Gambling

赌博
  • 文章类型: Journal Article
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  • 文章类型: Journal Article
    这项研究调查了一个不提供信息的,厌恶的不相关情绪反应会干扰不确定性下的决策。我们通过将令人厌恶的图像与不利/不良套牌(一致条件)或有利/良好套牌(不一致条件)的选择相关联来操纵爱荷华州赌博任务(IGT)。还包括没有操作的控制条件。结果表明,随着任务在所有条件下展开,从良好甲板中进行选择的可能性增加。然而,这种效果是通过实验操作来调节的。具体来说,我们检测到有害影响(即,截距显着降低)在不一致条件下产生厌恶的图像(vs.Control),但这种影响仅限于任务的早期阶段(即,前二十次试验)。在一致性和对照条件之间没有检测到性能趋势的差异。预期皮肤传导反应,心率,根据体细胞标记假说,瞳孔扩张也被评估为预期自主神经激活的指标,但在任何条件下,前两个指数都没有显示出影响。当任务在控制和不一致条件下展开时,仅检测到瞳孔扩张的下降趋势。根据“风险即感觉”框架讨论结果,体细胞标记假说,和IGT文学。
    This study investigates whether a not informative, irrelevant emotional reaction of disgust interferes with decision-making under uncertainty. We manipulate the Iowa Gambling Task (IGT) by associating a disgust-eliciting image with selections from Disadvantageous/Bad decks (Congruent condition) or Advantageous/Good decks (Incongruent condition). A Control condition without manipulations is also included. Results indicate an increased probability of selecting from a Good deck as the task unfolds in all conditions. However, this effect is modulated by the experimental manipulation. Specifically, we detect a detrimental effect (i.e., a significant decrease in the intercept) of the disgust-eliciting image in Incongruent condition (vs. Control), but this effect is limited to the early stages of the task (i.e., first twenty trials). No differences in performance trends are detected between Congruent and Control conditions. Anticipatory Skin Conductance Response, heart rate, and pupil dilation are also assessed as indexes of anticipatory autonomic activation following the Somatic Marker Hypothesis, but no effects are shown for the first two indexes in any of the conditions. Only a decreasing trend is detected for pupil dilation as the task unfolds in Control and Incongruent conditions. Results are discussed in line with the \"risk as feelings\" framework, the Somatic Marker Hypothesis, and IGT literature.
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  • 文章类型: Journal Article
    近年来,网络赌博市场发展迅速,博彩已经成为最受欢迎的赌博形式之一。这项研究的目的是分析马拉维人口对博彩的兴趣,体育博彩,酒精,香烟,和一些精神药物通过谷歌趋势的相对搜索量。
    与投注相关的互联网搜索查询数据,体育博彩,酒精,香烟,2010-2022年期间,每月从谷歌趋势获得精神药物。在马拉维对这些主题的兴趣水平进行了比较,并计算相关系数。
    在马拉维,博彩和体育博彩术语的相对搜索量最高(平均RSV:66%和30%)。从2019年开始,对博彩和体育相关搜索主题和关键词的兴趣显著增加(p<0.001)。与投注相关的关键词与酒精和国内生产总值(r=0.831和r=0.901,p<0.001)之间存在强正相关。博彩与精神活性药物相关术语之间呈正相关(最小r=0.417,p<0.01)。
    这项研究得出的结论是,近年来马拉维人口对博彩的兴趣有所增加,而对精神药物和酒精的兴趣仍然很高。国内生产总值与社会对博彩的兴趣高度相关。另外还发现,谷歌趋势可以用作预测和监控未来危险行为的工具。比如赌博障碍。
    UNASSIGNED: In recent years, the online gambling market has rapidly developed, and betting has become one of the most popular forms of gambling. The aim of this study was to analyse the interest of the Malawian population in terms related to betting, sports betting, alcohol, cigarettes, and some psychoactive drugs through the relative search volumes of Google Trends.
    UNASSIGNED: Internet search query data related to betting, sports betting, alcohol, cigarettes, and psychoactive drugs were obtained monthly from Google Trends for the period 2010-2022. Comparisons of interest levels in these topics were conducted in Malawi, and correlation coefficients were calculated.
    UNASSIGNED: In Malawi, relative search volumes for betting and sports betting terms were the highest (average RSVs: 66% and 30%). It was found that from 2019 onwards, the interest in betting and sports-related search topics and keywords increased significantly (p < 0.001). Strong positive correlations were found between betting-related keywords and alcohol and gross domestic product (r = 0.831 and r = 0.901, p < 0.001). A positive correlation was found between betting and psychoactive drug-related terms (minimum r = 0.417, p < 0.01).
