Gambling

赌博
  • 文章类型: Journal Article
    赌博是一个公共健康问题,可以造成多种伤害。这项研究的目的是按血统检查青少年赌博,以及与之相关的风险和保护因素。数据来自芬兰进行的学校健康促进研究(n=238,939),14至16岁芬兰学童的代表。交叉表格和多变量逻辑回归用于评估起源与每周赌博之间的关联。与物质使用相关的起源和背景变量的相互作用术语,然后计算同伴和家庭关系以及休闲时间以评估组间差异.研究表明,外国出生的,与父母在芬兰出生的年轻人相比,移民血统和混合家庭的年轻人每周赌博的可能性更大。在外国出生和移民青年中,赌博的可能性特别高。在所有研究的青年群体中,每周赌博在男孩中明显比女孩普遍,与其他群体相比,在外国出生的男孩中尤其常见。物质使用与每周赌博有关,在外国出生的年轻人中更是如此。其他背景因素与每周赌博之间的关联强度也存在起源差异。外国出生的男孩似乎特别容易受到包括赌博在内的多种健康和社会风险的影响。使他们成为有针对性的预防计划的特别重要的群体。需要作出预防性努力,以提高公众的认识,加强父母的监督,并限制与赌博相关的风险。需要特别注意防止移民男孩发展赌博问题。
    Gambling is a public health problem that can cause many kinds of harm. The aim of this study was to examine youth gambling by origin, and the risk and protective factors associated with it. The data was drawn from the School Health Promotion Study (n = 238,939) conducted in Finland, representative of the 14 to 16-year-old Finnish schoolchildren. Cross-tabulations and multivariate logistic regression were used in assessing the association between origin and weekly gambling. Interaction terms of origin and background variables related to substance use, peer and family relations and leisure time were then calculated to assess inter-group differences. The study showed that foreign-born, migrant origin and youth from mixed families were more likely to gamble weekly compared to youth with Finnish-born parents. The likelihood of gambling was particularly high among foreign-born and migrant-origin youth. Weekly gambling was significantly more common among boys than girls in all studied youth groups, and it was particularly common among foreign-born boys compared to other groups. Substance use was associated with weekly gambling and even more so among foreign-born youth. There were also differences by origin in the strength of association between other background factors and weekly gambling. Foreign-born boys appear to be especially vulnerable to multiple health and social risks including gambling, making them a particularly important group for targeted preventive programs. Preventive efforts are needed to enhance public awareness, boost parental supervision, and limit gambling-related risks. Special attention is needed to prevent migrant-origin boys from developing problems with gambling.
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  • 文章类型: Journal Article
    本论文的主要目的是评估波斯版本的在线赌博症状评估量表(P-OGSAS)在伊朗人口中的心理测量属性。
    当前的研究是在2021年9月至11月之间通过一种方便的抽样方法进行的,涉及187名参与者,他们在过去3个月中每月至少经历过一次在线赌博。使用前后翻译方法将OGSAS从英语翻译成波斯语。采用Cronbachα系数和主成分分析(PCA)评价量表的信度和效度,分别。参与者接受了一系列评估,包括P-OGSAS,波斯赌博障碍筛查问卷(GDSQ-P),患者健康问卷-9项目(PHQ-9),和广义焦虑症问卷(GADQ-7),评估效度和信度。
    结果表明,该量表的3因素模型提供了最高水平的可预测性。三因素模型占平方负荷的54.8%。Cronbach的α系数为0.807,P-OGSAS表现出令人满意的可靠性。最后,OGSAS与其他量表有显著的相关性,结果,该量表具有合适的收敛效度。
    P-OGSAS可以充分评估在线赌博的症状和严重程度。因此,临床医生可以使用这个量表来评估伊朗人口中与在线赌博有关的问题.
    UNASSIGNED: The primary objective of the current paper was to assess the psychometric attributes of the Persian version of the Online Gambling Symptom Assessment Scale (P-OGSAS) within the Iranian population.
