While the PGSI is indeed an established index of problem-gambling symptoms, it nevertheless does not quantify the degree of harm experienced by individuals at different points on the spectrum of gambling problems. The purpose of the present study was to establish the relationship between the PGSI category and health-related quality of life (HRQoL) decrements using a population health (PH) method. Harms reported by gamblers and affected others across the PGSI spectrums were transformed into 798 vignettes. A general population panel (N=786) and experts who work with gamblers (N=51) rated the impact of these vignette descriptions on quality of life using the Time Trade-Off task, and a Visual Analogue Scale incorporating 27 comparison conditions. Disability weights (DW) were then estimated for different levels of gambling symptoms. A DW of 0.44 was estimated for problem gamblers (PG), suggesting a reduction in the effective enjoyment of life by over 4 years for every 10 years in lifespan. Lower—but non-negligible—DWs of .14 and .29 were determined for low- and moderate-risk gamblers. Gambling is compared with a number of other conditions with respect to HRQoL impact. On average, PG harm appears to be similar to that of a manic episode of bipolar disorder and severe alcohol abuse disorder. We discuss advantages, and methodological challenges, in applying PH methods to measuring the severity of gambling problems in terms of HRQoL.Bien que l'indice du jeu excessif (PGSI) soit en effet un indice établi des symptômes liés aux problèmes de jeu, il ne quantifie pas le niveau de préjudice subi par les personnes situées à différents points sur le spectre des problèmes de jeu. Le but de l'étude a été d’établir la relation entre la catégorie PGSI et les écarts à la baisse en lien avec la qualité de vie liée à la santé (QVLS) en utilisant une méthode de santé de la population. Les torts signalés par les joueurs et les personnes touchées dans le spectre PGSI ont été transformés en 798 vignettes. Un groupe de population en général (N = 786) et des experts qui travaillent avec des joueurs compulsifs (N = 51) ont évalué l’incidence de ces descriptions de vignette sur la qualité de vie à l’aide de la tâche Time Trade-Off (marchandage de temps) et une échelle visuelle analogue intégrant 27 conditions de comparaison. Les poids d’incapacité (DW) ont ensuite été estimés pour différents niveaux de symptômes du jeu. Un DW de 0,44 a été estimé pour les joueurs compulsifs, ce qui laisse supposer une diminution de la jouissance réelle de la vie de plus de 4 ans pour chaque tranche de vie de 10 ans. Les DW inférieurs, mais non négligeables, de 0,14 et 0,29 ont été déterminés pour les joueurs à risque faible et modéré. Le jeu est comparé à un certain nombre d’autres conditions en ce qui concerne l’incidence de la qualité de vie liée à la santé (QVLS). En moyenne, le préjudice causé par un joueur compulsif s'apparente à celui d’un épisode maniaque de trouble bipolaire et d’un trouble sévère d’abus d’alcool. Nous discutons des avantages et des défis méthodologiques, en appliquant des méthodes de santé de la population pour mesurer la gravité des problèmes de jeu en termes de QVLS.
Attitudes toward problem gambling treatment were investigated in a telephone survey of 1,203 persons in Central Queensland Australia (598 women and 605 men, mean age = 45.8 years). Survey items were compiled from existing substance abuse questionnaires (Center on Alcoholism, Substance Abuse and Addictions, 1995; Sobell et al., 1991). An exploratory factor analysis identified five potential barriers to treatment, including: availability, stigma, cost, uncertainty, and avoidance. Relative to those with few problems, respondents who had numerous gambling problems were more concerned about treatment costs, and the availability and effectiveness of treatment. In addition to the above concerns, older persons more often negatively judged the treatment seeker. In contrast, educated respondents had generally more positive attitudes towards problem gamblers and treatment seeking.
BackgroundA better understanding of how occupational indicators (e.g. job type, doing shift-work, hours worked, physical demand) influence sitting time will aid in the design of more effective health behaviour interventions. The aim of the study was to examine the associations between several occupational indicators and total, occupational and leisure-time sitting.MethodsCross-sectional self-report data was collected in November 2011 from 1194 participants through a telephone interview in regional Queensland, Australia (response rate was 51.9%). The Workforce Sitting Questionnaire was used to measure sitting time. Multiple logistic regression was applied to examine associations between sitting time and occupational indicators.ResultsOf all participants 77.9% were employed full-time, 72.7% had white-collar jobs, 35.7% were engaged in shift-work, 39.5% had physically demanding jobs, and 53.2% had high total sitting time (>8 hours a day). Those in physically demanding and blue-collar occupations were less likely to report high total (physically demanding: OR = 0.41,95% CI = 0.29–0.58; blue-collar: OR = 0.55,95% CI = 0.37–0.82) and occupational (physically demanding: OR = 0.26,95% CI = 0.14–0.24; blue-collar: OR = 0.32,95% CI = 0.21–0.49) sitting time compared to those in physically undemanding and white-collar occupations respectively. Working more than 8 hours per day was inversely associated with high leisure-time sitting (OR = 0.44,95% CI = 0.29–0.68). No evidence for ‘compensation’ effects, where lower occupational sitting is compensated with higher leisure-time sitting, was found.ConclusionsBehaviour change interventions are needed to reduce sitting time as a means to prevent chronic disease. Workplace initiatives to reduce sitting time may be particularly important among individuals employed in white-collar and physical undemanding occupations, although other intervention strategies targeting leisure-time sitting are also required.
