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Reasons for Gambling Amongst Men in Matasia Location, Ngong Sub-County Kajiado County, Kenya. 肯尼亚昂贡副县马塔西亚地区男性赌博的原因
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-10 DOI: 10.1007/s10899-025-10464-1
Susan Thami Njau, Maria Ntaragwe

Gambling has become a significant social issue in Kenya, particularly among men in peri-urban areas, driven by economic hardships and the proliferation of digital betting platforms. This study aims to explore the reasons for gambling among men in Matasia Location, Ngong Sub-County, Kajiado County, a semi-arid region with notable socio-economic challenges. A descriptive mixed-methods approach was used, surveying 150 men aged 18-65 identified at gambling hotspots (betting shops, bars, and eateries), with 145 completing questionnaires (96.7% response rate). Data were collected in July 2025 and analysed using SPSS 25 for descriptive statistics and chi-square tests, complemented by thematic analysis of interviews. Key motivations, frequency, types, and spending habits of gambling were assessed to identify driving factors. The primary reason for gambling was the desire for wealth, as participants indicated 48.3% were motivated by this factor, followed by financial pressures, with survey data revealing 25.5% cited this reason. Daily gambling was reported, with individuals reporting 54.5% engaged in it regularly, and 57.2% spent KES 1,000-5,000 monthly. Sports betting and casino games were the most common types, with interviewees noted 58.6% preferred sports betting and 51.7% chose casino games. The Key Informant Interview (Member of County Assembly) for Matasia Location, highlighted idleness and unemployment as key drivers. Economic desperation and digital accessibility fuel gambling in Matasia, and interventions such as vocational training, financial literacy programs, and policy restrictions on online platforms are recommended, aligning with Kenya's National Substance Abuse Prevention Strategy (2021) and Sustainable Development Goal 3.

在经济困难和数字博彩平台激增的推动下,赌博已成为肯尼亚一个重要的社会问题,尤其是在城郊地区的男性中。本研究旨在探讨地处半干旱区、社会经济挑战显著的平平县昂宫副县马塔西亚地区男性赌博的原因。采用描述性混合方法,调查了在赌博热点(投注店、酒吧和餐馆)确定的150名18-65岁男性,其中145人完成了问卷调查(回复率为96.7%)。数据收集于2025年7月,使用SPSS 25进行描述性统计和卡方检验,并辅以专题访谈分析。主要动机,频率,类型和赌博消费习惯进行评估,以确定驱动因素。受访者表示,赌博的主要原因是对财富的渴望,48.3%的受访者表示受此因素驱动,其次是经济压力,调查数据显示,25.5%的受访者表示这是原因。每天都有赌博的报告,其中54.5%的人经常赌博,57.2%的人每月花费1000 - 5000英镑。体育博彩和赌场游戏是最常见的类型,受访者表示58.6%的人喜欢体育博彩,51.7%的人选择赌场游戏。马塔西亚地区的关键信息提供者访谈(县议会成员)强调了懒惰和失业是主要驱动因素。经济绝望和数字无障碍助长了马塔西亚的赌博,建议采取职业培训、金融扫盲计划和对在线平台的政策限制等干预措施,与肯尼亚的国家药物滥用预防战略(2021年)和可持续发展目标3保持一致。
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引用次数: 0
Public Perceptions of Gambling in the UK Armed Forces: Understanding Stigma Via a Vignette Experiment. 公众对英国军队赌博的看法:通过一个小插曲实验来理解耻辱。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-09 DOI: 10.1007/s10899-025-10463-2
Jessica Smith, Simon Dymond, Jamie Torrance

Gambling-related harm among armed forces (AF) personnel is a growing concern, yet public perceptions remain underexplored. Anticipated public stigma (the fear of how others perceive you) of gambling among the AF is a potential barrier to help-seeking. Understanding how the public perceives gambling in the AF is essential for shaping stigma-reduction strategies. A randomised, online 2 × 2 between-subjects experiment was conducted. A representative sample of the United Kingdom public (N = 396) was recruited through Prolific and randomly assigned to view a vignette featuring either an AF member or non-AF civilian who was described as engaging in either harmful or non-harmful gambling. Following exposure to their assigned vignette, participants completed measures assessing stigma and empathy towards the depicted individual. Participants perceived individuals from the AF as significantly more dangerous (p = .002) compared to non-AF civilians. When the vignette depicted gambling-related harm, as opposed to recreational gambling, participants reported significantly higher stigma across seven of the ten stigma measures (all p < .001). This study highlights how public stigma towards gambling harm is strong and can be shaped by military status, with AF personnel facing increased perceptions of dangerousness. Findings underscore the need for public stigma-reduction strategies that address both gambling-related and military-specific misconceptions.

