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Attitudes, beliefs and impulsivity in online gambling addictionTrivedi, Rohit, Teichert, T. 05 September 2018 (has links)
Yes / Gambling research often refers to attitude and belief measurements to distinguish between problem and non-problem gamblers. Past studies also indicated that problem gamblers have a tendency to steeply discount rewards. We join both research streams and investigate the relationships between attitudes and beliefs on gambling addiction with the moderating effects of delay discounting using a novel methodological approach of double-hurdle model. We hereby differentiate the five subdimensions of the Gambling Attitude and Belief Scale (GABS): emotions, chasing, luck, attitudes and strategies. Findings show that emotional predispositions and chasing tendencies are positively related to the severity of online gambling addiction, independent of gamblers´ impulsivity. In contrast hereto, gambling attitudes act as inhibitor for gamblers willing to wait for some time to receive higher reward. Findings show that money-related impulsiveness influences the relationship between sub-dimensions of GABS and gambling addiction: Gambling attitudes and beliefs do not necessarily harm online gamblers but that their positive or negative relationship to addiction depends on online gamblers’ impulsivity.
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Stop : Creating universal design recommendations for modal windows as a responsible gambling strategyOttosson, Emil January 2019 (has links)
A lot of people like gambling. Even though it brings excitement, it has its dark sides as well. Problem gambling is a disease that destroys lives every day. As gambling are entering the digital domain, phenomenon such as E-sport has made it easier than ever to gamble. Therefore it is important to minimize the risk of gambling addiction among the users. At present time, as an attempt to make this possible, legislators have started to implement different rules on how companies need to deal with responsible gambling. A trend, that has become a problem, is that gamblers tend to not read warning messages that they get when they have been playing for a long period of time. This thesis is about producing recommendations for how to design these modal windows so that users actually take the time to read the information they receive. The methods used in this thesis are connected to the 6 phases of the design thinking process produced by Nielsen Norman Group and they were literature studies, interviews, prototyping and user testing. It was found that people with a previous gambling addiction wanted to see information about how much money they had spent in total on their account. That could also show more clearly how serious one's playing habits are. One cannot stop everyone from developing a gambling addiction, but one can give everyone a chance to become healthy.
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En kvalitativ analys av spelberoendeSvanberg, Ann January 2007 (has links)
<p>The aim of this study is to gain an increased knowledge and deeper understanding of compulsive gambling and its consequences in today‟s society. Gambling addiction will be described and analysed by a selection of experts, therapists and people with an addictive gambling background. The basis of the empirical research has been undertaken by a qualitative design with interviews consisting of three fundamental themes. The research group of eight participants included four gamblers, two therapists and two specialists. The knowledge perspective focused on the entire „hermenuetisk‟ circle - before, during and after a gambling period. The entry phase into a gambling game showed the reality in which the gambler could feel alive and excited. When participating in gambling, addicts are mentally active and engaged. Therefore, they often experience a sense of being good at what they are doing, which provides them with a purpose. However, the post gambling period sees this sense of meaningfulness dissolve into feelings of guilt, anxiety and failure. During the rehabilitation gamblers experienced anxiety and a powerful lure to play, but if these feelings are conquered they finally feel a sense of release and freedom from gambling. The psychological study showed that the power of gambling provided addicts with a short-term feeling of strength and belonging, as their gambling experiences created an identity. A social study focuses on the gambler‟s own interpretations of their gambling experiences. This provides an insight into the gamblers reality that governs the behavioural patterns of an addict. According to a cognitive perspective, various emotional events provide gamblers with fulfilment during the gambling and then either euphoria from winning or disillusionment from losing.