212 research outputs found

    Examining Correlates of Problematic Internet Pornography Use Among University Students

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    The phenomenon of Internet pornography (IP) addiction is gainingincreasing attention in the popular media and psychological research.What has not been tested empirically is how frequency and amount ofIP use, along with other individual characteristics, are related tosymptoms of IP addiction. Methods 105 female and 86 male university students (mean age 21) from Calgary,Canada, were administered measures of IP use, psychosocial functioning(anxiety and depression, life and relationship satisfaction), addictivepropensities, and addictive IP use. Results Men reported earlier age of exposure and more frequent currentIP use than women. Individuals not in relationships reported morefrequent use than those in relationships. Frequency of IP use wasnot generally correlated with psychosocial functioning but was significantlypositively correlated with level of IP addiction. Higher level ofIP addiction was associated with poorer psychosocial functioning andproblematic alcohol, cannabis, gambling and, in particular, videogame use. A curvilinear association was found between frequency ofIP use and level of addiction such that daily or greater IP use wasassociated with a sharp rise in addictive IP scores. Discussion The failure to find a strong significant relationship between IPuse and general psychosocial functioning suggests that the overalleffect of IP use is not necessarily harmful in and of itself. Addictiveuse of IP, which is associated with poorer psychosocial functioning,emerges when people begin to use IP daily

    A Randomized Controlled Trial of a Personalized Feedback Intervention for Problem Gamblers

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    <div><h3>Background</h3><p>Personalized feedback is a promising self-help for problem gamblers. Such interventions have shown consistently positive results with other addictive behaviours, and our own pilot test of personalized normative feedback materials for gamblers yielded positive findings. The current randomized controlled trial evaluated the effectiveness, and the sustained efficacy, of the personalized feedback intervention materials for problem gamblers.</p> <h3>Methodology/Principal Findings</h3><p>Respondents recruited by a general population telephone screener of Ontario adults included gamblers with moderate and severe gambling problems. Those who agreed to participate were randomly assigned to receive: 1) the full personalized normative feedback intervention; 2) a partial feedback that contained all the feedback information provided to those in condition 1 but without the normative feedback content (i.e., no comparisons provided to general population gambling norms); or 3) a waiting list control condition. The primary hypothesis was that problem gamblers who received the personalized normative feedback intervention would reduce their gambling more than problem gamblers who did not receive any intervention (waiting list control condition) by the six-month follow-up.</p> <h3>Conclusions/Significance</h3><p>The study found no evidence for the impact of normative personalized feedback. However, participants who received, the partial feedback (without norms) reduced the number of days they gambled compared to participants who did not receive the intervention. We concluded that personalized feedback interventions were well received and the materials may be helpful at reducing gambling. Realistically, it can be expected that the personalized feedback intervention may have a limited, short term impact on the severity of participants' problem gambling because the intervention is just a brief screener. An Internet-based version of the personalized feedback intervention tool, however, may offer an easy to access and non-threatening portal that can be used to motivate participants to seek further help online or in person.</p> <h3>Trial Registration</h3><p><a href="http://ClinicalTrials.gov">ClinicalTrials.gov</a><a href="http://www.clinicaltrials.gov/ct2/show/NCT00578357">NCT00578357</a></p> </div

    Becoming a winner – Defeating problem gambling. A self-help manual for problem gamblers. Addictive Behaviours Laboratory, University of Calgary and Addiction Centre – Alberta Health Services, 2002.

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    Tämä oma-apuopas on tarkoitettu rahapelaamisen vähentämisen tai lopettamisen tueksi. Opasta voi käyttää omatoimisesti muutoksen tukena. Oma-apuopasta voi käyttää myös ammattilaisten apuvälineenä rahapelaamisen puheeksioton yhteydessä ja lyhytneuvontatilanteissa.Pelihaitat - tukiaineisto2. tarkistettu paino

    Component Model of Addiction Treatment: A Pragmatic Transdiagnostic Treatment Model of Behavioral and Substance Addictions