在武装部队(AF)人员中,与赌博有关的危害日益受到关注,但公众的看法仍未得到充分探讨。预期的公众耻辱感(害怕别人如何看待你)在AF中是寻求帮助的潜在障碍。了解公众如何看待AF中的赌博对于制定减少耻辱感的策略至关重要。进行随机在线2 × 2受试者间实验。通过多产招募了英国公众的代表性样本(N = 396),并随机分配观看一个小插图,其中有一个AF成员或非AF平民,他们被描述为从事有害或无害的赌博。在接触到他们指定的小插图后,参与者完成了对所描绘的个体的污名和同理心的评估。与非AF平民相比,参与者认为AF的人明显更危险(p = 0.002)。当小插图描述了与赌博相关的伤害,而不是娱乐赌博,参与者在10项耻辱措施中的7项中都报告了明显更高的耻辱
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引用次数: 0
Effects of Audiovisual Cues on Game Immersion during Simulated Slot Machine Gambling. 模拟老虎机赌博过程中视听线索对游戏沉浸感的影响。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-01 Epub Date: 2025-06-12 DOI: 10.1007/s10899-025-10397-9
Fiza Arshad, Mario A Ferrari, W Spencer Murch, Mariya V Cherkasova, Eve H Limbrick-Oldfield, Catharine A Winstanley, Luke Clark

Modern slot machines can create immersive experiences for gamblers. Design features, including audiovisual cues, may influence these experiences, potentially interacting with personal risk factors for disordered gambling. According to the incentive salience hypothesis of addiction, reward-paired audiovisual cues strongly motivate behavior. This study manipulated audiovisual cues during simulated slot machine gambling to test the effects of varying intensities on self-reported immersion. Undergraduate students (n = 156) played a realistic slot machine simulation within an authentic cabinet. They experienced three intensities of audiovisual cues: Minus, Intermediate, and Plus. Participants completed self-report questionnaires, including a retrospective game immersion questionnaire. The pre-registered hypothesis was partially supported: the Intermediate cue condition was associated with greater game immersion than the Minus condition (p < 0.05). Exploratory models revealed higher total scores on the depression, anxiety, and stress scale predicted greater immersion in the Intermediate condition (p < 0.001). A Cue x Gender interaction was driven by greater immersion in the Intermediate cue condition among women, but not men (p < 0.05). Problem gambling severity predicted greater immersion across all models (p < 0.001). Audiovisual cues influenced immersion in slot machine gambling, supporting regulatory attention to audiovisual features as an engineered product aspect. Contrary to predictions, immersion was highest at the intermediate not maximal level of stimulation. Gender and affective symptoms also impacted immersion, indicating personal risk factors in susceptibility.

现代老虎机可以为赌徒创造身临其境的体验。设计特征,包括视听线索,可能会影响这些体验,潜在地与个人风险因素相互作用,导致无序赌博。根据成瘾的激励显著性假说,奖励配对的视听线索对成瘾行为具有强烈的激励作用。本研究在模拟老虎机赌博过程中操纵视听线索,以测试不同强度对自我报告沉浸的影响。大学生(n = 156)在一个真实的柜子里玩了一个真实的老虎机模拟游戏。他们经历了三种强度的视听提示:负、中、正。参与者完成了自我报告问卷,包括回顾性游戏沉浸问卷。预先登记的假设得到了部分支持:中间提示条件比负提示条件与更大的游戏沉浸感相关
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引用次数: 0
The Effect of Gambling on Saving Behaviour in Australia. 赌博对澳大利亚储蓄行为的影响。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-01 Epub Date: 2025-06-17 DOI: 10.1007/s10899-025-10409-8
Opoku Adabor

Although gambling can be a form of entertainment for some, it is commonly associated with social, psychological, financial, and physical harm. To reduce the adverse effects of gambling, it is important to examine the implications of gambling for policy formulation. In this study, we examine the causal impact of gambling on savings behaviour using a sample of gamblers from Australian household panel data for the period of 2015 and 2018. Our results show that gambling is associated with poor savings behaviour. This result is robust to different measures of gambling, eight different sub-groups and four gambling risk statuses. Our mediation results show that social capital and locus of control are mechanisms through which gambling influences saving behaviour.

