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1.
There has been no systematic, large-scale statistical investigation of the link between gambling and suicide, despite the suggestion of such a link from small-scale case studies. This article examines whether gamblers or those associated with them are prone to suicide and whether gaming communities experience atypically high suicide rates. Las Vegas, the premier U.S. gambling setting, displays the highest levels of suicide in the nation, both for residents of Las Vegas and for visitors to that setting. In general, visitors to and residents of major gaming communities experience significantly elevated suicide levels. In Atlantic City, abnormally high suicide levels for visitors and residents appeared only after gambling casinos were opened. The findings do not seem to result merely because gaming settings attract suicidal individuals.  相似文献   

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Examining why individuals engage in gambling is important in understanding the development of gambling behaviors. Numerous studies have investigated the underlying factor of gambling motivation. However, there is a dearth of evidence showing the latent dimensions of gambling motivation among individuals who are exposed to gambling in daily basis (i.e., casino employees). To address this gap, 817 casino employees were administered the Chinese version of the Gambling Motivation Scale (GMS) and other related measures. Results revealed that of the four models tested, a first-order model with seven factors achieved better fit in contrast to all other models. The seven factors include intrinsic motivation (IM) for knowledge, IM for accomplishment, IM for stimulation, extrinsic motivation (EM) due to identified regulation, EM due to introjected regulation, EM due to external regulation, and amotivation. However, the seven-factor model did not reach the conventional fit indices for good fit. After some post hoc modifications, the revised model achieved adequate fit. Moreover, the revised seven factors were related to frequency of gambling and amount spent for gambling. Generally, results showed that modified GMS with seven factors can be used with Chinese population, more specifically with Chinese casino employees.  相似文献   

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This study investigates how game playing experience changes when a story is added to a first‐person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not affect self‐reported arousal or dominance. This study clearly demonstrates that story is something that video game players enjoy; it helps involve them in the game play, makes them feel more immersed in the virtual environment, and keeps them aroused. The greater character identification may be especially worrisome, as past research has shown that justified media violence disinhibits actual aggression on the part of the audience.  相似文献   

5.
Effective therapies for pathological gambling exist, but their use is limited to about 10% of the target population. In an attempt to lower the barriers for help, Internet-based cognitive behavioural therapy (ICBT) has been shown to be effective when delivered to a non-depressed sample with pathological gambling. This study sought to extend this finding to a larger, more representative population, and also test a model to predict responder status. Following advertisement, a total of 284 participants started an 8-week ICBT programme with minimal therapist contact via e-mail and weekly telephone calls of less than 15 min. The average time spent on each participant, including telephone conversations, e-mail, and administration, was 4 h. In addition to a mixed effects model to evaluate the effectiveness of the treatment, two logistic regression analyses were performed with the following eight pre-defined response predictor variables: work-life satisfaction, primary gambling activity, debts due to gambling, social support, personal yearly salary, alcohol consumption, stage of change, and dissociative gambling. ICBT resulted in statistically significant reductions in the scores of pathological gambling, anxiety, and depression as well as an increase in quality of life compared to pre-treatment levels. Follow-ups carried out in the treatment group at 6, 18, and 36 months indicated that treatment effects were sustained. Using the eight predictor variable model rendered an acceptable predictive ability to identify responders both at post-test (AUC = .72, p < .01) and at 36-month follow-up (AUC = .70, p < .01). We conclude that ICBT for pathological gamblers, even if depressed, can be effective and that outcome can partly be predicted by pre-treatment characteristics.  相似文献   

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人格与病理性赌博研究述评   总被引:4,自引:1,他引:3  
人格障碍是病理性赌博的定论之一。与病理性赌博有关的人格特质包括神经质、精神质、感觉寻求特质、专注特质等,这在跨文化的研究中都找到了证据。现有的研究结论存在疑问,未来研究需注意被试取样代表性,人格特质与赌博行为之间的关系有待于进一步研究,本土化研究需要加强  相似文献   

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ABSTRACT

Rates of gambling problems in older adults have risen with increased accessibility of gambling venues. One possible contributor to problem gambling among older adults is decreased self-control brought about by diminished executive functioning. Consistent with this possibility, Study 1 revealed that older adults recruited from gambling venues reported greater gambling problems if they also experienced deficits in executive functioning, measured via the Trail Making Test. Study 2 replicated this finding and demonstrated that problem gambling is associated with increased depression among older adults, mediated by increased financial distress. These studies provide support for the hypothesis that older adult gamblers who have executive functioning problems are also likely to have gambling problems.  相似文献   

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This study investigated the relationships between types of gambling activity, problem behaviors, and self-esteem with adolescent problem gambling in Hong Kong. From a sample of 2,258 students aged between 12 and 17, study results showed that playing Poker and gaming in Amusement Game Centers (entertainment venues with gaming machines) had the strongest predictive value, implying a gambling-permissive culture regarding gambling as an entertainment, with parental and societal support and availability of gambling opportunities, has more impact on adolescent problem gambling than other personal risk factors like problem behaviors and low self-esteem. Prevention strategies at individual and societal levels are discussed.  相似文献   

