The gambling factors related with the level of adolescent problem gambler [open-access article].

Abstract: The purpose of this study was to investigate the gambling factors related with the gambling problem level of adolescents to provide basic information for the prevention of adolescent gambling problems. The data was drawn from the 2015 Survey on Youth Gambling Problems of the Korea Center on Gambling Problems for Korean students in grades 7–11 (ages 13–17 years) and included 14,011 study subjects (average age 14.9 years, 52.5% male). The lifetime gambling behavior experience was 42.1%, and 24.2% had a gambling behavior experience within the past three months. The past three-month prevalence of problem gambling was 1.1%. The gambling factors related with the level of adolescent problem gambling include the presence of nearby gambling facilities, having personal relationships with people that gamble, a higher number of experienced gambling behaviors, male adolescents, and a greater amount of time spent gambling. To the best of our knowledge, this study is the first report to identify gambling factors related with the level of adolescent problem gambling in Korean adolescents using national data. These findings suggest that gambling prevention efforts must consider not only access to individual adolescents as early intervention, but also environmental strategies such as accessibility regulations and alternative activities. Article available online

Reference: Kang, K., Ok, J.S., Kim, H., Lee, & K.-S. (2019). The gambling factors related with the level of adolescent problem gambler. International Journal of Environmental Research and Public Health, 16, 2110.

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Anonymous women? A scoping review of the experiences of women in gamblers anonymous (GA) [open-access article].

Abstract: Women are participating in gambling at levels approaching those of men, and although levels of disordered gambling remain lower in women than in men, significant numbers are affected. Gamblers Anonymous (GA) is a mainstay of help to problem gamblers in many countries. A scoping review was conducted which specifically addressed the experiences of women who attend GA. Within the 25 identified relevant studies, only two reported empirical data on the specific numbers of women attending. A range of barriers still remain to the participation of women in these communities. These include ‘external’ barriers such as lack of referral and signposting, lack of accessible meetings, and costs of travel; ‘internal’ barriers such as shame, stigma, and fear of disclosure; and features of the GA meetings and discourse, such as a climate which is dismissive of women’s experiences. Article available online

Reference: Rogers, J., Landon, J., Sharman, S., & Roberts, A. (2019). Anonymous women? A scoping review of the experiences of women in gamblers anonymous (GA). International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-019-00101-5

Live-odds gambling advertising and consumer protection [open-access article].

Abstract: In-play gambling is a recent innovation allowing gambling to occur during the course of a sporting event, rather than merely before play commences. For years, in-play gambling has been marketed in the UK via adverts displaying current betting odds during breaks in televised soccer, e.g., “England to score in the first 20 minutes, 4-to-1.” Previous research shows that this so-called “live-odds” advertising is skewed toward complex events with high profit margins which consumers do not evaluate rationally. Recent UK regulatory guidance on “impulsiveness and urgency,” aiming to enhance consumer protection around gambling advertising, states that gambling advertising should not “unduly pressure the audience to gamble.” We explored the frequency and content of live-odds advertising over the 2018 soccer World Cup, as a case study of the first major televised sporting event after the publication of this UK regulatory guidance. In total, 69 live-odds adverts were shown over 32 matches (M = 2.16 per-match), by five bookmakers. We identified two key features that made advertised bets appear more urgent than necessary. First, 39.1% of bets could be determined before the match ended. Second, 24.6% of bets showed a recent improvement in odds, including a 15.9% subset of “flash odds,” which were limited in both time and quantity. Advertised odds were again skewed toward complex events, with a qualitative trend toward greater complexity than at the previous World Cup. We believe that consumers should be protected against the targeted content of gambling advertising. Article available online

Reference: Newall, P.W.S., Thobhani, A., Walasek, L., & Meyer, C. (2019). Live-odds gambling advertising and consumer protection. PLoS ONE, 14(6): e0216876. https://doi.org/10.1371/journal.pone.0216876

The interplay between chasing behavior, time perspective, and gambling severity: An experimental study [open-access article].

Background and aims: Chasing refers to continued gambling in an attempt to recoup previous losses and is one of the diagnostic criteria for gambling disorder. However, research on the topic is still in its infancy. This study investigated whether chasing behavior mediates the relationship between time perspective and gambling severity.
Methods: Nonproblem gamblers (N = 26) and problem gamblers (N = 66) with the same demographic features (age and gender) were compared on the Consideration of Future Consequences and a computerized task assessing chasing. The Italian South Oaks Gambling Screen was used to discriminate participants in terms of gambling severity.
Results: Significant correlations were found relating to gambling severity, chasing, and time perspective. More specifically, the results showed that problem gamblers reported more chasing and a foreshortened time horizon. Chasers, compared to nonchasers, were found to be more oriented to the present. Regression analysis showed that male gender, present-oriented time perspective, and chasing were good predictors of gambling severity. Finally, to clarify if present orientation was on the path from chasing to gambling severity or if chasing was the mediator of the impact of present orientation on gambling severity, a path analysis was performed. The results indicated that present orientation had a direct effect on gambling severity and mediated the relationship between chasing and gambling involvement.
Conclusion: The findings support the exacerbating role of chasing in gambling disorder and for the first time show the relationship of time perspective, chasing, and gambling severity among adults. Article available online

Reference: Ciccarelli, M., Cosenza, M., Griffiths, M.D., D’Olimpio. F., & Nigro, G. (2019). The interplay between chasing behavior, time perspective, and gambling severity: An experimental study. Journal of Behavioral Addictions. DOI: 10.1556/2006.8.2019.29

Cue-reactive imagery mediates the relationships of reward responsiveness with both cue-reactive urge to gamble and positive affect in poker-machine gamblers [subscription-access article].