虽然赌博对某些人来说是一种娱乐形式,但它通常与社会、心理、经济和身体伤害有关。为了减少赌博的不利影响,研究赌博对政策制定的影响是很重要的。在本研究中,我们使用2015年至2018年期间澳大利亚家庭面板数据中的赌徒样本来研究赌博对储蓄行为的因果影响。我们的研究结果表明,赌博与不良储蓄行为有关。这一结果是稳健的不同措施的赌博,八个不同的亚组和四个赌博风险状态。我们的中介结果表明,社会资本和控制点是赌博影响储蓄行为的机制。
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引用次数: 0
Gambling Behavior and Subjective Well-Being. 赌博行为与主观幸福感。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-01 DOI: 10.1007/s10899-025-10462-3
Dusanee Kesavayuth, Prompong Shangkhum, Vasileios Zikos

Gambling can enhance utility for some people but may reduce it when it leads to financial hardship and relationship problems. We hypothesize that, in the case of moderate-risk and problem gambling, the negative effects outweigh any potential benefits, resulting in an overall negative relationship with subjective well-being. Using nationally representative longitudinal data from Australia, we find evidence consistent with this hypothesis. Moderate-risk and problem gambling is associated with lower levels of subjective well-being. This result holds across a range of sensitivity checks, including tests for omitted variable bias, heteroskedasticity-based identification, and propensity score matching. Our findings underscore the importance of strategies that help reduce problematic gambling behavior and limit its potential harms.

赌博可以提高某些人的效用,但当它导致经济困难和关系问题时,可能会降低效用。我们假设,在中等风险和问题赌博的情况下,负面影响超过任何潜在的好处,导致与主观幸福感的总体负相关。使用来自澳大利亚的具有全国代表性的纵向数据,我们发现了与这一假设一致的证据。中等风险和问题赌博与较低的主观幸福感水平有关。该结果适用于一系列敏感性检查,包括对省略变量偏差、基于异方差的识别和倾向评分匹配的测试。我们的发现强调了帮助减少问题赌博行为和限制其潜在危害的策略的重要性。
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引用次数: 0
Comparative Analysis of Video Gamers, Esports Spectators, and Esports Athletes on Gambling, Gaming, and Psychological Characteristics. 电子游戏玩家、电子竞技观众和电子竞技运动员在赌博、游戏和心理特征方面的比较分析。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-01 DOI: 10.1007/s10899-025-10454-3
Ryan Nguyen, Zachariah Lail, Jenna L Vieira, Daniel S McGrath, Hyoun S Kim

Collegiate athletes in traditional sports are a vulnerable population for problem gambling. Little is known about whether collegiate esports (competitive video gaming) athletes share the same vulnerability. Additionally, existing research combines esports groups into a larger sample of involvement, which does not capture potential distinct behaviors. This cross-sectional comparative study aimed to address this gap by comparing gambling behaviors, gaming behaviors, and psychological characteristics of video gamers (n = 234), esports spectators (n = 137), and collegiate esports athletes (n = 116) from North America. An online survey was distributed to universities and collegiate esports communities through convenience sampling. All participants completed self-report measures assessing gambling behaviors, gaming behaviors, emotional regulation, and impulsivity. Kruskal-Wallis H-tests and post-hoc comparisons were used to assess group differences. Results show esports athletes significantly having the highest proportion of problem gambling (19%) relative to spectators (16.9%) and gamers (5.3%). Esports spectators significantly spent the most median money per day gambling (Median = 0.65), followed by gamers then esport athletes (Median = 0.00). Spectators had the highest problem gaming proportion (16.1%) than esports athletes (6.9%) and video gamers (3.4%). Video gamers scored the lowest on all subscales of gaming motives, whereas spectators reported highest motivations in escapism, coping and fantasy. Esports athletes' motivation was highest in social, competition, and skill development. Esports spectators reported the most difficulties in emotional regulation, followed by esports athletes then video gamers. Findings suggest that the normalization of gambling in esports could be associated with increased gambling engagement. Future research should explore prevention strategies and long-term esports involvement effects on gambling. Word Count: 250.