We conceptualize self-concept as a self-organizing dynamical system and investigate implications of this perspective for the dynamic and fixed-point attractor tendencies of self-evaluative thought. Participants who differed in self-concept valence (self-esteem) and coherence (self-certainty, self-stability) engaged in verbal self-reflection for several minutes, then used a computer mouse to track the moment-to-moment self-evaluation expressed in their recorded narrative. Prior to self-reflection, participants recalled positive or negative past actions (positive vs. negative priming), or did not recall past actions (no priming). Priming affected overall self-evaluation (i.e., greatest positivity under positive priming), but only early in the narrative. The effects of self-concept, in contrast, became stronger over time. Self-esteem affected overall self-evaluation, whereas self-certainty and self-stability affected the dynamic properties (e.g., rate of movement between self-evaluative states) and attractor tendencies of self-evaluation. Discussion centers on the interplay between structure and dynamics in the self-system.
The rising popularity of competitive video gaming (“esports”) has attracted the involvement of the gambling industry, with esports cash betting available from the majority of wagering operators. In addition, an unregulated gambling subculture around esports has arisen, with virtual game items known as “skins” being used as currency to place bets on esports and third-party sites that host games of chance. Little is presently known about these novel forms of gambling, although there are growing concerns that these products may place some vulnerable consumers (e.g., youth) at risk of gambling-related harm. The current paper provides a historical overview of esports betting and skin gambling globally, drawing on the limited research literature available, including academic journals, government publications, conference presentations, and media reports. Topics briefly covered in the review include esports, skins, history of the gambling products, gambling exposure and accessibility, research findings (e.g., prevalence, awareness, demographic characteristics, gambling behaviour, problem gambling), illegal activities, changes to skins and the skin gambling market, and industry and government responses to concerns arising from these new gambling products (e.g., underage gambling). The intention of this paper is to provide the general public, academics, governments, and other key stakeholders with an understanding of the evolving landscape around esports betting and skin gambling, the type of bettors that these forms of gambling attract, and the potential adverse consequences of these activities.Résumé La popularité croissante du jeu vidéo de compétition (« e-sport ») a attiré la participation du secteur du jeu qui y voit une occasion de pari d’argent « e-sport » auprès de la majorité des exploitants de jeux d’argent. De plus, une sous-culture du jeu non réglementée autour des e-sports est apparue, des objets virtuels appelés « skins » étant utilisés comme monnaie pour placer des paris sur des sites sportifs et de tiers hébergeant des jeux de hasard. Cependant, on en sait actuellement peu sur ces nouvelles formes de jeu et on craint de plus en plus que ces produits ne mettent certains consommateurs vulnérables (par exemple, les jeunes) en situation de risque de préjudice lié au jeu. Le présent document fournit un aperçu historique des paris sportifs et des paris d’objets virtuels (skin gambling) à l’échelle mondiale, en s’appuyant sur le peu de littérature de recherche qui existe, notamment des revues spécialisées, des publications gouvernementales, des présentations à des conférences et des reportages dans les médias. Les sujets brièvement abordés dans la revue incluent : les sports, les « objets virtuels », l’historique des produits de jeu, l’exposition et l’accessibilité au jeu, les résultats de recherche (c’est-à-dire, la prévalence, la sensibilisation, les caractéristiques démographiques, le comportement de jeu, le jeu compulsif), les activités illégales, l’évolution du marché du jeu de hasard et des jeux d’objets virtuels et les réponses de l’industrie et du gouvernement aux préoccupations découlant de ces nouveaux produits de jeu (par exemple, le jeu chez les mineurs). L’objectif de ce document est de fournir au grand public, aux universitaires, aux gouvernements et aux autres parties prenantes une compréhension de l’évolution des paris sportifs et des jeux de hasard, du type de parieurs qu’ils attirent et des conséquences néfastes potentielles de ces activités.
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