Abstract: Previous research has demonstrated that gambling cues (e.g., flashing lights on poker-machines) can trigger an urge to gamble in poker-machine gamblers. However, the psychological mechanisms that promote the urge to gamble remain poorly understood. The present study explored whether reward responsiveness predicted urge to gamble and positive affect, and whether cue-reactive rationality, volitional control and imagery mediated these relationships. Ninety-three (45% male and 55% female) Australian regular poker-machine gamblers aged between 18 and 77 participated in an online cue-reactivity experiment. Participants initially completed the Problem Gambling Severity Index and Reward Responsiveness scale. Subsequently, at three time points (i.e., baseline, directly after a neutral cue and directly after a gambling cue) participants completed the rationality, volitional control and imagery subscales of the Phenomenology of Consciousness Inventory and two visual analogue scales that measured urge to gamble and positive affect. Analyses indicated that gambling cues triggered statistically significant increases in both urge to gamble and positive affect and these variables were statistically significantly positively correlated with reward responsiveness. Furthermore, only cue-reactive imagery mediated the relationships between reward responsiveness and the two outcome variables (i.e., cue-reactive urge to gamble and positive affect). These findings highlight the potential importance of targeting reward responsiveness and cue-reactive mental imagery in the context of exposure therapies for poker-machine problem gamblers. Article details and access conditions

Reference: Dale, G., Rock, A.J. & Clark, G.I. (2019). Cue-reactive imagery mediates the relationships of reward responsiveness with both cue-reactive urge to gamble and positive affect in poker-machine gamblers. Journal of Gambling Studies. https://doi.org/10.1007/s10899-019-09864-x

Measurement and conceptualization of gaming disorder according to the World Health Organization framework: the development of the Gaming Disorder Test [open-access article].

Abstract: Previous research on gaming disorder (GD) has highlighted key methodological and conceptual hindrances stemming from the heterogeneity of nomenclature and the use of nonstandardized psychometric tools to assess this phenomenon. The recent recognition of GD as an official mental health disorder and behavioral addiction by the World Health Organization (WHO) in the 11th Revision of the International Classification of Diseases (ICD-11) opens up new possibilities to investigate further the psychosocial and mental health implications due to excessive and disordered gaming. However, before further research on GD can be conducted in a reliable way and within a robust cross-cultural context, a valid and reliable standardized psychometric tool to assess the construct as defined by the WHO should be developed. The aim of this study was to develop The Gaming Disorder Test (GDT), a brief four-item measure to assess GD and to further explore its psychometric properties. A sample of 236 Chinese (47% male, mean age 19.22 years, SD = 1.57) and 324 British (49.4% male, mean age 26.74 years, SD = 7.88) gamers was recruited online. Construct validity of the DT was examined via factorial validity, nomological validity, alongside convergent and discriminant validity. Concurrent validity was also examined using the Internet Gaming Disorder Scale—Short-Form (IGDS9-SF). Finally, reliability indicators involving the Cronbach’s alpha and composite reliability coefficients were estimated. Overall, the results indicated that GDT is best conceptualized within a single-factor structure. Additionally, the four items of the GDT are valid, reliable, and proved to be highly suitable for measuring GD within a cross-cultural context. Article available online

Reference: Pontes, H.M., Schivinski, B., Sindermann, C., Mei Li, Becker, B., Min Zhou, Montag, C. (2019). Measurement and conceptualization of gaming disorder according to the World Health Organization framework: the development of the Gaming Disorder Test. International Journal of Mental Health and Addiction. https://doi.org/10.1007/s11469-019-00088-z

The lie of ‘responsible gambling’: Australia’s world-beating gambling addiction and the deception hiding it [open-access article].

[From the introduction]: One explanation for Australia’s world-record gambling spend is cultural preference. From Birdsville to the trenches, a love of the punt has supposedly been central to national identity. The other explanation for why Australians became the world’s biggest gamblers during the 1990s was that the expansion of gambling was a deliberate government policy choice.
Australia was not a highly ranked gambling nation in the 1970s. There was betting at race tracks, at government-¬owned TABs and on lotteries. Sports betting was illegal and although there were poker machines in clubs in New South Wales and the Australian Capital Territory, these were unsophisticated contraptions that could only be played with small coins. Even the first casinos in regional centres were pokies-free.
During the 1980s and early 1990s, state governments became cash-strapped because of the abolition of various taxes (including death and gift duties), and burgeoning demands on health, education and community services. With the exception of resource-rich Western Australia (where pokies are confined to the casino), governments turned to poker machines to help resolve the revenue shortfall. Pokies were introduced into pubs and clubs not in response to public pressure but in spite of it. In Victoria, Tasmania and South Australia the policy change was opposed by a majority of the population. Their governments pressed on regardless. Article available online

Reference: Boyce, J. (2019).  The lie of ‘responsible gambling’: Australia’s world-beating gambling addiction and the deception hiding it. The Monthly, (June). Retrieved from https://www.themonthly.com.au/issue/2019/june/1559397600/james-boyce/lie-responsible-gambling