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1.
To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study was to establish basic information regarding Internet poker playing behavior among the student population, including various motivators for participation and predictors of problematic play. The study examined a self-selected sample of student online poker players using an online survey (n=422). Results showed that online poker playing was undertaken at least twice per week by a third of the participants. Almost one in five of the sample (18%) was defined as a problem gambler using the DSM-IV criteria. Findings demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.  相似文献   

2.
Cognitive fallacies, such as the illusion of control, and psychological disorders, such as depression, may perpetuate gambling and thus contribute to problem gambling (e.g., R. Ladouceur, C. Sylvan, C. Boutin, & C. Doucet, 2002). Gender differences may exist across these variables (e.g., N. M. Petry, 2005). The authors investigated these possibilities by recruiting mildly depressed and nondepressed individuals to play jacks or better, 5-card draw, video poker. Across three poker sessions, participants were given (a) no choice of which cards to play, (b) information on the best cards to play but control over which cards were played, or (c) no information and complete control over which cards were played. The total amount of money gambled increased as control over the game decreased, but this result correlated with an increase in the rate of play. Depressed and nondepressed participants did not differ in how they gambled, but men gambled significantly more and sometimes made more mistakes during play than did women. These results question the role of the illusion of control and depression in perpetuating gambling. They also suggest that providing players information about which cards to play may indirectly promote gambling and provide insight as to why men are more prone to suffer from gambling problems than are women.  相似文献   

3.
Poker has penetrated mainstream popular culture in recent years with the emergence of internet poker sites and television coverage of poker’s largest events. However, not only do images of seedy, back alley poker games and riverboat gamblers persist in popular culture but the language of addiction has been attached to gambling. We draw on the research on identity, stigma and “dirty work” to examine how poker players negotiate an identity on poker and how that identity is managed both within and outside of the poker community. We show how the strategies players use for deflecting stigma are continually renegotiated.  相似文献   

4.
Earlier studies have shown that irrational thinking dominates rational thinking during gambling. The present study evaluated the effects of cognitive restructuring on gambling behaviors among video poker players. Within a single case experimental design across subjects, the results showed that irrational verbalizations decreased during treatment while rational verbalizations increased. Three out of four players reduced their frequency of gambling following treatment. The theoretical and clinical implications of these results are discussed.  相似文献   

5.
The aims of this study are to assess impulsive sensation seeking among online poker players and to study the links between impulsive sensation seeking and gambling practice.  相似文献   

6.
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   

7.
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   

8.
Domain knowledge is a powerful predictor of success in many complex tasks, but do general cognitive abilities also play a role? To investigate this question, we had 155 participants representing a wide range of poker experience and skill complete tests of poker knowledge, working memory capacity (WMC), and two components of skill in Texas Hold’Em poker: the ability to remember hands and the ability to evaluate hands. Not surprisingly, poker knowledge positively predicted performance in all of the Hold’Em tasks. However, WMC added significantly to the prediction, and there was no evidence for interactions between poker knowledge and WMC. That is, WMC was as important as a predictor of performance at high levels of poker knowledge as at low levels, suggesting that domain knowledge may not always enable circumvention of WMC in domain-relevant tasks.  相似文献   

9.
Motivational interviewing (MI) is a promising brief intervention for people who wish to cut down or quit gambling. The study was a randomized clinical trial that tested the efficacy of a single face-to-face MI compared with a control interview (CI) for reducing gambling behaviours in individuals who expressed concerns about their gambling. Eighty-one media recruited gamblers were followed at 1, 3, 6 and 12 months post-intervention. At 12 months post-intervention participants in the MI condition spent significantly less money on gambling per month, gambled fewer days per month, and reported significantly less distress than participants in the CI condition. Participants in both conditions showed overall reduction in gambling problem severity.  相似文献   

10.
This study evaluates the effect of knowledge of mathematics as a protective factor against excessive gambling behaviours and erroneous beliefs. Two groups with different levels of knowledge of mathematics were compared as to their perceptions and behaviours before and during a gambling session. A total of 60 participants (30 men, 30 women) completed a questionnaire evaluating how they perceive the notion of chance and participated in two experimental tasks: the production of a random sequence of heads/tails, and a gambling session on a video lottery terminal. The results show that participants with knowledge of mathematics held more erroneous perceptions of gambling before the experiment whereas both groups showed an equal number of erroneous perceptions and behaviours during gambling. The importance of knowledge of mathematics as a protective factor against excessive gambling is questionable. The theoretical and practical implications of these results are discussed with regard to the prevention of excessive gambling.  相似文献   

