scholarly journals Gambling behaviours and treatment uptake among vulnerable populations during COVID-19 crisis

2021 ◽  
pp. 233-252
Author(s):  
Robert J Miela ◽  
Wiesław J Cubała ◽  
Katarzyna Jakuszkowiak-Wojten ◽  
Dariusz W Mazurkiewicz

This study aimed to explore changes in gambling behaviours and gambling disorder (GD) treatment uptake during the COVID-19 pandemic among those with a heightened vulnerability to gambling-related harm. This was a single-center, cross-sectional, retrospective case series study assessing gambling behaviours and GD counselling participation among a vulnerable population sector following the COVID-19 shutdown. The clinical records of clients at a community substance use disorder (SUD) treatment center were explored (N = 67). Eight clients (n = 8) had satisfied the objective criteria, and were qualified for data exploration and analysis of gambling activities and GD treatment participation following the COVID-19 shutdown. All clients in the study belonged to subgroups at an elevated risk for gambling-related harm, with a mean duration of gambling problems of 9.5 years. Following the COVID-19 shutdown, an increase in gambling activities was noted in five cases. Migration to online gambling was noted in three cases. In two cases, no change in gambling activities was noted, and a reduction of gambling activities was noted in one case. In seven cases, no screening for gambling problems prior to current SUD program was noted. None had a history of, nor were currently engaged in counselling for gambling problems. The COVID-19 crisis and associated increase in gambling participation, coupled with a diminutive gambling counselling uptake during the pandemic, present an opportunity to rethink current behavioural addictions service delivery model for those with an increased vulnerability to gambling-related harm. Further investigation of the changes in gambling participation, and a closer look at optimizing GD service delivery among vulnerable population sectors during the COVID-19 crisis is warranted.

Author(s):  
Maria Anna Donati ◽  
Silvia Cabrini ◽  
Daniela Capitanucci ◽  
Caterina Primi ◽  
Roberta Smaniotto ◽  
...  

The COVID-19 pandemic, with the consequent lockdown of about 3 months, can be viewed as an experimental model to observe the impact of the depletion of environmental factors that stimulate gambling, particularly electronic gambling machines (EGMs) that were set to zero. The effects of some structural characteristics of gambling activities that increase gambling behavior were studied among disordered gamblers in treatment in this unique scenario. In fact, studies investigating the effects of the lockdown on problem gamblers (PGs) under treatment are missing. The aims of this study were to analyze patients’ gambling behavior and craving during the lockdown and to conduct a comparison between gambling disorder (GD) symptoms at the beginning of the treatment and during lockdown. The study was conducted in Italy, the European country with the largest gambling market and the first to be affected by the virus. Data were collected through a semi-structured telephone interview conducted by healthcare professionals. Participants were 135 PGs under treatment (109 males, mean age = 50.07). Results showed that most PGs achieved a significant improvement in their quality of life, with less gambling behavior, GD symptoms, and lower craving. No shift toward online gambling and very limited shift towards other potential addictive and excessive behaviors occurred. The longer the treatment, the more monitoring is present and the better the results in terms of symptoms reduction. Individual and environmental characteristics during the lockdown favored the reduction in symptoms. Consideration for prevention and treatment are discussed.


Author(s):  
Hannah Briony Thorne ◽  
Matthew Justus Rockloff ◽  
Sally Anne Ferguson ◽  
Grace Elizabeth Vincent ◽  
Matthew Browne

