, nous avons mene des entrevues semi-dirigees approfondies, comportant des questions incitatives, aupres de 10 familles flamandes (c’est-a-dire belges) comptant des jeunes de 11 a 12 ans. Selon nos resultats, differentes dynamiques de socialisation operent selon le genre de media. Les parents voient d’un bon œil la pratique des jeux de hasard classiques au sein du cercle familial, ce qui indique une dynamique de socialisation precoce et de normalisation culturelle chez les preadolescents qui n’ont pas encore atteint l’âge minimum legal. Par ailleurs, les parents sondes n’etaient pas pleinement conscients des premiers jeux de hasard et d’argent pratiques par leurs preadolescents ni de certains micropaiements qu’ils avaient effectues. Ils ne consideraient pas encore comme pertinente l’idee d’intervenir activement sur ces questions. Puisque les efforts des parents en matiere de prevention n’atteignent pas pleinement leur but, les recherches futures devraient s’interesser aux programmes de ludo-litteratie destines a ameliorer la resilience des jeunes joueurs dans un monde de divertissement mediatique caracterise par une convergence grandissante.
{"title":"Perceptions of and Exposure to Games of Chance, Gambling, and Video Gaming: Self-Reports of Preadolescents and Parents","authors":"B. Zaman, M. Mechelen, R. D. Cock, Jonathan Huyghe","doi":"10.4309/JGI.2021.46.13","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.13","url":null,"abstract":"Although gambling-related behavior develops in preadolescence, there is a scarcity of research into the early socialization processes in this specific age cohort. For this study, preadolescents’ early perceptions of and practices relating to games of chance, gambling, and video gaming were explored. To account for the perspectives of preadolescents and their parents, we administered semi-structured in-depth interviews with elicitation prompts to 10 Flemish (i.e., Belgian) families with 11- to 12-year-olds. The findings show that different socialization dynamics are at play for the examined media genres. Families were relaxed about young people’s involvement in traditional games of chance activities in a familiar context, pointing to early socialization and cultural normalization dynamics in preadolescents who have not yet reached the legal minimum age. Moreover, the parents were not fully aware of the first gambling and games of chance activities of the preadolescents or of some of their in-game micropayments. They did not yet consider active mediation on these matters to be relevant. Because of this, preventive parental mediation efforts cannot reach their full potential; we call upon future researchers to explore ludoliteracy programs that can increase the resilience of young players in a world of increasingly converged media entertainment. Resume Malgre le fait que les comportements de jeu se developpent durant la preadolescence, il existe peu de recherches sur les processus de socialisation precoce au sein de cette cohorte particuliere. Cette etude explore et contextualise les perceptions et les pratiques de jeunes preadolescents en matiere de jeux de hasard, de jeux d’argent et de jeux video. Dans le but de sonder le point de vue a la fois des jeunes et de leurs parents, nous avons mene des entrevues semi-dirigees approfondies, comportant des questions incitatives, aupres de 10 familles flamandes (c’est-a-dire belges) comptant des jeunes de 11 a 12 ans. Selon nos resultats, differentes dynamiques de socialisation operent selon le genre de media. Les parents voient d’un bon œil la pratique des jeux de hasard classiques au sein du cercle familial, ce qui indique une dynamique de socialisation precoce et de normalisation culturelle chez les preadolescents qui n’ont pas encore atteint l’âge minimum legal. Par ailleurs, les parents sondes n’etaient pas pleinement conscients des premiers jeux de hasard et d’argent pratiques par leurs preadolescents ni de certains micropaiements qu’ils avaient effectues. Ils ne consideraient pas encore comme pertinente l’idee d’intervenir activement sur ces questions. Puisque les efforts des parents en matiere de prevention n’atteignent pas pleinement leur but, les recherches futures devraient s’interesser aux programmes de ludo-litteratie destines a ameliorer la resilience des jeunes joueurs dans un monde de divertissement mediatique caracterise par une convergence grandissante.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45222002","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}
Despite the convergence of the gambling and gaming worlds, the majority of studies of gambling behaviour are void of gaming behaviour and vice versa. Further, many studies examine specific age ranges rather than covering the entire span of adolescence and young adulthood. The current study improves our knowledge of gambling and gaming behaviours, as well as their convergence, by examining young people aged 8 to 24 and parents of children 8 to 17 years in Ontario. Descriptive and bivariate analyses were performed on a survey of 2,651 Ontarians (678 adolescents, 973 young adults, and 1,000 parents who reported on themselves and their child). Young people and parents are engaging in games that combine gambling and gaming at substantial rates and frequencies, and playing these games is associated with a higher level of risk. In this sample, playing video games for money and social casino games were associated with a higher level of gambling problems among adolescents ( p < .001, p =.001), young adults ( p < .001, p < .001), and parents ( p < .001, p < .001). Further, parent reports of their own and their child’s gambling ( p < .001), social casino play ( p < .001), and gambling concerns were linked ( p < .001). In summary, we found that playing games that combine gambling and gaming was associated with increased risk across youth age groups. Parents who reported gambling, social casino play, and gambling concerns also tended to report these behaviours among and concerns for their children. Resume Malgre la convergence entre les univers des jeux de hasard et des jeux video, la majorite des etudes sur le comportement des joueurs excluent l’une ou l’autre activite. De plus, elles se limitent a une tranche d’âge precise plutot que de couvrir la periode entiere de l’adolescence et de la jeune vie adulte. Notre enquete ajoute aux connaissances sur les habitudes en matiere de jeux de hasard et de jeux video et la convergence entre ces activites. Elle a ete menee en Ontario aupres de jeunes âges de huit a 24 ans et de parents d’enfants âges de huit a 17 ans. 2651 Ontariens (678 adolescents, 973 jeunes adultes et 1000 parents repondant en leur propre nom et en celui de leur enfant) ont repondu a un questionnaire dont les resultats ont fait l’objet d’une analyse descriptive et bivariee. Un grand nombre de jeunes et de parents combinent frequemment jeux de hasard et jeux video, une activite liee a un niveau de risque eleve. Dans notre echantillon, la pratique des jeux video pour de l’argent et des jeux de casino est associee a un risque eleve de problemes de jeu chez l’adolescent ( p < .001, p =.001), le jeune adulte ( p < .001, p < .001) et les parents ( p < .001, p < .001). De plus, un lien a ete etabli entre les habitudes de jeu declarees par les parents a propos d’eux-memes et de leurs enfants ( p < .001), les jeux de casino ( p < .001) et les problemes de jeu ( p < .001). La pratique combinee des jeux de hasard et des jeux video est associee a une augment
