13 research outputs found

    The relationship between impulsivity and problem gambling in adolescence

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    Gambling has become one of the most frequently reported addictive behaviors among young people. Understanding risk factors associated with the onset or maintenance of gambling problems in adolescence has implications for its prevention and treatment. The main aim of the present study was to examine the potential relationships between impulsivity and problem gambling in adolescence. Participants were 874 high school students (average age: 15 years old) who were surveyed to provide data on gambling and impulsivity. Selfreported gambling behavior was assessed using the South Oaks Gambling Screen – Revised for Adolescents (SOGS-RA) and impulsivity was measured using the Impulsive Sensation Seeking Questionnaire (ZKPQ), the Barrat Impulsiveness Scale (BIS-11-A), and a delay discounting task. The data were analyzed using both a prospective-longitudinal and a cross-sectional design. In the longitudinal analyses, results showed that the impulsivity subscale of the ZKPQ increased the risk of problem gambling (p = 0.003). In the crosssectional analyses, all the impulsivity measures were higher in at-risk/problem gamblers than in non-problem gamblers (p = 0.04; 0.03; and 0.01, respectively). These findings further support the relationship between impulsivity and gambling in adolescence. Moreover, our findings suggest a bidirectional relationship between impulsivity and problem gambling in adolescence. These results have consequences for the development of prevention and treatment programs for adolescents with gambling problems

    Does e-assessment always fit digital natives? A within-subject comparison between paper- and tablet-based gambling assessments in adolescents

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    Technological development has enabled the use of sophisticated methods for assessing multiple human behaviors. Despite the advantages of these new technologies, concerns exist regarding their equivalence with paper-based measures in epidemiological and health-related surveys. To date, literature on this topic in relation to adolescents is virtually nonexistent. This study compares respondents’ performance on the same survey using both paper- and electronic tablet- based assessment methods. A final sample of 135 adolescents (mean age 17.30 years, SD = 0.59; 56.3% males) consecutively completed two versions of the same survey on gambling behaviors and two questionnaires: The Gambling Motives Questionnaire (GMQ) and the South Oaks Gambling Screening-Revised for Adolescents (SOGS-RA). An ad-hoc questionnaire assessing participants’ satisfaction levels with each method was also used. The digital survey yielded a lifetime, past year, and past month gambling prevalence of 54.1%, 45.2%, and 27.4%, respectively. Paper-based prevalence rates were 3.7-5.2% lower (all p >.092) and there were discrepancies in gambling activities. Although the reliability of the questionnaires was high in both formats, total scores were consistently higher in the paper-based format. GMQ and SOGS-RA intraclass correlations between versions ranged from .856-.884. Unexpectedly, students preferred the paper-based survey to the e-assessment (51.5% vs. 48.5%) and also enjoyed it more (31.3% vs 26.1%). Paper- and tablet-based surveys yield different, albeit non-statistically significant, estimations of gambling behaviors even when the same participants were surveyed at one time. We recommend that consistency be routinely checked across assessment formats when adapting paper-and-pencil measures to digital formats¿La evaluación electrónica siempre se adapta a los nativos digitales? Una comparación intra-sujeto de la evaluación del juego de azar entre papel y tabletas electrónicas en adolescentes. El desarrollo tecnológico ha permitido el uso de métodos sofisticados de evaluación de múltiples comportamientos humanos. A pesar de los avances de estas nuevas tecnologías, existen preocupaciones sobre su equivalencia con las medidas de papel y lápiz en encuestas epidemiológicas y de salud. Hasta la fecha, la literatura en el tema en relación con los adolescentes es prácticamente inexistente. Este estudio compara el desempeño de los participantes sobre la misma encuesta utilizando métodos de evaluación de papel y lápiz y electrónicos. Una muestra de 135 adolescentes (edad media 17.30 años, DT = 0.59; 56.3% hombres) completaron consecutivamente os versiones de la misma encuesta sobre conductas de juego y dos cuestionarios: el Cuestionario de Motivos de Juego (GMQ) y el Cribado de Juego de South Oaks en su versión revisada para adolescentes (SOGS-RA). También se utilizó un cuestionario ad-hoc para evaluar el nivel de satisfacción de los participantes en cada método. La encuesta digital arrojó una prevalencia de juego vida, año y mes de 54,1%, 45,2%, y 27,4%, respectivamente. Las prevalencias en papel fueron 3,7-5,2% menores (todas p >,092) y se mostraron discrepancias en las actividades de apuestas. A pesar de que la fiabilidad de los cuestionarios fue alta en ambos formatos, las puntuaciones totales fueron consistentemente más altas en el formato en papel. Las correlaciones intraclase en el GMQ y SOGS-RA oscilaban entre ,856 - ,884. Inesperadamente, los estudiantes preferían la encuesta en papel sobre el formato digital (51,5% vs. 48,5%) y también lo disfrutaron más (31,3% vs 26,1%). La encuesta en papel y en tableta electrónica mostraron estimaciones diferentes, aunque no estadísticamente significativas, en las conductas de juego, incluso a pesar de haber sido encuestados en el mismo momento. Recomendamos comprobar de manera rutinaria la consistencia entre formatos de evaluación cuando se adapten medidas de papel y lápiz a formato digita

