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Ustawodawstwo antyalkoholowe na ziemiach polskich i za granicą z perspektywy polskojęzycznych periodyków abstynenckich z lat 1843-1914

Ustawodawstwo antyalkoholowe na ziemiach polskich i za granicą z perspektywy polskojęzycznych periodyków abstynenckich z lat 1843-1914

Author(s): Izabela Krasińska / Language(s): Polish Issue: 26/2021

The Polish-language abstinent periodicals appearing from 1843 in the Grand Duchy of Poznan, Galicia, and the Polish Kingdom, and issued abroad by the Polish communities (Germany, the United States), did not enjoy much interest among historians, medical historians, or press experts. Only recently have they been the subject of a monographic study. In addition, the abstinence press can also be a source of valuable information for legal historians. The creators of these articles wrote, among others, about the anti-alcohol legislation in the Polish territories of the three partitions and in the rest of the world. They informed readers not only of the well-known and disseminated prohibition, but also less well-known decisions of the authorities regulating the production, sale, export, import, and consumption of alcohol, such as ‘lokalopacja’, the Pollard system, or the Göteborg system. In Poland, at that time, the monopoly of alcohol sales or propination also did not escape the attention of the creators of these abstinent periodicals.

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EXAMINING LEARNER INDISCIPLINE IN SELECTED SECONDARY SCHOOL IN ZAMBEZI REGION IN NAMIBIA: A CASE STUDY

EXAMINING LEARNER INDISCIPLINE IN SELECTED SECONDARY SCHOOL IN ZAMBEZI REGION IN NAMIBIA: A CASE STUDY

Author(s): Mwilima Bollen Mwilima,Shuti Steph Khumalo / Language(s): English Issue: 2/2021

The purpose of this article aimed at examining learner indiscipline in selected secondary schools in the Zambezi educational settings in Namibia. The study further explored how teachers perceive and manage discipline in their schools. The study used a qualitative research approach which was positioned in the interpretive paradigm. The research instruments consisted of individuals and focus group interviews, as well as document analysis. Purposive sampling was employed to select two secondary schools, two principals and ten teachers. The study was underpinned by a theoretical framework of William Glasser (2010) the choice theory. The findings of this study established various discipline problems such as absence from school, being rude to teachers, being inattentive, early engagement in sexual activities, failure to do schoolwork, noise-making, latecoming to school, and using abusive language. Moreover, the findings found that lack of parental support in lives of their children, family background, abuse of various substances and alcohol, balance between learning content and overcrowding classrooms, peer pressure were the huge cause of discipline problems. The findings established that teachers were using different methods to maintain learner’s discipline such as disciplinary committee, learner counseling, detention, and parental participation.

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Problematica identitară a unui narcoman în ,,Romanul cocainei’’ de Mihail Agheev

Problematica identitară a unui narcoman în ,,Romanul cocainei’’ de Mihail Agheev

Author(s): Gabriela Hurmuz / Language(s): Romanian Issue: 1/2022

Novel with cocaine follows the experiences of a drug addict, Vladimir Maslennikov. The main character is a troubled student who obsessively examines his life under the magnifying glass of extreme lucidity. Vladimir Maslennikov descends into the underground of his conscience to understand the failure of his existence and uses cocaine to create a new deviant personality. This alter-ego is based on pathological behavior and used as a coping mechanism towards reality’s endeavors to undertake his true ego. The purpose of this study is to identify what happens within the identity matrix in the case of drug addiction and how the character's identity changes under the influence of narcotics.