{"title":"Gambling and Gaming in an Ontario Sample of Youth and Parents","authors":"Sasha Stark, J. Reynolds, Jamie M. D. Wiebe","doi":"10.4309/JGI.2021.46.2","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.2","url":null,"abstract":"Despite the convergence of the gambling and gaming worlds, the majority of studies of gambling behaviour are void of gaming behaviour and vice versa. Further, many studies examine specific age ranges rather than covering the entire span of adolescence and young adulthood. The current study improves our knowledge of gambling and gaming behaviours, as well as their convergence, by examining young people aged 8 to 24 and parents of children 8 to 17 years in Ontario. Descriptive and bivariate analyses were performed on a survey of 2,651 Ontarians (678 adolescents, 973 young adults, and 1,000 parents who reported on themselves and their child). Young people and parents are engaging in games that combine gambling and gaming at substantial rates and frequencies, and playing these games is associated with a higher level of risk. In this sample, playing video games for money and social casino games were associated with a higher level of gambling problems among adolescents ( p < .001, p =.001), young adults ( p < .001, p < .001), and parents ( p < .001, p < .001). Further, parent reports of their own and their child’s gambling ( p < .001), social casino play ( p < .001), and gambling concerns were linked ( p < .001). In summary, we found that playing games that combine gambling and gaming was associated with increased risk across youth age groups. Parents who reported gambling, social casino play, and gambling concerns also tended to report these behaviours among and concerns for their children. Resume Malgre la convergence entre les univers des jeux de hasard et des jeux video, la majorite des etudes sur le comportement des joueurs excluent l’une ou l’autre activite. De plus, elles se limitent a une tranche d’âge precise plutot que de couvrir la periode entiere de l’adolescence et de la jeune vie adulte. Notre enquete ajoute aux connaissances sur les habitudes en matiere de jeux de hasard et de jeux video et la convergence entre ces activites. Elle a ete menee en Ontario aupres de jeunes âges de huit a 24 ans et de parents d’enfants âges de huit a 17 ans. 2651 Ontariens (678 adolescents, 973 jeunes adultes et 1000 parents repondant en leur propre nom et en celui de leur enfant) ont repondu a un questionnaire dont les resultats ont fait l’objet d’une analyse descriptive et bivariee. Un grand nombre de jeunes et de parents combinent frequemment jeux de hasard et jeux video, une activite liee a un niveau de risque eleve. Dans notre echantillon, la pratique des jeux video pour de l’argent et des jeux de casino est associee a un risque eleve de problemes de jeu chez l’adolescent ( p < .001, p =.001), le jeune adulte ( p < .001, p < .001) et les parents ( p < .001, p < .001). De plus, un lien a ete etabli entre les habitudes de jeu declarees par les parents a propos d’eux-memes et de leurs enfants ( p < .001), les jeux de casino ( p < .001) et les problemes de jeu ( p < .001). La pratique combinee des jeux de hasard et des jeux video est associee a une augment","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":"46 1","pages":""},"PeriodicalIF":1.2,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43120094","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}
Scholars have highlighted the role of negative affect as key correlates of Problematic Internet Use (PIU). According to the assumption that Internet-related behaviours can be seen as mechanisms to cope with everyday life (Kardefelt-Winther, 2017), the present study aims to explore the relation between PIU and psychosocial malaise, expecting that adolescents with high levels of social anxiety, negative emotions, and loneliness are more likely to be associated to the problem group of Internet users. Measures of PIU (GPIUS–2), social anxiety (IAS), negative affectivity (PANAS), and loneliness (ILS) were detected in a sample of 766 students attending Year 9–11 (13–19 years old; 47% females) of public high schools in the territory of Lecce (Apulia–Italy). A sub-group of problematic Internet users was identified ( n = 185) and a control group was selected ( n = 187). A logistic regression was applied to estimate the effect of psychosocial variables on the differentiation between problematic and control Internet users. Results of the present cross-sectional study show that a higher level of social anxiety, negative emotions, and loneliness increases the probability of belonging to the group of problematic Internet users. No significant differences between males and females were found in GPIU levels. The findings show that, for a better understanding of PIU onset and maintenance among adolescents, it is important, to take into account the life problems which may lead young people to overindulge in Internet use. Resume Les scientifiques ont mis en lumiere le role de l’affect negatif comme correlat significatif de la dependance. Partant de l’hypothese que les comportements dans Internet peuvent etre vus comme des mecanismes d’adaptation a la vie quotidienne (Kardefelt-Winther, 2017), notre etude visait a explorer la relation entre la cyberdependance et le malaise psychosocial. On s’attendait a ce que les adolescents affichant un degre eleve d’anxiete sociale, d’emotions negatives et de solitude fassent partie du groupe d’internautes a probleme. Des indicateurs de la cyberdependance (GPIUS-2), de l’anxiete sociale (IAS), de l’affect negatif (PANAS) et de la solitude (ILS) ont ete releves dans un echantillon de 766 eleves de la 9e a la 11e annee (13 a 19 ans; 47 % de filles) choisi dans des ecoles secondaires publiques du territoire de Lecce (Apulia, Italie). Un sous-groupe d’internautes cyberdependants a ete defini ( n =185) et un groupe controle selectionne ( n =187). Un modele de regression logistique a ete applique en vue d’estimer l’effet des variables psychosociales sur la differenciation entre joueurs cyberdependants et joueurs du groupe controle. Les resultats de l’etude transversale montrent qu’un degre plus eleve d’anxiete sociale, d’emotions negatives et de solitude augmentait la probabilite d’appartenir au groupe d’internautes cyberdependants. Aucune difference notable n’a ete constatee entre les hommes et les femmes quant au degre de cyberdepend