    UNASSIGNED: This study concludes that the interest of the Malawian population in betting has increased in recent years, while interest in psychoactive drugs and alcohol remains high. Gross domestic product is highly correlated with society\'s interest in betting. It was additionally found that Google Trends can be used as a tool to predict and monitor future risky behaviours, such as gambling disorder.
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  • 文章类型: Journal Article
    背景:关于在线赌博与青年心理困扰之间的联系知之甚少,尤其是在加纳。本研究旨在探讨在线体育博彩对心理困扰的影响,专注于抑郁症,焦虑,以及加纳伏尔塔地区年轻人的压力。
    方法:在加纳Volta地区的各个博彩中心进行了一项横断面研究。使用多阶段抽样方法选择了四百零三(403)名参与者。该研究使用标准化问卷来评估抑郁症患者的心理困扰,焦虑,和压力量表(DASS21)和问题赌博与问题赌博严重程度指数(PGSI)。分析包括描述性和推理性方法。其中包括使用当前版本的Jeffreys的惊人统计程序(JASP)[0.18.2]在多元回归模型中实现引导技术,社会科学统计包(SPSS)[29.0.2],和MicrosoftExcel(2019)。
    结果:该研究发现,有问题的赌博和中度赌博问题的参与者的患病率分别为40%和44%,导致整体赌博患病率为84%。关于心理困扰,参与者中抑郁症的估计患病率为43.6%,压力为31.1%,焦虑为68.8%。心理困扰的总体患病率为48%。在分析赌博和心理困扰之间的联系时,该研究指出,男性比女性更容易遭受与赌博有关的心理困扰(β=2.036,p=0.025)。此外,与其他群体相比,有问题赌博的个体表现出最高的经历更显著的心理困扰的概率(β=9.228,p=0.002),其次是赌博水平中等的人(β=3.283,p=0.002)。
    结论:我们建议加纳卫生服务的精神卫生部门,与加纳博彩委员会合作,应制定对青年友好的干预措施,以解决青年中赌博问题的普遍性和发作,尤其是男性。这可能,反过来,减少加纳从事在线赌博的年轻人的心理困扰的发生率。
    BACKGROUND: Little is known about the nexus between online gambling and psychological distress among youth, especially in Ghana. This study aimed to investigate the effects of online sports betting on psychological distress, focusing on depression, anxiety, and stress among young individuals in the Volta region of Ghana.
    METHODS: A cross-sectional study was carried out at various betting centers in the Volta region of Ghana. Four hundred and three (403) participants were selected using a multi-stage sampling method. The study used a standardized questionnaire to assess psychological distress with the Depression, Anxiety, and Stress Scale (DASS 21) and problematic gambling with the Problem Gambling Severity Index (PGSI). The analysis included both descriptive and inferential methods. These include the implementation of the bootstrap technique within multiple regression models using the current versions of Jeffreys\'s Amazing Statistics Program (JASP) [0.18.2], Statistical Package for the Social Sciences (SPSS) [29.0.2], and Microsoft Excel (2019).
    RESULTS: The study found a prevalence of 40% for problematic gambling and 44% for moderate gambling problems among participants, resulting in an overall gambling prevalence of 84%. Regarding psychological distress, the estimated prevalence of depression among participants was 43.6%, with stress reported at 31.1% and anxiety at 68.8%. The overall prevalence of psychological distress was 48%. When analyzing the link between gambling and psychological distress, the study noted that males were more prone to gambling-related psychological distress than females (β = 2.036, p = 0.025). Furthermore, individuals with problem gambling showed the highest probability of experiencing more significant psychological distress compared to other groups (β = 9.228, p = 0.002), followed by those with moderate gambling levels (β = 3.283, p = 0.002).
    CONCLUSIONS: We recommend that the mental health unit of the Ghana Health Service, in collaboration with the Gaming Commission of Ghana, should develop youth-friendly interventions to address the prevalence and onset of problematic gambling among the youth, especially males. This could, in turn, reduce the prevalence of psychological distress among youth engaged in online gambling in Ghana.