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    Behavioral addictions such as gambling, video games, sex, and shopping share many clinical features with substance use addictions including etiology, course, and neurobiology. Yet, the treatment of behavioral and substance use addictions tends to be separated. However, we argue that a more effective and efficient treatment approach is to conceptualize behavioral and substance use addictions as different expressions of a common underlying disorder and, in treatment, to address the underlying mechanisms common to both. To this end, the article presents a developing transdiagnostic treatment model of addictions that targets underlying similarities between behavioral and substance use addictions, called the component model of addiction treatment (CMAT). The CMAT is transdiagnostic in that it can be used in the treatment of both behavioral and substance use addictions. It is pragmatic in that it targets component vulnerabilities, which are enduring, yet malleable, individual psychological, cognitive, and neurobiological characteristics that are common to all addictive disorders and have been demonstrated to be modifiable. A working model of CMAT is presented, including proposed component vulnerabilities: lack of motivation, urgency, maladaptive expectancies, deficits in self-control, deficits in social support, and compulsivity, as well as their potential intervention possibilities. Future directions and potential implications of the CMAT are discussed

    Structural or Dispositional? An Experimental Investigation of the Experience of Winning in Social Casino Games (and Impulsivity) on Subsequent Gambling Behaviors

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    Background and aims: In the present research, we experimentally investigated whether the experience of winning (i.e., inflated payout rates) in a social casino game influenced social casino gamers’ subsequent decision to gamble for money. Furthermore, we assessed whether facets of dispositional impulsivity – negative and positive urgency in particular – also influenced participants’ subsequent gambling. Methods: Social casino gamers who were also current gamblers (N = 318) were asked to play a social casino game to assess their perceptions of the game in exchange for 3.Unbeknownsttothem,playerswererandomlyassignedtooneofthreeexperimentalconditions:winning(n=110),breakeven(n=103),orlosing(n=105).Afterplaying,participantswereofferedachancetogambletheir3. Unbeknownst to them, players were randomly assigned to one of three experimental conditions: winning (n = 110), break-even (n = 103), or losing (n = 105). After playing, participants were offered a chance to gamble their 3 renumeration in an online roulette game. Results: A total of 280 participants (88.1%) elected to gamble, but no between-condition variation in the decision to gamble emerged. Furthermore, there were no differences in gambling on the online roulette between condition. However, higher levels of both negative and positive urgency increased the likelihood of gambling. Finally, impulsivity did not moderate the relationship between experience of winning and decision to gamble. Conclusion: The results suggest that dispositional factors, including impulsive urgency, are implicated in the choice to gamble for social casino gamers following play

    Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance

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    As a response to the COVID-19 pandemic, many governments have introduced steps such as spatial distancing and "staying at home" to curb its spread and impact. The fear resulting from the disease, the lockdown' situation, high levels of uncertainty regarding the future, and financial insecurity raise the level of stress, anxiety, and depression experienced by people all around the world. Psychoactive substances and other reinforcing behaviors (e.g., gambling, video gaming, watching pornography) are often used to reduce stress and anxiety and/or to alleviate depressed mood. The tendency to use such substances and engage in such behaviors in an excessive manner as putative coping strategies in crises like the COVID-19 pandemic is considerable. Moreover, the importance of information and communications technology (ICT) is even higher in the present crisis than usual. ICT has been crudal in keeping parts of the economy going, allowing large groups of people to work and study from home, enhancing social connectedness, providing greatly needed entertainment, etc. Although for the vast majority ICT use is adaptive and should not be pathologized, a subgroup of vulnerable individuals are at risk of developing problematic usage patterns. The present consensus guidance discusses these risks and makes some practical recommendations that may help diminish them

    Obtaining quality data using behavioral measures of impulsivity in gambling research with Amazon’s Mechanical Turk

