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1.
From an eligible population of 9,943 casino employees, 6,067 volunteered to participate in this study. Of this sample, 1,176 provided data at 3 observation points approximately 12 months apart. Using the South Oaks Gambling Screen (SOGS; H. R. Lesieur & S. B. Blume, 1987) and the CAGE (J. A. Ewing, 1984) questionnaire, the authors prospectively examined the prevalence and patterns of alcohol and gambling problems among those employees. Among the casino employees with gambling and drinking problems, a segment displayed the capacity to diminish those problems even when the difficulties had reached disordered levels. The authors also examined the comorbidity of gambling and drinking as well as the relationships among changes in SOGS scores and CAGE scores and changes in demographic and biological variables. The women were more likely to decrease their problem-drinking scores, but not their gambling scores, when compared with the men. In addition, 2 key variables (i.e., disabling depression and dissatisfaction with one's personal life) emerged as predictors of transitions to healthier levels of disordered gambling. The authors cautiously suggest, in light of the results taken together, that more fluctuation is associated with gambling and drinking problems than previously thought and that the conventional wisdom about disordered gambling as "always progressive" needs reconsideration.  相似文献   

2.
The objective of the present study was to determine the forms of gambling that were the most prevalent in those having problems with their gambling. High-risk individuals who were experiencing difficulties with their gambling were examined. Specifically, the gambling behaviors of current athletes, former athletes, and nonathletes were investigated. Only members of these 3 groups with elevated scores on the South Oaks Gambling Screen (SOGS) were tested. Specifically, only those classified as disordered gamblers (SOGS score > or = 3) were recruited. Among these individuals with high SOGS scores, former athletes were more likely to participate in skill-based forms of gambling such as sports gambling and poker card playing, whereas nonathletes were more likely to partake in gambling games that were based predominately on chance factors. Also, former athletes were more likely to wager on the sport they had once played. Findings suggest that a competitive spirit may lead athletes to involvement in skill-based forms of gambling. While other explanations were considered, preliminary indicators support this view.  相似文献   

3.
The objective of the present study was to determine the forms of gambling that were the most prevalent in those having problems with their gambling. High-risk individuals who were experiencing difficulties with their gambling were examined. Specifically, the gambling behaviors of current athletes, former athletes, and nonathletes were investigated. Only members of these 3 groups with elevated scores on the South Oaks Gambling Screen (SOGS) were tested. Specifically, only those classified as disordered gamblers (SOGS score ≥ 3) were recruited. Among these individuals with high SOGS scores, former athletes were more likely to participate in skill-based forms of gambling such as sports gambling and poker card playing, whereas nonathletes were more likely to partake in gambling games that were based predominately on chance factors. Also, former athletes were more likely to wager on the sport they had once played. Findings suggest that a competitive spirit may lead athletes to involvement in skill-based forms of gambling. While other explanations were considered, preliminary indicators support this view.  相似文献   

4.
The authors considered compliance with a decision aid that E. Thorp (1966) designed to minimize loss in a gambling paradigm under different levels of risk or impairment. Twenty adult men (aged 18-46) completed the South Oaks Gambling Screen (SOGS; H.R. Lesieur & S. B. Blume, 1987) and the Alcohol Use Disorders Identification Test (AUDIT; J. P. Allen, D. E Reinert, & R. J. Volk, 2001) and then played a computer blackjack program before and after ingesting alcohol. The decision aid (online Basic advice) increased players' compliance with optimal play and also increased players willingness to wager more at high stakes. Participants attained a mean peak blood alcohol concentration (BAC) of 0.048%. Alcohol increased the rate of play. After consuming alcohol, participants appeared to spend less time on their decisions and were more reliant on support. The authors explained these results in terms of an alcohol-induced myopia that enhances responses to salient cues.  相似文献   

5.
The psychometric properties of two pathological gambling (PG) screening instruments, the South Oaks Gambling Screen (SOGS) and the Massachusetts Gambling Screen-DSM-IV subscale (MAGS), were explored in a sample of college students (N = 159). Participants completed the two screening instruments, a diagnostic interview for PG, the Gambling-Timeline Followback (G-TLFB), Gambling Self-Efficacy Questionnaire (GSEQ), and the Hopkins Symptom Checklist (HSCL). Both screening measures were found to have adequate internal consistency and were highly correlated with each other and the diagnostic interview. The screening measures demonstrated convergent and discriminant validity. Using the diagnostic interview as the criterion measure, the SOGS demonstrated better sensitivity in identifying PG college students than the MAGS. The MAGS demonstrated better specificity in identifying non-PG college students than the SOGS. The results of this study suggest that although neither measure is perfect in identifying PG college students, the SOGS is a more appropriate measure for screening purposes.  相似文献   