Gambling has significant costs to the community, with a health burden similar in scale to major depression. To reduce its impact, it is necessary to understand factors that may exacerbate harm from gambling. The gambling environment of late-night licensed venues and 24/7 online gambling has the potential to negatively impact sleep and increase alcohol consumption. This study explored gambling, alcohol, and sleep problems to understand whether there is a relationship between these three factors. Telephone interviews were conducted with a representative sample of Australian adults (n = 3760) combined across three waves of the National Social Survey. Participants completed screening measures for at-risk gambling, at-risk alcohol consumption, insomnia (2015 wave only), and sleep quality. There were small but significant positive correlations between problem gambling and alcohol misuse, problem gambling and insomnia, and problem gambling and poor sleep quality. A regression model showed that gambling problems and alcohol misuse were significant independent predictors of insomnia. A separate regression showed gambling problems (and not alcohol misuse) were a significant predictor of poor sleep quality, but only in one survey wave. Findings suggest that gambling, alcohol, and sleep problems are related within persons. Further research should examine the mechanisms through which this relationship exists.


2021 ◽  
Vol 12 ◽  
Author(s):  
Jonny Engebø ◽  
Torbjørn Torsheim ◽  
Ståle Pallesen

The purpose of gambling regulation can be to ensure revenue for the public, to prevent crime and gambling problems. One regulatory measure involves restriction of what games can be offered in a market. In this study, the effects of two regulatory market changes are investigated: First, a restriction of availability when slot machines were banned from the Norwegian market in 2007, and second the introduction of regulated online interactive games to the same market in 2014. Data collected from the general population in the period from 2005 through 2018, comprising 2,000 respondents every year, are used to investigate how participation in gambling changed over time. The respondents were asked if they took part in various games or lotteries. Logistic regression analyses were used to predict the proportion participating in five groups of games and if changes in participation coincided with major market changes. The first change was associated with a reduction in gambling on slot machines as well as a reduction in gambling participation overall. Following the slot machine ban, results show an increase in women participating in games offered in land-based bingo premises. A general increase in gambling on foreign websites was also seen, albeit much smaller than the reduction in slot machine gambling. The increases can partly be explained as substitution of one type of gambling with another. New regulated online interactive games were introduced in 2014. Despite the relatively large growth of such games internationally, Norway included, increased online gambling in general and an increased marketing of foreign gambling websites, the participation on foreign websites seemed stable. However, the overall participation in online interactive games increased. The introduction of the regulated alternative seems to have had a channelizing effect. Overall, the changes in gambling participation coinciding with two major regulatory changes can be explained by transformations of physical and social availability, and in terms of mechanisms outlined by the model of total consumption.


Author(s):  
Vaggelis Saprikis

It goes without saying that the advances of Information and Communication Technologies have brought many changes in various forms of traditional commerce including gambling industry. Nowadays, e-gambling has dramatically changed the way of wagering and is considered as one of the fastest growing sectors of contemporary e-commerce. Every day even more individuals are moving from terrestrial to online gambling venues or start wagering exclusively online taking advantage of the numerous playing options. Characteristically, the global internet gambling gross market is expected to exceed US$51 billion by 2018. Consequently, its dynamics has forced many researchers to investigate e-gambling scientific field from different perspectives trying to gain an improved insight into gamblers behavior in the cyberspace. This chapter aims to investigate the perceived advantages and disadvantages of terrestrial versus online gamblers towards e-gambling activities focusing on university students. Furthermore, it aims to identify possible similarities and differences between the two groups examined.


2018 ◽  
pp. 71-86
Author(s):  
Pekka Sulkunen ◽  
Thomas F. Babor ◽  
Jenny Cisneros Örnberg ◽  
Michael Egerer ◽  
Matilda Hellman ◽  
...  

The total consumption model (TCM) implies that only a small fraction of gamblers account for a very large fraction of all gambling activities and of all gambling expenditures. This does not necessarily mean that every gambler with high gambling expenses has problems, but the probability increases with increasing intensity. Ironically, heavy gamblers are influenced by the activities of those who participate only moderately: the more people take up gambling, the more likely vulnerable individuals will be recruited as well. The importance of total volume of gambling in society is reinforced by the fact that the accumulated harm caused by low-risk gamblers in fact exceeds the harm caused by excessive gambling. Although adaptation theory suggests that harmful consequences recede once the novelty of innovation subsides, every increase in consumption increases the risk of harm.