传统体育项目的大学生运动员是问题赌博的弱势群体。对于大学电子竞技运动员是否也有同样的弱点,人们知之甚少。此外,现有的研究将电子竞技群体纳入了一个更大的参与样本,这并没有捕捉到潜在的不同行为。这项横断面比较研究旨在通过比较来自北美的电子游戏玩家(n = 234)、电子竞技观众(n = 137)和大学电子竞技运动员(n = 116)的赌博行为、游戏行为和心理特征来解决这一差距。通过方便抽样的方式,对高校和大学生电竞社区进行了在线调查。所有参与者都完成了评估赌博行为、游戏行为、情绪调节和冲动的自我报告。使用Kruskal-Wallis h检验和事后比较来评估组间差异。结果显示,电子竞技运动员的问题赌博比例(19%)明显高于观众(16.9%)和游戏玩家(5.3%)。电子竞技观众每天花在赌博上的钱中位数最高(中位数= 0.65),其次是游戏玩家,然后是电子竞技运动员(中位数= 0.00)。观众在游戏中的问题比例(16.1%)高于电子竞技运动员(6.9%)和电子游戏玩家(3.4%)。电子游戏玩家在游戏动机的所有子量表中得分最低,而观众在逃避、应对和幻想方面的动机最高。电子竞技运动员在社交、竞争和技能发展方面的动机最高。据报道,电竞观众最难控制情绪,其次是电竞运动员,然后是电子游戏玩家。研究结果表明,电子竞技中赌博的正常化可能与赌博参与度的增加有关。未来的研究应该探索预防策略和长期参与电子竞技对赌博的影响。字数:250。
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引用次数: 0
Online Information on Gambling Addiction: Is It Readable? Is It Reliable? 网上赌瘾资讯:可读吗?它可靠吗?
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-01 Epub Date: 2025-09-08 DOI: 10.1007/s10899-025-10425-8
Yunus Manastır, Esra Uslu

The aim of this study is to evaluate the readability and reliability of websites providing information about gambling. The study assessed 65 Turkish-language websites from Google. In this study, readability was assessed using the Ateşman Readability Index, which determines textual difficulty based on sentence and word length. Additionally, the reliability of the content was evaluated using the Journal of the American Medical Association benchmark, which assesses the trustworthiness of online information through four key criteria: authorship, attribution, disclosure, and currency. Journal of the American Medical Association score was 1.23 ± 0.93, and 64.6% of websites were rated as having "insufficient information/low reliability. The average Ateşman score was 51.63 ± 12.51, corresponding to an 11th-12th grade reading level, which is considered moderately difficult for general population. Despite 81.5% of the sites originating from health organizations, both readability and reliability were found to be inadequate. These findings highlight the need for more accessible and trustworthy digital resources on gambling addiction. Collaboration among content creators, health professionals, and policymakers is recommended to improve the readability and reliability of online health information.

本研究的目的是评估网站提供赌博信息的可读性和可靠性。这项研究评估了b谷歌的65个土耳其语网站。在本研究中,使用ate可读性指数来评估可读性,该指数根据句子和单词长度来确定文本的难度。此外,内容的可靠性使用美国医学协会杂志基准进行评估,该基准通过四个关键标准评估在线信息的可信度:作者身份、归属、披露和货币。美国医学会杂志评分为1.23±0.93,64.6%的网站被评为“信息不足/可靠性低”。ateman平均得分为51.63±12.51,对应于11 -12年级的阅读水平,被认为是一般人群的中等难度。尽管81.5%的网站来自卫生组织,但可读性和可靠性都不足。这些发现突出了需要更多可访问和值得信赖的数字资源来治疗赌博成瘾。建议内容创建者、卫生专业人员和政策制定者之间进行协作,以提高在线卫生信息的可读性和可靠性。
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引用次数: 0
Cue-Reactivity in Poker-Machine Gamblers: State Mindfulness and Cue-Reactive Urge to Gamble. 扑克机赌徒的线索反应性:状态意识和线索反应性赌博冲动。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-01 Epub Date: 2025-10-29 DOI: 10.1007/s10899-025-10432-9
Angela Adams, Adam J Rock

