Gambling

赌博
  • 文章类型: Journal Article
    即使游戏和赌博也有类似的问题行为方面,没有可识别的神经生理学生物标志物或特征表征和/或区分这些病症。在PubMed中对文献进行了系统的回顾,重点是方法,Scopus,WebofScience(WebofScience核心合集),EBSCOhost研究数据库(APAPsycINFO;APAPsycarticles;OpenDissertations;ERIC)数据库。以下搜索词用于搜索数据库:ERP,\"事件相关潜力*\",EP,“诱发电位*”,SS,\"稳态\",脑电图,脑电图*;gam*.有关参与者的数据(总数,性别,年龄),研究的主要目的和有关实验设置的信息(实验任务描述,使用的刺激,测量的ERP(潜伏期窗口和电极的放置),过程评估)被提取。总共修订了24项研究(有问题的游戏-16项,病态赌博-8项)。实验方案可以分为3个主要目标域(提示反应性,一般信息处理和奖励流程和风险评估)。与样本相关的限制(小样本量,性别差异,组间关于潜在混杂变量的差异)和关于实验任务的异质性,审查了实施和解释。与赌博相关的研究高度关注与奖励相关的过程的调查,而与游戏相关的研究主要集中在更一般的信息处理的变化方面。关于正在使用的ERP实验范例的巨大异质性以及缺乏明确的指南和标准化程序阻碍了识别能够可靠地区分或表征易受成瘾行为或能够诊断和监测这些疾病的人群的措施。
    Even though gaming and gambling bear similar problematic behavioral aspects, there are no recognizable neurophysiological biomarkers or features characterizing and/or distinguishing these conditions. A systematic review of the literature with a focus on methods was performed in PubMed, Scopus, Web of Science (Web of Science Core Collection), EBSCOhost Research Databases (APA PsycINFO; APA PsycArticles; OpenDissertations; ERIC) databases. Following search terms were used to search the databases: ERP, \"event related potential*\", EP, \"evoked potential*\", SS, \"steady state\", EEG, electroencephal*; gam*. Data about the participants (total number, gender, age), main aim of the study and information about the experimental setup (experimental task description, stimuli used, ERPs measured (latency windows and placement of the electrodes), process evaluated) was extracted. A total of 24 studies were revised (problematic gaming - 16, pathological gambling - 8). The experimental protocols could be grouped into 3 main target domains (Cue-reactivity, General Information processing and Reward Processes & Risk Assessment). Sample-related limitations (small sample sizes, gender differences, differences between the groups regarding potential confounding variables) and heterogeneity regarding the experimental tasks, implementation and interpretation reviewed. Gambling-related research is highly focused on the investigation of the reward-related processes, whereas gaming-related research is mostly focused on the altered aspects of more general information processing. A vast heterogeneity regarding the ERP experimental paradigms being used and lack of clear guidelines and standardized procedures prevents identification of measures capable to reliably discriminate or characterize the population susceptible to addictive behavior or being able to diagnose and monitor these disorders.
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  • 文章类型: Letter
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  • 文章类型: Journal Article
    武装部队退伍军人特别容易经历各种成瘾障碍,包括赌博障碍。即便如此,退伍军人的赌博障碍仍然普遍被研究不足,关于赌博障碍与共病物质使用障碍的经验和表达的关系,研究文献中仍然存在显著差距。目前的工作检查了患病率,介绍,和美国武装部队退伍军人因赌博障碍接受住院治疗的药物使用障碍的临床关联。参与者(N=664)是来自美国武装部队所有分支机构的退伍军人,他们通过退伍军人事务部医疗保健系统接受了赌博障碍的住院治疗。分析摄入时间的临床数据。大部分退伍军人(36.1%)符合SUD的当前标准,另有16.5%的人报告了SUD的历史。酒精使用障碍是最常见的SUD(当前SUD患者的76.1%),多物质使用障碍和兴奋剂使用障碍分别发生在至少25%的SUD患者中。SUD状态与更高水平的冲动性有关,但是没有证据表明SUD状态与赌博症状严重程度有关,赌博偏好,或进一步的精神合并症。
    Armed forces veterans are especially prone to experiencing a variety of addictive disorders, including gambling disorder. Even so, gambling disorder in veterans remains understudied generally, and there remain significant gaps in the research literature with regards to how gambling disorder relates to the experience and expression of comorbid substance use disorders. The present work examines the prevalence, presentation, and clinical associations of substance use disorders in U.S. Armed Forces veterans receiving inpatient treatment for gambling disorder. Participants (N = 664) were veterans from all branches of the U.S. Armed Forces receiving inpatient treatment for gambling disorder through the Department of Veteran Affairs Healthcare System. Clinical data from the time of intake was analyzed. A substantial portion of veterans (36.1%) met current criteria for an SUD, with another 16.5% reporting a history of SUD. Alcohol use disorder was the most commonly reported SUD (76.1% of those with a current SUD), with polysubstance use disorders and stimulant use disorders each occurring in at least 25% of those with SUDs. SUD status was related to greater levels of impulsivity, but there was no evidence that SUD status was related to gambling symptom severity, gambling preferences, or further psychiatric comorbidities.