Author(s):  
Ian J. Lloyd

This chapter begins with a discussion of the regulation of the issuance and use of electronic money. Initial sector-specific legislation was introduced by the EU in the form of the Directive on the taking up, pursuit of, and prudential supervision of the business of electronic money institutions. In the United Kingdom, the Financial Services and Markets Act 2000 designated the issue of e-money as a ‘regulated activity’ and particular provision to implement a Directive was made. The chapter then turns to the regulation of online gambling. It covers the Gambling Act 2005, licensing of remote gambling activities, and the Remote Gambling and Software Technical Standards.


2011 ◽  
Vol 26 (S2) ◽  
pp. 1911-1911
Author(s):  
T.-L. MacKay ◽  
D. Hodgins ◽  
N. Bard ◽  
M. Bowling

Addictive disorders are being increasingly influenced by technology and one of the most recent developments is for gamblers to access games via the Internet. Prevalence data show that up to 10% of the population gamble online and studies have consistently indicated that Internet gamblers are particularly susceptible to developing gambling problems. Therefore, the purpose of this study was to explore differences between Internet and non-Internet gamblers to help determine why online gamblers are more likely to have gambling problems. Three hundred and seventy four participants (143 online gamblers, 172 males) from a large Canadian university completed an online questionnaire to investigate demographic, medium-related, comorbid psychological and cognitive factors with strong empirical support for contributing to problem gambling severity. Variables that significantly differentiated Internet and non-Internet gamblers in a univariate analyses were entered into a logistic regression to predict online gambling. A test of the full model was statistically significant, correctly classifying 77% of gamblers (64% of Internet gamblers and 85% of non-Internet gamblers). Cognitive distortions made an independent contribution to predicting Internet gamblers from those that had never wagered online. A hierarchical linear regression analysis revealed that cognitive distortions added significantly to problem gambling severity among online gamblers after controlling for other contributing variables. The findings have implications for clinicians working with Internet gamblers to specifically address thoughts related to luck, perseverance and illusion of control. As gambling technologies change and evolve, research needs to inform practice by identifying possible causal factors contributing to problem severity.


Author(s):  
Michael J.A. Wohl ◽  
Melissa M. Salmon ◽  
Samantha J. Hollingshead ◽  
Hyoun S. Kim

Social casino games (i.e., free-to-play online gambling-themed games) are now ubiquitous on social network platforms such as Facebook. Their popularity and similarity to gambling games has raised concern that, among other things, social casino games will normalize gambling behaviour, which may contribute to gambling participation and to a rise in the rate of disordered gambling (see Gainsbury, Hing, Delfabbro, & King, 2014; Kim, Wohl, Salmon, Gupta, & Derevensky, 2015; Parke, Wardle, Rigbye, & Parke, 2013). Herein, we review theory and research that address potentially bad (migration to gambling) and ugly (increased rate of problem gambling) consequences of social casino gaming. We also outline the limits and boundaries of this presupposition. Specifically, we outline contexts in which social casino games may yield positive consequences when played, including the use of such games as a proxy for gambling among disordered gamblers. Drawing on these discussions, we offer a path model for gambling behaviour that places social casino gaming at its core. Although we, like others, present some pessimism regarding the outcome of social casino game play, this paper points to situations and motivations that may yield positive effects.Les jeux de casino sociaux (à savoir, les jeux de hasard gratuits en ligne) se retrouvent maintenant sur les plateformes de réseaux sociaux comme Facebook. Leur popularité et leur ressemblance avec les jeux d’argent soulèvent des inquiétudes que les jeux de casino sociaux aient entre autres pour effet de normaliser les comportements de jeu, lesquels peuvent contribuer à une participation aux jeux de hasard et à une augmentation du taux de jeu compulsif (voir Gainsbury, Hing, Delfabbro, et King, 2014; Kim, Wohl, Salmon, Gupta, et Derevensky, 2015; Parke, Wardle, Rigbye, et Parke, 2013). Dans le présent article, nous analyserons la théorie et les travaux de recherche qui traitent des conséquences potentiellement néfastes (engouement pour les jeux d’argent) et horribles (augmentation du taux du jeu compulsif) des jeux de casino sociaux. Nous définissons également les limites de cette affirmation. Plus particulièrement, nous présentons une vue d’ensemble des contextes dans lesquels les jeux de casino sociaux peuvent avoir des conséquences positives lorsqu’on s’y adonne, notamment l’utilisation chez les joueurs pathologiques de ces jeux comme substitut pour les jeux de hasard. En nous inspirant de cette analyse, nous proposons un modèle de cheminement pour les comportements de jeu où les jeux de casino sociaux occupent la place centrale. Bien que nous soyons un peu pessimistes, et nous ne sommes pas les seuls, en ce qui a trait aux répercussions des jeux de casino sociaux, cet article cite des situations et des motivations qui peuvent amener des effets positifs.