    UNASSIGNED: The current study was conducted through a convenient sampling method between September and November 2021, involving 187 participants who had experienced online gambling at least once a month for the last 3 months. OGSAS was translated from English into Persian using the forward-backward translation method. Cronbach\'s alpha coefficient and principal component analysis (PCA) were employed to evaluate the reliability and validity of the scale, respectively. Participants were administered a battery of assessments, including P-OGSAS, Persian Gambling Disorder Screening Questionnaire (GDSQ-P), Patient Health Questionnaire-9 Items (PHQ-9), and Generalized Anxiety Disorder Questionnaire (GADQ-7), to assess validity and reliability.
    UNASSIGNED: The results showed that the 3-factor model of this scale provides the highest level of predictability. The 3-factor model accounts for 54.8% of the square load. With a Cronbach\'s alpha coefficient of 0.807, P-OGSAS demonstrated satisfactory reliability. Finally, OGSAS has a significant correlation with other scales, and as a result, this scale has suitable convergent validity.
    UNASSIGNED: P-OGSAS can adequately assess the symptoms and severity of online gambling. Therefore, clinicians could use this scale to evaluate the problems related to online gambling in the Iranian population.
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  • 文章类型: Journal Article
    背景:在青春期,物质使用和数字媒体接触通常达到高峰,可能成为主要的健康风险。预防活动主要在正规学校环境中实施,这个系统之外的年轻人无法到达。专门为职业学生开发了一个移动应用程序(“MeineZeitohne”),鼓励参与者自愿减少或放弃自我选择的成瘾行为,包括使用某种物质,赌博,或与媒体相关的习惯,如游戏或社交媒体使用2周。一项随机研究的结果表明,使用该应用程序后,对促进健康的行为改变有显著影响。这项探索性研究的重点是这项研究的干预部分,专注于接受和差异有效性。
    目的:这项研究的目的是(1)检查使用该应用程序的参与者的特征,(2)根据应用程序的使用方式和参与者的特征,探索移动干预的有效性,(3)研究应用使用的变化与参与者的基线特征如何相关。
    方法:分析干预组研究参与者的日志数据,包括应用程序使用频率(天),选择特定的挑战,和个人相关性(即,用户高于某个成瘾行为的预定义风险分数)挑战选择(“一致使用”:例如,吸烟者选择了与减少或戒烟相关的挑战)。二分结果(变化与无变化)指的是过去一个月的药物使用,赌博,与媒体相关的行为。使用二进制分析了这些变量之间的关系,多层次,混合效应逻辑回归模型。
    结果:干预组包括2367名职业学生,1458(61.6%;平均年龄19.0,SD3.5岁;830/1458,男性56.9%)提供了完整的数据。在这1458名学生中,894(61.3%)开始挑战,可以包括在分析中(平均18.7,SD3.5年;363/894,40.6%女性)。在这894名学生中,466名(52.1%)被认为是频繁使用的应用程序用户,在2周内活跃使用超过4天。分析样本中最常选择的挑战领域与社交媒体使用有关(332/894,37.1%)。在894名学生中,共有407名(45.5%)选择了与个人相关的行为领域的挑战。当个人挑战选择的区域等于行为改变的区域时,应用程序使用对结果的影响更高,挑战选择与个人相关的行为有关,个人从事不同成瘾行为的风险很高。
    结论:该计划的特定领域有效性得到证实,行为领域之间没有溢出。有效性似乎取决于应用程序的使用和用户的特征。
    背景:德国临床试验注册DRKS00023788;https://tinyurl.com/4pzpjkmj。
    RR2-10.1186/s13063-022-06231-x。
    BACKGROUND: During adolescence, substance use and digital media exposure usually peak and can become major health risks. Prevention activities are mainly implemented in the regular school setting, and youth outside this system are not reached. A mobile app (\"Meine Zeit ohne\") has been developed specifically for vocational students and encourages participants to voluntarily reduce or abstain from a self-chosen addictive behavior including the use of a substance, gambling, or a media-related habit such as gaming or social media use for 2 weeks. Results from a randomized study indicate a significant impact on health-promoting behavior change after using the app. This exploratory study focuses on the intervention arm of this study, focusing on acceptance and differential effectiveness.