{"title":"Facing Life Problems Through the Internet. The Link Between Psychosocial Malaise and Problematic Internet Use in an Adolescent Sample.","authors":"C. Venuleo, Lucrezia Ferrante, Simone Rollo","doi":"10.4309/JGI.2021.46.7","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.7","url":null,"abstract":"Scholars have highlighted the role of negative affect as key correlates of Problematic Internet Use (PIU). According to the assumption that Internet-related behaviours can be seen as mechanisms to cope with everyday life (Kardefelt-Winther, 2017), the present study aims to explore the relation between PIU and psychosocial malaise, expecting that adolescents with high levels of social anxiety, negative emotions, and loneliness are more likely to be associated to the problem group of Internet users. Measures of PIU (GPIUS–2), social anxiety (IAS), negative affectivity (PANAS), and loneliness (ILS) were detected in a sample of 766 students attending Year 9–11 (13–19 years old; 47% females) of public high schools in the territory of Lecce (Apulia–Italy). A sub-group of problematic Internet users was identified ( n = 185) and a control group was selected ( n = 187). A logistic regression was applied to estimate the effect of psychosocial variables on the differentiation between problematic and control Internet users. Results of the present cross-sectional study show that a higher level of social anxiety, negative emotions, and loneliness increases the probability of belonging to the group of problematic Internet users. No significant differences between males and females were found in GPIU levels. The findings show that, for a better understanding of PIU onset and maintenance among adolescents, it is important, to take into account the life problems which may lead young people to overindulge in Internet use. Resume Les scientifiques ont mis en lumiere le role de l’affect negatif comme correlat significatif de la dependance. Partant de l’hypothese que les comportements dans Internet peuvent etre vus comme des mecanismes d’adaptation a la vie quotidienne (Kardefelt-Winther, 2017), notre etude visait a explorer la relation entre la cyberdependance et le malaise psychosocial. On s’attendait a ce que les adolescents affichant un degre eleve d’anxiete sociale, d’emotions negatives et de solitude fassent partie du groupe d’internautes a probleme. Des indicateurs de la cyberdependance (GPIUS-2), de l’anxiete sociale (IAS), de l’affect negatif (PANAS) et de la solitude (ILS) ont ete releves dans un echantillon de 766 eleves de la 9e a la 11e annee (13 a 19 ans; 47 % de filles) choisi dans des ecoles secondaires publiques du territoire de Lecce (Apulia, Italie). Un sous-groupe d’internautes cyberdependants a ete defini ( n =185) et un groupe controle selectionne ( n =187). Un modele de regression logistique a ete applique en vue d’estimer l’effet des variables psychosociales sur la differenciation entre joueurs cyberdependants et joueurs du groupe controle. Les resultats de l’etude transversale montrent qu’un degre plus eleve d’anxiete sociale, d’emotions negatives et de solitude augmentait la probabilite d’appartenir au groupe d’internautes cyberdependants. Aucune difference notable n’a ete constatee entre les hommes et les femmes quant au degre de cyberdepend","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49092200","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}
Akiyo Shoun, A. Sakamoto, Yukiko Horiuchi, K. Akiyama, Hitoshi Ishida, Kikunori Shinohara, Y. Komoto, Taku Sato, Naoyuki Nishimura, Nobuo Makino
To understand individuals' pachinko/pachislot playing behavior, one of the major games in Japan, we conducted a national study of Japanese residents between 18 and 79 years old. From resident records, in which all Japanese citizens are registered, 9,000 individuals were chosen by the two-stage stratified random sampling method. The number of individuals who submitted valid responses was 5,060 (response rate: 56.2%). The analysis result indicated that 582 (11.5%) played pachinko/pachislot in the last 12 months ("past-year players"). Compared to "non-players" (those who never played pachinko/pachislot before or did not play in the last 12 months), past-year players had higher 12-month participation rates in all 10 gambling activities other than pachinko/pachislot . To compare demographic variables between the past-year players and non-players, χ2 tests were carried out. The tests discovered that past-year players were more likely to be males in their 30s, junior high school graduates, and making a similar annual household income to the median value for all respondents. Next, demographic variables were compared for each participation level and significant differences between age groups were found; participants in their 60s and 70s visited pachinko/pachislot parlors more frequently than those in their 20s to 40s. This is the first study to reveal the details of pachinko/pachislot playing behavior in Japan. Resume Une enquete nationale a ete menee aupres de residents japonais âges de 18 a 79 ans dans le but d’etudier le comportement des joueurs de pachinko/pachislot, l’un des principaux jeux pratiques au Japon. A partir du registre de declaration de residence, auquel tous les citoyens du pays sont inscrits, 9000 personnes ont ete selectionnees en suivant la methode d’echantillonnage aleatoire stratifie en deux etapes. Sur ce nombre, 5060 ont donne des reponses valides (taux de reponse : 56,2 %). Selon les resultats, 582 (11,5 %) ont joue au pachinko/pachislot dans les 12 derniers mois (« joueurs de l’annee precedente »). Comparativement aux « non-joueurs » (a savoir ceux qui n’ont jamais pratique ce jeu dans le passe ou au cours des 12 derniers mois), les joueurs de l’annee precedente affichent sur 12 mois des taux de participation plus eleves a 10 autres activites de jeux de hasard outre le pachinko/pachislot. Des tests de chi-square ont ete realises en vue de comparer les variables demographiques entre les joueurs de l’annee precedente et les non-joueurs. Les premiers etaient plus susceptibles d’etre des hommes dans la trentaine et des diplomes des ecoles intermediaires, dont le revenu familial annuel se rapprochait de la valeur mediane pour l’ensemble des repondants. Les variables demographiques ont ete comparees pour chaque niveau de participation, faisant apparaitre des differences notables entre les groupes d’âge : les sexagenaires et les septuagenaires frequentaient les maisons de pachinko/pachislot plus souvent que les generations de la vingta
