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1دورية أكاديمية
المؤلفون: Ilkka Vuorinen, Iina Savolainen, Heli Hagfors, Atte Oksanen
المصدر: Addictive Behaviors Reports, Vol 16, Iss , Pp 100445- (2022)
مصطلحات موضوعية: Gambling, Gaming, Basic psychological needs, Mental health, Psychology, BF1-990, Social pathology. Social and public welfare. Criminology, HV1-9960
الوصف: 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.
وصف الملف: electronic resource
العلاقة: http://www.sciencedirect.com/science/article/pii/S2352853222000402Test; https://doaj.org/toc/2352-8532Test
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2دورية أكاديمية
المؤلفون: Iina Savolainen, Ilkka Vuorinen, Anu Sirola, Atte Oksanen
المصدر: Comprehensive Psychiatry, Vol 117, Iss , Pp 152331- (2022)
مصطلحات موضوعية: COVID-19 anxiety, Mental health, Gambling problems, Gaming problems, Social motives, Psychiatry, RC435-571
الوصف: 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.
وصف الملف: electronic resource
العلاقة: http://www.sciencedirect.com/science/article/pii/S0010440X22000372Test; https://doaj.org/toc/0010-440XTest
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3دورية أكاديمية
المؤلفون: Ilkka Vuorinen, Atte Oksanen, Iina Savolainen, Anu Sirola, Markus Kaakinen, Hye-Jin Paek, Izabela Zych
المصدر: International Journal of Environmental Research and Public Health; Volume 18; Issue 13; Pages: 6973
مصطلحات موضوعية: excessive gambling, psychological distress, loneliness, sense of mastery, adolescents, young adults
جغرافية الموضوع: agris
الوصف: 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.
وصف الملف: application/pdf
العلاقة: Mental Health; https://dx.doi.org/10.3390/ijerph18136973Test
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4دورية أكاديمية
المؤلفون: Atte Oksanen, Anu Sirola, Iina Savolainen, Aki Koivula, Markus Kaakinen, Ilkka Vuorinen, Izabela Zych, Hye-Jin Paek
المصدر: International Journal of Environmental Research and Public Health; Volume 18; Issue 6; Pages: 3220
مصطلحات موضوعية: pathological gambling, social ecological model, adolescents, emerging adults, Internet, online communities, online casinos, consumer debt, advertising, impulsivity
جغرافية الموضوع: agris
الوصف: 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 (β = 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.
وصف الملف: application/pdf
العلاقة: Mental Health; https://dx.doi.org/10.3390/ijerph18063220Test
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5
المؤلفون: Heli Hagfors, Ilkka Vuorinen, Iina Savolainen, Atte Oksanen
المساهمون: Tampere University, Unit of Social Research
مصطلحات موضوعية: Psychiatry and Mental health, Clinical Psychology, 515 Psychology, 5141 Sociology, Medicine (miscellaneous), Toxicology
الوصف: 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. publishedVersion
وصف الملف: fulltext
الوصول الحر: https://explore.openaire.eu/search/publication?articleId=doi_dedup___::f11ef3add3ff9167916efb889a75cddfTest
https://trepo.tuni.fi/handle/10024/148863Test -
6
المؤلفون: Atte Oksanen, Ilkka Vuorinen, Iina Savolainen, Eerik Mantere
المساهمون: Tampere University, Unit of Social Research
المصدر: Public Health. 205:72-78
مصطلحات موضوعية: Male, History, Cryptocurrency, Polymers and Plastics, 515 Psychology, Population, Perceived Stress Scale, Industrial and Manufacturing Engineering, 0502 economics and business, medicine, Humans, Social media, 050207 economics, Business and International Management, education, Internet, education.field_of_study, 050208 finance, business.industry, 05 social sciences, Public Health, Environmental and Occupational Health, COVID-19, Advertising, Loneliness, General Medicine, Anxiety Disorders, Mental health, Behavior, Addictive, Alcoholism, Cross-Sectional Studies, 5142 Social policy, Scale (social sciences), 5141 Sociology, Gambling, Female, The Internet, medicine.symptom, business, Psychology
الوصف: Aims: Online platforms enable real-time trading activities that are similar to those of gambling. This study aimed to investigate the associations of traditional investing, real-time stock trading, and cryptocurrency trading with excessive behavior and mental wellbeing. Design: Cross-sectional population survey. Setting: Population-based survey in Finland. Participants: Finnish people aged 18–75 years (N = 1530, 50.33% male). Measurements: Survey asked about monthly regular investing, real-time stock-trading platform use, and cryptocurrency trading. The study had measures for excessive behavior: gambling (Problem Gambling Severity Index, PGSI), gaming (Internet Gaming Disorder Test, IGDT), internet use (Compulsive Internet Use Scale, CIUS), and alcohol use (AUDIT-C). Psychological distress (Mental Health Inventory, MHI-5), perceived stress (Perceived Stress Scale, PSS), COVID-19 anxiety, and perceived loneliness were also measured. Background factors included socio-demographic variables, instant loan taking, and involvement in social media identity bubbles (Identity Bubble Reinforcement Scale, IBRS-9) Findings: Within the sample, 22.18% were categorized into monthly regular investors only, 3.00% were investors using real-time stock-trading platforms, and 3.48% were crypto-market traders. Real-time stock-trading platform use and cryptocurrency trading were associated with younger age and male gender. Real-time platform users were more involved in social media identity bubbles than non-investors. Cryptomarket traders were more likely to have an immigrant background and have taken instant loans. Both real-time stock-trading platform use and cryptomarket trading were associated with excessive forms of gambling, gaming, and internet use. Cryptomarket traders had more issues with mental wellbeing, manifested in higher psychological distress, perceived stress, and loneliness. Conclusions: Regular investing is not a risk factor for excessive behavior. However, rapid online trading platforms and applications were significantly more commonly used by participants reporting excessive behavior and mental health issues. The strong association between cryptomarket trading and excessive behavior in particular underlines the need for harm prevention policies in this area of trading practices. Funding: The study was funded by the Finnish Foundation for Alcohol Studies (Gambling in the Digital Age Project, 2021, PI: A. Oksanen). Ilkka Vuorinen was supported by grant from the Jenny and Antti Wihuri Foundation. Declaration of Interest: None of the authors have a conflict of interest to declare. Ethical Approval: The study was approved by the Academic Ethics Committee of Tampere region in Finland in March 2021.