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Znaczenie diagnozy Opiniodawczych Zespołów Sądowych Specjalistów w sprawach nieletnich uzależnionych od internetu igier komputerowych oraz ujawniających cechy nieprzystosowania społecznego

Znaczenie diagnozy Opiniodawczych Zespołów Sądowych Specjalistów w sprawach nieletnich uzależnionych od internetu igier komputerowych oraz ujawniających cechy nieprzystosowania społecznego

Author(s): Lidia Wawryk / Language(s): Polish Issue: 2/2023

The article analyzes the significance of the diagnoses of Advisory Teams of Court Experts (ATCE) against minors addicted to the Internet and computer games and showing signs of social maladjustment. The purpose of the article is to assess the importance of the ATCE diagnoses in cases of minors revealing such symptoms. The research was based on the method of individual cases; two opinions were selected for analysis from among the few available. The technique of document analysis was used on the ATCE opinions. The main problem was to identify the role of the ATCE in diagnosing and designing interventions for minors with signs of maladjustment and delinquency and overlapping addiction to the Internet and computer games. The analysis revealed the causes of abnormal behavior in minors and the mechanisms of disorders and made it possible to select adequate measures against them.

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Physical Exercise Addiction Among Students Based on the EDS-R Scale Adapted for Poland

Physical Exercise Addiction Among Students Based on the EDS-R Scale Adapted for Poland

Author(s): Ewa Krzyżak-Szymańska,Andrzej Szymański / Language(s): English Issue: 2/2023

The purpose of the research was to adapt the Exercise Dependence Scale – Revised (EDS-R) by H.A. Hausenblas and D. Symons Downs to the Polish context and to evaluate the exercise addiction rate among students. The research was conducted online with 290 interviewees aged 19–23 years. Factor analysis confirmed the 7-factor structure of the EDS-R test and its good internal consistency. All the subscales were characterized by adequate reliability. To evaluate scale’s accuracy, the correlation between the EDS-R scale and a question concerning the number of hours of exercise per week was measured. The number of hours spent exercising per week was favorably connected with all of the subscales of the EDS-R. Those results were confirmed by differential analysis. Based on the EDS-R test, the participants were classified as (1) at risk of exercise addiction (5.5%), (2) not addicted (symptomatic group) (72.8%) and (3) not addicted (asymptomatic) (21.7%). The material presented in the article may contribute to further research using the Polish adaptation of the EDS-R scale in different populations (e.g., due to different physical activities undertaken by the exercisers).

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Internet Gaming Disorder wśród polskiej młodzieży – analiza profili latentnych symptomów zaburzenia

Internet Gaming Disorder wśród polskiej młodzieży – analiza profili latentnych symptomów zaburzenia

Author(s): Martyna Kotyśko / Language(s): Polish Issue: 2/2023

Gaming is an activity enjoyed by adolescents, but it can be associated with the risk of developing Internet Gaming Disorder (IGD). The aim of the study was to determine what profiles can be distinguished among adolescents from two Polish voivodeships based on the presence of the nine IGD symptoms. The study included 623 students (57.9% boys) from elementary schools (years V–VII) and junior high schools (years II and III) who declared that they played video games. To measure IGD, The Internet Gaming Disorder Scale 9 – Short Form (IGDS9-SF) was used; the other variables in the study were obtained using a self-administered questionnaire. A latent profile analysis of all IGD symptoms distinguished four profiles, defined as Problem-Free Players, Experiencing Withdrawal Symptoms and Escaping, Experiencing Negative Consequences and Escaping, and Preoccupied and Escaping. A symptom regarding escape from negative emotions was revealed in each group. Significant differences between the profiles were noted for parental control of gaming time and gender, but not for developmental stage. Time spent gaming primarily differentiated the profile of Problem-Free Players from the other groups. Further analysis of the prevalence of IGD symptoms among young players is necessary to better understand the phenomenon in this population.