    OBJECTIVE: The aims of this study were (1) to examine the characteristics of participants who used the app, (2) to explore the effectiveness of the mobile intervention depending on how the app was used and depending on participants\' characteristics, and (3) to study how variations in app use were related to participants\' baseline characteristics.
    METHODS: Log data from study participants in the intervention group were analyzed including the frequency of app use (in days), selection of a specific challenge, and personal relevance (ie, the user was above a predefined risk score for a certain addictive behavior) of challenge selection (\"congruent use\": eg, a smoker selected a challenge related to reducing or quitting smoking). Dichotomous outcomes (change vs no change) referred to past-month substance use, gambling, and media-related behaviors. The relationship between these variables was analyzed using binary, multilevel, mixed-effects logistic regression models.
    RESULTS: The intervention group consisted of 2367 vocational students, and 1458 (61.6%; mean age 19.0, SD 3.5 years; 830/1458, 56.9% male) of them provided full data. Of these 1458 students, 894 (61.3%) started a challenge and could be included in the analysis (mean 18.7, SD 3.5 years; 363/894, 40.6% female). Of these 894 students, 466 (52.1%) were considered frequent app users with more than 4 days of active use over the 2-week period. The challenge area most often chosen in the analyzed sample was related to social media use (332/894, 37.1%). A total of 407 (45.5%) of the 894 students selected a challenge in a behavioral domain of personal relevance. The effects of app use on outcomes were higher when the area of individual challenge choice was equal to the area of behavior change, challenge choice was related to a behavior of personal relevance, and the individual risk of engaging in different addictive behaviors was high.
    CONCLUSIONS: The domain-specific effectiveness of the program was confirmed with no spillover between behavioral domains. Effectiveness appeared to be dependent on app use and users\' characteristics.
    BACKGROUND: German Clinical Trials Register DRKS00023788; https://tinyurl.com/4pzpjkmj.
    UNASSIGNED: RR2-10.1186/s13063-022-06231-x.
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  • 文章类型: Journal Article
    视频老虎机(VSM)被认为是一种特别有害的赌博形式;但是,关于他们在意大利未成年个体中使用的数据很少。2018年和2022年进行了两项调查,涉及帕维亚的7,959名未成年高中生(57.8%为女性)。意大利北部我们估计了终生经验和当前(至少每月一次)定期使用VSM的调整后优势比(aOR)和相应的95%置信区间(CI),根据家庭,教育和行为因素。总的来说,报告终生VSM经历的参与者为13.2%(95%CI:12.5-13.9),2018年为15.2%(95%CI:14.0-16.4%),2022年为12.0%(95%CI:11.1-13.0%)。当前常规VSM用户总数为1.4%(95%CI:1.1-1.7),2018年为1.2%(95%CI:0.8-1.6%),2022年为1.5%(95%CI:1.1-1.8%)。VSM终生经历和当前的定期使用在男性中明显更频繁(aOR分别为1.55和4.81),一年不及格的学生(AORs:2.07和3.44),或每天赌博的父母/兄弟姐妹(aOR:2.83和4.86)。终身使用酒精,烟草,或非法物质与终生使用VSM显著直接相关(aOR在2.64和4.75之间);每月饮酒,烟草,或非法物质的使用与当前的常规VSM使用(aOR在4.47和18.21之间)显着直接相关。在VSM终生/当前的常规用户中,性交和自愿性自伤更为频繁。VSM使用,这与其他危险行为直接相关,可能在意大利未成年人中普遍存在。这种公共卫生关切要求立法加强和综合多学科健康促进和预防战略。
    Video slot machines (VSM) are considered a particularly harmful gambling format; however, scant data is available on their use among underage Italian individuals. Two surveys were conducted in 2018 and 2022 involving 7,959 underage high school students (57.8% female) in Pavia, Northern Italy. We estimated adjusted odds ratios (aOR) and corresponding 95% confidence intervals (CI) for lifetime experience and current regular (at least monthly) use of VSM, according to family, educational and behavioral factors. Overall, participants reporting lifetime VSM experience were 13.2% (95% CI: 12.5 - 13.9), 15.2% (95% CI: 14.0-16.4%) in 2018, and 12.0% (95% CI: 11.1-13.0%) in 2022. Current regular VSM users were 1.4% (95% CI: 1.1-1.7) in total, 1.2% (95% CI: 0.8-1.6%) in 2018 and 1.5% (95% CI: 1.1-1.8%) in 2022. VSM lifetime experience and current regular use were significantly more frequent in males (aORs: 1.55 and 4.81, respectively), students who failed a year (aORs: 2.07 and 3.44), or with daily gambling parents/siblings (aORs: 2.83 and 4.86). Lifetime use of alcohol, tobacco, or illicit substances was significantly directly associated with lifetime VSM use (aORs between 2.64 and 4.75); monthly alcohol, tobacco, or illicit substances use was significantly directly associated with current regular VSM use (aORs between 4.47 and 18.21). Sexting and voluntary self-injury were significantly more frequent among VSM lifetime/current regular users. VSM use, which is directly associated with other risky behaviors, may be pervasive among Italian minors. Such public health concern calls for legislative enforcements and integrated multidisciplinary health promotion and prevention strategies.
