116 research outputs found

    Measuring preference for supernormal over natural rewards: a two-dimensional anticipatory pleasure scale

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    Supernormal stimuli are artificial products that activate reward pathways and approach behavior more so than naturally occurring stimuli for which these systems were intended. Many modern consumer products (e.g., snack foods, alcohol, pornography) appear to incorporate supernormal features, leading to excessive consumption, in preference to naturally-occurring alternatives. No measure currently exists for the self-report assessment of individual differences or changes in susceptibility to such stimuli. Therefore, an anticipatory pleasure scale was modified to include items that represented both supernormal and natural classes of rewarding stimuli. Exploratory factor analysis yielded a two-factor solution, and as predicted, natural (N) and supernormal (SN) items reliably loaded on separate dimensions. Internal reliability for the two scales was high, ρ =.93, ρ =.90, respectively. The two-dimensional measure was evaluated via regression using the N and SN scale means as predictors and self-reports of daily consumption of 21 products with supernormal features as outcomes. As expected, supernormal pleasure ratings were related to higher supernormal product consumption; whilst natural pleasure ratings had either negative or neutral associations to consumption of these products. We conclude that the resulting two-dimensional measure is a potentially reliable and valid self-report measure of differential preference for supernormal stimuli. Whilst further evaluation is needed (e.g. using experimental measures), the proposed scale may play a useful role in the study of both trait- and state-based variation in human susceptibility to supernormal stimuli

    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 re

    Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation

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    BACKGROUND AND AIMS: Purchasing loot boxes in digital games is akin to gambling as it involves risking money for a chance-based reward of uncertain value. Research has linked buying loot boxes to problem gambling amongst adolescents, but has not examined co-occurring gambling participation. This study examined links between loot box purchasing and problem gambling amongst adolescents while controlling for monetary gambling participation. METHODS: Two survey samples of Australians aged 12–17 years were recruited through advertisements (n = 843) and online panels (n = 826). They included n = 421 and n = 128 adolescents, respectively, who met criteria for problem gambling. RESULTS: Past-month loot box purchasing was significantly related to gambling problems in bivariate analyses. When including age, gender and past-month monetary gambling, loot box purchases were still associated with at-risk and problem gambling in both samples. As expected, these other predictors attenuated the predictive value of recent loot box purchases in relation to gambling problems. The odds-ratios, nevertheless, were still in the predicted direction and remained significant. When controlling for monetary gambling, age and gender, recent loot box purchasing increased the odds of problem gambling 3.7 to 6.0 times, and at-risk gambling 2.8 to 4.3 times. DISCUSSION AND CONCLUSIONS: While causal relationships between loot box purchasing and problem gambling remain unclear, the results indicate that loot boxes disproportionately attract adolescents experiencing gambling problems, adding to the financial stress already caused by gambling. Consumer protection measures, youth and parental education, and age restrictions on loot box games are needed to protect young people

    Are Esports Bettors a New Generation of Harmed Gamblers? A Comparison with Sports Bettors on Gambling Involvement, Problems, and Harm

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    Background and aims: Esports betting is expanding in popularity, yet little is known about who participates in this niche gambling activity. This study aimed to determine whether esports bettors are more vulnerable to harms and problems than gamblers engaged in traditional sports betting. Methods: Data were collected from 298 regular esports bettors and 300 sports bettors (who regularly bet on traditional sports, but not esports). These groups were compared on demographics, gambling involvement, problem gambling, and gambling-related harms. Results: Compared to sports bettors, esports bettors were more likely to be younger, university-educated, employed (lower income earners), and speak a non-English language at home. Esports bettors gambled on fewer traditional gambling activities in the last 12 months, but compared to sports bettors, gambled more frequently on some activities, were more likely to meet problem gambler criteria (64.8.% vs 17.3%), and experience at least one gambling-related harm (81.9% vs 45.3%). Being an esports bettor significantly predicted greater problem gambling severity and gambling-related harms. More frequent esports skin betting and skin gambling (on games of chance) were significant predictors of gambling problems amongst esports bettors. Discussion and conclusion: The results provide preliminary evidence that esports bettors are more likely to experience gambling problems compared to their sports betting counterparts, potentially stemming from their involvement in emerging video-game related gambling products