<em></em></p> / <p>Studiens syftet var att få ökad kunskap och förståelsen kring spelberoende i dagens samhälle samt följder därav. Följande övergripande frågeställning var i fokus: Hur beskriver och kommenterar ett urval av experter, behandlare samt personer med spelberoendebakgrund sina erfarenheter av spelproblematiken idag? Forskningsunderlagets empiriska material har bearbetats utifrån en kvalitativ design med intervjuer bestående av tre grundläggande teman på åtta deltagare varav fyra brukare, två behandlare och två specialister. Det epistemologiska synsättet fokuserades på helheten av karakteriserande tolkning utifrån en hermenuetisk cirkel samt tematisering före, under och efter en spelperiod. Vägen in i spel visade den faktiska verkligheten som innebar att få uppleva sig själv som existerande. Att spela innebar att vara duktig, aktiv och engagerande men att spela i ett senare skede innebar att meningsfullhet förbyttes mot skuldkänslor, ångest och misslyckande. Vägen ut ur spel visade en falsk känsla av beständighet, att må dåligt under behandlingstiden, känna ångest och ha spelsug men som förbyttes till befrielse efter behandlingen. I existentialistiskt perspektiv visade resultatet att makten över spelet innebar kraft och styrka genom att spelaren byggde upp sin identitet på optimala upplevelser. Utifrån socalkonstruktivistisk perspektiv speglades omgivande faktorer genom spelarens egen tolkning, och upplevelsen var att verkligheten utgjorde den kunskap som styrde beteendet. Enligt kognitivt perspektiv var strukturer sammankopplade i en process som innebar en positiv förankring men som i ett senare skede innebar lust eller olustkänslor.</p>
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En kvalitativ analys av spelberoendeSvanberg, Ann January 2007 (has links)
The aim of this study is to gain an increased knowledge and deeper understanding of compulsive gambling and its consequences in today‟s society. Gambling addiction will be described and analysed by a selection of experts, therapists and people with an addictive gambling background. The basis of the empirical research has been undertaken by a qualitative design with interviews consisting of three fundamental themes. The research group of eight participants included four gamblers, two therapists and two specialists. The knowledge perspective focused on the entire „hermenuetisk‟ circle - before, during and after a gambling period. The entry phase into a gambling game showed the reality in which the gambler could feel alive and excited. When participating in gambling, addicts are mentally active and engaged. Therefore, they often experience a sense of being good at what they are doing, which provides them with a purpose. However, the post gambling period sees this sense of meaningfulness dissolve into feelings of guilt, anxiety and failure. During the rehabilitation gamblers experienced anxiety and a powerful lure to play, but if these feelings are conquered they finally feel a sense of release and freedom from gambling. The psychological study showed that the power of gambling provided addicts with a short-term feeling of strength and belonging, as their gambling experiences created an identity. A social study focuses on the gambler‟s own interpretations of their gambling experiences. This provides an insight into the gamblers reality that governs the behavioural patterns of an addict. According to a cognitive perspective, various emotional events provide gamblers with fulfilment during the gambling and then either euphoria from winning or disillusionment from losing. / Studiens syftet var att få ökad kunskap och förståelsen kring spelberoende i dagens samhälle samt följder därav. Följande övergripande frågeställning var i fokus: Hur beskriver och kommenterar ett urval av experter, behandlare samt personer med spelberoendebakgrund sina erfarenheter av spelproblematiken idag? Forskningsunderlagets empiriska material har bearbetats utifrån en kvalitativ design med intervjuer bestående av tre grundläggande teman på åtta deltagare varav fyra brukare, två behandlare och två specialister. Det epistemologiska synsättet fokuserades på helheten av karakteriserande tolkning utifrån en hermenuetisk cirkel samt tematisering före, under och efter en spelperiod. Vägen in i spel visade den faktiska verkligheten som innebar att få uppleva sig själv som existerande. Att spela innebar att vara duktig, aktiv och engagerande men att spela i ett senare skede innebar att meningsfullhet förbyttes mot skuldkänslor, ångest och misslyckande. Vägen ut ur spel visade en falsk känsla av beständighet, att må dåligt under behandlingstiden, känna ångest och ha spelsug men som förbyttes till befrielse efter behandlingen. I existentialistiskt perspektiv visade resultatet att makten över spelet innebar kraft och styrka genom att spelaren byggde upp sin identitet på optimala upplevelser. Utifrån socalkonstruktivistisk perspektiv speglades omgivande faktorer genom spelarens egen tolkning, och upplevelsen var att verkligheten utgjorde den kunskap som styrde beteendet. Enligt kognitivt perspektiv var strukturer sammankopplade i en process som innebar en positiv förankring men som i ett senare skede innebar lust eller olustkänslor.