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Wiedza kadry pedagogicznej młodzieżowych ośrodków wychowawczych w zakresie uzależnieńnieletnich

Wiedza kadry pedagogicznej młodzieżowych ośrodków wychowawczych w zakresie uzależnieńnieletnich

Author(s): Monika Zięciak / Language(s): Polish Issue: 2/2023

The main objective of the research was to determine the knowledge among the teaching staff of youth educational centers (YEC) about substance addiction and behavioral addiction, as well as responses to the manifestations of addiction. The research followed a qualitative strategy. The data was collected through in-depth interviews with 17 employees from three randomly selected YECs (one for girls and two for boys). The collected data indicate that the teaching staff of YECs has insufficient knowledge to work with addicted minors. Despite their capabilities, they do not diagnose addictions and do not organize activities to support young people in coping with their problems. This is related to a lack of competence, the belief that such tasks are not their responsibility, and the perception of these activities as ineffective and insufficient. Therefore, it is recommended that the teaching staff of YECs develop their knowledge and skills by participating in certification courses, training programs, and workshops on addictions (substance and behavioral); using basic diagnostic techniques, the principles of assisting in crisis intervention, and the methods of motivational dialogue; and studying the literature and consulting and supervising cases with specialists.

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Poczucie samotności iobniżony poziom samooceny w kontekście ryzyka uzależnienia od internetu wśród słyszących iniesłyszących adolescentów

Poczucie samotności iobniżony poziom samooceny w kontekście ryzyka uzależnienia od internetu wśród słyszących iniesłyszących adolescentów

Author(s): Anna Michalczyk / Language(s): Polish Issue: 2/2023

The article presents the results of a study conducted on two groups of adolescents aged 15–18, based on an assessment of risky behaviors presented during internet use. The purpose of the research was to assess the correlation between feelings of loneliness among both hearing and hearing-impaired adolescents and risky Internet use, which increases the risk of Internet addiction. Three tools were used to gather the data: the Questionnaire of Intrapersonal, Interpersonal and Attitudes Toward the World by Bartłomiej Golek and Ewa Wysocka (2011), the Polish adaptation of the Rate of Loneliness by Jenny de Jong Gierveld and Theo van Tilburg (Grygiel et al. 2011), and the Polish adaptation of the Questionnaire of Problematic Internet Use by Kimberly Young (Poprawa 2012). The results clearly indicate a correlation between higher levels of loneliness, lower levels of self-esteem, and the tendency to engage in risky online behavior among hearing-impaired adolescents.

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Relationship between Leisure Satisfaction
and Addiction to Social Media: Case Study
on Sports Students of Lebanese French University

Relationship between Leisure Satisfaction and Addiction to Social Media: Case Study on Sports Students of Lebanese French University

Author(s): Sohail Imran Khan,Karzan Qader HAMAD / Language(s): English Issue: 3/2023

In this digital age, when every second person has access to the internet, one is more likely to spend too much time surfing. Recently, due to the Covid-19 virus, the general public faced a total lockdown for the first time. As a result, the Internet has become the only source of entertainment and communication. In this pandemic situation, along with other students, sports students spent a lot of time on social media because they had no choice but to sit at home and not go out and play. This study was conducted to find a relationship between leisure satisfaction and addiction to social media. The study population consisted of students engaged in any sports activity from the Lebanese French University, Erbil. The sample counted 224 (107 male and 117 female) stu- dents. Data was collected from the students with the help of a structured questionnaire. To reach a conclusion, T-Test and Anova were used. It was found out that the students’ gender and age affect their levels of leisure satisfaction. It turned out that the female students were more satisfied with their leisure time than their male counterparts. However, among university students, a signifi- cant negative relationship was found between leisure satisfaction and addiction to social media.