Poker-machines present a significant problem gambling risk in Australia, with adverse health, financial, and social outcomes. Previous research has demonstrated that gambling cues (e.g., poker-machine sounds) elicit an urge to gamble in poker-machine gamblers, with greater problem gambling severity predicting a stronger cue-reactive urge to gamble. However, the psychological mechanisms underlying this relationship remain largely unexplored. Consequently, the present study investigated whether cue-reactive state mindfulness mediates the relationship between problem gambling severity and cue-reactive urge to gamble. Seventy adults (67% male and 33% female) with an age range of 20 to 66 years (M = 41.1, SD = 10.8) participated in an online, repeated-measures experiment. Participants completed the Problem Gambling Severity Index, then subsequently, at three time points (baseline, post-neutral cue, and post-gambling cue), a visual analogue scale measuring the strength of the urge to gamble, and the State Mindfulness Scale. The urge to gamble significantly increased from neutral cue to gambling cue, after controlling for baseline urge. Cue-reactive state mindfulness did not mediate the relationship between problem gambling severity and cue-reactive urge to gamble. Contrary to predictions, state mindfulness increased following exposure to the gambling cue. The present findings contribute to the body of research supporting cue-reactivity in problem gamblers.

在澳大利亚,扑克机是一个严重的赌博风险问题,具有不良的健康、财务和社会后果。先前的研究已经证明,赌博线索(例如,扑克机的声音)会引起扑克机赌徒的赌博冲动,赌博问题的严重性越大,预示着赌博的线索反应性冲动越强。然而,这种关系背后的心理机制在很大程度上仍未被探索。因此,本研究探讨线索反应状态正念是否介导问题赌博严重程度与线索反应性赌博冲动之间的关系。70名年龄在20 ~ 66岁(M = 41.1, SD = 10.8)的成年人(男性67%,女性33%)参加了在线重复测量实验。参与者完成了问题赌博严重程度指数,然后在三个时间点(基线、中性提示后和赌博提示后)、测量赌博冲动强度的视觉模拟量表和状态正念量表。在控制基线冲动后,从中性线索到赌博线索,赌博冲动显著增加。提示反应状态正念并未介导问题赌博严重程度与提示反应性赌博冲动之间的关系。与预测相反,状态正念在接触赌博线索后增强了。目前的发现为支持问题赌徒的线索反应性的研究做出了贡献。
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引用次数: 0
The Mediating Role of Attentional Inflexibility in the Association between Metacognitions and Severity of Gambling Disorder Symptoms. 注意不灵活性在元认知与赌博障碍症状严重程度之间的中介作用。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-01 Epub Date: 2025-07-09 DOI: 10.1007/s10899-025-10411-0
Ke Yu, Jing Zhai, Marcantonio M Spada, Juliet Honglei Chen, Anise M S Wu

Gambling Disorder and its adverse outcomes are prevalent in Chinese gamblers, and modifiable cognitive factors should be identified to improve interventions. Drawing on the Self-Regulatory Executive Function (S-REF) model, the present study examined the associations between positive and negative metacognitions about gambling, attentional inflexibility, and severity of Gambling Disorder symptoms in 1,024 Chinese gamblers. Results revealed that, consistent with hypotheses, both positive and negative metacognitions about gambling were positively correlated with severity of Gambling Disorder symptoms. Furthermore, attentional inflexibility significantly mediated the association between both positive and negative metacognitions about gambling and severity of Gambling Disorder symptoms. These findings not only provide additional evidence on the application of S-REF model to understanding Gambling Disorder but also highlight the potential benefits of Metacognitive Therapy in both restructuring metacognitions about gambling and modifying attentional inflexibility in mitigating gambling problems.