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Jogo patológico : um estudo sobre jogadores de bingo, videopoker e jockey club / Pathological gambling : a study about bingo, video poker and jockey club bettorsOliveira, Maria Paula de Magalhães Tavares de 06 August 1997 (has links)
O presente estudo teve como objetivo caracterizar o comportamento de jogadores que frequentam casas de bingo, videopoker e Jockey Club. Foram pesquisados 171 sujeitos, sendo 63 no Jockey Club, 65 em casas de bingo e 43 em casas de videopoker. Em cada categoria de jogo obtiveram-se 25 questionários classificados como jogadores patológicos pela escala SOGS. A maioria dos entrevistados eram de sexo masculino, casados, de religião católica, tinham 2o. grau ou superior completo e trabalhava em período integral. A média de idade foi de 40 anos e a mediana da renda foi R$ 4.000,00. Em ordem decrescente, os jogos mais praticados pelo menos uma vez na vida pelos jogadores pesquisados foram: loteria, bingo, cartas e corridas de cavalo. Jogadores patológicos e jogadores não patológicos não se diferenciaram quanto a nenhuma das características socio-demográficas pesquisadas, mas se diferenciaram quanto à prática de alguns jogos. Na vida, mais jogadores patológicos jogaram carta, em corridas de cavalo, videopoker e dados do que os não patológicos. Nos últimos 12 meses e nos últimos 30 dias, jogadores patológicos se diferenciaram por jogar mais videopoker. Esses jogadores também utilizaram mais dinheiro para apostar em um só dia, além declararem ter ganho quantias maiores de dinheiro no jogo. Quanto ao estado emocional relativo ao jogo, jogadores patológicos tendem a ficar mais ficam tensos antes de jogar e relatam sentimentos negativos durante e depois do jogo. Não patológicos sentem-se bem e tranquilos antes, relatam sentimentos neutros durante e positivos depois de jogar. Quando pararam de jogar por um tempo, jogadores patológicos relataram sentimentos negativos enquanto que os não patológicos relataram sentimentos neutros. Jogadores patológicos sentem mais falta do jogo quando param de jogar, mas poucos procuraram ajuda devido a problemas associados ao jogo. Pais de jogadores patológicos não se diferenciaram quanto ao fato de jogarem ou beberem demais de pais de jogadores não patológicos . Quando se analisa o uso de álcool e outras drogas, a única diferença significativa encontrada foi maior uso de tabaco na vida pelos jogadores patológicos. Os jogadores patológicos pesquisados no bingo, videopoker e Jockey Club foram também comparados entre si. As únicas diferenças significativas encontradas foram: presença de mais jogadores casados no bingo e jovens no videopoker; no Jockey Club, maior frequência de apostas em esportes, de discussão familiar por causa do dinheiro gasto no jogo e de empréstimo por agiotas. / In this study sociodemographic variables and gambling behavior of videopoker, bingo and horse-race gamblers were examined. One hundred seventy one subjects, 63 from the Jockey-Club of São Paulo, 65 from bingo clubs and 43 from videopoker clubs were administered a questionnaire adapted from the South Oacks Gambling Screen - SOGS, and 25 individuals of each group were classified as pathological gamblers. The majority of subjects were married catholic males, who had at least a high school degree and full-time jobs. Mean age was 40 years and median income was U$ 4000.00. In descending order, lottery, bingo, card games, and horse-race were the most frequent types of games played at least once by the subjects. Comparisons between pathological and non-pathological gamblers revealed no significant difference in any sociodemographic variables, but the two groups differed in their gambling activities. Pathological gamblers had played significantly more cards, bet on horses, played videopoker and dice games in their lives than the other group. Pathological gamblers also played significantly more videopoker in the previous month and previous year than non-pathological gamblers. They also bet more money in one day of gambling and also reported making more money from this activity than non-pathological gamblers. With respect to gambling-related emotions, pathological gamblers reported feeling tense before gambling and negative affects during and after gambling. The non-pathological group reported a sense of well being before gambling and neutral affects during and after it. Pathological-gamblers reported negative affects during periods when they stopped gambling, while neutral feelings were reported by the non-pathological group. The former also missed this activity more than the non-pathological group, but few sought help for problems associated with gambling. Gambling habits and alcohol use between parents of pathological and non-pathological gamblers were not significantly different. The two groups also did not differ in their use of alcohol and other drugs but tobacco, which was significantly more consumed in a lifetime by the pathological gambling subjects. Comparisons between bingo, videopoker and horse-race subgroups evidenced few significant differences. There were more married subjects in the bingo group and younger individuals in the videopoker group. The pathological gamblers interviewed at the Jockey Club reported higher frequency of bets in sports, of family arguments between family members because of the amount of money spent on gambling and more credit lines with bookies.