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  • 文章类型: Journal Article
    大脑结构连接的变化似乎在物质使用障碍的病理生理学中很重要,但是它们在行为成瘾中的作用,如赌博障碍(GD),不清楚。GD还提供了一个模型来研究成瘾机制,而没有药理混杂因素。这里,我们使用多模态MRI数据检查GD患者白质连接的完整性.我们假设受影响的区域将在额叶-纹状体-丘脑回路中。
    20名GD患者(平均年龄:64岁,GD持续时间:15.7年)和40个年龄和性别匹配的健康对照(HCs)进行了详细的临床检查以及脑3TMRI扫描(T1,T2,FLAIR和DWI)。白质(WM)分析涉及分数各向异性和病变负荷,而灰质(GM)分析包括基于体素和表面的形态计量学。这些指标在组间进行了比较,并检查了与GD相关行为特征的相关性。
    患有GD的个体在放射状冠部和call体的左右额部显示出WM完整性降低(pFWE<0.05)。WM赌博症状严重程度(SOGS评分)与左半球这些区域的WM完整性呈负相关(p<0.05)。患有GD的个体在左前电晕辐射中也表现出更高的WM损伤负荷(pFWE<0.05)。GD组左侧丘脑GM体积和左眶额叶皮质GM厚度降低(pFWE<0.05)。
    类似于物质成瘾,在GD中,额-纹状体-丘脑回路也受到影响,这表明这种电路可能在成瘾中起着至关重要的作用,独立于药理物质。
    UNASSIGNED: Changes in brain structural connections appear to be important in the pathophysiology of substance use disorders, but their role in behavioral addictions, such as gambling disorder (GD), is unclear. GD also offers a model to study addiction mechanisms without pharmacological confounding factors. Here, we used multimodal MRI data to examine the integrity of white matter connections in individuals with GD. We hypothesized that the affected areas would be in the fronto-striatal-thalamic circuit.
    UNASSIGNED: Twenty individuals with GD (mean age: 64 years, GD duration: 15.7 years) and 40 age- and sex-matched healthy controls (HCs) underwent detailed clinical examinations together with brain 3T MRI scans (T1, T2, FLAIR and DWI). White matter (WM) analysis involved fractional anisotropy and lesion load, while gray matter (GM) analysis included voxel- and surface-based morphometry. These measures were compared between groups, and correlations with GD-related behavioral characteristics were examined.
    UNASSIGNED: Individuals with GD showed reduced WM integrity in the left and right frontal parts of the corona radiata and corpus callosum (pFWE < 0.05). WM gambling symptom severity (SOGS score) was negatively associated to WM integrity in these areas within the left hemisphere (p < 0.05). Individuals with GD also exhibited higher WM lesion load in the left anterior corona radiata (pFWE < 0.05). GM volume in the left thalamus and GM thickness in the left orbitofrontal cortex were reduced in the GD group (pFWE < 0.05).
    UNASSIGNED: Similar to substance addictions, the fronto-striatal-thalamic circuit is also affected in GD, suggesting that this circuitry may have a crucial role in addictions, independent of pharmacological substances.
