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1.
Int J Soc Psychiatry ; : 207640241264661, 2024 Jul 25.
Artículo en Inglés | MEDLINE | ID: mdl-39049602

RESUMEN

BACKGROUND: Problems related to gambling and digital gaming have been a topic of concern for years. Less attention has been paid to the probable psychosocial factors behind these problems. While previous studies have established links between stress, loneliness, and addiction, there is a lack of longitudinal research investigating how stress and loneliness affect addictive behaviors, including problem gambling and gaming. AIMS: This study uses multilevel mixed-effects generalized linear models to analyze the between- and within-person effects of stress and loneliness on gambling and gaming problems. The interaction between stress and loneliness was also investigated. METHODS: A representative sample of Finns (N = 1,530) answered a survey in 6-month intervals between spring 2021 and autumn 2023; 49.22% of the sample took part at all six time points. The Problem Gambling Severity Index and the Internet Gaming Disorder Test were used to measure gambling and gaming problems. The three-item UCLA Loneliness Scale was used to assess loneliness, and the Perceived Stress Scale was used to evaluate stress. RESULTS: After controlling for gender and age, loneliness was found to increase only gaming problems at both the between- and within-person levels, but not gambling. In contrast, stress enhanced both gambling and gaming problems at the between- and within-person levels. Additionally, loneliness and stress were found to have negative interaction suggesting that their combined effect was lower than their separate effects. CONCLUSION: The findings provide longitudinal insight into the psychosocial vulnerabilities behind problem gambling and gaming, which can be helpful in designing targeted interventions.

2.
Addict Behav ; 144: 107733, 2023 09.
Artículo en Inglés | MEDLINE | ID: mdl-37119715

RESUMEN

Gambling motives are an important element in understanding the development of problem gambling, yet most of the recent studies investigating their role in problem gambling have been cross-sectional. This study analyzed the links between gambling motives and problem gambling using a longitudinal study design. The moderating effect of the frustration of basic psychological needs was also assessed. The study sample with 1,022 participants (48.43% female, Mage = 49.50 years) was surveyed at three timepoints (T1-T3) in 6-month intervals. The Problem Gambling Severity Index (PGSI) was used to measure problem gambling and need frustration was assessed with The Basic Psychological Need Satisfaction and Frustration Scale (BPNSFS). The data were analyzed using a multilevel mixed-effects regression model where PGSI was the outcome variable. Gambling motives and need frustration were the predictors while psychological distress (measured with the 5-Item Mental Health Inventory, MHI-5), offshore/onshore online gambling, and socio-demographic factors were used as control variables. All the motives predicted problem gambling individually over time. In contrast, motives to escape, to win money, and to compete along with need frustration predicted problem gambling over time in the full model. In addition, money motive and need frustration had an interaction effect so that higher need frustration combined with money motive predicted more severe gambling problems. The results of this study provide a valuable longitudinal perspective on gambling motives, frustration of basic psychological needs, and gambling problems which can be used to develop and improve treatment efforts and programs of problem gambling.


Asunto(s)
Conducta Adictiva , Juego de Azar , Humanos , Femenino , Persona de Mediana Edad , Masculino , Juego de Azar/psicología , Estudios Longitudinales , Estudios Transversales , Frustación , Conducta Adictiva/psicología
3.
Addict Behav Rep ; 16: 100445, 2022 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-35813577

RESUMEN

Background and Aims: Studies on self-determination theory (SDT) have placed satisfaction of basic psychological needs (autonomy, relatedness, and competence) at the core of well-being, whereas frustration of these needs results in multiple potentially unhealthy mental and behavioral patterns. This study analyzed how need satisfaction and frustration relate to the severity of gambling and gaming problems. Methods: A survey study with 18-75-year-old Finnish participants (N = 1530; 50.33% male) was conducted in April 2021. Basic psychological needs were measured with the Basic Psychological Need Satisfaction and Frustration Scale, mental health issues with the five-item Mental Health Inventory, gambling problems with the Problem Gambling Severity Index, and gaming problems with the Internet Gaming Disorder Test. Zero-inflated negative binomial analyses were conducted to examine how satisfaction and frustration of basic psychological needs, together with mental health issues, are associated with gaming and gambling problems. Results: Mental health issues were associated with gambling and gaming problems, but this association became nonsignificant when basic psychological needs were added to the model. However, better mental health still was associated with the absence of gaming problems. While need satisfaction had no association with the absence of gaming or gambling problems, need frustration was associated with increases in the severity of both gaming and gambling problems. Discussion: Frustration of basic psychological needs for autonomy, relatedness, and competence is associated with both gambling and gaming problems and should be considered when developing treatment and support for those who experience such problems.