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The proposed new gambling tax in South AfricaRoberts, Justin Esrom January 2011 (has links)
In the 2011/2012 Budget Speech delivered by the Minister of Finance, Pravin Gordhan, it was announced that a 15% withholding tax on gambling winnings above R 25 000 was to be introduced with effect from 1 April 2012. This treatise was undertaken to critically analyse the different elements of the proposed new withholding tax. It was established that the fiscus already benefits significantly from the gambling industry and levies and taxes from the gambling industry dwarf the revenue SARS collect from other forms of taxes such as Donations tax and Estate Duty tax. The necessity, therefore, of taxing gambling winnings in the hands of the individual is debatable. A comparison with the three foreign countries used by the Minister as an example of countries who have successfully implemented a withholding tax on gambling winnings exposed operational or other characteristics which bear no significant relationship to the situation in which the industry operates in South Africa. Probably the most significant difference is the fact that in the three foreign countries, losses are deductible and only the net gains are taxed. Although it iv could add to an already seemingly administrative-intensive legislation, it is submitted that taxing gambling winnings and ignoring losses suffered by gamblers will be disproportionately unfair towards the taxpayer. The many questions raised in this treatise illustrate the level of uncertainty still surrounding the new proposed gambling tax. It is hoped that communication will be provided by SARS as soon as possible to address the issues at hand. This would go a long way in ensuring that the implementation of the proposed withholding tax on gambling winnings is as smooth and efficient as possible.
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Psychological Interventions in Gambling DisorderGinley, Meredith K., Rash, Carla J., Petry, Nancy M. 01 January 2019 (has links)
Psychological interventions can improve outcomes and reduce symptom severity for individuals with gambling disorder. This chapter provides an overview of current evidence from moderate- to large-scale randomized controlled trials of psychotherapy interventions for the treatment of gambling problems. Interventions include full-length professionally delivered therapies (behavior therapy, cognitive therapy, and cognitive-behavioral therapy), as well as self-directed workbooks and computer-facilitated programs. Motivational interventions, including motivational interviewing, motivational enhancement therapy, and personalized feedback, are also reviewed. This chapter highlights gambling-related treatment outcomes and comparisons between conditions for randomized trials, with an emphasis on treatment dropout. Attrition rates are generally high across all multi-session intervention modalities and formats. Overall, findings suggest that no specific treatment consistently outperforms other active treatments, but cognitive-behavioral therapy does have the most empirical support for the treatment of gambling disorder. In addition, brief motivational interventions are sufficient for some gamblers to change their behavior, particularly those experiencing only a few adverse symptoms from their gambling involvement. Future research efforts will benefit from further refining existing treatments to improve retention, which in turn may enhance effectiveness.
