The aim of this study is to identify the types of gambling among adolescents and provide basic prevention information regarding adolescents’ gambling problems.
Secondary data from representative national survey on 2015 Youth Gambling Problems of Korea Center on Gambling Problems were used. Using latent class analysis (LCA), 13 gambling types such as offline and online games of 14,011 adolescents were classified, and gambling experiences and characteristics were analyzed.
The subgroups of adolescent gambling were identified as four latent classes: a rare group (84.5% of the sample), a risk group (1.0%), an offline group (11.9%), and an expanded group (2.6%). The types and characteristics of gambling among the latent classes differed. In the risk group, adolescents participated in online illegal sports betting and internet casino, and gambling time, gambling expenses, and the number of gambling types were higher than other groups.
Gambling frequently occur among adolescent, and the subtypes of gambling did not reveal homogeneous characteristics. In order to prevent adolescent gambling problems, it is a necessary to develop tailored prevention intervention in the nursing field, which is appropriate to the characteristics of adolescent gambling group and can help with early identification.
The purpose of the study was to develop and test a model for predicting problem gambling in speculative game users based on Blaszczynski and Nower's pathways model of problem and pathological gambling.
The participants were 262 speculative game users recruited from seven speculative gambling places located in Seoul, Gangwon, and Gyeonggi, Korea. They completed a structured self-report questionnaire comprising measures of problem gambling, negative emotions, attentional impulsivity, motor impulsivity, non-planning impulsivity, gambler's fallacy, and gambling self-efficacy. Structural Equation Modeling was used to test the hypothesized model and to examine the direct and indirect effects on problem gambling in speculative game users using SPSS 22.0 and AMOS 20.0 programs.
The hypothetical research model provided a reasonable fit to the data. Negative emotions, motor impulsivity, gambler's fallacy, and gambling self-efficacy had direct effects on problem gambling in speculative game users, while indirect effects were reported for negative emotions, motor impulsivity, and gambler's fallacy. These predictors explained 75.2% problem gambling in speculative game users.
The findings suggest that developing intervention programs to reduce negative emotions, motor impulsivity, and gambler's fallacy, and to increase gambling self-efficacy in speculative game users are needed to prevent their problem gambling.
The aim of this study was to explore the lived experiences of women problem gamblers, focusing on the meaning of gambling to them, how and why these women continue to gamble or stop gambling, and their needs and concerns. In order to effectively help women problem gamblers, practical in-depth knowledge is necessary to develop intervention programs for prevention, treatment, and recovery among women problem gamblers.
The hermeneutic phenomenology approach was used to guide in-depth interviews and team interpretation of data. Sixteen women gamblers who chose to live in the casino area were recruited through snowball sampling with help from a counseling center. Participants were individually interviewed from February to April 2013 and asked to tell their stories of gambling. Transcribed interviews provided data for interpretive analysis.
In the study analysis one constitutive pattern was identified: moving beyond addiction by recognizing the two faces of gambling in their life. Four related themes emerged in the analysis-gambling as alluring; gambling as 'ugly'; living in contradictions; and moving beyond.
Loneliness and isolation play a critical role in gambling experiences of women gamblers in Korea. In other words, they are motivated to gamble in order to escape from loneliness, to stop gambling for fear of being lonely as they get older, and to stay in the casnio area so as not to be alone. The need for acceptance is one fo the important factors that should be considered in developing intervention program for women.
This study was done to examine the intervention effects on the family of a family education program for pathological gamblers based on Community Reinforcement and Family Training (CRAFT).
A quasi-experimental, nonequivalent control group pretest-posttest design was used. The participants were 44 families of pathological gamblers from G center in Gyung-gi Province and 5 Gam-Anon groups in Seoul City and Gyung-gi Province. The experimental group (n=22) attended the 6 weekly 2 hour-long CRAFT family education program. The control group (n=22) attended the 12-step program of Gam-Anon. Data were collected from November, 2011 to May, 2012.
Compared with the control group, the experimental group showed significant decrease in depression (
Findings from this study suggest that the CRAFT family education program is effective in decreasing depression and state anger in families of pathological gamblers.
This study was conducted to develop a gambling addictive behavior scale for adolescents.
The process involved construction of a conceptual framework, initial item search, verification of content validity, selection of secondary items, and extraction of final items. The participants were 299 adolescents from two middle schools and four high schools. Item analysis, factor analysis, criterion validity, internal consistency, and ROC curve were used to analyze the data.
For the final scale, 25 items were selected, and categorized into 4 factors which accounted for 54.9% of the total variance. The factors were labeled as loss of control, life dysfunction from gambling addiction, gambling experience, and social dysfunction from problem gambling. The scores for the scale were significantly correlated with addictive personality, irrational gambling belief, and adolescent's gambling addictive behavior. Cronbach’s alpha coefficient for the 25 items was .94. Scale scores identified adolescents as being in a problem gambling group, a non-problem gambling group, and a non-gambling group by the ROC curve.
The above findings indicate that the gambling addictive behavior scale has good validity and reliability and can be used with adolescents in Korea.
The purpose of this study was to examine risk factors for pathological gambling of horse race participants.
The participants, 508 horse race gamblers, completed the DSM-IV criteria of pathological gambling, Alcohol Use Disorders Identification Test (AUDIT-K) and Symptom Checklist-47-Revision (SCL-47-R). Data were analyzed using t-test, χ2-test, Fisher's exact test, and logistic regression analyses. Behaviors related to horse racing, alcohol abuse, and mental health were analyzed between problem or pathological gamblers compared to recreational gamblers.
The prevalence rates of recreational, problem, and pathological gambling were 36.6%, 39.4%, and 24.0%, respectively. Frequency of gambling (≥4/day), frequency of racetrack visiting (≥3/month), accompaniment (alone), and mental health (SCL-47-R scores) were all associated with increased risks of problem and pathological gambling. Expenditure on betting (≥200,000 won/day) and alcohol abuse (AUDIT-K 8-20 scores) group members had higher levels of gambling pathology than recreational gamblers.
Problem and pathological gambling are highly associated with alcohol abuse and mental health disorders, suggesting that clinicians should carefully evaluate this population.