赌博障碍及其不良后果在中国赌徒中普遍存在,应确定可改变的认知因素以改善干预措施。本研究利用自我调节执行功能(S-REF)模型,研究了1024名中国赌徒关于赌博的正、负元认知、注意力不灵活性和赌博障碍症状严重程度之间的关系。结果显示,与假设一致,赌博的积极和消极元认知与赌博障碍症状的严重程度呈正相关。此外,注意不灵活性显著介导了赌博积极和消极元认知与赌博障碍症状严重程度之间的关联。这些发现不仅为S-REF模型在理解赌博障碍中的应用提供了额外的证据,而且还强调了元认知疗法在重建关于赌博的元认知和改变注意力不灵活性方面的潜在益处。
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引用次数: 0
Abnormal Exploratory Tendencies in Risk Decision-Making in Gambling Disorder: Evidence from the Balloon Analogue Risk Task. 赌博障碍风险决策中的异常探索倾向:来自气球模拟风险任务的证据。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-01 Epub Date: 2025-07-26 DOI: 10.1007/s10899-025-10416-9
Gangliang Zhong, Jingyang Liu, Yicheng Wei, Hanyu Wei, Xiyuan Zhang, Peiqiong Yang, Xin Xu, Yilan Sun, Jiang Du

A cognitive tendency toward high risk-taking is linked to gambling disorder (GD), but the specific behavioral manifestations of risky decision-making in GD are unclear. This study addresses this by analyzing differences in behavior between individuals with GD and healthy controls using the Balloon Analogue Risk Task (BART). Data from 169 adults were analyzed, including 116 with GD (57 severe, 59 mild-to-moderate) and 53 healthy controls. Four metrics were used: (1) total earnings to quantify risk decision-making ability, (2) number of exploded balloons to quantify risk propensity, (3) adjusted average pumps to quantify risk-taking level, and (4) unexploded pumps' standard deviation (SD) to quantify exploratory tendency. Statistical comparisons and correlations among these metrics were examined. Significant differences were found between the GD and control groups in total earnings and the unexploded pumps' SD, with a positive correlation between these measures in the GD group. The unexploded pumps' SD fully mediated the relationship between group membership (GD vs. HC) and total earnings. These patterns were consistent across severe GD groups. While severe GD participants had similar total earnings to the mild-to-moderate group, they exhibited a higher unexploded pumps' SD and showed a significant correlation between total earnings and the unexploded pumps' SD. Individuals with GD demonstrate poorer risk decision-making abilities and higher exploratory tendencies compared to healthy controls. The higher exploratory tendency is a key factor in their disadvantageous decision-making. Severe GD is characterized by a greater exploratory tendency than mild-to-moderate GD. These findings underscore the importance of evaluating exploratory tendencies in risky decision-making and suggest that future GD treatments should target the cognitive neural mechanisms underlying this tendency for more effective diagnostics and therapy.

高风险的认知倾向与赌博障碍(GD)有关,但GD中风险决策的具体行为表现尚不清楚。本研究通过使用气球模拟风险任务(BART)分析GD患者和健康对照者之间的行为差异来解决这一问题。分析了169名成年人的数据,包括116名GD患者(57名严重GD, 59名轻至中度GD)和53名健康对照者。使用了四个指标:(1)总收益来量化风险决策能力,(2)爆炸气球数量来量化风险倾向,(3)调整平均泵来量化风险水平,(4)未爆炸泵的标准差(SD)来量化探索倾向。研究了这些指标之间的统计比较和相关性。GD组和对照组在总收益和未爆炸泵的SD方面存在显著差异,GD组的这些指标之间存在正相关。未爆炸泵的SD完全调节了群体成员(GD vs. HC)和总收入之间的关系。这些模式在严重GD组中是一致的。虽然重度焦虑参与者的总收入与轻度至中度焦虑组相似,但他们表现出更高的未爆炸泵的SD,并且总收入与未爆炸泵的SD之间存在显著相关性。与健康对照组相比,GD个体表现出较差的风险决策能力和较高的探索倾向。较高的探索倾向是其不利决策的关键因素。重度GD比轻中度GD具有更强的探索性倾向。这些发现强调了评估探索性倾向在风险决策中的重要性,并建议未来的GD治疗应针对这种倾向背后的认知神经机制,以获得更有效的诊断和治疗。
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引用次数: 0
期刊
Journal of Gambling Studies
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