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The last decade has ushered in a convergence of video gaming and gambling activities. The aim of this thesis was to examine three gambling products related to video games that emerged in the 2010s but are only beginning to be explored in the literature: esports cash betting, esports skin betting, and skin gambling. Esports cash betting involves gambling money on video gaming competitions (esports), typically through regulated online wagering operators or dedicated esports betting providers. In contrast, esports skin betting involves using virtual video game items known as “skins” as opposed to cash to bet on esports; usually facilitated through unregulated online operators. Lastly, these unregulated online operators also often enable skin gambling, where skins are gambled on games of chance, such as roulette, coin-flip, and jackpots (Grove 2016a, 2016b). The main themes explored in this thesis were derived from research on other gambling products. These themes include exposure and accessibility to the three novel gambling activities, motivations for engagement, impacts such as gambling-related harm, and involvement in other forms of monetary gambling. The research entailed three main stages, with earlier stages informing the design of subsequent activities, inclusive of a literature review, qualitative interviews, and a quantitative cross-sectional online survey.
The literature review conducted in Stage 1 provides an historical overview of esports betting and skin gambling, and reviews current knowledge. It highlights the growing popularity of these newer forms of gambling, particularly amongst young males. These activities are also advertised heavily to young people. The review discusses concerns that esports betting and skin gambling may contribute to the development of problem gambling, and to underage gambling, as well as industry and government responses to these issues.
The qualitative interviews in Stage 2 were conducted with 30 young male esports bettors and skin gamblers. The interviews explored their experiences of exposure and accessibility to these activities, and the impacts of their engagement. A thematic analysis identified 13 subthemes. Key findings indicated that: 1) gambling with skins provides easily accessible betting options for underage gamblers, 2) skin gambling and esports betting contribute to gambling problems and harm, 3) gambling with skins often precedes engagement in monetary gambling, and 4) esports potentially normalises gambling among youth.
Finally, the quantitative survey in Stage 3 collected data from 737 adult esports bettors and skin gamblers, and the findings were explored in two chapters. The first chapter examined a conceptual model linking video game involvement, video game-related gambling, traditional monetary gambling, and consequent gambling problems and harm. The findings suggested that skin gambling on games of chance was directly linked to gambling problems and harm, while cash betting on esports was only indicative of interest in many forms of potentially harmful gambling. The second chapter explored differences in motivations for engaging in esports cash betting, esports skin betting, and skin gambling on games of chance, and whether these motivations differed by product. It also explored whether the different motivations were associated with gambling frequency, problems, and harm. The results indicated that financial gain and enhancement (e.g., excitement, more enjoyment when watching esports) were the main motivations for all activities, while skin acquisition was an additional motivation for esports skin betting and skin gambling. The competition/challenge motivation for esports skin betting and skin gambling was associated with more frequent gambling, but nevertheless this did not necessarily lead to greater observed gambling problems or harm. Finally, for skin gambling on games of chance, the financial gain motivation was associated with more frequent esports skin betting, and also with greater problem gambling severity and gambling-related harm. A consistent finding for all three activities was that greater motivation for regulating internal states (i.e., to escape, to improve mood) was associated with greater problem gambling severity and experiencing more gambling-related harms regardless of the activity.
This research program contributes to knowledge on the emerging phenomena of esports cash betting, esports skin betting and skin gambling, by documenting their historical development and analysing the experiences, motivations, and potential consequences of participation in these activities. The findings highlight the potential risks and harms associated with these forms of gambling, particularly skin gambling, and the need for more research and regulation to protect vulnerable individuals who engage in these novel forms, such as young people. The findings have the potential to inform education and public health programs, support resources, consumer protection frameworks, and harm minimisation strategies. Skin betting and gambling are often provided outside a strong regulatory framework, and thus these findings are pertinent to an understanding of what, if any, changes in governance should be made.