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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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  • 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
    对各个年龄段的赌博问题的担忧与日俱增,引发了公共卫生和心理学方面的研究。在成年期间,与其他年龄组相比,个人更容易受到心理健康问题的影响,并且更容易出现赌博问题。这项研究探讨了新兴成年人和30岁以上成年人在问题赌博严重程度(PGS)方面的潜在差异,赌博相关伤害(GRH),抑郁和焦虑,以及抑郁和焦虑在年龄之间的中介作用,PGS,和GRH。3244名18岁及以上的以色列人的代表性在线样本分为两组:740名18-29岁的新兴成年人和2504名30岁以上的成年人。赌博行为,问题赌博严重性指数,短暂的赌博伤害屏幕,和患者健康问卷-4评估抑郁和焦虑。新兴成年人的GRH水平明显较高,PGS,和抑郁焦虑比他们年长的同龄人,超越性别和教育。抑郁焦虑完全介导了年龄和赌博相关结果之间的关联。这些发现强调了在努力解决赌博问题和与赌博有关的危害时考虑心理健康的重要性,尤其是新兴的成年人。
    Growing concerns over gambling problems across age groups have sparked research in public health and psychology. During emerging adulthood, individuals are more susceptible to mental health problems and more likely to develop gambling problems than in other age groups. This study explored the potential differences between emerging adults and adults aged 30+ in terms of problem gambling severity (PGS), gambling-related harm (GRH), depression and anxiety, and the mediating role of depression and anxiety in the association between age, PGS, and GRH. A representative online sample of 3244 Israelis aged 18 and over was divided into two groups: 740 emerging adults aged 18-29 and 2504 adults aged 30+. Gambling behaviors, the Problem Gambling Severity Index, the Short Gambling Harm Screen, and the Patient Health Questionnaire-4 assessing depression and anxiety were administered. Emerging adults had significantly higher levels of GRH, PGS, and depression-anxiety than their older counterparts, above and beyond gender and education. Depression-anxiety fully mediated the associations between age and gambling-related outcomes. These findings underscore the importance of considering psychological well-being in efforts to address problem gambling and gambling-related harms, especially in emerging adults.
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  • 文章类型: Journal Article
    背景:赌博在许多国家都是一种流行的休闲活动,通常预计会促进区域经济。然而,其负面影响仍然令人严重关切。赌博障碍被认为是最严重的后果;然而,即使是非或低风险的赌徒也可能面临负面影响。这项研究旨在估计经历赌博相关伤害(GRH)的日本赌徒的数量及其在六个生活领域的分布,金融,关系,情感,健康,社会和其他方面,根据他们赌博风险问题的严重性。
    方法:这项横断面研究依赖于2020年8月5日至11日进行的在线调查。20岁及以上的参与者,在2019年期间从事赌博的人是通过市场研究公司招募的。该调查评估了四个赌徒风险群体中GRH72项的患病率(无问题,低,moderate-,和高风险),按问题赌博严重性指数分类。使用代表性的国家调查数据对数据进行了人口权重调整:2017年生活条件综合调查和2017年赌博成瘾流行病学调查。
    结果:在邀请参加调查的28,016人中,6,124人参加了筛选,在主要调查中,3113人,3,063人提供了有效的答复。调整调查数据后,据估计,2019年日本1.268亿公民中有3900万人(30.8%)参与赌博。其中,444万(11.4%)遭受财务损害,270万(6.9%)健康危害,254万(6.5%)情感伤害,131万(3.4%)工作/学习伤害,128万(3.3%)关系伤害,和46万(1.2%)其他伤害。尽管高风险赌徒在个人层面遭受了严重伤害,超过60%的经历过GRH的赌徒是非低风险赌徒,除了其他伤害,在人口层面。
    结论:该研究强调了日本赌博的预防悖论。虽然国家赌博政策主要侧重于高风险赌徒的预防和干预,更有效的方法包括在整个人群中尽量减少GRH.