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An analysis of the relationship between the hardships of the SARS-CoV-2 pandemic, family functioning, depression and internet addiction among 11-16 year olds

An analysis of the relationship between the hardships of the SARS-CoV-2 pandemic, family functioning, depression and internet addiction among 11-16 year olds

Author(s): Piotr Hreciński,Roman Solecki / Language(s): English Issue: 1/2022

The aim of the presented research was to analyze mutual correlations between hardships related to the SARS-CoV-2 pandemic, family relations, depression and Internet addiction. The study was conducted remotely among 509 adolescents aged 11-16. The survey questionnaire was constructed from standardized research tools. The results showed that depressive symptoms correlated positively with staying in compulsory quarantine/isolation. In addition, depressive symptoms and Internet addiction positively correlated with experienced hardships during the pandemic (relationship difficulties with loved ones at home and increased number of daily responsibilities) and negatively with good quality family relationships. A reciprocal correlation was also observed between symptoms of depression and Internet addiction. Most interestingly, the results indicated that difficulties associated with the pandemic period correlate heterogeneously with depression and Internet addiction. It seems that the pandemic itself was not the most important factor generating depression and addiction, but reinforced already existing problems. The best protective factor was found to be well-functioning family relationships.

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IMPLICATIONS OF HUMAN TRAFFICKING ON THE ROMANIAN SOCIETY

IMPLICATIONS OF HUMAN TRAFFICKING ON THE ROMANIAN SOCIETY

Author(s): Camelia Elena Nichita (Vasile),Miruna Angela Mutu,Gabriela Bologa / Language(s): English Issue: 1/2019

In order to raise awareness of the phenomenon of trafficking in human beings among different institutions (law enforcement, child protection, NGOs) and to improve the measures they can take, the article aims to identify how severe is the phenomenon of human trafficking in Romania. We also want to identify the repercussions of this phenomenon as well as to identify the solutions at political and legislative level in order to reduce or even combat this phenomenon.

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DRUG TRAFFICKING AND ILLICIT USE IN COMPLEX SOCIAL CRISES

DRUG TRAFFICKING AND ILLICIT USE IN COMPLEX SOCIAL CRISES

Author(s): Valeriu Fîrțală / Language(s): English Issue: 2/2023

Drug trafficking and illicit consumption determine the development of elements generating negative effects on multiple levels, particularly affected being the socio-economic, public health, public order and national security components. In the context of overlapping these effects with the effects of other crisis situations (health, economic crisis, military conflicts, etc.), we find the existence of complex social crises, difficult to manage, which produce immediate but also long-term effects, extensively, on the entire society.

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On the current psychotherapeutic situation for persons with pornography use disorder in Germany

On the current psychotherapeutic situation for persons with pornography use disorder in Germany

Author(s): Charlotte Markert,Florian Storz,Sarah Golder,Johanna Rechmann,Julian A. Rubel,Christopher Lalk,Rabea Vogt,Julia A. Glombiewski,David Braun,Christiane A. Pané-Farré,Tanja Michael,Hannah K. Mattheus,Nanne Dominick,Klaus Wölfling,Wolfgang Lutz,Jana Schaffrath,Ulrich Stangier,Schahryar Kananian,Dirk Strüwing,Doerthe Klingelhöfer,Frederik Valbert,Anja Neumann,Bertram Walter,Rudolf Stark / Language(s): English Issue: 2/2023

Background and aims: For the first time, the ICD-11 provides the diagnosis compulsive sexual behavior disorder (CSBD) that can be assigned for pornography use disorder (PUD). This study aimed to estimate the prevalence of PUD and associated consequences in Germany, to identify the psychotherapy demand among likely PUD (lPUD) cases and the treatment supply in different psychotherapeutic settings, to survey psychotherapists’ level of expertise regarding PUD, and to identify predictors for psychotherapy demand. Methods: Four studies were conducted: 1. Online study in the general population (n 5 2070; m 5 48.9%, f 5 50.8%, d 5 0.2%), 2. Survey among practicing psychotherapists (n 5 983), 3. Survey of psychotherapists in psychotherapeutic outpatient clinics (n 5 185), 4. Interviews with psychotherapeutic inpatient clinics (n 5 28). Results: The estimated prevalence of lPUD in the online study was 4.7% and men were 6.3 times more often affected than women. Compared to individuals without PUD, individuals with lPUD more often indicated negative consequences in performance-related areas. Among lPUD cases, 51.2% of men and 64.3% of women were interested in a specialized PUD treatment. Psychotherapists reported 1.2%–2.9% of lPUD cases among their patients. 43.2%–61.5% of psychotherapists stated to be poorly informed about PUD. Only 7% of psychotherapeutic inpatient clinics provided specific treatments to patients with PUD. While, among other factors, negative consequences attributed to lPUD were predictive for psychotherapy demand, weekly pornography consumption, subjective well-being, and religious attachment were not. Discussion and conclusions: Although PUD occurs quite often in Germany, availability of mental health care services for PUD is poor. Specific PUD treatments are urgently needed.