    Factores de riesgo asociados al desarrollo del juego en riesgo y problema en adolescentes

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    Tesis con mención internacional. Tesis doctoral por el sistema de compendio de publicacionesEl uso de los juegos de apuestas suele ser, de forma general, un juego ocasional, de carácter recreacional y social. No obstante, algunas personas pueden llegar a presentar problemas de juego incluso a edades tempranas, con diversas consecuencias tanto para la propia persona como para el entorno que la rodea. Estudios epidemiológicos indican que las tasas de juego problema en población adolescente pueden llegar a representar el doble o incluso el cuádruple que en la población adulta. Bajo un enfoque Bio-Psico-Social de las adicciones, el estudio de los factores de riesgo contribuye a la mejora de los procesos de evaluación, tratamiento y prevención de las conductas adictivas. No obstante, la investigación previa sobre los factores de riesgo para el desarrollo de problemas de juego adolescente presenta ciertas limitaciones. La presente Tesis Doctoral tiene como objetivo superar dichas limitaciones existentes a través del desarrollo de cuatro estudios, que se concretan en los siguientes objetivos específicos: (1) Analizar la relación entre la impulsividad y el desarrollo de problemas de juego adolescente; (2) Explorar la estructura factorial del cuestionario de motivos de juego GMQ; (3) Analizar las diferencias en motivos de juego entre diferentes tipos de jugadores y que presentan diferentes niveles de gravedad de juego; 4) Identificar subpoblaciones de adolescentes en función de su consumo de sustancias y del uso de diferentes actividades de juego, analizando el papel predictor de la impulsividad y las diferencias de género en las clases de pertenencia; y (5) Analizar los patrones de juego y la influencia de diferentes factores de riesgo individuales de forma diferencial para mujeres y hombres con un perfil de juego en riesgo o problema. Los resultados indican que la impulsividad precede las conductas problemáticas de juego futuras, sugiriendo una relación bidireccional entre ambas variables. El análisis de las motivaciones de juego señala que los adolescentes suelen jugar por tres tipos de motivos principales: ‘búsqueda de emociones positivas’, ‘afrontamiento del estrés’ y ‘motivos sociales’, relacionándose estos motivos con diferentes actividades de juego y diferentes niveles de gravedad del mismo. El análisis de los patrones de uso concurrente de sustancias y de juego indica la existencia de tres clases latentes comunes a ambos géneros, dos clases adicionales femeninas y una clase adicional masculina, apoyando el desarrollo paralelo de diferentes conductas adictivas, tanto con sustancia como comportamentales. Además, la impulsividad y la búsqueda de sensaciones presentan un rol importante para la predicción de los diferentes patrones de consumo y juego detectados. En último lugar, el análisis bajo una perspectiva de género refleja que los hombres presentan un perfil más grave de juego que las mujeres adolescentes, así como la presencia de una importancia relativa diferente de los factores de riesgo analizados para mujeres y hombres jugadores. Aunque existen ciertas limitaciones, la presente Tesis Doctoral contribuye al incremento del conocimiento de los factores de riesgo para el desarrollo de problemas de juego en población adolescente, sugiriendo claves para el abordaje preventivo de dicha conducta adictiva