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  • 文章类型: Journal Article
    大多数有问题赌博或赌博障碍的人由于治疗障碍而得不到治疗。关于替代疗法的研究有限。
    研究对有赌博问题的个人进行基于互联网的自我指导干预的有效性,并确定潜在的结果调节者。
    这项单中心随机临床试验于2021年7月13日至2022年12月31日在汉堡-Eppendorf大学医学中心进行。在德国招募参与者进行2次评估(干预前[t0]和干预后6周[t1])。符合条件的参与者是18至75岁有赌博问题的个人,互联网接入,精通德语,并愿意参加2次在线评估。
    基于互联网的自我指导干预是基于认知行为疗法,元认知训练,接受和承诺疗法,和励志面试。
    主要结果是与赌博相关的思想和行为的变化,这是通过耶鲁-布朗强迫量表的病态赌博适应来衡量的。次要结果是抑郁症状的改变,赌博的严重性,特定于赌博的功能失调的想法,对在线干预的态度,治疗期望,患者满意度。
    共有243名参与者(154[63.4%]男性;平均[SD]年龄,34.73[10.33]年)被随机分配到干预组(n=119),该干预组在6周内获得了自我指导的基于互联网的干预措施,或等待名单的对照组(n=124)。在t1时的完成是高的(191[78.6%])。结果显示,与赌博相关的思想和行为显著减少(平均差,-3.35;95%CI,-4.79至-1.91;P<.001;Cohend=0.59),抑郁症状(平均差,-1.05;95%CI,-1.87至-0.22;P=0.01;科恩d=0.33),和赌博严重性(平均差,-1.46;95%CI,-2.37至-0.54;P=.002;Cohend=0.40),但不是针对赌博的功能失调思维(平均差,-1.62;95%CI,-3.40至0.15;P=.07;Cohend=0.23)有利于干预组。与对照组相比,干预组中具有积极治疗期望和更严重的赌博特异性功能失调思想和赌博症状的个体在主要结局上受益更多。
    在这项随机临床试验中,在干预开始后6周测量时,对自我报告有问题赌博行为的个体进行基于网络的自我指导干预的有效性得到证实.鉴于对解决有问题的赌博的可访问和可扩展解决方案的需求日益增加,该研究的发现尤其相关。
    bfarm。de标识符:DRKS00024840。
    UNASSIGNED: Most individuals with problem gambling or gambling disorder remain untreated due to barriers to treatment. Limited research exists on alternative treatments.
    UNASSIGNED: To investigate the efficacy of a self-guided internet-based intervention for individuals with gambling problems and to identify potential outcome moderators.
    UNASSIGNED: This single-center randomized clinical trial was conducted from July 13, 2021, to December 31, 2022, at the University Medical Center Hamburg-Eppendorf. Participants were recruited across Germany for 2 assessments (before intervention [t0] and 6 weeks after intervention [t1]). Eligible participants were individuals aged 18 to 75 years with gambling problems, internet access, German proficiency, and willingness to participate in 2 online assessments.
    UNASSIGNED: The self-guided internet-based intervention was based on cognitive behavioral therapy, metacognitive training, acceptance and commitment therapy, and motivational interviewing.
    UNASSIGNED: The primary outcome was change in gambling-related thoughts and behavior as measured with the pathological gambling adaption of the Yale-Brown Obsessive-Compulsive Scale. Secondary outcomes were change in depressive symptoms, gambling severity, gambling-specific dysfunctional thoughts, attitudes toward online interventions, treatment expectations, and patient satisfaction.
    UNASSIGNED: A total of 243 participants (154 [63.4%] male; mean [SD] age, 34.73 [10.33] years) were randomized to an intervention group (n = 119) that gained access to a self-guided internet-based intervention during 6 weeks or a wait-listed control group (n = 124). Completion at t1 was high (191 [78.6%]). Results showed a significantly greater reduction in gambling-related thoughts and behavior (mean difference, -3.35; 95% CI, -4.79 to -1.91; P < .001; Cohen d = 0.59), depressive symptoms (mean difference, -1.05; 95% CI, -1.87 to -0.22; P = .01; Cohen d = 0.33), and gambling severity (mean difference, -1.46; 95% CI, -2.37 to -0.54; P = .002; Cohen d = 0.40) but not in gambling-specific dysfunctional thoughts (mean difference, -1.62; 95% CI, -3.40 to 0.15; P = .07; Cohen d = 0.23) favoring the intervention group. Individuals in the intervention group who had a positive treatment expectation and more severe gambling-specific dysfunctional thoughts and gambling symptoms benefited more on the primary outcome relative to the control group.