6.
The authors considered compliance with a decision aid that E. Thorp (1966) designed to minimize loss in a gambling paradigm under different levels of risk or impairment. Twenty adult men (aged 18-46) completed the South Oaks Gambling Screen (SOGS; H.R. Lesieur & S. B. Blume, 1987) and the Alcohol Use Disorders Identification Test (AUDIT; J. P. Allen, D. F. Reinert, & R. J. Volk, 2001) and then played a computer blackjack program before and after ingesting alcohol. The decision aid (online Basic advice) increased players' compliance with optimal play and also increased players' willingness to wager more at high stakes. Participants attained a mean peak blood alcohol concentration (BAC) of 0.048%. Alcohol increased the rate of play. After consuming alcohol, participants appeared to spend less time on their decisions and were more reliant on support. The authors explained these results in terms of an alcohol-induced myopia that enhances responses to salient cues.  相似文献   

7.
In a previous article, we demonstrated in a large twin study that disordered gambling (DG), as defined by the Diagnostic and Statistical Manual of Mental Disorders (4th ed.; DSM-IV), ran in families, that about half of the variation in liability for DG was due to familial factors, and that all of this was explained by shared genetic rather than shared environmental influences (Slutske, Zhu, Meier, & Martin, 2010). The purpose of the present study is to extend this work to include an alternative conceptualization of DG that is provided by the South Oaks Gambling Screen (SOGS) item set in order to (a) compare the magnitude of the familial resemblance obtained when using the two definitions of DG (based on the DSM-IV and the SOGS), (b) examine the extent to which the 2 definitions tap the same underlying sources of genetic and environmental variation, and (c) examine whether the same results will be obtained among men and women. The results of bivariate twin model-fitting analyses suggested that DG, as defined by the DSM-IV and the SOGS, substantially overlapped at the etiologic level among both men and women, which supports the construct validity of both the DSM and the SOGS conceptualizations of DG. This study highlights the utility of twin studies for appraising the validity of the diagnostic nomenclature.  相似文献   

8.
9.
'Near-miss' outcomes (i.e., unsuccessful outcomes close to the jackpot) have been shown to promote gambling persistence. Although there have been recent advances in understanding the neurobiological responses to gambling near-misses, the psychological mechanisms involved in these events remain unclear. The goal of this study was to explore whether trait-related gambling cognitions (e.g., beliefs that certain skills or rituals may help to win in games of chance) influence behavioural and subjective responses during laboratory gambling. Eighty-four individuals, who gambled at least monthly, performed a simplified slot machine task that delivered win, near-miss, and full-miss outcomes across 30 mandatory trials followed by a persistence phase in extinction. Participants completed the Gambling-Related Cognitions Scale (GRCS; Raylu & Oei, 2004), as well as measures of disordered gambling (South Oaks Gambling Screen [SOGS]; Lesieur & Blume, 1987) and social desirability bias (DS-36; Tournois, Mesnil, & Kop, 2000). Skill-oriented gambling cognitions (illusion of control, fostered by internal factors such as reappraisal of losses, or perceived outcome sequences), but not ritual-oriented gambling cognitions (illusion of control fostered by external factors such as luck or superstitions), predicted higher subjective ratings of desire to play after near-miss outcomes. In contrast, perceived lack of self-control predicted persistence on the slot machine task. These data indicate that the motivational impact of near-miss outcomes is related to specific gambling cognitions pertaining to skill acquisition, supporting the idea that gambling near-misses foster the illusion of control.  相似文献   

10.
Abstract

Studies exploring excessive Internet use and gambling are rapidly expanding concerns regarding its impact on mental health, especially in young people due to the increased prevalence of Internet and gambling addictions. Research suggests that perceived peer support plays a significant role in adolescents’ psychological well-being. However, no empirical study has dealt with the mediating effect of perceived peer support on the relationship between Internet and gambling addictions and psychological well-being. Thus, the present study aimed to examine whether perceived peer support mediates the relation between Internet and gambling addictions and psychological well-being of adolescents. A sample of 347 Iranian adolescents aged 14 to 18 (Mean age 16.14, 50.4% male) who were studying in Kuala Lumpur, Malaysia participated in this study. Subjective Vitality Scale (SVS), Compulsive Internet Use Scale (CIUS), Six-item Social Support Questionnaire (SSQ6), and The South Oaks Gambling Screen (SOGS) were used to collect data. Mediation analyses showed a significant indirect effect of compulsive Internet use and problem gambling on psychological well-being through perceived peer support. The total effects of compulsive Internet use and problem gambling on psychological well-being were negative. This study implies the significance of strengthening the knowledge about the impact of peer relationships among adolescents.  相似文献   