    Gambling Motives Questionnaire validation in adolescents: Differences based on gambling severity and activities

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    Self-reported reasons for gambling have been highlighted as crucial to understanding why adults develop problems with gambling. However, research on motives among adolescents remains scarce. The aim of this study is to explore the factorial structure of the Gambling Motives Questionnaire (GMQ) and to analyze differences in motives among adolescents, depending on the gambling activity and level of gambling severity. A total of 698 adolescent gamblers (M = 15.24, SD = .76) were assessed. As well as the GMQ, the South Oaks Gambling Screen (SOGS-RA) questionnaire was used. Gamblers were classified into three categories (strategic, non-strategic, and mixed) according to the activities engaged in during the last year. An Exploratory Factor Analysis was conducted followed by a Confirmatory Factor Analysis in order to explore the internal structure of the GMQ. Three two-way between-groups Analyses of Variance (ANOVA) were conducted to explore differences in motives according to the type of activity and the gambling severity levels. According to the factorial structure of the GMQ, three main groups of motivations were found: enhancement, coping and social. Compared to non-problem gamblers, problem gamblers scored higher on all motives. Moreover, gamblers seeking enhancement prefer strategic games, those gambling to cope with stress use non-strategic games more frequently, while social gamblers do not show a preference for either strategic or non-strategic games. In conclusion, gambling motives are related to gambling severity and structural characteristics of gambling. These findings may be useful from a prevention standpoint

    The mediating effect of mental health symptoms in the relationship between bullying victimization and engagement in addictive behaviors

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    Engagement in gambling and substance use have frequently been reported as methods of coping with traumatic situations or maltreatment experiences such as bullying. However, the mediating role of mental health symptoms in this relationship remains unclear, with conflicting findings being evidenced regarding internalizing and externalizing symptoms. The aim of the current study is to identify whether the relationship between bullying victimization and addictive behavior use is mediated by mental health symptoms. Questionnaire responses assessing type and frequency of bullying victimization, mental health symptoms, and frequency of engagement in addictive behaviors (cigarette, marijuana, alcohol and gambling) were collected from 6,907 high-school students in Ohio. Path analysis modeling estimated the relationships among bullying victimization, mental health symptoms and engagement in addictive behaviors. Results indicate that victims of bullying endorsed a higher number of aggressive, delinquent, anxious and depressive symptoms. Although aggressive and delinquent symptoms were related to engagement in a higher number of addictive behaviors, anxious symptoms were related to using a lower number of addictive behaviors. Depressive symptoms were non-significant in predicting engagement in multiple addictive behaviors. Findings demonstrate that aggressive, delinquent and anxious symptoms partially mediate the relationship between bullying victimization and engagement in multiple addictive behaviors

    What Predicts What? Self-Reported and Behavioral Impulsivity and High-Risk Patterns of Alcohol Use in Spanish Early Adolescents: A 2-Year Longitudinal Study

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    Background: The directionality of the relationship between impulsivity and heavy drinking patterns remains unclear. Recent research suggests it could be reciprocal and depends on different facets of impulsivity and different patterns of drinking. The aim of this study was to analyze this potential recip- rocal relationship between self-reported and behavioral measures of impulsivity and sensation seeking with specific patterns of heavy drinking in a sample of Spanish adolescents across 2 years. Methods: The study has a cross-lagged prospective design in which participants were evaluated 3 times over 2 years (once a year). Participants were 1,430 adolescents (53.9% male; mean age at study commencement = 13.02, SD = 0.51) from 22 secondary schools in Spain. Computerized versions of the following instruments were used: 2 subscales of Impulsive Sensation Seeking, 2 behavioral measures (Stroop Test and Delay Discounting [DD] task), frequency of intoxication episodes (IE), and the Rutgers Alcohol Problem Index to evaluate alcohol-related problems (ARP). Random intercepts crosslagged panel models of reciprocal relationships between impulsivity measures and alcohol use outcomes were used. Results: Individual levels of self-reported impulsivity and sensation seeking significantly predicted prospective involvement in IE and ARP. Performance in behavioral measures (Stroop Test and DD) did not predict subsequent heavy drinking or alcohol problems. No measure of drinking was found to be a significant predictor of prospective changes in impulsivity. Conclusions: Within-person levels of self-reported impulsivity and sensation seeking significantly predicted further heavy drinking from as early as 13 years old, whereas behavioral measures were not predictive. In our study, neither IE nor ARP predicted prospective changes in impulsivity. Further studies should address additional specific relationships between facets of impulsivity and specific outcomes of heavy drinking