    UNASSIGNED: In this randomized clinical trial, the effectiveness of a self-guided internet-based intervention for individuals with self-reported problematic gambling behavior was demonstrated when measured 6 weeks after start of the intervention. The study\'s findings are particularly relevant given the increasing need for accessible and scalable solutions to address problematic gambling.
    UNASSIGNED: bfarm.de Identifier: DRKS00024840.
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  • 文章类型: Journal Article
    背景:证据表明,试验参与者经常难以理解临床试验的参与者信息传单(PILs),包括随机化的概念。我们分析了用于描述PIL中随机化的语言,并通过公众和参与者的反馈确定了最可理解和可接受的描述。
    方法:我们从爱尔兰和英国的临床研究机构/临床试验单位收集了280份PILs/知情同意书和一份视频动画。我们提取了关于如何描述随机化的文本,加上审判特点。我们进行了内容分析,对随机化短语进行了归纳分组。然后,我们排除了不止一次出现或与其他人非常相似的短语。然后将随机化短语的最终列表呈现给参与者和公众的在线小组。小组成员被要求以5分的李克特量表对每个短语进行评分,以了解他们对该短语的理解,对他们对这句话的理解和可接受性充满信心。
    结果:二百八十个PIL和来自一个视频动画的转录文本代表了229个正在进行或结束的试验。语用内容分析产生了五个归纳类别:(1)解释为什么在试验中需要随机化;(2)随机化的同义词;(3)比较随机化短语;(4)随机化的详细短语(5)和描述随机化过程的短语。我们有48个独特的短语,与73名参与者和公众分享。很好理解的短语不一定是可以接受的。参与者理解,但不喜欢,引用赌博的比较短语,例如掷硬币,像彩票一样,一卷骰子。他们还不喜欢将决策归因于计算机或自动化系统的短语。参与者喜欢简单的语言描述什么是随机化,以及那些不使用比较短语的描述。
    结论:潜在的试验参与者在描述PILs中的随机化时清楚自己的好恶。我们为实践提出了五点建议。
    BACKGROUND: Evidence indicates that trial participants often struggle to understand participant information leaflets (PILs) for clinical trials, including the concept of randomisation. We analysed the language used to describe randomisation in PILs and determine the most understandable and acceptable description through public and participant feedback.
    METHODS: We collected 280 PILs/informed consent forms and one video animation from clinical research facilities/clinical trial units in Ireland and the UK. We extracted text on how randomisation was described, plus trial characteristics. We conducted content analysis to group the randomisation phrases inductively. We then excluded phrases that appeared more than once or were very similar to others. The final list of randomisation phrases was then presented to an online panel of participants and the public. Panel members were asked to rate each phrase on a 5-point Likert scale in terms of their understanding of the phrase, confidence in their understanding and acceptability of the phrase.
    RESULTS: Two hundred and eighty PILs and the transcribed text from one video animation represented 229 ongoing or concluded trials. The pragmatic content analysis generated five inductive categories: (1) explanation of why randomisation is required in trials; (2) synonyms for randomisation; (3) comparative randomisation phrases; (4) elaborative phrases for randomisation (5) and phrases that describe the process of randomisation. We had 48 unique phrases, which were shared with 73 participants and members of the public. Phrases that were well understood were not necessarily acceptable. Participants understood, but disliked, comparative phrases that referenced gambling, e.g. toss of a coin, like a lottery, roll of a die. They also disliked phrases that attributed decision-making to computers or automated systems. Participants liked plain language descriptions of what randomisation is and those that did not use comparative phrases.