11.
12.
In this study, the authors investigated the effects that modality of symbol presentation on video lottery terminals (sequential vs. simultaneous) has on gambling behavior. They predicted that sequential presentation would incite players to prolong their gambling session. Results confirmed this prediction and showed that modality of presentation is a determinant of gambling persistency. The authors discuss the relationship between modality of presentation, hopes of an imminent win, losses, and practical and theoretical issues about other cognitive and emotional elements that may influence gamblers' behaviors.  相似文献   

13.
Increases in the availability of gambling heighten the need for a short screening measure of problem gambling. The Problem Gambling Severity Index (PGSI) is a brief measure that allows for the assessment of characteristics of gambling behavior and severity and its consequences. The authors evaluate the psychometric properties of the PGSI using item response theory methods in a representative sample of the urban adult population in South Africa (N = 3,000). The PGSI items were evaluated for differential item functioning (DIF) due to language translation. DIF was not detected. The PGSI was found to be unidimensional, and use of the nominal categories model provided additional information at higher values of the underlying construct relative to a simpler binary model. This study contributes to the growing literature supporting the PGSI as the screen of choice for assessing gambling problems in the general population.  相似文献   

14.

Introduction

In industrialized countries, gambling disorder tends to become a major issue. The use of the social representation theory provides clues for a better understanding of pathological gamblers.

Objective

This paper investigates the representation of risk in a gambling context among lay people (Study 1) and among controlled gamblers and probable pathological gamblers (Study 2).

Method

In the first study, 1106 people answered a free association task based on the target expression ‘risk in a gambling context’. In the second study, a small sample of gamblers, half of them being probable pathological gamblers (based on their score at the SOGS), participated in a semi-structured interview about risk in a gambling context. Interview guidelines were constructed based on the results obtained from Study 1.

Results

In Study 1, results indicate that the overall representation of risk in a gambling context differs from the one in a general context. The results are interpreted through the prospect theory and the decision-making dual-process model. Results from Study 2 show that, contrarily to those being probable pathological gamblers, controlled gamblers orient their discourse around the notion of pleasure and do not perceive gambling as a threat for their ego.

Conclusion

Controlled gamblers fear to lose money, while probable pathological gamblers fear to lose the game.  相似文献   

15.
A. R. Damasio's (1994) somatic marker hypothesis relates psychopathy to deficits in the ventromedial prefrontal cortex. Using the gambling task (A. Bechara, A. R. Damasio, H. Damasio, & S. Anderson, 1994), the authors tested this premise and the role of attention as a moderator. Forty-nine male prison inmates were assessed with the Psychopathy Checklist--Revised (R. D. Hare, 1991), the gambling task, and standardized tests on attention-concentration, and intelligence. Results revealed no general relation between psychopathy and gambling task performance. However, psychopathic inmates with low attention scores gambled worse than did the attentive ones. They also had more previous convictions. In nonpsychopathic individuals, attention had no impact. Different processing strategies for psychopathic and nonpsychopathic individuals are proposed to explain these findings.  相似文献   

16.
The present study considered the relation between adolescent gambling behavior and the perceived environment, the component of Jessor and Jessor’s (1977) Problem Behavior Theory that assesses the ways that adolescents perceive the attitudes and behaviors of parents and peers. The predominantly African-American sample included 188 sophomores from two urban public high schools. Using the South Oaks Gambling Screen-Revised for Adolescents to assess gambling risk, rates of both at-risk (20.7%) and problem (12.8%) gambling were found to be high. Boys displayed more gambling problems than did girls. The perceived environment accounted for significant variance in gambling problems and frequency, with proximal components displaying stronger relationships than distal components. Perceiving parent gambling and friend models for problem behavior were positively correlated with gambling problems, and friend models were positively related to gambling frequency. Among girls, family support was positively related to gambling problems. Among boys, this relation was negative. The authors Emerson M. Wickwire, Jr. James P. Whelan, and Andrew W. Meyers are members of The Institute for Gambling Education and Research, Department of Psychology, The University of Memphis, Memphis, TN. The primary research interest of this group is the prevention and treatment of gambling related problems. David M. Murray, Ph.D., is the Chair of the Division of Epidemiology at the School of Public Health, The Ohio State University, Columbus, OH.  相似文献   