{"title":"Pachinko/Pachislot Playing Participation in Japan: Results from a National Survey","authors":"Akiyo Shoun, A. Sakamoto, Yukiko Horiuchi, K. Akiyama, Hitoshi Ishida, Kikunori Shinohara, Y. Komoto, Taku Sato, Naoyuki Nishimura, Nobuo Makino","doi":"10.4309/JGI.2021.46.8","DOIUrl":"https://doi.org/10.4309/JGI.2021.46.8","url":null,"abstract":"To understand individuals' pachinko/pachislot playing behavior, one of the major games in Japan, we conducted a national study of Japanese residents between 18 and 79 years old. From resident records, in which all Japanese citizens are registered, 9,000 individuals were chosen by the two-stage stratified random sampling method. The number of individuals who submitted valid responses was 5,060 (response rate: 56.2%). The analysis result indicated that 582 (11.5%) played pachinko/pachislot in the last 12 months (\"past-year players\"). Compared to \"non-players\" (those who never played pachinko/pachislot before or did not play in the last 12 months), past-year players had higher 12-month participation rates in all 10 gambling activities other than pachinko/pachislot . To compare demographic variables between the past-year players and non-players, χ2 tests were carried out. The tests discovered that past-year players were more likely to be males in their 30s, junior high school graduates, and making a similar annual household income to the median value for all respondents. Next, demographic variables were compared for each participation level and significant differences between age groups were found; participants in their 60s and 70s visited pachinko/pachislot parlors more frequently than those in their 20s to 40s. This is the first study to reveal the details of pachinko/pachislot playing behavior in Japan. Resume Une enquete nationale a ete menee aupres de residents japonais âges de 18 a 79 ans dans le but d’etudier le comportement des joueurs de pachinko/pachislot, l’un des principaux jeux pratiques au Japon. A partir du registre de declaration de residence, auquel tous les citoyens du pays sont inscrits, 9000 personnes ont ete selectionnees en suivant la methode d’echantillonnage aleatoire stratifie en deux etapes. Sur ce nombre, 5060 ont donne des reponses valides (taux de reponse : 56,2 %). Selon les resultats, 582 (11,5 %) ont joue au pachinko/pachislot dans les 12 derniers mois (« joueurs de l’annee precedente »). Comparativement aux « non-joueurs » (a savoir ceux qui n’ont jamais pratique ce jeu dans le passe ou au cours des 12 derniers mois), les joueurs de l’annee precedente affichent sur 12 mois des taux de participation plus eleves a 10 autres activites de jeux de hasard outre le pachinko/pachislot. Des tests de chi-square ont ete realises en vue de comparer les variables demographiques entre les joueurs de l’annee precedente et les non-joueurs. Les premiers etaient plus susceptibles d’etre des hommes dans la trentaine et des diplomes des ecoles intermediaires, dont le revenu familial annuel se rapprochait de la valeur mediane pour l’ensemble des repondants. Les variables demographiques ont ete comparees pour chaque niveau de participation, faisant apparaitre des differences notables entre les groupes d’âge : les sexagenaires et les septuagenaires frequentaient les maisons de pachinko/pachislot plus souvent que les generations de la vingta","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46912636","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}
With the increase in availability of gambling applications (apps) for mobile phones, it has never been easier for individuals to access gaming systems. A proportion of these users will be affected by gambling disorder (GD). Traditional therapies for GD can be geographically and financially difficult to access. Mobile health apps can be useful for other addictions and provide another avenue of treatment for GD. Our objective in this study was to review the features, models of treatment, and aims of apps marketed to assist people in addressing their gambling. We searched the three largest app stores in Australia and performed a descriptive analysis based on the Mobile App Rating Scale of the apps purporting to be of assistance in managing GD or problem gambling. The number of apps available for addressing GD in Australia was vastly outnumbered by the number of apps for gambling or gaming. Apps that met the inclusion criteria most often aimed at total cessation of gambling, but did not use a recognizable therapeutic model. A majority of apps featured a single tool, most often a sober time tracker. Few of the apps were affiliated with existing services, and those that were tended to have a broader range of features and tools. Mobile apps present another way for individuals who are struggling with GD or problem gambling to access treatment. For apps to be effective, more attention needs to be paid to their design in order for them to be both useful and noticeable in the milieu of more invitingly designed apps that promote gambling. Resume Etant donne le nombre grandissant d’applications de jeux de hasard pour telephone mobile, il n’a jamais ete aussi facile d’acceder a des systemes de jeu. Un certain nombre des utilisateurs de ces appareils developperont une dependance au jeu (DJ). Les therapies conventionnelles en matiere de DJ peuvent etre difficiles d’acces en raison de la distance geographique et de leur cout. Les applications mobiles dediees a la sante, parfois pour traiter d’autres formes de dependance, pourraient offrir des possibilites de traitement du jeu pathologique. Nous avons analyse les caracteristiques, les modeles de traitement et les objectifs des applications qui pretendent aider les individus a dominer leur DP. Nous avons fouille les trois principales boutiques d’applications d’Australie a la recherche de tels produits, puis les avons soumis a une analyse descriptive fondee sur un Mobile App Rating Scale [echelle d’evaluation des applications mobiles]. Le nombre d’applications destinees au controle de la DJ est largement inferieur a celui des produits dedies a la pratique des jeux de hasard et des jeux video. Les applications retenues visent pour la plupart l’abandon definitif du jeu, sans reposer sur un modele therapeutique reconnaissable. La majorite comporte un seul et unique outil, soit un dispositif de minutage du temps passe sans jouer. Quelques-unes sont jumelees a des services existants; elles tendent a offrir un eventail pl