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Pathological gambling is an increasing concern with the growth of legalized gambling opportunities, and clinicians who provide general psychotherapy, as well as those specializing in some disorders, are likely to encounter patients with gambling problems. This review article describes the diagnostic criteria for pathological gambling and screening methods for identifying individuals with gambling problems. Problem and pathological gambling are more likely to occur in certain populations, such as among individuals with substance use, mood and anxiety disorders, and medical problems. However, few pathological gamblers seek specialized gambling treatment. This paper reviews different forms of treatments that have been applied to gamblers, along with evidence of their efficacy. Clinical guidelines for identifying and treating gambling problems are outlined as well.  相似文献   

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Vallerand et al. (2003) developed a theoretical framework of passion where two types of passions are proposed: obsessive and harmonious passion. Obsessive passion is characterized by an internal pressure that pushes the person to engage in the passionate activity, whereas harmonious passion is characterized by the person's choice to engage in the activity. The goal of the present study was to examine the outcomes of these types of passion toward gambling. A total of 554 participants completed instruments assessing their passion toward gambling, as well as several cognitive and affective outcomes. Results indicated that, in general, harmonious passion was associated with positive outcomes, while obsessive passion was related to negative consequences. Results also showed that casino activities accentuated both positive and negative outcomes by fostering both types of passion toward the gambling activity. Conceptual and practical implications are discussed.  相似文献   

11.
The Psychological Record - Pigeons were trained in a gambling analogue procedure. At the start of a trial a bird was faced with a choice between a present “sure thing” (FR 30) and the...  相似文献   

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This study aimed to investigate, from a gender perspective, how different features of problem gambling present in men and women who gamble regularly in Sweden were distributed in four domains based on gambling type (chance or strategy) and setting (public or domestic). Problem gambling features were based on the nine items in the Problem Gambling Severity Index (PGSI). It was hypothesized that men and women gamble in different domains. Further, it was hypothesized that male gamblers overall experienced more problems with gambling than female gamblers, although in the same domains they would report the same level of problems. A further hypothesis predicted that regular female gamblers would experience more health and social problems and men would experience more financial difficulties. Interviews with a subsample of gamblers (n?=?3191) from a Swedish nationally representative sample (n?=?8179) was used to examine how features of problem gambling correspond with gender and the domains. Only the first hypothesis was fully supported. Men were more likely to participate in forms of gambling requiring strategy in a public setting, and women were more likely to participate in chance-based gambling in a domestic setting. Male and female gamblers had similar levels of problem gambling in the bi-variate analysis, but if controlling for age and gambling in multiple domains, women were more at risk than men. Additionally, men and women presented similar health and economic situations. The differences between male and female gamblers in Sweden have implications for research and prevention.  相似文献   

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Disordered gambling refers to persistent and recurrent patterns of problematic gambling behavior leading to clinically significant impairment or distress. The purpose of the present study was to examine the connections that the Dark Triad personality traits (i.e., narcissism, psychopathy, and Machiavellianism) had with disordered gambling in a sample of 572 undergraduate students (129 men, 443 women). Our analyses revealed that narcissism, psychopathy, and Machiavellianism were each related to disordered gambling. However, psychopathy was the only Dark Triad personality trait that had a unique association with the risk for disordered gambling when controlling for the other Dark Triad traits. The discussion focuses on the implications of these results for understanding the connections between psychopathy and disordered gambling.  相似文献   

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Humans will, at times, act against their own economic self-interest, for example, in gambling situations. To explore the evolutionary roots of this behavior, we modified a traditional human gambling task, the Iowa Gambling Task (IGT), for use with chimpanzees, capuchin monkeys and humans. We expanded the traditional task to include two additional payoff structures to fully elucidate the ways in which these primate species respond to differing reward distributions versus overall quantities of rewards, a component often missing in the existing literature. We found that while all three species respond as typical humans do in the standard IGT payoff structure, species and individual differences emerge in our new payoff structures. Specifically, when variance avoidance and reward maximization conflicted, roughly equivalent numbers of apes maximized their rewards and avoided variance, indicating that the traditional payoff structure of the IGT is insufficient to disentangle these competing strategies. Capuchin monkeys showed little consistency in their choices. To determine whether this was a true species difference or an effect of task presentation, we replicated the experiment but increased the intertrial interval. In this case, several capuchin monkeys followed a reward maximization strategy, while chimpanzees retained the same strategy they had used previously. This suggests that individual differences in strategies for interacting with variance and reward maximization are present in apes, but not in capuchin monkeys. The primate gambling task presented here is a useful methodology for disentangling strategies of variance avoidance and reward maximization.  相似文献   

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Death     
Theoretical Medicine and Bioethics - There is a classic problem which confronts any attempt to assign death a value. On the assumption that death is personal annihilation, death deprives evil of a...  相似文献   

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Death     
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The purpose of the present review was to analyze research outcomes for all gambling studies reported in the behavior analysis literature. We used the search term “gambling” to identify articles that were published in behaviorally oriented journals between the years 1992 and 2012 and categorized the content of each article as empirical or conceptual. Next, we examined and categorized the empirical articles by inclusion of an experimental manipulation and treatment to alleviate at least some aspect of pathological gambling, participant population used, type of gambling task employed in the research, whether the participants in the study actually gambled, and the behavioral phenomena of interest. The results show that the rate of publication of gambling research has increased in the last 6 years, and a vast majority of articles are empirical. Of the empirical articles, examinations of treatment techniques or methods are scarce; slot machine play is the most represented form of gambling, and slightly greater than half of the research included compensation based on gambling outcomes within experiments. We discuss implications and future directions based on these observations of the published literature.  相似文献   

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