423 research outputs found

    The dangers of conflating gambling-related harm with disordered gambling

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    In their critical review of the prevention paradox (PP) applied to gambling-related harm, Delfabbro and King (2017) raise a number of concerns regarding specific assumptions, methods, and findings as well as the general conceptual approach. Besides discussing the PP, the review also considers the merits of considering a “continuum of harm,” as opposed to the more traditional categorical approach to classifying problem gamblers. Their critique is carefully modulated and balanced, and starts a useful dialogue in the context of a public health approach to gambling. Unfortunately, some of Delfabbro and King’s (2017) arguments rest on the treatment of gambling harm as a binary state and conflates gambling-related harm with disordered gambling. In this reply, we argue that the application of PP logic to gambling harm has not yet been addressed by us, and is only indirectly related to the more important objective of understanding how gambling can reduce ones’ quality of life

    Session 2-3-G: The Consumption Screen for Problem Gambling (CSPG): Why a Penchant for Big Macs May Predict Appetites for Gambling

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    Evidence for a common underlying trait: “Consumptiveness” Consumptiveness: “A persistent orientation towards acquiring and using resources in excess of a proper accounting of their costs and benefits - resulting in harm.” simple behaviors that result in immediate, sensation-oriented rewards alcohol, caffeine, smoking, illicit drugs, energy-rich foods (including salt) Gamblin

    Risks of using taxation as a public health measure to reduce gambling-related harms

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    Taxation can be used to increase the prices of and reduce the consumption and harms arising from public health concerns related to tobacco, alcohol, and sugary drinks.1 Gambling is another public health concern,2, 3, 4 and some authors have therefore made the analogous recommendation that gambling-related harms might also be reduced via increases in taxation.2, 5 However, this recommendation neglects the fact that it is largely excessive gambling losses, rather than the act of gambling itself, that produces gambling-related harm.6 Gambling taxes can have negative effects on gambling-related harm via this channel of increasing the losses of gamblers

    Differential Effects of Reward Drive and Rash Impulsivity on the Consumption of a Range of Hedonic Stimuli

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    Background and aims Impulsivity has consistently been associated with over-consumption and addiction. Recent research has reconceptualized impulsivity as a two-dimensional construct (Dawe, Gullo, & Loxton, 2004). This study explores the relationship of the two components of impulsivity, reward drive (RD) and rash impulsivity (RI), on a broad group of 23 hedonic consumption behaviors (e.g., gambling, substance use, eating, and media use). We tentatively grouped the behaviors into three descriptive classes: entertainment, foodstuffs, and illicit activities and substances. Results RD and RI positively predicted elevated levels of consumption in a community sample (N=5,391; 51% female), for the vast majority of the behaviors considered. However, the effect sizes for RD and RI varied significantly depending on the behavior; a pattern that appeared to be at least partially attributable to the class of consumption. Results support the view that RD is related more strongly to the consumption of products that provide social engagement or a sense of increased status; whereas RI better reflects an approach toward illicit or restricted products that are intensely rewarding with clear negative consequences. Discussion and conclusion Results support the utility of the two-factor model of impulsivity in explaining individual differences in patterns of hedonic consumption in the general population. We discuss findings in terms of strengthening current conceptualizations of RI and RD as having distinct implications with respect to health-related behaviors

    ‘Chances are you’re about to lose’:new independent Australian safer gambling messages tested in UK and USA bettor samples

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    Current industry-developed safer gambling messages such as ‘Take time to think’ and ‘Gamble responsibly’ have been criticized as ineffective slogans. As a result, Australia has recently introduced seven independently-developed safer gambling messages. The UK Government intends to introduce independently-developed messages from 2024 onwards, and this measure could be similarly appropriate for the US states where sports betting has been legalized and gambling advertising has become pervasive. Given this context, the current study recruited race and sports bettors from the UK and USA to elicit their perceptions of the seven Australian safer gambling messages. Participants (N = 1865) rated on a Likert-scale seven newly introduced messages and two existing ones (‘Take time to think’ and ‘Gamble responsibly’) using seven evaluative statements. Participants also reported their levels of problem gambling severity. For most statements in both jurisdictions, the new messages performed significantly better than the existing ones. Specifically, the new messages were deemed more attention grabbing, applicable on a personal level, helpful to gamblers, and more likely to encourage cutbacks in gambling. The message that included a specific call to action (‘What are you prepared to lose today? Set a deposit limit’) was one of the best performing messages. Interaction effects observed in relation to jurisdiction, age, gender, and problem gambling severity were generally small enough to counteract the argument that different populations might benefit from substantially different messages. These findings add to previous research on the independent design of effective safer gambling messages