随着手机赌博应用程序(app)的增加,个人访问游戏系统从未如此容易。这些用户中的一部分将受到赌博障碍(GD)的影响。GD的传统疗法在地理上和经济上都难以获得。移动健康应用程序对其他成瘾很有用,并为焦虑症提供另一种治疗途径。我们在这项研究中的目的是回顾应用程序的特点,治疗模式和目标,以帮助人们解决他们的赌博问题。我们搜索了澳大利亚三个最大的应用商店,并根据手机应用评级量表对声称有助于管理GD或问题赌博的应用进行了描述性分析。在澳大利亚,用于解决性别失衡问题的应用数量远远超过用于赌博或游戏的应用数量。符合纳入标准的应用程序通常旨在完全停止赌博,但没有使用可识别的治疗模式。大多数应用程序都有一个单一的工具,最常见的是一个清醒的时间追踪器。这些应用程序很少与现有服务相关联,而那些与现有服务相关联的应用程序往往具有更广泛的功能和工具。手机应用程序为那些与焦虑或问题赌博作斗争的人提供了另一种获得治疗的方式。为了提高应用的有效性,我们需要更多地关注它们的设计,以便让它们在那些设计更吸引人的推广赌博应用的环境中既有用又引人注目。简历:我已经完成了一项名为“大型应用程序”的研究,该应用程序将用于电话移动,并将用于“大型应用程序”的研究,以用于“大型应用程序”的研究。在某些特定名称下,设备的开发依赖于技术(DJ)。由于距离、地理位置和地理位置的原因,这些治疗方法的常规治疗方法无法实现。应用程序的移动移动是一种健康的方式,部分应用程序的移动移动是一种形式的依赖,部分应用程序的移动移动是一种形式的依赖,部分应用程序的移动移动是一种形式的依赖。不同的模型分析不同的特征,不同的模型分析不同的对象,不同的应用,不同的个体分析不同的数据。Nous avons fouille、les avons boutiques d 'applications d ' australia和la research che de tel产品,以及les avons soumis和一个基于移动应用程序评级量表(梯级d 'evaluation des applications Mobile)的描述性分析。应用程序的名称决定了一个最大的应用程序的控制,一个最大的应用程序的控制,一个最大的应用程序的控制,一个最大的应用程序的控制,一个最大的应用程序的控制,一个最大的应用程序的控制,一个最大的应用程序的控制,一个最大的应用程序的控制,一个最大的应用程序的控制,一个最大的应用程序的控制。许多应用程序保留了大量的应用程序,但没有明确的应用程序,也没有明确的应用程序。La majorite复合材料具有独特的外观,因此不具有排布性的分钟,因为时间过得很短。奎尔奎斯派来的人是一个没有服务的人;我们提供了一个联合国活动和大型特色酒店。应用程序移动到非人员或企业的移动设备上,使其依赖于非人员或企业的移动设备,而非访问或服务。为了改善视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果,视觉效果。
{"title":"Win Big Fast! An Evaluation of Mobile Applications Available in Australia for Problem Gambling","authors":"Kelly S. Ridley, Amy Wiltshire, M. Coleman","doi":"10.4309/jgi.2020.45.6","DOIUrl":"https://doi.org/10.4309/jgi.2020.45.6","url":null,"abstract":"With the increase in availability of gambling applications (apps) for mobile phones, it has never been easier for individuals to access gaming systems. A proportion of these users will be affected by gambling disorder (GD). Traditional therapies for GD can be geographically and financially difficult to access. Mobile health apps can be useful for other addictions and provide another avenue of treatment for GD. Our objective in this study was to review the features, models of treatment, and aims of apps marketed to assist people in addressing their gambling. We searched the three largest app stores in Australia and performed a descriptive analysis based on the Mobile App Rating Scale of the apps purporting to be of assistance in managing GD or problem gambling. The number of apps available for addressing GD in Australia was vastly outnumbered by the number of apps for gambling or gaming. Apps that met the inclusion criteria most often aimed at total cessation of gambling, but did not use a recognizable therapeutic model. A majority of apps featured a single tool, most often a sober time tracker. Few of the apps were affiliated with existing services, and those that were tended to have a broader range of features and tools. Mobile apps present another way for individuals who are struggling with GD or problem gambling to access treatment. For apps to be effective, more attention needs to be paid to their design in order for them to be both useful and noticeable in the milieu of more invitingly designed apps that promote gambling. Resume Etant donne le nombre grandissant d’applications de jeux de hasard pour telephone mobile, il n’a jamais ete aussi facile d’acceder a des systemes de jeu. Un certain nombre des utilisateurs de ces appareils developperont une dependance au jeu (DJ). Les therapies conventionnelles en matiere de DJ peuvent etre difficiles d’acces en raison de la distance geographique et de leur cout. Les applications mobiles dediees a la sante, parfois pour traiter d’autres formes de dependance, pourraient offrir des possibilites de traitement du jeu pathologique. Nous avons analyse les caracteristiques, les modeles de traitement et les objectifs des applications qui pretendent aider les individus a dominer leur DP. Nous avons fouille les trois principales boutiques d’applications d’Australie a la recherche de tels produits, puis les avons soumis a une analyse descriptive fondee sur un Mobile App Rating Scale [echelle d’evaluation des applications mobiles]. Le nombre d’applications destinees au controle de la DJ est largement inferieur a celui des produits dedies a la pratique des jeux de hasard et des jeux video. Les applications retenues visent pour la plupart l’abandon definitif du jeu, sans reposer sur un modele therapeutique reconnaissable. La majorite comporte un seul et unique outil, soit un dispositif de minutage du temps passe sans jouer. Quelques-unes sont jumelees a des services existants; elles tendent a offrir un eventail pl","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47785632","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}
Although many types of scratch cards exist, research on gamblers’ physiological responses to scratch card wins, losses, and near misses has been limited to a single type of game. We created two distinct scratch card types. In a “Match Three” game, we expected arousal to rise with each successive matching symbol—hence arousal would change even before the final outcome was known. In a “Number Matching” game, where players were given a set of lucky numbers and hoped to find a match within a scratch-off play area, we expected arousal to rise only once a match was made. A near miss in a Match Three game involved uncovering two large-prize symbols (but not the third). A near miss in a Number Matching game involved just missing a match (lucky number 18, uncovering a 17). For each game type, participants played four cards (small win, near miss, and two losses) while their physiological arousal was recorded. Participants rated each outcome on a number of subjective measures. For wins, arousal changes occurred as predicted (pre-outcome changes for Match Three vs. only post-outcome changes for Number Matching games). Participants rated near-miss outcomes in both