    BACKGROUND: Gambling is a popular leisure activity in many countries, often expected to boost regional economies. Nevertheless, its negative impacts remain a significant concern. Gambling disorder is recognized as the most severe consequence; however, even non- or low-risk gamblers may also face negative impacts. This study aimed to estimate the number of Japanese gamblers experiencing gambling-related harm (GRH) and its distribution across six life domains, financial, relational, emotional, health, social and other aspects, based on the severity of their problem gambling risk.
    METHODS: This cross-sectional study relied on an online survey conducted between August 5 and 11, 2020. Participants aged 20 years and above, who engaged in gambling during 2019 were recruited via a market research company. The survey assessed the prevalence of GRH 72 items among four gambler risk groups (non-problem, low-, moderate-, and high-risk), as categorized by the Problem Gambling Severity Index. The data was adjusted for population weighting using representative national survey data: the 2017 Comprehensive Survey of Living Conditions and the 2017 Epidemiological Survey on Gambling Addictions.
    RESULTS: Out of the 28,016 individuals invited to the survey, 6,124 participated in the screening, 3,113 in the main survey, and 3,063 provided valid responses. After adjusting the survey data, it was estimated that 39.0 million (30.8%) of Japan\'s 126.8 million citizens gambled in 2019. Among them, 4.44 million (11.4%) experienced financial harm, 2.70 million (6.9%) health harm, 2.54 million (6.5%) emotional harm, 1.31 million (3.4%) work/study harm, 1.28 million (3.3%) relationship harm, and 0.46 million (1.2%) other harm. Although high-risk gamblers experienced severe harm at the individual level, over 60% of gamblers who experienced GRHs were non- and low-risk gamblers, with the exception of other harm, at the population level.
    CONCLUSIONS: The study highlighted the prevention paradox of gambling in Japan. While national gambling policies primarily focus on the prevention and intervention for high-risk gamblers, a more effective approach would involve minimizing GRH across the entire population.
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  • 文章类型: Journal Article
    所有人都必须参与决策。决策过程可以大致分为内部指导决策(IDM)、这是由个人的内部价值标准决定的,比如偏好,或外部指导决策(EDM),这是由环境外部价值标准决定的,比如金钱奖励。然而,现实生活中的决策永远不会简单地使用一种决策,IDM和EDM之间的关系尚不清楚。这项研究让个人执行赌博任务,需要EDM使用通过偏好判断任务作为IDM形成偏好的刺激。计算模型分析表明,IDM中的强烈偏好会影响EDM中的初始选择行为。此外,通过对赌博任务后主观偏好评价的分析,我们发现,即使在IDM中首选的刺激在EDM中被认为价值较低,对IDM的偏好在EDM后保持。这些结果表明,尽管内部标准,比如偏好,影响电火花加工,结果表明,内部标准和外部标准不同。
    All humans must engage in decision-making. Decision-making processes can be broadly classified into internally guided decision-making (IDM), which is determined by individuals\' internal value criteria, such as preference, or externally guided decision-making (EDM), which is determined by environmental external value criteria, such as monetary rewards. However, real-life decisions are never made simply using one kind of decision-making, and the relationship between IDM and EDM remains unclear. This study had individuals perform gambling tasks requiring the EDM using stimuli that formed preferences through the preference judgment task as the IDM. Computational model analysis revealed that strong preferences in the IDM affected initial choice behavior in the EDM. Moreover, through the analysis of the subjective preference evaluation after the gambling tasks, we found that even when stimuli that were preferred in the IDM were perceived as less valuable in the EDM, the preference for IDM was maintained after EDM. These results indicate that although internal criteria, such as preferences, influence EDM, the results show that internal and external criteria differ.