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  • 文章类型: Journal Article
    背景:营销对全球青年赌博的正常化具有重大影响。这包括塑造对赌博的积极态度,以及增加对赌博的社会和文化接受度-特别是与体育等有价值的活动相一致。正因为如此,公共卫生专家认为,赌博营销对青少年的健康和福祉构成重大风险。虽然年轻人越来越多地接触到,并受到赌博产品营销的影响,很少就政策问题和选择咨询他们。这项研究旨在探索澳大利亚年轻人对当前赌博广告政策反应的看法。他们是否认为年轻人应该参与关于赌博营销法规的讨论和决定,以及他们对政府保护年轻人免受赌博业营销策略之害的责任的看法。
    方法:定性焦点小组(n=22)在澳大利亚维多利亚州和新南威尔士州,n=64,12-17岁。参与者被要求反思当前的赌博政策,特别是关于市场营销,他们认为赌博营销应该做些什么,以及是否以及如何将年轻人纳入对赌博的公共卫生对策中。使用了解释性的“大Q”方法进行反身性主题分析。
    结果:年轻人强调需要围绕赌博营销的内容和频率制定更有效的法规。他们还希望看到赌博的负面影响的更现实的表现,以对抗持续的积极商业营销信息。大多数人认为,由于他们独特的经历,年轻人应该有机会对赌博的反应发表意见。与会者确定了增加年轻人参与决策的机制,例如与各级政府的直接沟通渠道,参与研究,多样化的参与方式。具体建议包括更多的监管行动,例如禁止赌博广告。
    结论:创建正式结构,促进将年轻人的观点纳入有关赌博的决策中,可以产生更多创新和有效的策略,以防止赌博行业产品的危害,促销,和实践。
    BACKGROUND: Marketing has a significant impact on the normalisation of gambling for youth across the globe. This has included shaping positive attitudes towards gambling, as well as increasing the social and cultural acceptance of gambling - particularly aligned with valued activities such as sport. Because of this, public health experts argue that gambling marketing poses a significant risk to the health and wellbeing of youth. While young people are increasingly exposed to, and impacted by marketing for gambling products, they are rarely consulted about policy issues and options. This study aimed to explore young Australians\' perceptions of current policy responses to gambling advertising, whether they thought young people should be involved in discussions and decisions about gambling marketing regulations, and their perceptions of the duty of governments to protect young people from gambling industry marketing strategies.
    METHODS: Qualitative focus groups (n = 22) were held with n = 64, 12-17 year olds in the Australian states of Victoria and New South Wales. Participants were asked to reflect on current gambling policies, particularly relating to marketing, what they thought should be done about gambling marketing, and if and how young people should be included in public health responses to gambling. An interpretivist \'Big Q\' approach to reflexive thematic analysis was used.
    RESULTS: Young people highlighted the need for more effective regulations around the content and frequency of gambling marketing. They also wanted to see more realistic representations of the negative impacts of gambling to counter persistent positive commercial marketing messages. Most thought that young people should be given an opportunity to have a say about responses to gambling due to their unique experiences. Participants identified mechanisms to increase young people\'s engagement in decision making, such as direct lines of communication to different levels of government, involvement in research, and diversifying ways of engagement. Specific recommendations included more regulatory action such as bans on gambling advertising.
    CONCLUSIONS: Creating formal structures that facilitate the inclusion of young people\'s perspectives in decisions made about gambling can result in more innovative and effective strategies to prevent the harms from gambling industry products, promotions, and practices.
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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:技术极大地重塑了赌博的景观和可及性,为参与负责任的赌博(RG)议程的研究人员和政策制定者创造未知的领域。数字支付解决方案(DPS)是赌博中基于技术的服务的最新补充,现在主要用于存款和赢取取款。在线赌博运营商和DPS之间的无缝协作,然而,引起了人们对DPS平台在促进有害行为方面的潜在作用的担忧。
    目标:使用与问题赌徒的焦点小组会议,这项研究描述了DPS在在线赌博环境中的作用及其对玩家赌博习惯的影响的初步调查,金融行为,赌博环境的选择,以及赌博主观体验的总体结果。
    方法:共有6名问题赌徒参加了一个半小时的焦点小组会议,讨论如何将DPS融入他们的日常赌博习惯,是什么促使他们使用DPS,以及他们在赌博行为中观察到的变化。主题分析用于分析经验证据,并结合归纳和演绎研究方法作为知识主张策略。
    结果:我们的初步发现表明,DPS在在线赌博中的影响是多方面的,一方面,他们与玩家\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\。另一方面,我们发现初步证据表明,DPS可以以微妙和普遍的方式直接影响赌博结果-轻推,制度化,约束,或触发玩家赌博活动。这项研究还强调了在线赌博日益跨学科的性质,它提出了一个初步的概念框架,以说明DPS和赌博习惯之间的社会技术相互作用,最终捕获赌博的主观经验的结果。
    结论:伪装成被动支付推动者,到目前为止,DPS的作用很少受到关注;然而,这项探索性定性研究表明,鉴于技术优势和对客户财务数据的访问,DPS可以成为一个强大的平台,以启用,有时触发有害的赌博。此外,DPS对跨运营商赌博行为的鸟瞰可以为研究人员和政策制定者提供一个机会,探索可以在数字支付层面为赌博客户实施的减少伤害的措施。最后,需要更多的跨学科研究来制定在线赌博的社会技术性质和整体危害最小化策略。
    BACKGROUND: Technology has significantly reshaped the landscape and accessibility of gambling, creating uncharted territory for researchers and policy makers involved in the responsible gambling (RG) agenda. Digital payment solutions (DPS) are the latest addition of technology-based services in gambling and are now prominently used for deposit and win withdrawal. The seamless collaboration between online gambling operators and DPS, however, has raised concerns regarding the potential role of DPS platforms in facilitating harmful behavior.