card types as being more subjectively arousing, disappointing, negative, frustrating, and urge inducing than for regular losses, but we found no strong evidence for physiological near-miss effects. We provide evidence that the structure of scratch card games influences the timing of individuals’ physiological responses to various outcomes. Resume Bien qu’il existe de nombreux modeles de cartes a gratter, les recherches menees jusqu’ici sur les reactions physiologiques des joueurs face a un gain, une perte ou un quasi-gain se limitent a un seul type de jeu. Nous avons concu deux jeux de cartes a gratter distincts. Le premier etait un jeu « a trois correspondances »; nous nous attendions a ce que le degre d’excitation monte a chaque apparition d’un symbole identique - et ce, avant meme que le resultat final soit connu. Le second jeu consistait a donner aux joueurs un jeu de chiffres chanceux avec instruction de devoiler un chiffre correspondant dans la partie a gratter de la carte; nous nous attendions a ce que l’excitation monte seulement apres le devoilement d’une correspondance. Dans le premier jeu, un quasi-gain consistait en la decouverte de deux symboles representant un lot important (mais pas du troisieme). Dans le second jeu, un quasi-gain consistait en l’obtention d’un nombre tres proche du chiffre gagnant (obtention d’un 17 alors que le gagnant est le 18). Les participants ont ete invites a gratter quatre cartes par jeu (un petit gain, un quasi-gain et deux pertes) tandis qu’on enregistrait leurs reactions physiologiques, puis a donner une evaluation subjective de chaque resultat. Les reactions anticipees se sont produites dans le cas des gains (soit avant le devoilement du resultat dans le premier jeu et seulement apres dans le second). Peu importe le type de carte, les sujets ont qualifie
虽然刮刮卡有很多种类型,但对赌徒对刮刮卡赢、输和差点失败的生理反应的研究仅限于一种类型的游戏。我们创建了两种不同类型的刮刮卡。在“匹配三”游戏中,我们期望唤醒会随着每一个连续的匹配符号而上升——因此唤醒甚至在最终结果已知之前就会改变。在“数字匹配”游戏中,玩家获得一组幸运数字,并希望在刮刮乐游戏区域找到一个匹配的数字,我们预计只有在匹配成功后,唤醒才会上升。在第三场比赛中,有一次差一点就发现了两个大奖符号(但不是第三个)。在数字匹配游戏中,差一点就错过了一个匹配(幸运数字18,露出一个17)。对于每种类型的游戏,参与者玩了四张牌(小赢,差一点,两张输),同时记录下他们的生理兴奋。参与者根据一些主观指标对每个结果进行打分。对于获胜游戏,唤醒变化的发生与预期一致(第三场比赛的结果前变化vs.数字匹配游戏的结果后变化)。与常规输牌相比,参与者对这两种牌的差点输牌结果的评价更加主观,令人失望,消极,沮丧和冲动,但我们没有发现生理上的差点输牌效应的有力证据。我们提供的证据表明,刮刮卡游戏的结构会影响个体对各种结果的生理反应的时间。简历好我们模型中存在尝试把变量必须使高兴,莱斯生物弥尼一直'ici苏尔les反应physiologiques des运动员面临联合国获得一个perte ou联合国quasi-gain se limitent联合国的一个单独的类型de戏言。现在,我们有更多的不同之处。Le premier etait un jeu«a trois correspondence»;在某种程度上,意识的注意是一种特殊程度的兴奋,一种特殊程度的幻象是一种特殊程度的幻象,一种特殊程度的幻象是一种特殊程度的幻象。第二部由记者部和首席执行官部组成;第二部由首席执行官部和首席执行官部组成;第二部由首席执行官部和首席执行官部组成;现在的注意力是一种“兴奋”的状态,这种状态表现为“发展”的状态。Dans le premier jeu, un -gain由代表许多重要(mais pas du troisieme)的deux符号组成。在第二阶段,准增益包括“注意”和“注意”两个方面,即“注意”和“注意”两个方面,即“注意”和“注意”。所有参与者都邀请了一个更大的四分之一的cartes par jeu(无小增益,无准增益,双增益),并邀请了一个更大的四分之一的cartes par jeu(无小增益,无准增益,双增益),并邀请了一个更大的四分之一的参与者对其反应生理学进行评估,而不是一个更大的评估主观de chaque结果。反应预期越少,产物越少,结果越少(因此,结果的发展越快,结果的发展越快,结果的发展越快,结果的发展越快)。从不同的角度看,有不同的类型,不同的类型,不同的类型,不同的类型,不同的类型,不同的类型,不同的类型,不同的类型,不同的类型,不同的类型,不同的类型,不同的类型,不同的类型,不同的类型,不同的类型。在没有结论的情况下,从结构上看,在反应生理学上,不同的结果是不同的。
{"title":"Scratch Card Game Type Impacts Psychophysiological Reactivity, but Not Subjective Evaluations of Experienced Outcomes","authors":"Madison Stange, Michael Pinnau, M. Dixon","doi":"10.4309/jgi.2020.45.7","DOIUrl":"https://doi.org/10.4309/jgi.2020.45.7","url":null,"abstract":"Although many types of scratch cards exist, research on gamblers’ physiological responses to scratch card wins, losses, and near misses has been limited to a single type of game. We created two distinct scratch card types. In a “Match Three” game, we expected arousal to rise with each successive matching symbol—hence arousal would change even before the final outcome was known. In a “Number Matching” game, where players were given a set of lucky numbers and hoped to find a match within a scratch-off play area, we expected arousal to rise only once a match was made. A near miss in a Match Three game involved uncovering two large-prize symbols (but not the third). A near miss in a Number Matching game involved just missing a match (lucky number 18, uncovering a 17). For each game type, participants played four cards (small win, near miss, and two losses) while their physiological arousal was recorded. Participants rated each outcome on a number of subjective measures. For wins, arousal changes occurred as predicted (pre-outcome changes for Match Three vs. only post-outcome changes for Number Matching games). Participants rated near-miss outcomes in both card types as being more subjectively arousing, disappointing, negative, frustrating, and urge inducing than for regular losses, but we found no strong evidence for physiological near-miss effects. We provide evidence that the structure of scratch card games influences the timing of individuals’ physiological responses to various outcomes. Resume Bien qu’il existe de nombreux modeles de cartes a gratter, les recherches menees jusqu’ici sur les reactions physiologiques des joueurs face a un gain, une perte ou un quasi-gain se limitent a un seul type de jeu. Nous avons concu deux jeux de cartes a gratter distincts. Le premier etait un jeu « a trois correspondances »; nous nous attendions a ce que le degre d’excitation monte a chaque apparition d’un symbole identique - et ce, avant meme que le resultat final soit connu. Le second jeu consistait a donner aux joueurs un jeu de chiffres chanceux avec instruction de devoiler un chiffre correspondant dans la partie a gratter de la carte; nous nous attendions a ce que l’excitation monte seulement apres le devoilement d’une correspondance. Dans le premier jeu, un quasi-gain consistait en la decouverte de deux symboles representant un lot important (mais pas du troisieme). Dans le second jeu, un quasi-gain consistait en l’obtention d’un nombre tres proche du chiffre gagnant (obtention d’un 17 alors que le gagnant est le 18). Les participants ont ete invites a gratter quatre cartes par jeu (un petit gain, un quasi-gain et deux pertes) tandis qu’on enregistrait leurs reactions physiologiques, puis a donner une evaluation subjective de chaque resultat. Les reactions anticipees se sont produites dans le cas des gains (soit avant le devoilement du resultat dans le premier jeu et seulement apres dans le second). Peu importe le type de carte, les sujets ont qualifie ","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41347157","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 aim of this work was to explore the associations between youth unemployment and youth