    Prevalence of gambling-related harm provides evidence for the prevention paradox

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    Background The prevention paradox (PP) describes a situation in which a greater number of cases of a disease-state come from low-risk members of a population, because they are more prevalent than high-risk members. Past research has provided only tangential and disputed evidence to support the application of the PP to gambling-related harm. Aims To assess whether the PP applies to gambling, the prevalence of a large set (72) of diverse harmful consequences from gambling was examined across four risk categories for problem gambling, including no-risk, low-risk, moderate-risk, and problem-gambling. Methods Respondents who had gambled on non-lottery forms in the past 6 months completed an online survey (N = 1,524, 49.4% male). The data were weighted to the known prevalence of gambling problems in the Victorian community. Results The prevalence of gambling harms, including severe harms, was generally higher in the combined categories of lower risk categories compared to the high-risk problem-gambling category. There were some notable exceptions, however, for some severe and rare harms. Nevertheless, the majority of harms in the 72-item list, including serious harms such as needing temporary accommodation, emergency welfare assistance, experiencing separation or end of a relationship, loss of a job, needing to sell personal items, and experiencing domestic violence from gambling, were more commonly associated with lower risk gamblers. Conclusion Many significant harms are concentrated outside the ranks of gamblers with a severe mental health condition, which supports a public-health approach to ameliorating gambling-related harm

    A speed-of-play limit reduces gambling expenditure in an online roulette game: Results of an online experiment

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    UK online casino games are presently not subject to any limitations on speed-of-play or stakes. One recent policy proposal is to ensure that no online casino game can be played faster than its in-person equivalent. Another policy proposal is to limit the maximum stakes on online casino games to £2, to match the current stake limit on electronic gambling machines. This research experimentally investigated the speed-of-play proposal subject to a £2 stake limit, in an online experiment using incentivized payouts based on £4 endowments and a commercial online roulette game, which was slowed-down in one condition to enforce a speed-of-play limit of one spin every 60 seconds. UK residents, aged 18 years and over and with experience in playing online roulette (N = 1,002), were recruited from an online crowdsourcing panel. In the slowed-down condition there was a credible reduction in the amount gambled. This effect occurred via a credible reduction in the mean number of spins which outweighed any potential increases in bet sizes. Speed-of-play limits may be effective in reducing gambling expenditure for online roulette

    Order of first-play in simulated versus monetary gambling

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    Background and aimsSimulated gambling products, like loot boxes and social casino games, contain gambling elements, but are not classified as gambling. They are available to minors, raising concerns about a “gateway effect” into gambling. This study examined the time course of young people's engagement in simulated and monetary gambling, and associations between simulated gambling and gambling problems and harm. A necessary, although not sufficient, condition for simulated games leading to real money gambling is that simulated play must come first.MethodParticipants were 1,026 young adults (aged 18–25 years) who played video games in the last year. They reported the age at which they first took part in seven simulated and twelve monetary gambling products, and current gambling problems and harm.ResultsFirst use of loot boxes and video games with gambling content tended to precede monetary gambling. Forms where gambling is a core gameplay element, such as social casino and demonstration games, tended to follow some monetary gambling forms. Engagement in most simulated gambling products was associated with greater harm from monetary gambling.DiscussionThe findings leave open the possibility of a catalyst pathway from youth engagement in loot boxes and games with gambling content to later monetary gambling, but causal psychosocial mechanisms remain unclear. However, a pathway from social casino and demonstration games to monetary gambling appears less likely, which may instead reflect containment or substitution effects. Simulated gambling disproportionately attracts youth who are vulnerable to gambling problems and harm, indicating the need for consumer protection measures

    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
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