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Nasilje u medijima i utjecaj na publiku

Nasilje u medijima i utjecaj na publiku

Author(s): Mustafa Sefo / Language(s): Bosnian Issue: 1-2/2023

Violence in the media is a phenomenon present since the media first came into existence. Depiction of violence is not a novelty brought about by electronic and new media. Violence has been one of the key characteristics of print media since the dawn of literature; ancient Greek poetry and drama often described murder, suicide and injury; many of Shakespeare’s plays exposed violence, torture, revenge and psychological terror; some of the most popular books of the 19th century were sensational novels that included violence. Due to complex interpretation and definition of this phenomenon and the different perspectives on it, discussions about violence in the media involve experts from the fields of communication and media, psychology, pedagogy, sociology and anthropology. Despite decades of discussions, definitive answers and solutions have not been found yet.

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Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning

Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning

Author(s): VASILEIOS STAVROPOULOS,Daniel Zarate,Maria Prokofieva,Noirin van de Berg,Leila Karimi,Angela Gorman Alesi,Michaella Richards,Soula Bennet,Mark D. Griffiths / Language(s): English Issue: 4/2023

Background and aims: Gaming disorder [GD] risk has been associated with the way gamers bond with their visual representation (i.e., avatar) in the game-world. More specifically, a gamer’s relationship with their avatar has been shown to provide reliable mental health information about the user in their offline life, such as their current and prospective GD risk, if appropriately decoded. Methods: To contribute to the paucity of knowledge in this area, 565 gamers (Mage 5 29.3 years; SD 510.6) were assessed twice, six months apart, using the User-Avatar-Bond Scale (UABS) and the Gaming Disorder Test. A series of tuned and untuned artificial intelligence [AI] classifiers analysed concurrently and prospectively their responses. Results: Findings showed that AI models learned to accurately and automatically identify GD risk cases, based on gamers’ reported UABS score, age, and length of gaming involvement, both concurrently and longitudinally (i.e., six months later). Random forests outperformed all other AIs, while avatar immersion was shown to be the strongest training predictor. Conclusion: Study outcomes demonstrated that the user-avatar bond can be translated into accurate, concurrent and future GD risk predictions using trained AI classifiers. Assessment, prevention, and practice implications are discussed in the light of these findings.

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The vicious cycle of family dysfunction and problematic gaming and the mediating role of self-concept clarity among early adolescents: A within-person analysis using random intercept cross-lagged panel modeling

The vicious cycle of family dysfunction and problematic gaming and the mediating role of self-concept clarity among early adolescents: A within-person analysis using random intercept cross-lagged panel modeling

Author(s): Jianhua Zhou,Haiyan Zhao,Li’an Wang,Dandan Zhu / Language(s): English Issue: 4/2023