11.
Lying is deep‐rooted in our nature, as over 90% of all people lie. Laypeople, however, do only slightly better than chance when detecting lies and deceptions. Recently, attachment anxiety was linked with people's hypervigilance toward threat‐related cues. Accordingly, we tested whether attachment anxiety predicts people's ability to detect deceit and to play poker—a game that is based on players' ability to detect cheating. In Study 1, 202 participants watched a series of interpersonal interactions that comprised subtle clues to the honesty or dishonesty of the speakers. In Study 2, 58 participants watched clips in which such cues were absent. Participants were asked to decide whether the main characters were honest or dishonest. In Study 3, we asked 35 semiprofessional poker players to participate in a poker tournament, and then we predicted the amount of money won during the game. Results indicated that attachment anxiety, but not other types of anxiety, predicted more accurate detection of deceitful statements (Studies 1–2) and a greater amount of money won during a game of poker (Study 3). Results are discussed in relation to the possible adaptive functions of certain personality characteristics, such as attachment anxiety, often viewed as undesirable.  相似文献   

12.
From September 2007 to May 2011 a total of 471 participants (325 males and 146 females) signed up for an 8‐week Internet‐based cognitive behavioral therapy offered for gamblers in Finland. Sixty‐four percent of the participants were pathological gamblers (PGs) (NODS 5> points), 14% were problem gamblers (NODS 3–4 points) and 10% were at risk of gambling problems (NODS 1–2 points). Two hundred and twenty four participants completed the treatment and after the treatment period significant changes were found in the following variables: gambling related problems (NODS), gambling urge, impaired control of gambling, alcohol consumption (AUDIT‐C), social consequences, gambling‐related cognitive erroneous thoughts and depression (MARD‐S). In this sample co‐morbid alcohol consumption was stronger among males. The main finding of this study was that the onset age of gambling was associated with a greater amount of gambling‐related cognitive erroneous thoughts.  相似文献   

13.
Using a slot machine simulation, our laboratory has found that participants, given the opportunity not to gamble and to keep the money they have been staked, almost always choose to play the simulation. In this study, the authors investigated whether increasing the salience of the money for which participants played or increasing the response effort required to gamble the money would decrease gambling. In Experiment 1, participants in different groups were told about, were shown, or held the dollars 10 they were to be staked to play the simulation. Results showed that participants who held the money prior to gambling played fewer trials and bet less money than participants in other groups. In Experiment 2, participants in different groups were staked with dollars 5 in nickels, quarters, or their choice of nickels or quarters. Results showed that the participants staked with nickels ultimately gambled a similar amount of money as did participants staked with quarters. They did so by playing the simulation more times than the other participants. Participants staked with nickels did, however, end the session with the most money. Findings suggest ways that gambling and gambling losses can be lessened.  相似文献   

14.
是风险规避还是后悔规避左右人们的冒险行为?基于风险行为跨领域特殊性,本研究假设:决策者是规避风险还是规避后悔具有领域特异性。本研究选取有涉赌经验的澳门居民为样本,以其参与13种博彩的次数为指标考察其真实风险行为。结果验证了上述假设,风险规避说或后悔规避说都不能单独解释个体的风险倾向,个体是风险规避、后悔规避,或二者皆有,取决于其所处的具体风险情境类别。该发现有助于加深对风险行为特征的认识,亦可为预防及应对问题赌博提供启发和指导。  相似文献   

15.
High-(N = 22) and low-(N = 22) frequency gamblers were subjected to provocation with gambling or neutral stimuli prior to playing a poker machine. All Ss used a minimum of AS$3 of their own money and played a machine currently in use in local clubs with a maximum major payout of AS$100. HR and subjective measures of arousal were taken throughout. Neither provocation condition resulted in changes from baseline arousal in either group. Playing was associated with increases in arousal in both groups, but significantly greater arousal was shown by high-frequency players.  相似文献   

