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The aims of the thesis were to study relationships between the effects of online gaming and gambling and negative social consequences and ill health among adolescents and to determine whether gaming and gambling activities occur together.The papers in this thesis used epidemiological methods to obtain self-report information from Swedish adolescents aged 13–18 years. Time spent in online gaming was associated with negative social consequences, and this relationship was explained by online gaming motives. Gaming for fun and social motives was associated with a reduced risk of negative social consequences, whereas gaming to escape problems, gain status, or meet demands from others was associated with an increased risk…
Source: Hellström, C. (2015). Adolescent Gaming and Gambling in Relation to Negative Social Consequences and Health. Retrieved from http://www.diva-portal.org/smash/record.jsf?pid=diva2:849759
This study combines concepts of Stakeholder Theory, Uses and Gratifications Theory, and Consequentialism, Deontology, and Virtue ethical philosophical perspectives to investigate the potential impacts of office pooling and gambling activities on the workplace environment. The advent of accessibility to mobile devices with greater and faster web-based accessibility, marketing and e-commerce has exponentially grown, promoting online betting within the office as well. The model consisted of frequency of Internet use, social networks, and perceptions of organizational productivity, individual motivations, gambling characteristics, social affects, and demographic information. These dimensions were broken down by operational issues associated with psychological commitment and behavioral commitment to office and online sports gambling activities, as well as fan-specific attitudes of worker productivity and cohesion issues of trustworthy and emotional attachments; all variables within an ethical framework…
Source: Smith, A. A. (2015). Office-based sports gambling and pooling: Ethical dilemmas and worker productivity issues from fan and gender perspectives. TEXAS WOMAN’S UNIVERSITY. Retrieved from http://gradworks.umi.com/37/14/3714211.html
Young people are increasingly exposed to interactive simulated gambling activities and promotions via digital and social media. However, the individual harms and social burdens associated with early exposure to simulated gambling activities currently are not well understood. This review presents a two-pathway model that conceptualizes the potential risks and benefits of early exposure to a variety of digital simulated gambling activities (e.g., ‘free-to-play’ online casinos, gambling-like video games, and social casino games). The catalyst pathway describes risk factors associated with early exposure to simulated gambling that may increase the risk of problem gambling…
Source: King, D. L., & Delfabbro, P. H. (2016). Early exposure to digital simulated gambling: A review and conceptual model. Computers in Human Behavior, 55, 198–206.
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The DSM-5 was published in 2013 and it included two substantive revisions for gambling disorder (GD). These changes are the reduction in the threshold from five to four criteria and elimination of the illegal activities criterion. The purpose of this study was to twofold. First, to assess the reliability, validity and classification accuracy of the DSM-5 diagnostic criteria for GD. Second, to compare the DSM-5–DSM-IV on reliability, validity, and classification accuracy, including an examination of the effect of the elimination of the illegal acts criterion on diagnostic accuracy…
Source: Stinchfield, R., McCready, J., Turner, N. E., Jimenez-Murcia, S., Petry, N. M., Grant, J., … Winters, K. C. (2015). Reliability, Validity, and Classification Accuracy of the DSM-5 Diagnostic Criteria for Gambling Disorder and Comparison to DSM-IV. Journal of Gambling Studies, 1–18.
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Stemming from an interest in developing suitable didactical tasks to prevent gambling abuse during the school years, this article explores the use of an Android app that simulates the outcomes of a well-known Italian instant lottery. Some features that characterize the phenomenon of gambling abuse are sketchily recalled, the Android app is presented and an example from a classroom task is discussed. We conclude that the simulator contributes to developing statistical literacy, as traditional random generators do, and also exploits emotional reactions, such as shock, which allow curiosity to emerge and pave the way towards deeper understanding.
Source: Andrà, C., Parolini, N., & Verani, M. (2015). Using Gambling Simulators to Foster Awareness About Gambling Risks: A Focus on Emotions. Digital Experiences in Mathematics Education, 1–20. http://doi.org/10.1007/s40751-015-0005-1
The increase in mobile telephone only households may be a source of bias for traditional landline gambling prevalence surveys. Aims were to: 1) identify Australian gambling participation and problem gambling prevalence using a dual-frame (50% landline and 50% mobile telephone) computer assisted telephone interviewing methodology; 2) explore the predictors of sample frame and telephone status; and 3) explore the degree to which sample frame and telephone status moderate the relationships between respondent characteristics and problem gambling.
Source: Dowling, N. A., Youssef, G. J., Jackson, A. C., Pennay, D. W., Francis, K. L., Pennay, A., & Lubman, D. I. (2015). National estimates of Australian gambling prevalence: findings from a dual-frame omnibus survey. Addiction, n/a–n/a. http://doi.org/10.1111/add.13176
Currently, cognitive behavioral therapies appear to be one of the most studied treatments for gambling problems and studies show it is effective in treating gambling problems. However, cognitive behavior models have not been widely tested using statistical means. Thus, the aim of this study was to test the validity of the pathways postulated in the cognitive behavioral theory of gambling behavior using structural equation modeling (AMOS 20). Several questionnaires assessing a range of gambling specific variables (e.g., gambling urges, cognitions and behaviors) and gambling correlates (e.g., psychological states, and coping styles) were distributed to 969 participants from the community…
Source: Raylu, N., Oei, T. P. S., Loo, J. M. Y., & Tsai, J.-S. (2015). Testing the Validity of a Cognitive Behavioral Model for Gambling Behavior. Journal of Gambling Studies / Co-Sponsored by the National Council on Problem Gambling and Institute for the Study of Gambling and Commercial Gaming. http://doi.org/10.1007/s10899-015-9567-5