    OBJECTIVE: Using a focus group session with problem gamblers, this study describes a preliminary investigation of the role of DPS in the online gambling context and its influence on players\' gambling habits, financial behavior, choices of gambling environment, and the overall outcome of gambling subjective experiences.
    METHODS: A total of 6 problem gamblers participated in a one-and-half-hour focus group session to discuss how DPSs are integrated into their everyday gambling habits, what motivates them to use DPS, and what shifts they observe in their gambling behavior. Thematic analysis was used to analyze the empirical evidence with a mix of inductive and deductive research approaches as a knowledge claim strategy.
    RESULTS: Our initial findings revealed that the influence of DPSs in online gambling is multifaced where, on the one hand, their ability to integrate with players\' existing habits seamlessly underscores the facilitating role they play in potentially maximizing harm. On the other hand, we find preliminary evidence that DPSs can have a direct influence on gambling outcomes in both subtle and pervasive ways-nudging, institutionalizing, constraining, or triggering players\' gambling activities. This study also highlights the increasingly interdisciplinary nature of online gambling, and it proposes a preliminary conceptual framework to illustrate the sociotechnical interplay between DPS and gambling habits that ultimately capture the outcome of gambling\'s subjective experience.
    CONCLUSIONS: Disguised as a passive payment enabler, the role of DPS has so far received scant attention; however, this exploratory qualitative study demonstrates that given the technological advantage and access to customer financial data, DPS can become a potent platform to enable and at times trigger harmful gambling. In addition, DPS\'s bird\'s-eye view of cross-operator gambling behavior can open up an opportunity for researchers and policy makers to explore harm reduction measures that can be implemented at the digital payment level for gambling customers. Finally, more interdisciplinary studies are needed to formulate the sociotechnical nature of online gambling and holistic harm minimization strategy.
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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
    背景:赌博场所中的电子赌博机(EGM)会造成与赌博有关的伤害,并且是公共卫生问题。这项研究的重点是作为赌博场所的弹球厅和作为赌博相关伤害的创收犯罪。我们的目的是验证相对于开业前,在pachinko客厅附近以及在pachinko客厅的开业和关闭后期间,创收犯罪率是否会增加。
    方法:我们使用了长达6.5年的犯罪记录,包括pachinko客厅6.5年的开幕和闭幕日数据。我们还采样了便利店的地址,保龄球馆,以及日本各地拥有官方土地价格的家庭。因变量是每日创收犯罪发生率。0.5公里范围内的区域,0.5-1公里,1-5公里,弹球厅的5-10公里半径是自变量。前,opening-,pachinko客厅的关闭期也是独立变量。协变量包括便利店的数量,并且总是在pachinko客厅附近开设pachinko客厅。使用方差分析(ANOVA)和协方差分析(ANCOVA)分析数据。我们还使用差异分析(DD)来揭示暴露于弹球厅开放或关闭的社区中创收犯罪率的增加。
    结果:弹球厅半径0.5-1公里和1-5公里范围内的每日创收犯罪发生率明显高于其半径0.5公里和5-10公里范围内的地区。开放期间和封闭后期间的每日创收犯罪发生率也明显高于开放前期间,即使控制便利店的数量,总是开pachinko客厅。特别是,欺诈犯罪率随着pachinko客厅的开放和关闭而增加。
    结论:在弹球厅半径0.5-1公里和1-5公里范围内观察到最高的创收犯罪发生率。弹球厅的开业也增加了创收犯罪的发生率,关闭后增加。Pachinko客厅被认为正在造成公共伤害,因为这些客厅的公司活动使附近的年轻人成为欺诈者,而老年人成为受害者。未来的研究应该使用官方犯罪记录来检查当前的发现。
    BACKGROUND: Electronic gambling machines (EGMs) in gambling venues cause gambling-related harm and are a public health concern. This study focused on pachinko parlours as gambling venues and income-generating crimes as gambling-related harm. We aimed to verify whether income-generating crime rates increase in proximity to pachinko parlours and during the opening and post-closing periods of pachinko parlours relative to the pre-opening periods.