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Treating gambling addiction : a psychological study in the South African contextBulwer, Miranda 06 1900 (has links)
The objectives of this study were to provide a detailed biopsychosocial description of the characteristics of a sample of 100 individuals screened and referred by the National Responsible Gaming Programme helpline for their outpatient treatment programme over an eighteen month period, and, importantly, to measure the success of this specific treatment programme at set intervals, up to a one year follow-up period. While 80% of the sample did not relapse during the six-week treatment programme, the number of treatment seekers without any gambling relapses during each follow-up period declined, and those falling back into gambling increased as time went on. After one year 47% of treatment seekers managed not to revert back to gambling – total abstinence. A further 28% reported having relapsed once or twice or that their gambling was controlled. 25% of treatment seekers reported that they reverted back to gambling fulltime which leaves the success rate of the treatment at 75%. Treatment seekers reported an overall reduction in gambling participation, debt and expenditure and an overall improvement in social and vocational functioning. There is evidence in this study to support the perspective that pathological gambling is a multidimensional disorder and that certain sub-groups of gamblers have distinct gambling behaviour. / Psychology / M.Soc.Sc.
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Gambling-think : how game structures and cultural factors shape cognitive (gambling-related) biasesLim, Matthew Sheng Mian January 2013 (has links)
Background: Cognitive perspectives suggest that gambling-related cognitive (GRC) biases contribute to the development and maintenance of gambling problems. Evidence has since accumulated to support these claims: GRCs tend to be stronger amongst problems (and pathological) gamblers, and can be effective therapeutic targets of talking treatments. However a richer account of how GRCs are conditioned by gamblers' game and group interactions might enhance their explanatory power and therapeutic value. Methods: Here, I present the results of an extended programme of research involving: (i) laboratory-based experiments on action-based expressions of illusions of control (IOC; Studies 1-4) and value learning when making decisions under uncertainty (Study 5); (ii) online surveys of Chinese gamblers' participation patterns and beliefs in luck (Study 6); and finally, (iii) qualitative interviews of treatment-seeking professional footballers in the United Kingdom (Study 7). Results: Studies 1-2 demonstrated that (non-problematic) gamblers displayed IOC biases by rolling a simulated die for longer when attempting to hit targets with larger prizes and numerical values. These action-based expressions of IOC were facilitated by congruent target numbers and prizes (Study 3), and heightened competition with gambling co-actors (Study 4). Additionally, computational models of gamblers' choices in Study 5 showed that self-report GRCs, and impulsivity, weaken gamblers' ability to learn the value of competing game options. Next, Study 6 reported that Chinese gamblers' GRCs were related to a broader range of gambling activities, and self-report IOCs mediated the association between beliefs in luck and the number of reported gambling problems. Finally, Study 7 found that social pressures, high income, and work-related frustrations precipitated problematic gambling involvement in treatment-seeking footballers. Discussion: Overall, the results suggest that a richer account of GRCs can be achieved by considering the sensorimotor and sociocultural contexts of gamblers. My thesis concludes with a discussion of GRCs within more recent theoretical developments of the embodied and social cognitions paradigms.
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Sustainable Gambling Business : -The responsibility of companies to protect gamblers from becoming addictiveJohansson, Daniel, He, Bing January 2014 (has links)
Gambling availability has increased as well as the number of people gambling. Within gambling, addiction has become a growing problem, affecting both the gambling business as well as the individuals. This situation forces companies to balance their profit with responsible action in order to prevent gambling addiction. This thesis examines why and how gambling companies differ in their methods to help players avoid addiction in order to establish a sustainable society. A multiple case-study has been carried out, where three gambling companies have been examined and analyzed. The companies are Svenska Spel, Norsk Tipping and Unibet. The survey is based on interviews with representatives from the companies working in the departments of Responsible gambling or CSR. The conclusions of this study show that gambling companies can profit both economically and establish good will, if they show responsibility. Gambling companies differ in how they handle addiction, mainly because of diffuse concepts as CSR and Responsible Gambling. If gambling companies cooperate actively between themselves as well as with research of addiction, a balanced, sustainable society may be reached. Discussions of solving the problem of gambling addiction can preferably continue in order to reach a sustainable society.
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