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    Background and aims: To date, no research has examined the viability of using behavioral tasks typical of cognitive and neuropsychology within addiction populations through online recruitment methods. Therefore, we examined the reliability and validity of three behavioral tasks of impulsivity common in addiction research in a sample of individuals with a current or past history of problem gambling recruited online. Methods: Using a two-stage recruitment process, a final sample of 110 participants with a history of problem or disordered gambling were recruited through MTurk and completed self-report questionnaires of gambling involvement symptomology, a Delay Discounting Task (DDT), Balloon Analogue Risk Task (BART), Cued Go/No-Go Task, and the UPPS-P. Results Participants demonstrated logically consistent responding on the DDT. The area under the empirical discounting curve (AUC) ranged from 0.02 to 0.88 (M = 0.23). The BART demonstrated good split-third reliability (ρs = 0.67 to 0.78). The tasks generally showed small correlations with each other (ρs = ±0.06 to 0.19) and with UPPS-P subscales (ρs = ±0.01 to 0.20). Discussion and conclusions: The behavioral tasks demonstrated good divergent validity. Correlation magnitudes between behavioral tasks and UPPS-P scales and mean scores on these measures were generally consistent with the existing literature. Behavioral tasks of impulsivity appear to have utility for use with problem and disordered gambling samples collected online, allowing researchers a cost efficient and rapid avenue for conducting behavioral research with gamblers. We conclude with best-practice recommendations for using behavioral tasks using crowdsourcing samples

    Co-occurring substance-related and behavioral addiction problems: A person-centered, lay epidemiology approach

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    Background and aims The aims of this study were (a) to describe the prevalence of single versus multiple addiction problems in a large representative sample and (b) to identify distinct subgroups of people experiencing substance-related and behavioral addiction problems. Methods A random sample of 6,000 respondents from Alberta, Canada, completed survey items assessing self-attributed problems experienced in the past year with four substances (alcohol, tobacco, marijuana, and cocaine) and six behaviors (gambling, eating, shopping, sex, video gaming, and work). Hierarchical cluster analyses were used to classify patterns of co-occurring addiction problems on an analytic subsample of 2,728 respondents (1,696 women and 1032 men; Mage = 45.1 years, SDage = 13.5 years) who reported problems with one or more of the addictive behaviors in the previous year. Results In the total sample, 49.2% of the respondents reported zero, 29.8% reported one, 13.1% reported two, and 7.9% reported three or more addiction problems in the previous year. Cluster-analytic results suggested a 7-group solution. Members of most clusters were characterized by multiple addiction problems; the average number of past year addictive behaviors in cluster members ranged between 1 (Cluster II: excessive eating only) and 2.5 (Cluster VII: excessive video game playing with the frequent co-occurrence of smoking, excessive eating and work). Discussion and conclusions Our findings replicate previous results indicating that about half of the adult population struggles with at least one excessive behavior in a given year; however, our analyses revealed a higher number of co-occurring addiction clusters than typically found in previous studies

    Online interventions for problem gamblers with and without co-occurring mental health symptoms: protocol for a randomized controlled trial

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    BACKGROUND Comorbidity between problem gambling and depression or anxiety is common. Further, the treatment needs of people with co-occurring gambling and mental health symptoms may be different from those of problem gamblers who do not have a co-occurring mental health concern. The current randomized controlled trial (RCT) will evaluate whether there is a benefit to providing access to mental health Internet interventions (G + MH intervention) in addition to an Internet intervention for problem gambling (G-only intervention) in participants with gambling problems who do or do not have co-occurring mental health symptoms. METHODS Potential participants will be screened using an online survey to identify participants meeting criteria for problem gambling. As part of the baseline screening process, measures of current depression and anxiety will be assessed. Eligible participants agreeing (N = 280) to take part in the study will be randomized to one of two versions of an online intervention for gamblers – an intervention that just targets gambling issues (G-only) versus a website that contains interventions for depression and anxiety in addition to an intervention for gamblers (G + MH). It is predicted that problem gamblers who do not have co-occurring mental health symptoms will display no significant difference between intervention conditions at a six-month follow-up. However, for those with co-occurring mental health symptoms, it is predicted that participants receiving access to the G + MH website will display significantly reduced gambling outcomes at six-month follow-up as compared to those provided with G-only website. DISCUSSION The trial will produce information on the best means of providing online help to gamblers with and without co-occurring mental health symptoms.This research was funded by the Manitoba Gambling Research Program of Manitoba Liquor and Lotteries
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