27 research outputs found

    What symptoms of disordered gambling, disordered eating, anxiety, and depression co-occur? The explanatory power of network analysis

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    An abstract (not to exceed 200 words) Disordered gamblers often exhibit comorbid psychiatric disorders, however, little is known about how or why these disorders co-occur. We posit that comorbidity is likely the result of one or more symptoms of disordered gambling being strongly associated with one or more symptoms of other disorders. To test this idea, we conducted a network analysis to identify relations between individual symptoms of disordered gambling, disordered eating, anxiety, and depression in a representative sample of Canadians from the Bay of Quinte region of Ontario (N=4121). Results indicated that chasing one’s losses was a central symptom in the disordered gambling network. Moreover, it connected to compensatory purging behavior in the disordered eating network. Furthermore, the disordered gambling and depression symptom networks were related indirectly though the anxiety symptom network. More specifically, the disordered gambling symptom pertaining to the need to gamble with larger amounts of money to get the same feeling of excitement was associated with the anxiety symptom pertaining to excessive worrying and difficulty stopping to do so. In turn, excessive worrying was connected to the depression symptom pertaining to feeling sad, down, or blue. This research suggests a need to focus on individual symptoms when examining the interrelation among disorders. Word count = 199 A clear statement of the implications of the material to be presented, i.e., the “so what?” of the presentation (not to exceed 50 words) The results make a unique theoretical contribution to the gambling studies field in terms of understanding the core symptom(s) underlying disordered gambling and the specific symptoms that connect disordered gambling with other co-occurring disorders. These findings have basic and applied significance for the treatment of disordered gambling and comorbid conditions. Word count = 5

    Rewarding Responsible Gambling May Increase Tool Use and Attitudinal Loyalty: A Survey of Members Who Do and Do Not Currently Use Responsible Gambling Tools

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    Abstract: Loyalty programs are a ubiquitous marketing strategy in the casino industry. Via members’ player accounts, many programs offer access to a money and/or time limit setting tool. Unfortunately, the rate of engagement with limit tools is exceedingly low, which is discouraging from a responsible gambling (RG) perspective. A possible route to increase limit tool use is to reward players for using them with program points. Doing so may also place the casino in a positive light, thus increasing attitudinal loyalty. To test this idea, loyalty program members who use RG tools (N=90) and who have never used RG tools (N=93) completed a questionnaire that assessed willingness to use RG tools if rewarded and perceptions of the casino if RG tool use is rewarded (i.e., attitudinal loyalty). Results showed that willingness to use RG tools if rewarded was positively associated with attitudinal loyalty. This relation was greater among those who currently do not use RG tools. Findings suggest that providing players with rewards points for using RG tools (e.g., a limit setting tool) may increase their use, which should minimize gambling-related harms. It may also improve attitudinal loyalty, particularly among those who currently do not use RG tools. Implications: The results from the current research provide insight into a potential path to increase responsible gambling behaviors. Specifically, providing loyalty program members with rewards points for using a limit setting tool may increase players’ willingness to set a monetary limit, while also benefiting industry by fostering increased casino brand loyalty

    Examining Influential Factors in Providers’ Chronic Pain Treatment Decisions: A Comparison of Physicians and Medical Students

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    Reports have found that chronic pain management guidelines are unclear and conflicting. Due to this confusion, it is critical to understand factors that influence providers’ treatment decisions for chronic pain. Little is known about which factors providers use to make treatment decisions or whether providers of different training levels endorse using similar factors. The purpose of this study was to examine the factors that providers report using to make their chronic pain treatment decisions. We hypothesized that providers would: (1) prioritize objective factors over subjective factors, (2) be particularly interested in information about patients’ substance use, and (3) endorse using different factors depending on their training level (physicians vs. medical students). Eighty-five providers (35 medical students, 50 physicians) viewed 16 computer-simulated patients; each included a picture with text describing the patients’ condition (i.e., chronic lower back pain, open to any treatment, presence/absence of depression). After making treatment decisions, participants selected from a list the factors they used and would have used (if the information had been available) to make their treatment decisions. Most providers reported being influenced by patients’ pain histories (97.6%) and pain descriptions (95.3%). Providers indicated they would have used information about patients’ previous treatments (97.6%), average pain ratings (96.5%), and current pain (96.5%) had this information been available. Compared to physicians, medical students endorsed more often that they would have used patients’ employment and/or disability status (p<.01), illicit drug use (p=.09), and alcohol use (p=.08) to make treatment decisions. These results indicate that providers rely on objective and subjective information to make pain treatment decisions, and compared to physicians, medical students place a stronger emphasis on patients’ substance abuse and social history when making treatment decisions. Future studies should examine additional provider and patient factors that influence decisions for specific pain treatment options