    Sports betting incentives encourage gamblers to select the long odds: An experimental investigation using monetary rewards

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    Background and aims: Incentives for wagering products can provide extra value to gamblers. However, there is no financial reason why this added value should lead people to take greater gambling risks. This study aimed to experimentally test if wagering incentives cause gamblers to choose higher-risk (long odds) bets than un-incentivized bets. Methods: An online experiment was conducted with wagering customers (N = 299, female = 12). Participants bet $4 on each of six video game simulations of a sport that they had wagered on in the past 12 months (Australian Football League, Cricket, or Soccer). Each game offered different common wagering incentives: Bonus bet, Better odds/winnings, Reduced risk, Cash rebate, Player’s choice of inducement, or No-inducement. For each game, participants could bet on long, medium, or short odds, and subsequently viewed a highlight reel of the simulated game outcome and bet outcome. Results: Participants selected significantly longer odds (i.e., riskier) bets on games when an incentive was offered compared to the No-inducement condition. Better odds/winnings was the most attractive incentive, followed by Bonus bet, Cash rebate, Reduced risk, and No-incentive, respectively. No significant differences were observed based on demographics or problem gambling severity. Discussion and conclusions: The choice of long odds with incentivized bets increases the volatility of player returns. Increased volatility results in more gamblers in a losing position and fewer gamblers with larger wins. Moreover, if long odds bets are priced to provide poorer value to bettors compared to short odds, they would increase gamblers’ losses and equivalently increase operators’ profits

    Young People Who Purchase Loot Boxes are More Likely to Have Gambling Problems: An Online Survey of Adolescents and Young Adults Living in NSW Australia

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    Background and aims: Loot boxes are a common feature in video games where players win, buy or are gifted a virtual box or other container that is unwrapped to reveal virtual items of value, such as skins, weapons, in-game currency or special abilities. The current study aimed to relate the use of loot boxes to gambling problems and harm. Methods: An online survey was conducted with 1,954 adolescents and young adults from NSW Australia, 59.9% female (aged 12-24), recruited by online panel aggregator, Qualtrics. Results: Buying and selling loot boxes was associated with higher 12-month gambling frequency and gambling problems in young adults, aged 18-24 (Problem Gambling Severity Index). Young adults who bought loot boxes additionally had more gambling-related harms (Short Gambling Harms Screen). Young women, aged 18-24, who opened, bought and/or sold loot boxes spent more money in the last 12 months on gambling. In adolescents, aged 12-17, buying loot boxes was similarly associated with gambling problems (DSM-IV-MR-J). Furthermore, adolescent girls who bought and/or sold loot boxes viewed gambling more positively than other girls (Attitudes Towards Gambling Scale). There was no evidence, however, that longer-term experience in opening or purchasing loot boxes, a differentiating feature of the survey, is associated with current gambling problems. Discussion and conclusions: This study suggests that loot boxes may be attractive to people who are already predisposed to engage in other gambling, and females who use loot boxes may have unique vulnerabilities to gambling problems that could be explored in future research

    Legacy gambling harms: What are they and how long do they last?

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    Background and aims: Legacy gambling harms are negative consequences of gambling that extend past periods of low risk, moderate risk and problem gambling. Gambling harm is typically measured within a 12-month timeframe and is often restricted to examining harm amongst active gamblers. The present research aimed to explore whether people experienced gambling harms 12 months or more after the resolution of at-risk or problem gambling, and how long these legacy harms lasted. Methods: An online survey was conducted in New Zealand with past and current gamblers and concerned significant others (CSOs) of gamblers, N 5 1,240 (50.8% female), that asked them about both past and current gambling harms. Results: A majority of both gamblers and CSOs of gamblers indicated that they still suffered from gambling harm even after most of their behavioural issues with gambling had been resolved, 12þ months ago. Legacy gambling harms reduced over time, with harms diminishing most quickly in the early years, and having an average half-life of 4 years. Harms involving community-relationships, church involvement, and domestic and other violence resolved more quickly than others. Discussion and conclusions: Legacy harms are common among ex-problem gamblers and should be considered in any full accounting of the impacts of gambling. Conclusion: Understanding the time course and persistence of legacy harms from gambling can provide gamblers, treatment professionals and public health experts with insights into how to address gambling’s long-term consequences