    METHODS: We used crime records spanning 6.5 years, including data on the opening and closing days of pachinko parlours for 6.5 years. We also sampled the addresses of convenience stores, bowling alleys, and households with official land prices all over Japan. The dependent variable was the daily income-generating crime incidence rate. Areas within 0.5 km, 0.5-1 km, 1-5 km, and 5-10 km radii of the pachinko parlours were the independent variables. The pre-, opening-, and post-closing periods of the pachinko parlours were also independent variables. The covariates included the number of convenience stores and always open pachinko parlours near pachinko parlours. Data were analysed using an analysis of variance (ANOVA) and covariance (ANCOVA). We also used differences-in-differences analysis (DD) to reveal the increase in income-generating crime rates in neighbourhoods exposed to the opening or closing of pachinko parlours.
    RESULTS: The daily income-generating crime incidence rate was significantly higher in areas within 0.5-1 km and 1-5 km radii of pachinko parlours than in those within 0.5 km and 5-10 km radii of them. The daily income-generating crime incidence rate was also significantly higher during the opening and post-closing periods than during the pre-opening period, even when controlling for the number of convenience stores and always open pachinko parlours. In particular, fraud crime rates increased with the opening and closing of pachinko parlours.
    CONCLUSIONS: The highest income-generating crime incidence rate was observed within a 0.5-1 km and 1-5 km radius of pachinko parlours. The opening of pachinko parlours also increased income-generating crime incidence rates, which increased after closing. Pachinko parlours are considered to be creating public harm because the corporate activities of these parlours make the youth in their neighbourhood perpetrators of fraud and older adults its victims. Future research should examine the current findings using official crime records.
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  • 文章类型: Journal Article
    新兴研究表明,许多人通常在赌博时消费大麻。然而,个人对大麻消费将如何影响他们的赌博行为的期望仍然未知。每周赌博的参与者(N=472)从AmazonMechanicalTurk招募并完成赌博行为评估,大麻消费,以及对大麻对赌博的影响的期望。几乎所有参与者(94%)都对问题赌博呈阳性。超过一半的参与者(55%)报告了终生的大麻消费量,几乎所有这些参与者(99%)在过去一个月中报告了在大麻(GUIC)影响下的赌博。大多数参与者同意对赌博的积极期望;他们希望在大麻的影响下(61.4%),他们会感到平静。赌博会更愉快(61.0%),当GUIC(60.6%)时,他们的赌博技能会增加。同时,大多数参与者也同意对GUIC的负面期望。他们预计使用大麻会让他们更粗心(56.4%),更焦虑(54.8%),赌博时注意力不集中(53.7%)。负大麻预期与大麻消费的严重程度显着相关。积极和消极的大麻预期与赌博问题和在大麻影响下的赌博时间显着相关。这些发现表明,期望可能会影响同时消费大麻和赌博的决定。这项研究有助于在赌博问题的治疗过程中解决大麻的期望。
    Emerging research shows that many individuals commonly consume cannabis while gambling. However, individuals\' expectations for how cannabis consumption will impact their gambling behavior remain unknown. Participants who gambled weekly (N = 472) were recruited from Amazon Mechanical Turk and completed assessments of gambling behaviors, cannabis consumption, and expectations about the influence of cannabis on gambling. Almost all participants (94%) screened positive for problem gambling. Over half of participants (55%) reported lifetime cannabis consumption, and almost all those participants (99%) reported gambling under the influence of cannabis (GUIC) in the past month. Most participants agreed with positive expectations of gambling; they expected that they would feel calmer when under the influence of cannabis (61.4%), that gambling would be more enjoyable (61.0%), and that their gambling skills would increase when GUIC (60.6%). At the same time, most participants also agreed with negative expectations of GUIC. They expected cannabis use would make them more careless (56.4%), more anxious (54.8%), and less able to concentrate (53.7%) while gambling. Negative cannabis expectancies were significantly associated with the severity of cannabis consumption. Both positive and negative cannabis expectancies were significantly associated with gambling problems and time spent gambling under the influence of cannabis. These findings indicate that expectations may influence the decision to consume cannabis and gamble simultaneously. This study contributes to the need for addressing cannabis expectations during treatment of gambling problems.
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