Aineistossa kartoitetaan 15 - 74-vuotiaiden suomalaisten rahapelaamiseen liittyviä mielipiteitä ja rahapelaamista. Aineistossa käsiteltäviä teemoja ovat mielipiteet rahapelaamisesta ja rahapelipolitiikasta, mitä rahapelejä pelataan ja kuinka usein, pelaamisen toimintaympäristö ja motivaatiotekijät, suhde rahapelaamiseen, läheisten rahapelaaminen, digitaalinen pelaaminen sekä hyvinvointi. Tutkimuksen toimeksiantaja ja rahoittaja oli sosiaali- ja terveysministeriö. Aluksi esitettiin rahapelaamista koskevia väitteitä, joilla kartoitettiin rahapelaamiseen liittyviä asenteita yleensä. Seuraavat mielipidekysymykset käsittelivät rahapelien mainontaa, rahapeliautomaattien sijoittelua, valtion ohjausta rahapelaamisessa sekä pelaamisen aiheuttamia sosiaalisia, terveydellisiä ja taloudellisia ongelmia. Seuraavaksi kysyttiin, mitä rahapelejä ja kuinka usein vastaajilla oli tapana pelata. Tutkittavat kertoivat, kuinka paljon vastaajat keskimäärin käyttivät rahaa rahapeleihin. Kysyttiin myös, missä vastaajat pelasivat rahapelejä, ja mitkä olivat syitä pelaamiseen. Seuraavat kysymykset koskivat rahankäyttöä ja suhdetta rahapelaamiseen. Esimerkiksi kysyttiin, oliko vastaaja joutunut lainaamaan rahaa maksaakseen pelivelkojaan. Kysymykset käsittelivät myös rahapeliongelmia. Tämän jälkeen kysymykset käsittelivät vastaajan läheisten rahapelaamista sekä heille pelaamisesta mahdollisesti aiheutuneita haittoja. Vastaajilta kysyttiin, ovatko he pelanneet video-, konsoli-, tietokone- tai mobiilipelejä, siis pelejä, joita pelataan tietokoneella, pelikonsolilla, älypuhelimella tai tabletilla ilman rahapanosta. Lisäksi vastaajilta tiedusteltiin em. pelien pelaamisen ongelmallisuutta. Kysymykset käsittelivät myös vastaajan hyvinvointia ja elämäntapoja. Hyvinvointikysymykset tarkastelivat yleistä terveydentilaa, mielialaa ja alkoholin käyttöä. Tutkimuksessa on käytetty seuraavia mittareita: Attitudes Towards Gambling Scale (ATGS-8), South Oaks Gambling Screen (SOGS), Problem Gambling Severity Index (PGSI), Mental Health Inventory (MHI-5), Alcohol Use Disorders Identification Test (AUDIT-C) ja Gaming Addiction Scale (GAS-7). Taustamuuttujia aineistossa ovat sukupuoli, syntymävuosi, siviilisääty, koulutus, tulot, elämäntilanne, maakunta, suuralue ja kaupunki-maaseutu-luokittelu. The survey charted Finnish gambling habits, frequency of gambling, amount of money gambled as well as views on problem gambling and gambling policy and regulation. The term gambling is used here as an umbrella term for lotteries, slot machines, betting, bookmaking, the pools, roulette wheels, and card and dice tables as well as online variations of all of these. First perceptions on gambling were studied. The respondents were asked to what extent they agreed with statements relating to gambling, such as "people should have the right to gamble whenever they want" and "gambling is detrimental to family life." Views were also charted on gambling advertisements, Finnish gambling policy and ways to restrict gambling. The next section of the survey focused on the respondents' experiences of gambling. The respondents were presented with a list of various games (e.g. lotto games and scratch cards, games of chance in a casino, slot machines and online games provided by the state-owned company Veikkaus Oy) and asked whether they had played them during the previous 12 months and how often. The respondents were also asked how often they had played games of chance offered by other gaming companies online, which kinds, and why they had played these instead of the games of Veikkaus Oy. Further questions surveyed Veikkaus membership, perceptions of harmful game types, and usefulness of the ways offered by Veikkaus to control problem gambling. The respondents were also asked to estimate the average sum spent on gambling in the previous 12 months and to list the places in which they had gambled and their reasons for gambling. The respondents' relationship to gambling was examined. They were asked how often they returned another day to try to win back the money they had lost, whether they had claimed to be winning at gambling even though they were actually losing money, whether they had gambled more than they had intended to, and whether other people had criticised them for gambling. Some questions explored whether the respondents had felt guilty while gambling, whether they had wanted to stop betting money or gambling but could not do so, and whether they had hidden their gambling habits from family members. Some questions covered arguments with the people the respondents lived with over how the respondents handled money and whether those arguments had centred on their gambling. Gambling debts were surveyed by asking whether the respondents had borrowed money from different people or sold their assets to pay off the debts. Regarding gambling by family members, relatives and friends, the respondents were asked whether any people close to them had problems with gambling, what kind of harm these gambling problems had caused, and how much concern the problems had caused the respondents. The final section pertained to health, well-being and non-gambling games. The respondents were asked whether they played video games or mobile games, how many hours they had played them in the previous week and month, whether they had made any in-game purchases (e.g. virtual items or characters, in-game currency), and whether they felt they might have a problem with these kinds of games. The respondents were asked to assess their current health status and were asked how often they had felt nervous, calm, despondent and happy in the previous four weeks. Finally, alcohol use was charted. The following scales and inventories were used in the survey: Attitudes Towards Gambling Scale (ATGS-8), South Oaks Gambling Screen (SOGS), Problem Gambling Severity Index (PGSI), Mental Health Inventory (MHI-5), Alcohol Use Disorders Identification Test (AUDIT-C) and Gaming Addiction Scale (GAS-7). Background variables included the respondent's year of birth, gender, marital status, region, municipality type, education, monthly net income, economic activity and occupational status.