    Skin Gambling Predicts Problematic Gambling Amongst Adolescents When Controlling for Monetary Gambling

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    Background and aims: Skin gambling uses in-game items (skins) acquired in video games, to gamble on esports, games of chance, other competitive events and privately with friends. This study examined characteristics of adolescent skin gamblers, their engagement in monetary gambling, and relationships between skin gambling and at risk/problem gambling. Methods: Two samples of Australian adolescents aged 12–17 years were recruited to an online survey through advertisements (n = 843) and an online panel provider (n = 826). Results: In both samples, past-month skin gamblers (n = 466 advertisements sample; n = 185 online panel sample) were more likely to have lower wellbeing, score as having an internet gaming disorder on the IGD, engage in more types of monetary gambling, and meet criteria for problem gambling on the DSM-IV-MR-J. Past-month skin gambling uniquely predicted problem gambling when controlling for past-month gambling on 11 monetary forms and the total number of monetary gambling forms. Discussion and conclusions: Underage participation in skin gambling is a growing concern. The strong convergence between engagement in skin gambling and monetary gambling suggests common risk factors may increase the propensity of some adolescents to gamble on these multiple forms. Nonetheless, past-month skin gambling predicted problem gambling even when controlling for past-month monetary gambling, indicating its unique contribution to gambling problems and harm. While the study was based on non-probability samples, its results strengthen the case for regulatory reforms, age restrictions and public health education to prevent underage skin gambling and its potentially harmful consequences for children and young people

    Visibility of age restriction warnings, harm reduction messages, and terms and conditions::A content analysis of paid-for gambling advertising in the United Kingdom.

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    Objective: The inclusion and design of age restriction warnings, harm reduction messages, and terms and conditions (T&Cs) in gambling advertising is self-regulated in the United Kingdom. Our study examines the visibility and nature of this information in a sample of paid-for gambling adverts. Study design: Content analysis of a stratified random sample of gambling adverts (n=300) in the United Kingdom from eight paid-for advertising channels (March 2018). Methods: For each advert, we assessed whether any age restriction warnings, harm reduction messages, and T&Cs were present. If so, visibility was scored on a five-point scale ranging from Very poor (25% of advert), which had high inter-rater reliability. Descriptive information on position, design, and tone of language was recorded. Results: One-in-seven adverts (14%) did not feature an age restriction warning or harm reduction message. In adverts that did, 84% of age restriction warnings and 54% of harm reduction messages had very poor visibility. At least one-in-ten adverts did not contain T&Cs. In adverts that did, 73% had very poor visibility. For age restriction warnings, harm reduction messages, and T&Cs, most appeared in small fonts and outside the main advert frame. Most harm reduction messages did not actually reference gambling-related harms. Conclusion: Age restriction warnings, harm reduction messages, and T&Cs do not always appear in paid-for gambling advertising. When they do, visibility is often very poor and the messaging not clear. The findings do not support a self-regulatory approach to managing this information in gambling adverts

    ‘It's a tradition to go down to the pokies on your 18th birthday’ – the normalisation of gambling for young women in Australia

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    Objective: To understand the range of factors that may influence the normalisation of gambling for young women in Victoria, Australia. Methods: In-depth qualitative telephone interviews with 45 women aged 18–34 years. Results: Young women were exposed to gambling environments and some were gambling from an early age. Family members were the key facilitators of these activities. Once reaching the legal age of gambling, peers and boyfriends were instrumental in young women’s gambling practices. Women attributed the normalisation of gambling to excessive marketing, feminised gambling environments, and the widespread availability of gambling in the community. Conclusions: This study found several factors that influenced and encouraged young women to gamble, such as the feminisation of gambling products and environments, and determined that gambling is becoming a socio-culturally accepted activity for young women. Implications for public health: Researchers and policymakers should be increasingly focused on how different forms of gambling may be normalised for young women. Attention should be given to how young women may become a target market for the gambling industry, and how to implement strategies aimed at preventing any future potential harm posed by these industries and their marketing tactics and products
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