    CONCLUSIONS: Potential trial participants are clear on their likes and dislikes when it comes to describing randomisation in PILs. We make five recommendations for practice.
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  • 文章类型: Journal Article
    研究表明,赌博障碍与注意力缺陷多动障碍(ADHD)有关。赌博障碍和自闭症谱系障碍(ASD)之间的关联尚未得到很好的研究,尽管ASD通常与ADHD并存,并与游戏障碍有关。这项研究的目的是估计与赌博障碍共病的ASD和ADHD特征的患病率,并检查临床人群中这些特征与赌博问题之间的关系。
    这项单站点横断面研究是在日本一家治疗赌博障碍的成瘾门诊诊所进行的。使用自闭症频谱商(AQ)测试和成人ADHD自我报告量表(ASRS)筛查ASD和ADHD。问题赌博严重程度指数(PGSI)用于评估赌博问题的严重程度。我们根据二项分布以95%置信区间(CI)计算了疑似ASD和ADHD的患病率,并进行了单变量分析以检查AQ和ASRS评分与PGSI总分之间的关系。
    我们包括197名潜在参与者中的97名。在使用AQ和ASRS筛选参与者后,我们发现ASD性状的患病率为29.8%(95%CI:21.0%-40.2%),而ADHD性状的患病率为26.0%(95%CI:17.9%-36.2%)。单因素回归分析显示,AQ总分与PGSI总分呈负相关。然而,ASRS总分和部分ASRS分与PGSI总分呈正相关.
    ASD和ADHD可能在临床环境中的赌博障碍患者中普遍存在。
    UNASSIGNED: Studies show gambling disorders are associated with attention-deficit hyperactivity disorder (ADHD). The association between gambling disorders and autism spectrum disorder (ASD) has not been well studied, although ASD is often comorbid with ADHD and is associated with gaming disorder. The aim of this study was to estimate the prevalence of ASD and ADHD traits comorbid with gambling disorders and to examine the relationships between these traits and gambling problems in a clinical population.
    UNASSIGNED: This single-site cross-sectional study was conducted at a Japanese addiction outpatient clinic treating gambling disorders. The Autism-Spectrum Quotient (AQ) test and the Adult ADHD Self-Report Scale (ASRS) were used to screen ASD and ADHD. The Problem Gambling Severity Index (PGSI) was used to assess the severity of the gambling problems. We calculated the prevalence of suspected ASD and ADHD with 95% confidence intervals (CI) based on a binomial distribution and performed univariate analyses to examine the relationships between the AQ and ASRS scores and the total PGSI score.
    UNASSIGNED: We included 97 of 197 potential participants. After screening the participants using the AQ and ASRS, we found that the prevalence of ASD traits was 29.8% (95% CI: 21.0%-40.2%), while the prevalence of ADHD traits was 26.0% (95% CI: 17.9%-36.2%). Univariate regression analyses revealed that the total AQ score was inversely associated with the total PGSI score. However, the total ASRS score and some ASRS subscores were positively associated with the total PGSI score.
    UNASSIGNED: ASD and ADHD may be prevalent among patients with gambling disorders in clinical settings.
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  • 文章类型: Journal Article
    背景:在一个人的一生中持续多次脑震荡可能与超出损伤急性期的行为和情绪变化有关。本横断面研究检查了脑震荡史之间的关系,当前中重度心理困扰的发生率,和高中生终身青少年危险赌博。
    方法:来自瑞典南部的459名高中生(年龄:16.81±0.83,男性58.2%)完成了一项评估脑震荡史的调查(0,1,2…>8),使用凯斯勒-6量表的心理困扰,使用NODS-CLiP量表进行终身危险赌博。
    结果:自我报告三次或更多次脑震荡的参与者比那些在控制协变量时没有脑震荡史的参与者更有可能认可中度至重度的心理困扰症状,OR=2.71,95%CI[1.19,6.18]。相比之下,在控制混杂变量后,脑震荡病史与危险赌博无关.