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Gambling Data Nigeria gives you many authentic gambler contact lists. Besides, our gambling data is information about gambling activities and behaviors. Thus, it contains details about how many people use gambling platforms, both online and offline. In Nigeria, more adults struggle with gambling addiction compared to Western countries. Yet, it holds the most people in the world, with over 1.4 billion residents. Also, this gambling data Nigeria helps gambling businesses understand their customers better and make decisions for smarter marketing. However, it reveals which games people like, how often they gamble and bet, and how much they spend. With this gambling data Nigeria, you can make smart choices and improve your marketing to reach the right audience. If you’re glad to develop your business that stands out, contact us today. Our expert team is ready to assist you build the best career that will take your business to the next level. Nigeria gambling data has lots of benefits for businesses in the Nigerian gambling world. Actually, it provides you with detailed info about what gamblers like, how they act, and who they are. In the thrilling world of gambling, having the correct information is crucial for success. Also, if you want to boost your business in this country, this Nigeria gambling data is an ideal solution. Further, we offer a complete and reliable database of gambler contacts for businesses in the Nigerian market. Moreover, this Nigeria gambling data is an excellent tool for online marketing in this country. With this genuine contact number list, you can smoothly follow your marketing plans. Most importantly, the best feature is that everyone can enjoy a fantastic return on investment (ROI). Thus, a gambling data set allows you to share special offers, news, or reminders in the language they comprehend best. To that end, you can purchase this from our popular website.
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Suomalaisten rahapelaaminen 2011 -kyselyssä selvitettiin 15-74 -vuotiaiden suomalaisten (n=4484) rahapelaamista, pelaamisen määrää, siihen käytettyjä rahamääriä, mielipiteitä rahapelaamisesta ja ongelmapelaamista. Puhelinhaastattelun ensimmäinen osio käsitteli rahapelejä yleisesti. Aluksi selvitettiin, mitä rahapelejä vastaaja oli pelannut viimeisen 12 kuukauden ja koko elämänsä aikana. Samoin tiedusteltiin, mitä pelejä vastaaja oli pelannut internetissä. Edelleen selvitettiin, kuinka usein vastaaja pelasi pelejä, sekä kuinka paljon aikaa ja rahaa hän oli niihin käyttänyt viimeisen 30 päivän aikana. Vastaajat arvioivat, kuinka paljon rahaa he käyttivät tavallisesti peleihin viikossa, mikä oli heidän suurin voittonsa viimeisen vuoden aikana, minkä ikäisenä vastaaja oli pelannut ensimmäisen kerran ja mitä peliä hän oli tuolloin pelannut. Seuraava osio käsitteli rahapelaamista koskevia mielipiteitä. Vastaajilta tiedusteltiin muun muassa, oliko rahapelien pelaaminen vakava ongelma Suomessa, olivatko pelaamisongelmat heidän mielestään lisääntyneet, oliko valtion ohjaama monopoli hyvä tapa rajoittaa pelaamisen haittoja, ja oliko 18 vuoden ikäraja pelaamiselle hyvä keino ongelmien vähentämiselle. Lisäksi otettiin kantaa väitteisiin kuten, ihmisillä pitäisi olla oikeus pelata rahapelejä milloin vain he haluavat, rahapelaamiseen pitäisi kannustaa ja rahapelien pelaaminen on vaaraksi perhe-elämälle. Kolmas osio käsitteli internetin käyttöä ja muuta kuin rahapelaamista. Vastaajilta tiedusteltiin, oliko heillä internetyhteys, kuinka monta tuntia he olivat viimeisen 7 päivän aikana käyttäneet internetiä muihin kuin työasioihin, pelasivatko he video- tai tietokonepelejä, ja kuinka monta tuntia he olivat pelanneet viimeisen viikon ja kuukauden aikana. Seuraavaksi käsiteltiin suhdetta rahapelaamiseen. Vastaajilta tiedusteltiin esimerkiksi, kuinka usein vastaaja yritti voittaa häviämänsä rahat takaisin jonain toisena päivänä, ja oliko hän väittänyt muille voittaneensa, vaikka oli todellisuudessa hävinnyt. Lisäksi tiedusteltiin, oliko vastaaja tuntenut syyllisyyttä rahapelejä pelatessaan, oliko hän halunnut lopettaa pelaamisen, mutta ei ole uskonut kykenevänsä siihen, oliko hän kiistellyt rahankäytöstä läheistensä kanssa ja oliko hän esimerkiksi menettänyt työ- tai opiskelupaikkansa rahapelaamisen vuoksi. Vastaajilta tiedusteltiin keneltä tai mistä hän oli lainannut rahaa pelaamista