Backgrounds and aims: Family dysfunction is a significant risk factor for adolescent problematic gaming, yet few studies have investigated the bidirectional relations between changes in family dysfunction and adolescent problematic gaming and potential mediating mechanisms. This study thus examined the bidirectional relations between family dysfunction and adolescent problematic gaming and the mediating role of self-concept clarity within this relation. Methods: Participants included 4,731 Chinese early adolescents (44.9% girls; M age 5 10.91 years, SD 5 0.72) who were surveyed at four time points 6 months apart. Results: Random intercept cross-lagged panel modeling found (a) family dysfunction directly predicts increased problematic gaming, (b) adolescent problematic gaming directly predicts increased experience of family dysfunction, (c) family dysfunction indirectly predicts problematic gaming via self-concept clarity, and (d) adolescent problematic gaming indirectly predicts family dysfunction via self-concept clarity. Discussion and conclusions: The present study suggests that adolescents may be trapped in a vicious cycle between family dysfunction and problematic gaming either directly or indirectly through impairing their self-concept clarity. Findings indicate fostering youth self-concept clarity is essential to break the vicious circle between dysfunctional experiences in the family and problematic gaming among adolescents.

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Gambling, cryptocurrency, and financial trading app marketing in English Premier League football: A frequency analysis of in-game logos

Gambling, cryptocurrency, and financial trading app marketing in English Premier League football: A frequency analysis of in-game logos

Author(s): Jamie Torrance,Conor Heath,Maira Andrade,Philip W. S. Newall / Language(s): English Issue: 4/2023

Background & aims: The gamblification of UK football has resulted in a proliferation of in-game marketing associated with gambling and gambling-like products such as cryptocurrencies and financial trading apps. The English Premier League (EPL) has in response banned gambling logos on shirt-fronts from 2026 onward. This ban does not affect other types of marketing for gambling (e.g., sleeves and pitch-side hoardings), nor gambling-like products. This study therefore aimed to assess the ban’s implied overall reduction of different types of marketing exposure. Methods: We performed a frequency analysis of logos associated with gambling, cryptocurrency, and financial trading across 10 broadcasts from the 2022/23 EPL season. For each relevant logo, we coded: the marketed product, associated brand, number of individual logos, logo location, logo duration, and whether harm-reduction content was present. Results: There were 20,941 relevant logos across the 10 broadcasts, of which 13,427 (64.1%) were for gambling only, 2,236 (10.7%) were for both gambling and cryptocurrency, 2,014 (9.6%) were for cryptocurrency only, 2,068 (9.9%) were for both cryptocurrency and financial trading, and 1,196 (5.7%) were for financial trading only. There were 1,075 shirt-front gamblingassociated logos, representing 6.9% of all gambling-associated logos, and 5.1% of all logos combined. Pitch-side hoardings were the most frequent marketing location (52.3%), and 3.4% of logos contained harm-reduction content. Discussion & Conclusions: Brand logos associated with gambling, cryptocurrency, and financial trading are common within EPL broadcasts. Approximately 1 in 20 gambling and gambling-like logos are subject to the EPL’s voluntary ban on shirt-front gambling sponsorship.

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Tracking online searches for gambling activities and operators in the United Kingdom during the COVID-19 pandemic: A Google Trends™ analysis

Tracking online searches for gambling activities and operators in the United Kingdom during the COVID-19 pandemic: A Google Trends™ analysis

Author(s): Scott Houghton,Frederic Boy,Alexander Bradley,Richard J.E. James,Heather Wardle,Simon Dymond / Language(s): English Issue: 4/2023

Background: Whilst some research has explored the impact of COVID-19 on gambling behaviour, little is yet known about online search behaviours for gambling during this period. The current study explored gambling-related online searches before, during and after the outbreak of the COVID-19 pandemic in the UK. We also assessed whether search trends were related to Gambling Commission behavioural data over the same period. Methods: Google Trends search data, covering thirty months from January 2020 to June 2022, for five gambling activities and five gambling operators were downloaded. Graphical displays of the weekly relative search values over this period were then produced to visualise trends in search terms, with key dates in COVID-19 policy and sporting events highlighted. Cross-correlations between seasonally adjusted monthly search data and behavioural indices were conducted. Results: Sharp increases in internet searches for poker, slots, and bingo were evident during the first lockdown in the UK, with operator searches sharply decreasing over this period. No changes in gambling activity searches were highlighted during subsequent lockdowns, although small increases in operator-based searches were detected. Strong positive correlations were found between search data and industry data for sports betting and poker but not for slots. Conclusions: Google Trends data may act as an indicator of population-level gambling behaviour. Substitution of preferred gambling activities for others may have occurred during the first lockdown when opportunities for sports betting were limited. Further research is needed to assess the effectiveness of internet search data in predicting gambling-related harm.