    结论:自我报告三次或更多次脑震荡与高中生损伤急性期后的心理困扰增加有关。患有多次脑震荡的青少年应在受伤的急性期后进行心理健康评估,以识别和治疗心理困扰,但是在这个先前脑震荡的青少年人群中,对危险赌博的探测可能与临床无关。
    BACKGROUND: Sustaining multiple concussions over one\'s lifetime may be associated with behavioral and mood changes beyond the acute phase of injury. The present cross-sectional study examined the relationship between concussion history, the incidence of current moderate-severe psychological distress, and lifetime adolescent hazardous gambling in high school students.
    METHODS: Four-hundred fifty-nine high school students from southern Sweden (age: 16.81 ± 0.83, 58.2% male) completed a survey assessing concussion history (0,1,2…>8), psychological distress using the Kessler-6 scale, and lifetime hazardous gambling using the NODS-CLiP scale.
    RESULTS: Participants who self-reported three or more concussions were more likely to endorse moderate-severe symptoms of psychological distress than those with no concussion history while controlling for covariates, OR = 2.71, 95% CI [1.19, 6.18]. In contrast, concussion history was not associated with hazardous gambling after controlling for confounding variables.
    CONCLUSIONS: Self-reporting three or more concussions was associated with increased current psychological distress beyond the acute phase of injury among high school students. Adolescents who have sustained multiple concussions should undergo mental health evaluations beyond the acute phase of injury to identify and treat psychological distress, but probing for hazardous gambling may not be clinically relevant in this previously concussed adolescent population.
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  • 文章类型: Journal Article
    目的:夜班工作会干扰睡眠,并与工人健康状况不佳有关。我们旨在调查夜班工作与工人赌博之间的关联,以及夜班工作与工作和赌博参与者的问题赌博之间的关联。
    方法:这项横断面研究使用了2023年2月6日至27日在日本进行的在线调查的数据。共有21,134名工人参加了这项研究,包括9,739名在过去一年赌博的受访者。我们估计了夜班工作与工人赌博之间的关联,以及在调查中赌博的人中夜班工作与问题赌博之间的关联。我们将问题赌博定义为问题赌博严重性指数上的分数≥8。所有估计均使用日本全国代表性调查进行加权。在调整了14个混杂因素后,我们拟合了多变量加权逻辑回归模型。
    结果:非夜班和夜班工人赌博的加权患病率分别为42.1%和55.4%,分别。在调查中关注工人赌博时,非夜班和夜班工人中问题赌博的患病率分别为8.8%和24.2%,分别。加权多变量逻辑回归分析表明,夜班工作与工人的赌博参与有关(调整后的优势比[aOR],1.39,95%置信区间[CI]1.25-1.53,p<0.001)。此外,在赌博者中,夜班工作与赌博问题相关(aOR1.94,95%CI1.57-2.40,p<0.001).
    结论:夜班工作与工人的赌博有关,与赌博者的赌博问题有关。
    Night-shift work disturbs sleep and is associated with poor health conditions among workers. We aimed to investigate the association between night-shift work and gambling among workers and the association between night-shift work and problem gambling in working and gambling participants.
    This cross-sectional study used data from an online survey conducted between February 6 and 27, 2023 in Japan. A total of 21,134 workers participated in this study, including 9,739 respondents who had gambled in the past year. We estimated the association between night-shift work and gambling among workers and the association between night-shift work and problem gambling among those who gambled at the survey. We defined problem gambling as a score ≥ 8 on the Problem Gambling Severity Index. All estimates were weighted using a nationally representative survey in Japan. We fitted multivariable weighted logistic regression models after adjusting for 14 confounders.
    The weighted prevalence of gambling among non-night and night-shift workers was 42.1 % and 55.4 %, respectively. When focusing on workers gambling in the survey, the prevalence of problem gambling among non-night and night-shift workers was 8.8 % and 24.2 %, respectively. The weighted multivariable logistic regression analyses showed that night-shift work was associated with gambling participation among workers (adjusted odds ratio [aOR], 1.39, 95 % confidence interval [CI] 1.25-1.53, p < 0.001). In addition, night-shift work was associated with problem gambling among those who gambled (aOR 1.94, 95 % CI 1.57-2.40, p < 0.001).
    Night-shift work was associated with gambling among workers and with problem gambling among those who gambled.
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