    Does e-assessment always fit digital natives? A within-subject comparison between paper- and tablet-based gambling assessments in adolescents

    No full text
    Technological development has enabled the use of sophisticated methods for assessing multiple human behaviors. Despite the advantages of these new technologies, concerns exist regarding their equivalence with paper-based measures in epidemiological and health-related surveys. To date, literature on this topic in relation to adolescents is virtually nonexistent. This study compares respondents’ performance on the same survey using both paper- and electronic tablet-based assessment methods. A final sample of 135 adolescents (mean age 17.30 years, SD = 0.59; 56.3% males) consecutively completed two versions of the same survey on gambling behaviors and two questionnaires: The Gambling Motives Questionnaire (GMQ) and the South Oaks Gambling Screening-Revised for Adolescents (SOGS-RA). An ad-hoc questionnaire assessing participants’ satisfaction levels with each method was also used. The digital survey yielded a lifetime, past year, and past month gambling prevalence of 54.1%, 45.2%, and 27.4%, respectively. Paper-based prevalence rates were 3.7-5.2% lower (all p < .092) and there were discrepancies in gambling activities. Although the reliability of the questionnaires was high in both formats, total scores were consistently higher in the paper-based format. GMQ and SOGS-RA intraclass correlations between versions ranged from .856-.884. Unexpectedly, students preferred the paper-based survey to the e-assessment (51.5% vs. 48.5%) and also enjoyed it more (31.3% vs 26.1%). Paper- and tablet-based surveys yield different, albeit non-statistically significant, estimations of gambling behaviors even when the same participants were surveyed at one time. We recommend that consistency be routinely checked across assessment formats when adapting paper-and-pencil measures to digital formats¿La evaluación electrónica siempre se adapta a los nativos digitales? Una comparación intra-sujeto de la evaluación del juego de azar entre papel y tabletas electrónicas en adolescentes. El desarrollo tecnológico ha permitido el uso de métodos sofisticados de evaluación de múltiples comportamientos humanos. A pesar de los avances de estas nuevas tecnologías, existen preocupaciones sobre su equivalencia con las medidas de papel y lápiz en encuestas epidemiológicas y de salud. Hasta la fecha, la literatura en el tema en relación con los adolescentes es prácticamente inexistente. Este estudio compara el desempeño de los participantes sobre la misma encuesta utilizando métodos de evaluación de papel y lápiz y electrónicos. Una muestra de 135 adolescentes (edad media 17.30 años, DT = 0.59; 56.3% hombres) completaron consecutivamente os versiones de la misma encuesta sobre conductas de juego y dos cuestionarios: el Cuestionario de Motivos de Juego (GMQ) y el Cribado de Juego de South Oaks en su versión revisada para adolescentes (SOGS-RA). También se utilizó un cuestionario ad-hoc para evaluar el nivel de satisfacción de los participantes en cada método. La encuesta digital arrojó una prevalencia de juego vida, año y mes de 54,1%, 45,2%, y 27,4%, respectivamente. Las prevalencias en papel fueron 3,7-5,2% menores (todas p < ,092) y se mostraron discrepancias en las actividades de apuestas. A pesar de que la fiabilidad de los cuestionarios fue alta en ambos formatos, las puntuaciones totales fueron consistentemente más altas en el formato en papel. Las correlaciones intraclase en el GMQ y SOGS-RA oscilaban entre ,856 - ,884. Inesperadamente, los estudiantes preferían la encuesta en papel sobre el formato digital (51,5% vs. 48,5%) y también lo disfrutaron más (31,3% vs 26,1%). La encuesta en papel y en tableta electrónica mostraron estimaciones diferentes, aunque no estadísticamente significativas, en las conductas de juego, incluso a pesar de haber sido encuestados en el mismo momento. Recomendamos comprobar de manera rutinaria la consistencia entre formatos de evaluación cuando se adapten medidas de papel y lápiz a formato digital
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