وصف الملف: fulltext
الوصول الحر: https://explore.openaire.eu/search/publication?articleId=doi_dedup___::f825ea5c3327589edaefff5e64d87e9cTest
https://doi.org/10.1016/j.puhe.2022.01.027Test -
7
المؤلفون: Atte Oksanen, Heli Hagfors, Ilkka Vuorinen, Iina Savolainen
المساهمون: Tampere University, Unit of Social Research
المصدر: Public health. 213
مصطلحات موضوعية: Male, Adult, Adolescent, 515 Psychology, Public Health, Environmental and Occupational Health, General Medicine, Middle Aged, 3142 Public health care science, environmental and occupational health, Alcoholism, Young Adult, 5141 Sociology, Gambling, Humans, Female, Aged
الوصف: Objectives: Cryptocurrency trading has gained popularity over the last few years. Trading is facilitated by online platforms that enable 24/7 trading. Cryptocurrency trading is potentially attractive to gamblers, and it may increase their gambling problems. Furthermore, cryptocurrency trading might be a particularly harmful activity for those gambling offshore. We investigated whether cryptocurrency trading predicts excessive gambling over time. We also analyzed how cryptocurrency trading combined with offshore gambling is associated with excessive gambling. Study design: This was a population-based longitudinal survey study. Methods: We surveyed a sample of Finnish people aged 18–75 years (N = 1022, 51.27% male) at three time points in 6-month intervals: April 2021 (T1), October to November 2021 (T2), and April to May 2022 (T3). Of the original T1 respondents, 66.80% took part in T2 and T3. Outcome measure was excessive gambling using the Problem Gambling Severity Index, and the predictor was cryptocurrency trading. We adjusted models for onshore and offshore gambling online, excessive gaming (Internet Gaming Disorder Test), excessive internet use (Compulsive Internet Use Scale), excessive alcohol use (Alcohol Use Disorders Identification Test), and sociodemographic background factors. We used multilevel regression models to investigate within-person and between-person effects. Results: Cryptocurrency trading has increased in popularity over time. Within-person changes in cryptocurrency trading predicted increased excessive gambling. Excessive gambling was also generally more common among cryptocurrency traders. The full model that was adjusted for the number of confounding factors showed that cryptocurrency trading had a within-person effect on excessive gambling. Of the confounding factors, offshore online gambling, excessive gaming, and excessive internet use had within-person effects on excessive gambling. Offshore and onshore online gamblers and excessive gamers showed more excessive gambling than others. Those participants who were both cryptocurrency traders and offshore gamblers showed significantly higher rate of excessive gambling than others. Conclusions: Cryptocurrency trading is a risky activity and associated with a higher rate of excessive gambling over time. Such activity is especially risky among offshore online gamblers, who could view cryptocurrency trading as another form of gambling or as a way to make money for gambling. Policymakers and counselors should be aware of the risks of cryptocurrency trading. publishedVersion
وصف الملف: fulltext
الوصول الحر: https://explore.openaire.eu/search/publication?articleId=doi_dedup___::c5afb3ab8f98bed1e3f54641e906a636Test
https://pubmed.ncbi.nlm.nih.gov/36395684Test -
8
المؤلفون: Eerik Mantere, Iina Savolainen, Atte Oksanen, Anu Sirola, Ilkka Vuorinen
مصطلحات موضوعية: Internet, pelaaminen, verkkoyhteisöt, sosiaalinen vuorovaikutus, virtuaaliympäristö, ongelmapelaaminen, online communities, gambling, pelihimo, Psychiatry and Mental health, Clinical Psychology, problem gambling, systematic review, riippuvuus, pelaajat, kokemukset, rahapelit, online groups, kannustus, systemaattiset kirjallisuuskatsaukset, uhkapelit
الوصف: Purpose of Review The internet and virtual environments have enabled the formation of online communities around a variety of interests. Online communities focused on gambling are increasingly popular and attract users to interact and share ideas and experiences with likeminded others. This study reviews evidence from the latest research examining the role of online communities in gambling behaviors and gambling problems. Recent Findings A systematic literature search resulted in 17 studies. Research shows that online communities are used for diverse reasons like discussing gambling experiences and problems, sharing tips, and celebrating winnings with others. These reasons of online community use can have both adaptive and maladaptive implications. Online gambling communities often grow through social means by inviting friends or social media contacts to join. Active users of online gambling communities are more likely at-risk or problem gamblers. Summary Online communities have an increasingly central role in learning about gambling, continuing, and spreading of gambling behaviors. Participation in communities that support harmful gambling habits involves risks for problem gambling.
