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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
The Prevalence and Correlates of Youth Susceptibility to Gambling among a Sample of Australian Secondary School Students. 以澳洲中学生为样本的青少年赌博易感性之流行及相关因素。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-01 DOI: 10.1007/s10899-025-10459-y
Natasha Noble, Megan Freund, Maree Scully, Victoria White, Matthew Clapham, David Hill
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引用次数: 0
Electronic Gaming Machine Consumers' Understanding of Past & Future Spending: Associations with Risk, Impulsivity, Self-Control, & Problematic Gambling. 电子游戏机消费者对过去和未来消费的理解:与风险、冲动、自我控制和问题赌博的关联。
IF 2.2 3区 心理学 Q2 PSYCHOLOGY, MULTIDISCIPLINARY Pub Date : 2025-12-01 Epub Date: 2025-06-09 DOI: 10.1007/s10899-025-10405-y
Teejay Santos, Robert M Heirene, Deborah Cobb-Clark, Agnieszka Tymula, Sally M Gainsbury

An individual's ability to make informed decisions about future gambling expenditure requires an awareness of affordability and likely return, and hence an accurate understanding of their past outcomes. Electronic gaming machines (EGMs) have been criticised for having structural characteristics that erode informed decision-making (e.g., loses disguised as wins, display of credits vs. currency). Here we investigate individual's understanding of their recent and future  EGM spending. Survey responses for 187 Australian EGM customers (age range:18-81, 57% female) were linked to their account data held by a gambling venue. Few customers accurately recalled and predicted their past/future 30-day expenditure to within a 10% margin of error, including net outcome (i.e., accurate recall [5.5%] or prediction [17.4%] of total amount won or lost); win (10.5%; 32.9%), and total spend (2.6%; 12.8%). The ability to accurately report gambling expenditure was almost exclusively limited to those who did not gamble during the period reported. Participants with greater impulsivity and more willingness to take risks were less accurate in their prediction of net outcome and spend, respectively. Across recall and prediction, participants commonly overestimated their net result, yet underestimated the amount they won, suggesting that winnings are re-gambled without considering them as their own funds. Our findings demonstrate EGM customers do not understand their gambling expenditure and changes are needed to the product and environment to facilitate informed choice.

一个人要想对未来的赌博支出做出明智的决定,就必须了解自己的承受能力和可能的回报,从而准确地了解自己过去的结果。电子游戏机(egm)因其结构特征而受到批评,这些结构特征会削弱明智的决策(例如,失败伪装成胜利,显示信用与货币)。在这里,我们调查了个人对他们最近和未来的企业管理支出的理解。187名澳大利亚EGM客户(年龄范围:18-81岁,57%为女性)的调查回复与赌博场所持有的账户数据相关联。很少有客户准确地回忆和预测他们过去/未来30天的支出在10%的误差范围内,包括净结果(即准确地回忆[5.5%]或预测[17.4%]总赢或输);赢得(10.5%;32.9%),总支出(2.6%;12.8%)。准确报告赌博支出的能力几乎仅限于那些在报告期间不赌博的人。冲动更强和更愿意冒险的参与者分别在预测净结果和支出方面的准确性较低。在回忆和预测中,参与者普遍高估了他们的最终结果,但低估了他们赢得的金额,这表明赢来的钱被重新赌博,而没有把它们当作自己的资金。我们的研究结果表明,EGM客户不了解他们的赌博支出,需要对产品和环境进行改变,以促进知情选择。
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引用次数: 0
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Journal of Gambling Studies
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