4.
Compr Psychiatry ; 117: 152331, 2022 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-35772368

RESUMEN

BACKGROUND: The uncertain and stressful global situation caused by the COVID-19 pandemic has the potential to cause anxiety and impact people's mental health. Simultaneously, social distancing policies have isolated people from their normal social interactions. These societal changes have inevitably influenced gambling and gaming practices, and many people may have turned to betting or gaming as a means of social exchange. This study examined the influence of COVID-19 anxiety on increased mental health problems and their relationship to gambling and gaming problems. The mediating role of social motives for gambling and gaming was also investigated. MATERIAL AND METHODS: Finnish adults (N = 1530; Mage = 46.67; 50.33% male) were recruited from a volunteer participant panel to participate in a survey study. COVID-19 anxiety was assessed using a scale adapted from the Spielberger State-Trait Anxiety Inventory. Mental health problems were evaluated with the five-item Mental Health Inventory. Gambling problems were measured using the Problem Gambling Severity Index, and gaming problems were measured with the Internet Gaming Disorder Test. Social motives for gaming were evaluated using a single-item measure. Analyses used generalised structural equation modelling. RESULTS: COVID-19 anxiety predicted increased mental health problems, which were associated with heightened gambling and gaming problems. Social motives for gambling and gaming were a significant mediator, suggesting that gambling and gaming problems are emphasized markedly among those who are socially motivated by and involved in such games. CONCLUSIONS: Mental health problems experienced during the pandemic and the social properties of games might accentuate gambling and gaming problems.

5.
Artículo en Inglés | MEDLINE | ID: mdl-34209896

RESUMEN

BACKGROUND AND AIMS: Loneliness and a low sense of mastery are associated with excessive gambling, but the underlying processes of these relationships remain unstudied. Because psychological distress can increase vulnerability to excessive gambling, we investigated its mediating role in these relationships among young people. To meet the need for cross-country research, we also observed how these relationships occur in four countries with different cultures. DESIGN, SETTING, AND PARTICIPANTS: Demographically balanced cross-sectional survey data were collected from 15-25-year-olds in Finland (n = 1200; 50% male), the United States (n = 1212; 49.8% male), South Korea (n = 1192; 49.6% male), and Spain (n = 1212; 51.2% male). MEASUREMENTS: Excessive gambling was measured with the South Oaks Gambling Screen, psychological distress was assessed with the 12-item General Health Questionnaire, loneliness was measured with the three-item Loneliness Scale, and low sense of mastery was assessed with the Pearlin Mastery Scale. Associations were examined first using zero-inflated negative binomial regression analyses with excessive gambling as the outcome. In addition, path analyses were performed to study how loneliness and low sense of mastery relate to excessive gambling, with psychological distress as the mediating variable. FINDINGS: Loneliness and low sense of mastery were associated indirectly with excessive gambling via psychological distress in all country samples. Low sense of mastery was also directly associated with excessive gambling. There was a direct association between loneliness and excessive gambling only in samples from South Korea and Spain. CONCLUSIONS: Psychological distress is an important factor in understanding how loneliness and sense of mastery relate to gambling.


Asunto(s)
Juego de Azar , Distrés Psicológico , Adolescente , Adulto , Estudios Transversales , Femenino , Finlandia , Juego de Azar/epidemiología , Humanos , Soledad , Masculino , República de Corea/epidemiología , España , Adulto Joven
6.
Artículo en Inglés | MEDLINE | ID: mdl-33804663

RESUMEN

Problem gambling among young people is an emerging trend globally. The online environment in particular offers various possibilities for gambling engagement. This is the first cross-national survey study using the social ecological model to analyze problem gambling, especially in the online context. The study aimed to analyze how different social ecological spheres explain problem gambling. Participants were young people aged 15-25 in the United States (n = 1212), South Korea (n = 1192), Spain (n = 1212), and Finland (n = 1200). The South Oaks Gambling Screen (SOGS) instrument measured problem gambling. The regression models analyzed problem gambling with measures of intrapersonal, interpersonal, organizational, and societal spheres. Spanish participants had the highest SOGS score for problem gambling. In all countries, the variations in problem gambling were best explained by the organizational sphere measures (26%) when compared to the intrapersonal (11%), interpersonal (5%), and societal (3%) spheres. In the full model, the organizational sphere measures had strong associations with problem gambling. These included consumer debt, online gambling community participation, online casino participation, and exposure to online pop-up advertisements. Problem gambling was also associated with conformity to group norms in the interpersonal sphere, and male gender and impulsivity in the intrapersonal sphere. Cross-national results were similar in different countries. Within the final model, gambling community participation had the strongest association with problem gambling (ß = 0.23, p < 0.001). The online context plays a major role in problem gambling behavior. The social ecological model is a useful tool for tackling problem gambling and developing preventative measures.


Asunto(s)
Conducta Adictiva , Juego de Azar , Adolescente , Adulto , Conducta Adictiva/epidemiología , Finlandia , Juego de Azar/epidemiología , Humanos , Masculino , República de Corea/epidemiología , España/epidemiología , Estados Unidos , Adulto Joven
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