وصف الملف: application/pdf; fulltext
الوصول الحر: https://explore.openaire.eu/search/publication?articleId=doi_dedup___::9899147ddc04e2d0ecf79d97dfb1d4eeTest
http://urn.fi/URN:NBN:fi:jyu-202208174167Test -
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المؤلفون: Anu Sirola, Atte Oksanen, Hye-Jin Paek, Ilkka Vuorinen, Markus Kaakinen, Iina Savolainen, Izabela Zych, Aki Koivula
المساهمون: Tampere University, Unit of Social Research, Institute of Criminology and Legal Policy
المصدر: International Journal of Environmental Research and Public Health, Vol 18, Iss 3220, p 3220 (2021)
International Journal of Environmental Research and Public Health
Volume 18
Issue 6مصطلحات موضوعية: Male, Health, Toxicology and Mutagenesis, lcsh:Medicine, 030508 substance abuse, online casinos, Conformity, pelihimo, 0302 clinical medicine, nuoret, 030212 general & internal medicine, adolescents, 10. No inequality, advertising, Finland, media_common, impulsiivisuus, 1. No poverty, Consumer debt, Regression analysis, applied_psychology, 3142 Public health care science, environmental and occupational health, online communities, 5141 Sociology, velkaantuminen, Social ecological model, medicine.symptom, 0305 other medical science, Psychology, Social psychology, Intrapersonal communication, Adult, Adolescent, 515 Psychology, media_common.quotation_subject, verkkoyhteisöt, impulsivity, Context (language use), Interpersonal communication, social ecological model, Impulsivity, Article, Young Adult, 03 medical and health sciences, vertaileva tutkimus, Republic of Korea, medicine, rahapelit, Humans, Internet, lcsh:R, pathological gambling, emerging adults, Public Health, Environmental and Occupational Health, ongelmapelaaminen, United States, Behavior, Addictive, mainonta, Spain, Gambling, consumer debt
الوصف: 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 (β = 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.وصف الملف: application/pdf; fulltext
الوصول الحر: https://explore.openaire.eu/search/publication?articleId=doi_dedup___::c7d61376539a2687b055edb9eaf56ef9Test
http://urn.fi/URN:NBN:fi:jyu-202103312233Test -
10
المؤلفون: Anu Sirola, Atte Oksanen, Ilkka Vuorinen, Iina Savolainen, Markus Kaakinen, Izabela Zych, Hye-Jin Paek
المساهمون: Institute of Criminology and Legal Policy, Tampere University, Unit of Social Research
المصدر: International Journal of Environmental Research and Public Health
Volume 18
Issue 13
International Journal of Environmental Research and Public Health, Vol 18, Iss 6973, p 6973 (2021)مصطلحات موضوعية: Male, Health, Toxicology and Mutagenesis, Vulnerability, 030508 substance abuse, 0302 clinical medicine, nuoret, psychological distress, adolescents, Young adult, Finland, Loneliness, applied_psychology, 3142 Public health care science, environmental and occupational health, PREVALENCE, ADDICTION, yksinäisyys, Scale (social sciences), 5141 Sociology, GAMBLERS, Medicine, Female, HEALTH, medicine.symptom, 0305 other medical science, Psychology, Clinical psychology, Adult, young adults, Adolescent, 515 Psychology, Article, Young Adult, 03 medical and health sciences, sense of mastery, Republic of Korea, rahapelit, loneliness, medicine, Humans, VALIDITY, Association (psychology), nuoret aikuiset, henkinen pahoinvointi, Public Health, Environmental and Occupational Health, elämänhallinta, PATHWAYS, Psychological distress, ongelmapelaaminen, 030227 psychiatry, Cross-Sectional Studies, Spain, Gambling, excessive gambling, Survey data collection, SCREEN, General Health Questionnaire
الوصف: 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.وصف الملف: application/pdf; fulltext
الوصول الحر: https://explore.openaire.eu/search/publication?articleId=doi_dedup___::15ec93b76c50ab0c181250db15dc32b4Test
https://doi.org/10.3390/ijerph18136973Test