1,181 research outputs found
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Gambling disorder treatment referrals within the Irish mental health service: a national survey using freedom of information requests
Gambling disorder is an increasingly recognised problem amongst healthcare professionals and the general public but there is little information on what services are provided within the Irish healthcare system for the disorder. The aim of the present study (adapted from a study in the UK by Rigbye and Griffiths [International Journal of Mental Health and Addiction, 9, 276–281, 2011] was to ascertain how referrals for gambling disorder are processed and what services are available for gambling disorder within the Irish healthcare system. Email requests for information on gambling disorder referrals were sent to the main super-catchment areas in Ireland known as Community Healthcare Organisations (CHOs) and part of the national Health Executive Service (HSE). Email requests were also sent to Primary Care services and Regional and Local Drug Task forces in Ireland. Each request asked a number of questions related to gambling disorder referrals (adapted from the study by Rigbye and Griffiths). Responses were received from seven of the nine CHOs (77.8%) and eight of the 24 Drug Task Forces (33.3%), as well as from Primary Care services. Four of the CHOs surveyed (50%) offered some form of service for gambling disorder as a part of their Community Mental Health Team (CMHT), most commonly through a Clinical Nurse Specialist (CNS) in Addictions. Referrals varied between 10 and 39 referrals in a 12-month period per CHO. Half of the Drug Task Forces surveyed offered a service for gambling disorder as part of their overall service and the majority offered onward referral to either a residential programme or a self-help organisation. Primary care services did not provide any specific services for gambling disorder. There is an evident need for a consistent and dedicated pathway for the referral and management of gambling disorder within the HSE
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A descriptive survey of online gaming characteristics and gaming disorder in Ireland
Objectives: The aim of this study was to carry out the first ever study of gaming characteristics of individuals engaging in online gaming in Ireland and to ascertain whether features of gaming disorder are present in this population.
Methods: An online survey (comprising 21 questions – 3 demographic questions and 18 questions related to gaming and gaming disorder) was distributed on numerous Irish online gaming forums and Irish online gaming communities. Participants were self-selected and invited to compete the online survey containing questions related to gaming behaviours (age of onset, hours played on weekdays/weekends, type of device used), mobile gaming, motives for online gaming, use of microtransactions, engagement in esports, and a screening tool for the presence of gaming disorder.
Results: A total of 166 participants engaged in the online survey. Among this study population of regular gamers in Ireland, 2.4% of the study population were classified as having gaming disorder, with up to 5.4% showing some evidence of disordered gaming. The main motivation for online gaming in the non-disordered gaming group was recreation (13.3, sd = 2.7) but only the fourth main motivation in the disordered gaming group behind competition (16.3, sd = 3.7), escape (16.2, sd = 4.3), and coping (15.1, sd = 3.7). Increased hours of gameplay on weekdays and weekends were noted in the disordered gaming group compared to non-disordered gamers.
Conclusions: A small percentage of gamers in Ireland demonstrate disordered gaming characteristics and gaming disorder, consistent with data from other international studies. Epidemiological studies are required in Ireland to enhance our knowledge of this disorder
Gambling advertising during live televised male sporting events in Ireland: a descriptive study
Objectives: There are no data relating to gambling advertisements shown during live sporting events in Ireland. The aim of the present study was to analyze gambling advertisements shown during live sporting events broadcast in Ireland and to assess these advertisements for responsible gambling (RG) practices.
Methods: Sixty-five live televised sporting events comprising Association Football (soccer), Rugby Union, and Gaelic Athletic Association (GAA) matches broadcast in Ireland were analyzed. Pre-match (up to 30 minutes before kick-off), half-time, and post-match (up to 30 minutes after the match has ended) advertisement breaks were analyzed for gambling advertisements, including in-game fixed (static advertising) and dynamic (electronic advertisements changing at regular intervals) pitch-side advertising. Gambling advertisements were studied for evidence of RG practices.
Results: A total of 3602 television advertisements, 618 dynamic advertisements, and 394 static advertisements were analyzed. Gambling advertisements were shown in 75.4% (n = 49) games and were the seventh most commonly televised advertisement shown overall. Gambling advertising was more common in football (fourth most common advertisement) compared to rugby (12th most common) and GAA (13th most common). Static and dynamic gambling advertising were common during football matches (second and first most common advertisements, respectively). The majority of advertisements contained RG messaging, an age limit, and an RG organization. No advertisements showing responsible gambling tools were observed.
Conclusions: Gambling advertisements are commonly shown during live televised sporting broadcasts in Ireland, especially during live football matches and typically before the adult television watershed. Gambling legislation is required to minimize harm to vulnerable groups including children
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Fantasy football (soccer) playing and internet addiction among online fantasy football participants: a descriptive survey study
The aim of the present study was to ascertain the levels of possible internet addiction within fantasy football (FF) (soccer) participants and the characteristics of the participants within this group. An online survey of questions regarding characteristics of regular FF participants and consumption of FF-related content was posted on FF internet forums (Reddit and Boards.ie). Self-selecting participants (N = 684) completed the survey containing questions on FF (time spent during weekdays/weekend on FF, gambling on FF, devices used to access FF), internet use (time spent on internet on weekdays/weekends) and an internet addiction screening questionnaire (Chen Internet Addiction Scale). Subgroup analysis was performed on each variable by nationality (Irish, UK and worldwide). Of the 684 participants, 17.5% (diagnostic) and 24.9% (screening) participants met criteria for internet addiction, above the expected level in the general population. The most frequent time spent on FF during weekdays was 30–60 min per day (32.2%) and 1–2 h per day on weekends (29.1%). Over half of participants (50.6%) gambled on FF with the majority (61.3%) gambling once per year and 74.3% of participants gambling less than €50 per year on FF. Avid FF participants demonstrated an increased likelihood of internet addiction compared prevalence rates of previous epidemiological studies among different cohorts. This may be due to FF itself and the increased consumption of FF-related content. Further large-scale nationally representative studies are required to compare regular and casual participants of FF in relation to possible internet addiction
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