16.
Contemporary behavior-analytic perspectives on gambling emphasize the impact of verbal relations, or derived relational responding and the transformation of stimulus functions, on the initiation and maintenance of gambling. Approached in this way, it is possible to undertake experimental analysis of the role of verbal/mediational variables in gambling behavior. The present study therefore sought to demonstrate the ways new stimuli could come to have functions relevant to gambling without those functions being trained directly. Following a successful derived-equivalence-relations test, a simulated board game established high- and low-roll functions for two concurrently presented dice labelled with members of the derived relations. During the test for derived transformation, children were reexposed to the board game with dice labelled with indirectly related stimuli. All participants except 1 who passed the equivalence relations test selected the die that was indirectly related to the trained high-roll die more often than the die that was indirectly related to low-roll die, despite the absence of differential outcomes. All participants except 3 also gave the derived high-roll die higher liking ratings than the derived low-roll die. The implications of the findings for behavior-analytic research on gambling and the development of verbally-based interventions for disordered gambling are discussed.  相似文献   

17.
Online sports betting is a popular recreational activity in Nigeria. Like other forms of gambling, risk of pathological progression exists for gamblers who continue betting despite severe financial and psychosocial consequences. In the present study, we examined whether this population of gamblers shows deficits in decision making and cognitive flexibility that have been documented in Western gambling populations. Thirty-six online sports bettors and 42 non-gambling participants completed a version of the Iowa gambling task (IGT) and an established set-shifting task for the assessment of cognitive flexibility. The two groups did not differ significantly in the selection of disadvantageous decks on the IGT. In contrast, sports bettors committed significantly more errors on the set-shifting task than non-gambling control participants. As this performance deficit was not specific to trials requiring a set shift, it most likely resulted from gambling-related changes in general cognitive or motivational abilities that are required to successfully complete challenging mental tasks. While our results illustrate that findings from Western populations cannot automatically be generalised to other contexts, it should be noted that we focused on only one particular type of gambling and included mostly participants with mild gambling-related problems.  相似文献   

18.
Colors carry meaningful psychological signals. We hypothesized that the color red serves as a powerful cue in competition, affecting both actors and perceivers. Using simplified poker games we investigated the psychological meaning of color in competitive interaction, by examining how the color of chips (red vs. blue or white) used by participants or their competitors affected behavior. Although chip color was objectively unrelated to the chips' value or competitors' strength, perceiving competitors using red chips renders competitors more intimidating, which leads perceivers to withdraw. Furthermore, actors who used red chips felt more dominant, which led them to enhanced competitive approach. Displaying red thus makes actors feel stronger and increases competitive approach; perceivers of displays of red in competitors feel intimidated and withdraw from competing.  相似文献   

19.
研究从金钱补偿的视角考察社会排斥对不确定性决策的影响以及金钱激励的调节作用。实验发现,有金钱激励时,被排斥者在爱荷华赌博任务(Iowa gambling task,IGT)中的行为分数(组块2和3的选牌净分数和总的盈利分数)显著高于社会接纳者,表现为风险规避; 在无金钱激励时,被排斥者在IGT任务中的行为分数(组块4和5的选牌净分数和总的盈利分数)显著低于被接纳者,表现为风险寻求。实验结果表明社会排斥对不确定性决策的影响受到金钱激励的调制。  相似文献   

20.
Two studies investigated the relationship between casino proximity and gambling participation, expenditure, and pathology. In Study 1, 8,842 participants were categorized into 1 of 4 driving distances from their home to the nearest casino in the province of Quebec: 0-100 km, 100.01-200 km, 200.01-300 km, or 300.01-981 km. In Study 2, 5,158 participants, who lived within a 100-km driving distance from the Montreal casino, were classified into 1 of 5 equidistant, 20-km driving distances. A survey company interviewed participants regarding their gambling habits. Results indicated a positive link between casino proximity and gambling participation (at the provincial and Montreal levels) and expenditure (at the provincial level only) but no link with the current prevalence rate of probable pathological gambling or of problem gambling. In a setting in which many types of gambling activities are available, casino proximity in itself does not appear to explain the rate of gambling-related problems. It is necessary to continue prospective research on exposure and adaptation theories as potential explanations for the development of pathological gambling.  相似文献   

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