44,436 research outputs found

    Online therapy of addictive behaviors

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    Clinicians working in the field of addictive behaviors cannot afford to ignore the Internet. Psychological advice, help, and treatment for addicts are no exceptions, with both counseling and psychotherapy entering the computer age. This paper reviews the main issues in the area and approaches the discussion acknowledging that online therapy has to be incorporated within the overall framework of the need for clinical assistance. The paper also provides brief overviews of some websites as illustrative examples of what types of online therapy are available

    Addiction trends: Internet v casino gambling

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    Gambling addictions always result from an interaction and interplay between many factors including the person’s biological and/or genetic predisposition, their psychological constitution, their social environment and the nature of the activity itself (Griffiths, 1999). There is no precise frequency level of a gambling game at which people become addicted since addiction will be an integrated mix of factors in which frequency is just one factor in the overall equation. This brief paper attempts to examine whether Internet gambling is problematic, and more importantly, whether Internet gambling is potentially more problematic than casino gambling. To do this it briefly overviews the empirical research on Internet gambling. It also outlines the literature on ‘Internet addiction’ and examines whether Internet gambling is therefore ‘doubly addictive’

    Collecting behavioural addiction treatment data using Freedom of Information requests

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    There is now a growing movement that views a number of behaviours as potentially addictive including many that do not involve the ingestion of a drug (i.e., behavioural addictions such as gambling addiction and sex addiction). As a consequence of being ‘medicalised’ and ‘pathologised’, such disorders have led individuals to seek treatment for their particular behavioural addiction. This case study examines a new method of collecting data on behavioural addiction treatment via the use of Freedom of Information (FOI) requests. More specifically, this case study briefly overviews two published studies that have used FOI requests to collate data on treatment of gambling addiction and sex addiction within the British National Health Service. It is argued that FOI requests for data have many advantages including almost 100% response rates (as organisations are legally required to respond to information requests), and nationally representative data that are highly objective

    Fearless: Josh Griffiths

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    Continually a strong voice for the underrepresented on campus, working with other students and faculty to take initiative in changing campus policy and culture toward the LGBTQ community, and serving as a leader in multiple groups and organizations on campus, Josh Griffiths ’14 fearlessly advocates for members of our campus community, making Gettysburg a more open and welcoming space. [excerpt

    Ethical issues surrounding e-gambling data collection

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    Online gambling data collection is becoming a focus of interest for various stakeholders in the online gaming industry, since it is relevant for advertising, attracting new players, exploring new markets and trying out new products. Mark Griffiths, of Nottingham Trent University, and Monica Whitty, of the University of Leicester, give an overview of some of the ethical issues raised by data collection in the gaming industry and research undertaken in the gambling studies field

    Risky business: when a CRM vendor masqueraded as an ERP specialist

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    Taking a social shaping perspective we unpack the development trajectory of a packaged software product to show, that contrary to mainstream accounts, design is not completely specified a-priori and that the process continues throughout implementation, and use. We show how developers, in this case third party vendors, can continue to engage in shaping packages during implementation and also how users contribute to the development effort. In particular, we illustrate how a customer relationship management package application targeted at a particular organisational function was configured to make an enterprise wide system and the key role of the vendor in this effort. To do this we refer to a 3- year qualitative field study of an expanding United Kingdom based consultancy company undergoing extreme ICT related change. This empirical research is used to explore an often ignored phenomenon, that of the role of vendors in appropriating ICTs and the potential risks they bring. Through this, we highlight the plight and responsibilities of low-level organisational actors in this process in cognisance of the fact they usually have a minor role in ICT selection but become a major player in dealing with vendors at the implementation stage when the devil is truly in the detail. The risks we identify relate to: vendor sales pitches of products as specifically related to their capabilities and the products they put forward; the calling upon of organisational resources by vendors; vendor knowledge of the application are and the actual ‘social’, ‘technical’ and ‘organisational’ capabilities of vendors to deliver a working product. We also point to the risks managers in vendor and consumer organisations create by placing their staff in difficult conditions within appropriation processes. The implications of our work centre on the need for further research related to: vendor/developer risks of packaged software, custom and open source projects; notions of professionalism and ethics in the software industry and project working conditions

    Limit setting and player choice in most intense online gamblers: an empirical study of online gambling behaviour

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    Social responsibility in gambling has become a major issue for the gaming industry. The possibility for online gamblers to set voluntary time and money limits is a social responsibility practice that is now widespread among online gaming operators. The main issue concerns whether the voluntary setting of such limits has any positive impact on subsequent gambling behaviour and whether such measures are of help to problem gamblers. In this paper, this issue is examined through data collected from a representative random sample of 100,000 players who gambled on the win2day gambling website. When opening an account at the win2day site, there is a mandatory requirement for all players to set time and cash-in limits (that cannot exceed 800 Euros per week). During a three-month period, all voluntary time and/or money limit setting behaviour by a subsample of online gamblers (n=5000) within this mandatory framework was tracked and recorded for subsequent data analysis. From the 5,000 gamblers, the 10% most intense players (as measured by theoretical loss) were further investigated. Voluntary spending limits had the highest significant effect on subsequent monetary spending among casino and lottery gamblers.. Monetary spending among poker players significantly decreased after setting a voluntary time limit.. The highest significant decrease in playing duration was among poker players after setting a voluntary playing duration limit. The results of the study demonstrated that voluntary limit setting had a specific and significant effect on the studied gamblers. Therefore, voluntary limits appear to show voluntary limit setting had an appropriate effect in the desired target group (i.e., the most gaming intense players)
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