{"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":null,"pages":null},"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
{"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":null,"pages":null},"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}
{"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":null,"pages":null},"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}
Akiyo Shoun, A. Sakamoto, Yukiko Horiuchi, K. Akiyama, Hitoshi Ishida, Kikunori Shinohara, Y. Komoto, Taku Sato, Naoyuki Nishimura, Nobuo Makino
{"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":null,"pages":null},"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}
{"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":null,"pages":null},"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}
{"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":null,"pages":null},"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}
{"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":null,"pages":null},"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}
{"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":null,"pages":null},"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}
{"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":null,"pages":null},"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
{"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":null,"pages":null},"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}