engagement in gambling forms that have age limits, namely, slots, sports betting, and cards, both online and offline. Cross-country data were provided by the 2015 European School Survey Project on Alcohol and Other Drugs, a school survey focused on 16-year-olds. Gambling analyses included 30 countries ( n = 81,229 respondents). Descriptive analysis with statistical plot diagrams was used and the computed coefficient of determination adopted to identify correlations. The suggested correlation was further tested by multilevel logistic regression analysis, controlling for gender at Level 1 and for the Inequality Human Development Index, gross domestic product/capita, and public health expenditure at Level 2. Underage gambling was associated with a higher degree of adolescent unemployment. The results indicate that youth unemployment is associated with underage gambling, implying that a broad public health framework is needed in the prevention of problem gambling. Resume Ce travail de recherche visait a etudier le rapport entre le chomage des jeunes et leur pratique des jeux de hasard qui comportent une limite d’âge, a savoir les machines a sous, les paris sportifs et les cartes, tant en ligne que hors ligne. Il s’appuie sur des donnees transnationales provenant de l’European Survey Project on Alcohol and Other Drugs(ESPAD) de 2015, une enquete menee dans les ecoles aupres des jeunes de 16 ans. L’etude couvre 30 pays (n= 81 229 repondants). Une analyse statistique descriptive a ete realisee dans le but d’etablir des correlations. La correlation ainsi relevee a fait en outre l’objet d’une analyse de regression logistique en considerant le sexe comme facteur principal et, comme facteurs secondaires, l’Indice de developpement humain ajuste aux inegalites (IDHI), le produit interieur brut (PIB) par habitant et les depenses de sante publique. La pratique des jeux de hasard en deca de l’âge limite est associee a un degre eleve de chomage chez les adolescents. Les resultats indiquent qu’il existe un lien entre le chomage des jeunes et la pratique des jeux de hasard en deca de l’âge limite, d’ou la necessite de mettre en place un cadre de sante publique elargi en matiere de prevention du jeu pathologique.
{"title":"Associations Between Youth Unemployment and Underage Gambling in Europe","authors":"J. Spångberg, J. Svensson","doi":"10.4309/jgi.2020.45.5","DOIUrl":"https://doi.org/10.4309/jgi.2020.45.5","url":null,"abstract":"The aim of this work was to explore the associations between youth unemployment and youth engagement in gambling forms that have age limits, namely, slots, sports betting, and cards, both online and offline. Cross-country data were provided by the 2015 European School Survey Project on Alcohol and Other Drugs, a school survey focused on 16-year-olds. Gambling analyses included 30 countries ( n = 81,229 respondents). Descriptive analysis with statistical plot diagrams was used and the computed coefficient of determination adopted to identify correlations. The suggested correlation was further tested by multilevel logistic regression analysis, controlling for gender at Level 1 and for the Inequality Human Development Index, gross domestic product/capita, and public health expenditure at Level 2. Underage gambling was associated with a higher degree of adolescent unemployment. The results indicate that youth unemployment is associated with underage gambling, implying that a broad public health framework is needed in the prevention of problem gambling. Resume Ce travail de recherche visait a etudier le rapport entre le chomage des jeunes et leur pratique des jeux de hasard qui comportent une limite d’âge, a savoir les machines a sous, les paris sportifs et les cartes, tant en ligne que hors ligne. Il s’appuie sur des donnees transnationales provenant de l’European Survey Project on Alcohol and Other Drugs(ESPAD) de 2015, une enquete menee dans les ecoles aupres des jeunes de 16 ans. L’etude couvre 30 pays (n= 81 229 repondants). Une analyse statistique descriptive a ete realisee dans le but d’etablir des correlations. La correlation ainsi relevee a fait en outre l’objet d’une analyse de regression logistique en considerant le sexe comme facteur principal et, comme facteurs secondaires, l’Indice de developpement humain ajuste aux inegalites (IDHI), le produit interieur brut (PIB) par habitant et les depenses de sante publique. La pratique des jeux de hasard en deca de l’âge limite est associee a un degre eleve de chomage chez les adolescents. Les resultats indiquent qu’il existe un lien entre le chomage des jeunes et la pratique des jeux de hasard en deca de l’âge limite, d’ou la necessite de mettre en place un cadre de sante publique elargi en matiere de prevention du jeu pathologique.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":"45 1","pages":""},"PeriodicalIF":1.2,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"71146664","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}
Over the last decade, increasing attention has been directed to specific problems confronting the social sciences. These concerns have included not only well-documented difficulties in replicating major research findings (Open Science Collaboration, 2015), but also problems regarding the nature of the scientific process itself (Chambers, 2017). A number of these concerns have been articulated by Chambers (2017) in his book The Seven Deadly Sins of Psychology. This book was written not only to highlight the potential causes of the ‘‘replication crisis,’’ but also to call attention to important sources of bias and unreliability in social science research. Chambers provided a detailed account of the numerous ways in which the validity and reliability of research can be compromised. Certain of these ‘‘sins’’ were generally self-evident, and included fraud (e.g., the fabrication of data) and the withholding of data from independent scrutiny. Other practices, however, were more subtle. Examples here included the practice of massing or ‘‘data tuning’’ until it yields the results required; ‘‘HARKing,’’ in which the study’s hypotheses are reframed after the results are known; and various forms of ‘‘p-hacking,’’ in which data are analysed or collected to ensure statistical significance. Common examples of ‘‘p-hacking,’’ Chambers observed, included the selective addition of cases to a sample to obtain significance; selective non-statistically-justified removal of cases to increase effects; and the use of multiple analytical test strategies until one yields significance.