17.
The authors examined participants' preferences between certain and uncertain outcomes in a multistage gambling task and the effects of individual difference characteristics on those preferences. In Study 1, 144 participants made choices in single-stage gambles under gain and loss conditions and replicated the certainty effect in a previous study (D. Kahneman & A. Tversky, 1979). In Study 2, 94 participants engaged in a multistage gambling task using the same decision problems as those in Study 1. They also answered a questionnaire consisting of the Japanese version (M. Kamahara, K. Higuchi, & N. Shimizu, 2001) of the Locus of Control Scale (J. B. Rotter, 1966), the Reflection-Impulsivity Scale (K. Takigiku & A. Sakamoto, 2001), and a Japanese version (M. Terasaki, K. Shiomi, Y. Kishimoto, & K. Hiraoka, 1987) of the Sensation-Seeking Scale (M. Zuckerman, 1994). The results indicated that the certainty effect (Kahneman & Tversky) disappears in multistage gambling tasks and that differences in reflection-impulsivity and in gender influence the process of decision making under gain conditions. These results are discussed in terms of the decision strategies and cognitive biases involved in the multistage gambling task.  相似文献   

18.
Increasing numbers of retirees spend their leisure time in the ever-growing number of gambling casinos in this country. For most older adults, casino gambling is a new form of excitement and entertainment. However, for some retirees, especially those vulnerable to depression from the changes and losses that can occur in aging, casino gambling can become disordered, problematic, and/or an addiction. Although prevalence studies have examined the incidence of problem gambling in other age groups, little attention has been directed to the impact of casino gambling on older adults. The authors discuss problem and pathological gambling in retired older adults, and provide clinical case examples of a growing number of older adults with problem gambling behaviors seen in an outpatient geriatric psychiatry clinic. Finally, they urge that an evaluation of gambling behaviors be a routine portion of geriatric clinical evaluations.  相似文献   

19.
《The Journal of psychology》2013,147(6):495-504
One hypothesis for the reason a person might become a pathological gambler is that the individual initially experiences a big win, which creates a fallacious expectation of winning, which may then lead to persistent gambling despite suffering large losses. Although this hypothesis has been around for several decades, only one controlled empirical study has addressed it, and that study reported null results. In the present experiment, the authors tested the "big win" hypothesis by having 4 groups of participants with little to no experience gambling play a computer-simulated slot machine for credits that were exchangeable for cash. One group experienced a large win on the very 1st play. Another experienced a large win on the 5th play. A 3rd group experienced 2 small wins on the 2nd and 5th plays. No other winning outcomes were programmed. The 4th group never experienced a win. The authors observed a significant effect of group. Participants who experienced a large win on the 1st play quit playing the simulation earlier than participants who experienced a large win on the 5th play. These results appear to question the "big win" as an explanation for pathological gambling. They are more consistent with a behavioral theory of gambling behavior. The present study should also promote the use of laboratory-based research to test long-standing hypotheses in the gambling literature.  相似文献   

20.
One hypothesis for the reason a person might become a pathological gambler is that the individual initially experiences a big win, which creates a fallacious expectation of winning, which may then lead to persistent gambling despite suffering large losses. Although this hypothesis has been around for several decades, only one controlled empirical study has addressed it, and that study reported null results. In the present experiment, the authors tested the "big win" hypothesis by having 4 groups of participants with little to no experience gambling play a computer-simulated slot machine for credits that were exchangeable for cash. One group experienced a large win on the very 1st play. Another experienced a large win on the 5th play. A 3rd group experienced 2 small wins on the 2nd and 5th plays. No other winning outcomes were programmed. The 4th group never experienced a win. The authors observed a significant effect of group. Participants who experienced a large win on the 1st play quit playing the simulation earlier than participants who experienced a large win on the 5th play. These results appear to question the "big win" as an explanation for pathological gambling. They are more consistent with a behavioral theory of gambling behavior. The present study should also promote the use of laboratory-based research to test long-standing hypotheses in the gambling literature.  相似文献   

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