2021 ◽  
Vol 6 (1) ◽  
Author(s):  
González Bueso V ◽  
◽  
Santamaría JJ ◽  
Fernández D ◽  
Montero E ◽  
...  

The accessibility and availability of a variety of online gambling for adolescents is a public concern. In the current literature, it remains unclear in which activities the greatest prevalence occurs. Moreover, it is well-known that different types of gambling activities carry different levels of risk just as have distinct socioeconomic, and mental health-related consequences. The main aim of this study is to systematically review the current literature in order to explore the prevalence of different types of online gambling activities reported by adolescents and their relationship with other reported variables when available. It will be conducted following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses-P 2015 statement for systematic review and metaanalysis protocols. An electronic literature search will be conducted using the following databases: PubMed, PsychINFO, ScienceDirect, Web of Science, and Google Scholar using search keywords and logic as follows: “(Internet OR online) gambling AND (adolescents OR young people)”. Additionally, further articles will be identified through searching the citations in the literature selected. The overall percentage of online gamblers and the percentage of online gamblers for each type of gambling activity were identified or calculated. Seven-teen articles met the eligibility criteria. The included studies comprised 15 crosssectional and two longitudinal designs. Most of the research was conducted in Europe. The online gambling modalities detected were sports bets, card games, gambling machines, casino games lottery games, scratch tickets, bingo, gambling in social networking, stock market investment, and mahjong. Only two studies provided associations between a specific online gambling activity and socioeconomic and mental health associations, founding involvement in online sports betting and in online casino game is a risk factor to the development of disordered gambling. A consensus on the evaluation method of the problem and updated questionnaires collecting information regarding the new online betting modalities are critical.


2016 ◽  
Vol 1 (3) ◽  
pp. 73
Author(s):  
Besa Shahini ◽  
Emil Frasheri

Gambling research has grown dramatically over the past 2-3 decades, however a lack of consensus regarding the risk factors and gambling etiology related to youth problem gambling still remain. So a better understanding of the nature of youth problem gambling could help us to clarify the etiology of gambling problems. Understanding gambling subtypes is necessary to improve our understanding of the etiology of problem gambling. The prediction of problem gambling is related with the participation in gambling activities. It is necessary to obtain a structure of gambling activities, in order to better understand gambling related problems and to treat problems in a more specified manner. The aim of the study was to determine the appropriate structure of gambling activities using factor analysis in a confirmatory framework. Students are a particularly interesting population in which to study gambling. The research utilized a cross-sectional design and self-report questionnaires. The study concludes that the two-factor solution better represents the chance-and skill-based gambling activities. The first factor is most strongly associated with chance-based activities (lottery, bingo, scratch cards). The second factor is most strongly associated with activities that require some degree of skill (poker, roulette, sport bet, racing, etc. ).


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