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Order of first-play in simulated versus monetary gambling

Order of first-play in simulated versus monetary gambling

Author(s): Alex M.T. Russell,Nerilee Hing,Philip W. S. Newall,Nancy Greer,Cassandra K. Dittman,Hannah Thorne,Matthew J. Rockloff / Language(s): English Issue: 4/2023

Background and aims: Simulated gambling products, like loot boxes and social casino games, contain gambling elements, but are not classified as gambling. They are available to minors, raising concerns about a “gateway effect” into gambling. This study examined the time course of young people’s engagement in simulated and monetary gambling, and associations between simulated gambling and gambling problems and harm. A necessary, although not sufficient, condition for simulated games leading to real money gambling is that simulated play must come first. Method: Participants were 1,026 young adults (aged 18–25 years) who played video games in the last year. They reported the age at which they first took part in seven simulated and twelve monetary gambling products, and current gambling problems and harm. Results: First use of loot boxes and video games with gambling content tended to precede monetary gambling. Forms where gambling is a core gameplay element, such as social casino and demonstration games, tended to follow some monetary gambling forms. Engagement in most simulated gambling products was associated with greater harm from monetary gambling. Discussion: The findings leave open the possibility of a catalyst pathway from youth engagement in loot boxes and games with gambling content to later monetary gambling, but causal psychosocial mechanisms remain unclear. However, a pathway from social casino and demonstration games to monetary gambling appears less likely, which may instead reflect containment or substitution effects. Simulated gambling disproportionately attracts youth who are vulnerable to gambling problems and harm, indicating the need for consumer protection measures.

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Situational features of smartphone betting are linked to sports betting harm: An ecological momentary assessment study

Situational features of smartphone betting are linked to sports betting harm: An ecological momentary assessment study

Author(s): Nerilee Hing,Matthew Browne,Matthew J. Rockloff,Alex M.T. Russell,Catherine Tulloch,Lisa Lole,Hannah Thorne,Philip W. S. Newall / Language(s): English Issue: 4/2023

Background and aims: Smartphones extend the situational characteristics of sports betting beyond those available with land-based and computer platforms. This study examined 1) the role of situational features and betting platforms in harmful betting behaviours and short-term betting harm, and 2) whether people with more gambling problems have preferred situational features, engage more in harmful betting behaviours, and experience more severe short-term betting harm. Methods: An ecological momentary assessment analysed 1,378 betting sessions on sports, esports or daily fantasy sports, reported by 267 respondents (18–29 years; 50.9% male) over 10 weeks. Results: Factor analysis revealed five situational features of betting sessions: 1) quick, easy access from home, 2) ability to bet anywhere anytime, 3) privacy while betting, 4) greater access to promotions and betting options, and 5) ability to use electronic financial transactions. Regression models underpinned the analyses. Greater short-term betting harm was significantly associated with the ability to bet anywhere anytime, privacy when betting, and greater access to promotions and betting options. Betting sessions when these features were prioritised were more likely to involve impulsive betting, use of betting inducements, and betting with more operators. Respondents with more gambling problems were more likely to prioritise privacy and the ability to bet anywhere anytime; and to bet on in-game events, use promotional inducements, bet with more operators, and report greater betting harm. Discussion and conclusions: Certain situational features of sports betting are empirically associated with engagement and subsequent harm. Only smartphone betting combines all three features associated with betting harm.

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