    A comparison of race-related pain stereotypes held by White and Black individuals

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    Pain judgments are the basis for pain management. The purpose of this study was to assess Black and White participants’ race-related pain stereotypes. Undergraduates (n=551) rated the pain sensitivity and willingness to report pain for the typical Black person, White person, and themselves. Participants, regardless of race, rated the typical White person as being more pain sensitive and more willing to report pain than the typical Black person. White participants rated themselves as less sensitive and less willing to report pain than same-race peers; however, Black participants rated themselves as more pain sensitive and more willing to report pain than same-race peers. These findings highlight similarities and differences in racial stereotypic pain beliefs held by Black and White individuals

    Framing COVID-19 as an Existential Threat Predicts Anxious Arousal and Prejudice towards Chinese People

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    We tested the hypothesis that perceived existential threat of COVID-19 elicits anxious arousal, which can manifest in prejudice toward the perceived source of the threat (Chinese people). Americans (n = 474) were randomly assigned to an experimental condition in which COVID-19 was framed as an existential threat to the United States or a non-existential threat control condition. They then completed self-report measures of anxious arousal and blatant prejudice towards Chinese people. As expected, participants in the threat (vs. control) condition reported greater anxious arousal which, in turn, predicted greater blatant prejudice. Threat (vs. control) condition also indirectly predicted greater prejudice via greater anxious arousal. Results suggest that COVID-19 existential threat may diminish social capital, which would further degrade people’s health and well-being

    Who Spends Money to Play for Free? Identifying Who Makes Micro-transactions on Social Casino Games (and Why)

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    Social casino games are online gambling-like games found on social networking sites. They are initially free to play, however, players are encouraged to make micro-transactions (i.e., in-game purchases) for additional game credits or functionality. As a result, they generate billions of dollars in revenue. Yet, little is known as to who purchases virtual credits, let alone why. In the present research, we assessed whether there are individual differences (impulsivity, reward sensitivity, competitiveness, and problem gambling severity) between who is and who is not likely to make micro-transactions during social casino game play. Moreover, we examined possible motivations for making micro-transactions (e.g., extend play, win back lost credits) and whether the individual difference variables of interest predict reported motivation(s) for making micro-transactions. Results showed that social casino gamers who engaged in micro-transactions reported significantly higher levels of impulsivity, reward sensitivity and problem gambling severity, but not competitiveness. In terms of motivation to make micro-transactions, desire to extend play was endorsed most frequently, followed by a desire to access additional features, chasing lost credits, and to speed up play. Lastly, among participants who made micro-transactions, reward sensitivity predicted making micro-transactions to chase lost credits. These results suggest the personality make-up of social casino gamers is important to understand who is likely to make micro-transactions as well as their motivation to do so—information that could prove useful for regulation of the industry

    Do you read me? Including personalized behavioral feedback in pop-up messages does not enhance limit adherence among gamblers

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    The current research tested the idea that monetary limit adherence is upregulated by informing players how much money and credits they lost gambling when their limit was reached. In Study 1, players (N = 124) at a local gambling venue gambled on a virtual Electronic Gaming Machine (EGM) with a pre-determined money limit. By way of a pop-up message, some players were informed when their limit had been reached, while other players received additional personalized behavioral feedback about how much money and credits they lost. Limit adherence did not vary by condition. Informatively, half of the participants could not recall the content of the pop-up message. In Study 2 (N = 109), the pop-up message was adjusted to remain on the EGM for 10 s. Additionally, players set their own money limit. Replicating Study 1, personalized behavioral feedback did not improve limit adherence. Again, approximately 50% of players in both conditions could not recall the content of the pop-up message. These results have implications for pop-up messages as a means to convey information to players of EGMs—many players do not read the content of pop-up messages, thus they may not be an effective means for conveying enhanced responsible gambling information
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