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  • 文章类型: Journal Article
    赌博障碍(GD)是一个紧迫的公共卫生问题,具有巨大的社会成本。最近发展起来的轻推理论,植根于行为经济学,旨在通过实施环境变化来影响个体的决策行为。
    本范围审查旨在综合与赌博有关的微推理论的文献。
    此范围审查符合Arksey和O\'Malley框架,由Levac等人提炼。它只包括来自同行评审期刊的文章,作为主要主题,关于轻推理论和赌博。最终的研究选择包括六篇文章。
    范围审查过程导致了一些研究,这些研究解释了(1)轻推旨在促使人们选择更健康的赌博选择,促进采用更负责任的赌博做法,和(2)一些赌博的特点,称为暗推(或污泥),利用和伤害赌博者的决策过程。
    这次范围审查强调了许多利益相关者参与赌博领域的事实,他们之间更好的合作将促进更安全和更负责任的赌博行为。未来的研究还需要进行实证检验,以更好地了解它们对赌博者的影响。
    UNASSIGNED: Gambling disorder (GD) is a pressing public health concern with significant societal costs. The recently developed nudge theory, which is rooted in behavioral economics, aims to influence the decision-making behaviors of individuals by implementing changes in the environment.
    UNASSIGNED: This scoping review aims to synthesize the literature on nudge theory as it relates to gambling.
    UNASSIGNED: This scoping review accords with the Arksey and O\'Malley framework, as refined by Levac et al. It includes only articles from peer-reviewed journals that focus, as main themes, on both nudge theory and gambling. The final study selection includes six articles.
    UNASSIGNED: The scoping review process led to studies explaining how (1) nudges aim to prod people toward healthier gambling choices, fostering the adoption of more responsible gambling practices, and (2) some gambling features, called dark nudges (or sludges), exploit and harm the decision-making processes of people who gamble.
    UNASSIGNED: This scoping review highlights the fact that many stakeholders are involved in the field of gambling, and that better cooperation between them would promote safer and more responsible gambling practices. Future research is also needed to empirically test nudges to develop a better understanding of their impact on those who gamble.
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  • 文章类型: Journal Article
    动机在赌博过程中起主导作用。大多数使用动机量表的研究表明,某些动机与问题赌博有关。然而,年龄差异在赌博动机中可以忽略不计。这项研究旨在研究与年龄差异相关的动机在日本问题赌博中的作用。从网络监视器中随机招募了160名在过去六个月内赌博的20岁以上的参与者。在这项研究中,使用了日语版的修改后的赌博动机量表(J-MGMS),其中包括六个系统因素:智力挑战,兴奋,社会化(应对和社交能力),社会认可,货币收益,和激励。日本版本的南橡树赌博筛查(J-SOGS)用于评估参与者的赌博相关问题。人口统计数据,比如赌博频率,被请求。使用线性回归分析,所有参与者的动机,早期成年人(30岁以下)的社会认可,晚期成年人(30岁或以上)的无动机与J-SOGS评分相关(调整后的R2=0.170,0.290,0.156).在晚期成年人中,社会认可几乎是重要的,虽然是负的(p=0.0503)。1)自我决定(自主)的动机,如兴奋和社会化并不有助于问题赌博的发展。2)两个非自决定(非自主)动机,早期成年人的社会认可和晚期成年人的动机,是问题赌博的预测因子。3)社会认可是问题赌博按年龄进行过程中的二分和矛盾动机。
    Motivation plays a dominant role in gambling progression. Most studies using motivational scales have revealed that certain motivations are associated with problem gambling. However, age differences were found to be negligible in gambling motivation. This study aimed to examine the role of motivation associated with age differences in problem gambling in Japan. A total of 160 participants over 20 years of age who had gambled within the past six months were randomly recruited from web monitors. In this study, the Japanese version of the modified Gambling Motivation Scale (J-MGMS) was used which comprises six systematic factors: intellectual challenge, excitement, socialization (coping and sociability), social recognition, monetary gain, and amotivation. The Japanese version of the South Oaks Gambling Screening (J-SOGS) was used to assess participants\' gambling-related problems. Demographic data, such as gambling frequency, were solicited. Using linear regression analysis, amotivation in all participants, social recognition in early adults (under 30), and amotivation in late adults (30 or over) were associated with J-SOGS scores (adjusted R2 = 0.170, 0.290, 0.156). Among late adults, social recognition was nearly significant, although negative (p = 0.0503). 1) Self-determinant (autonomous) motivations such as excitement and socialization do not contribute to the progression of problem gambling. 2) Two non-self-determinant (non-autonomous) motivations, social recognition in early adults and amotivation in late adults, are predictors of problem gambling. 3) Social recognition is a dichotomic and paradoxical motivation in the progress of problem gambling according to age.
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