{"title":"Potential sources of bias in the reporting and interpretation of gambling research findings","authors":"P. Delfabbro, Daniel L. King, A. Blaszczynski","doi":"10.4309/jgi.2020.45.10","DOIUrl":"https://doi.org/10.4309/jgi.2020.45.10","url":null,"abstract":"Over the last decade, increasing attention has been directed to specific problems confronting the social sciences. These concerns have included not only well-documented difficulties in replicating major research findings (Open Science Collaboration, 2015), but also problems regarding the nature of the scientific process itself (Chambers, 2017). A number of these concerns have been articulated by Chambers (2017) in his book The Seven Deadly Sins of Psychology. This book was written not only to highlight the potential causes of the ‘‘replication crisis,’’ but also to call attention to important sources of bias and unreliability in social science research. Chambers provided a detailed account of the numerous ways in which the validity and reliability of research can be compromised. Certain of these ‘‘sins’’ were generally self-evident, and included fraud (e.g., the fabrication of data) and the withholding of data from independent scrutiny. Other practices, however, were more subtle. Examples here included the practice of massing or ‘‘data tuning’’ until it yields the results required; ‘‘HARKing,’’ in which the study’s hypotheses are reframed after the results are known; and various forms of ‘‘p-hacking,’’ in which data are analysed or collected to ensure statistical significance. Common examples of ‘‘p-hacking,’’ Chambers observed, included the selective addition of cases to a sample to obtain significance; selective non-statistically-justified removal of cases to increase effects; and the use of multiple analytical test strategies until one yields significance.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":" ","pages":""},"PeriodicalIF":1.2,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47252509","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}
P. Newall, Lukasz Walasek, Elliot A. Ludvig, M. Rockloff
Information messages that communicate the average cost of play are a helpful consumer protection tool in gambling. In Australia and the United Kingdom, cost of play information is typically communicated via the “return-to-player” statistic, e.g., “This game has an average percentage payout of 90%.” Through a sample recruited through a gambling support forum ( n = 49), this paper reports how house-edge information (e.g., “This game keeps 10% of all money bet on average”) is associated with lower perceived chances of winning, as opposed to equivalent return-to-player information. Accordingly, this study also extends the literature on optimal gambling messaging to a group of support forum users. Resume Les messages destines a renseigner les joueurs sur le cout moyen des activites de jeux de hasard constituent une mesure de protection du consommateur utile. En Australie et au Royaume-Uni, cette information est habituellement transmise sous forme de statistique precisant le « taux de retour », par exemple : « Ce jeu a un taux de retour de 90 %. » Cette etude montre, sur la base d’un echantillon recrute au sein d’un forum de soutien aux joueurs (n=49), que les messages axes sur la marge de profit des maisons de jeu (par ex. « La maison conserve en moyenne 10 % des sommes misees ») ont une incidence negative sur la perception des chances de gagner, contrairement aux messages sur le taux de retour. Nos conclusions ajoutent aux connaissances sur la nature des messages a adresser aux membres des groupes de soutien aux joueurs.
在赌博中,传达平均游戏成本的信息信息是一种有益的消费者保护工具。在澳大利亚和英国,游戏成本信息通常是通过“玩家回头率”统计来传达的,例如,“这款游戏的平均支出百分比为90%。”通过赌博支持论坛招募的样本(n = 49),本文报告了房屋优势信息(例如,“该游戏平均保留10%的赌注”)如何与较低的获胜感知机会相关联,而不是等效的回报给玩家信息。因此,本研究也将关于最佳赌博信息的文献扩展到一组支持论坛用户。简历:简历信息指定了一个人的姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名、姓名等信息。在澳大利亚和澳大利亚皇家大学,数据信息通常是通过“数据返回”传输的,例如:“Ce jeu a un taux de retour de 90%”。“我们的研究,我们的研究基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础,我们的调查基础。”没有结论是关于信息的性质、信息的性质、信息的性质、信息的性质、信息的性质、信息的性质、信息的性质、信息的性质和信息的性质。
{"title":"House-edge information yields lower subjective chances of winning than equivalent return-to-player percentages: New evidence from support forum participants","authors":"P. Newall, Lukasz Walasek, Elliot A. Ludvig, M. Rockloff","doi":"10.4309/JGI.2020.45.9","DOIUrl":"https://doi.org/10.4309/JGI.2020.45.9","url":null,"abstract":"Information messages that communicate the average cost of play are a helpful consumer protection tool in gambling. In Australia and the United Kingdom, cost of play information is typically communicated via the “return-to-player” statistic, e.g., “This game has an average percentage payout of 90%.” Through a sample recruited through a gambling support forum ( n = 49), this paper reports how house-edge information (e.g., “This game keeps 10% of all money bet on average”) is associated with lower perceived chances of winning, as opposed to equivalent return-to-player information. Accordingly, this study also extends the literature on optimal gambling messaging to a group of support forum users. Resume Les messages destines a renseigner les joueurs sur le cout moyen des activites de jeux de hasard constituent une mesure de protection du consommateur utile. En Australie et au Royaume-Uni, cette information est habituellement transmise sous forme de statistique precisant le « taux de retour », par exemple : « Ce jeu a un taux de retour de 90 %. » Cette etude montre, sur la base d’un echantillon recrute au sein d’un forum de soutien aux joueurs (n=49), que les messages axes sur la marge de profit des maisons de jeu (par ex. « La maison conserve en moyenne 10 % des sommes misees ») ont une incidence negative sur la perception des chances de gagner, contrairement aux messages sur le taux de retour. Nos conclusions ajoutent aux connaissances sur la nature des messages a adresser aux membres des groupes de soutien aux joueurs.","PeriodicalId":45414,"journal":{"name":"Journal of Gambling Issues","volume":"346 1","pages":""},"PeriodicalIF":1.2,"publicationDate":"2020-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41258643","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}