varten tai pelivelkojen maksamiseen. Samoin tiedusteltiin, oliko vastaaja pelannut suuremmilla summilla kuin hänellä olisi ollut varaa hävitä, kuinka usein hänestä oli tuntunut, että rahapelaaminen oli hänelle ongelma, kuinka usein hänelle oli sanottu, että pelaaminen oli hänelle ongelma, oliko hän etsinyt pelaamiseen apua, mistä hän oli etsinyt apua, ja oliko vastaajan omaisilla ollut ongelmia rahapelaamisessa. Valtaosa tämän osion kysymyksistä käsitteli tilannetta viimeisien 12 kuukauden ajalta. Viimeisessä osiossa käsiteltiin terveyttä ja hyvinvointia. Vastaajat arvioivat nykyistä terveydentilaansa, sekä kuinka usein olivat tunteneet viimeisien neljän viikon aikana itsensä hermostuneeksi, tyyneksi, alakuloiseksi ja onnelliseksi. Seuraavaksi kysyttiin, oliko vastaajalla ollut viimeisen 12 kuukauden aikana vähintään kahden viikon jaksoja, jolloin hän oli ollut mieli maassa, alakuloinen tai masentunut, menettänyt kiinnostuksensa harrastuksiin, työhön tai muihin asioihin, joista yleensä koki mielihyvää. Lisäksi selvitettiin vastaajien tupakointia ja alkoholin käyttöä. Taustatietoina kerättiin sukupuoli, syntymävuosi, siviilisääty, kuinka monta vuotta vastaaja oli opiskellut, paljonko tällä oli kuukausituloja, ja mitä vastaaja teki päätoimisesti. The survey charted Finnish gambling habits, frequency of gambling, amount of money gambled and views on problem gambling. The term gambling is used here as an umbrella term for lotteries, slot machines, betting, bookmaking, the pools, roulette wheels, and card and dice tables as well as online variations of all of these. The first section of the survey focused on gambling games in general. The respondents were presented with a list of various games (e.g. lotto games and scratchcards of Veikkaus, the National Lottery of Finland, games of chance in a casino and slot machines of Finland's Slot Machine Association, RAY) and asked whether they had played them during the past 12 months or before. Other questions charted online gambling, the gambling websites visited, frequency of gambling activities, and money and time spent on gambling in the previous 30 days. The respondents were asked to estimate the average weekly sum spent on gambling, the largest win in the previous 12 months, their age and the game played when they gambled for the first time. The second section covered perceptions on gambling. The respondents were asked whether they thought gambling was a problem in Finland, whether the problems associated with gambling had increased or decreased and if the government monopoly and the age limit of 18 were effective ways of limiting problem gambling. The respondents were asked to what extent they agreed with statements relating to gambling, such as "people should have the right to gamble whenever they want" and "gambling is detrimental to family life." In the third section, the respondents' Internet use and habits of playing non-gambling games were charted. Questions covered whether they had an Internet connection, how many hours not relating to work they had spent on the Internet in the previous 7 days, whether they played video games and how many hours they had played them in the previous week and month. The respondents' relation to gambling was examined. They were asked how often they returned another day to try to win back the money they had lost, whether they had claimed to be winning while gambling even though they were actually losing money, whether they had gambled more than they intended to, and whether people had criticised their gambling or told them they had a gambling problem. Some questions explored whether the respondents had felt guilty while gambling, whether they had wanted to stop betting money or gambling but could not do so, and whether they had hidden their gambling from their family members. Some questions covered arguments with the people the respondents lived with over how the respondents handled money and whether those arguments had centred on their gambling. Other topics included whether the respondents had borrowed from someone and not paid them back as a result of their gambling, whether they had lost time from work or school due to betting or gambling, and whether they had borrowed or acquired money to gamble or to pay gambling debts. Finally, opinions were probed on whether the respondents themselves gambled or had gambled too much, whether they had gambled money borrowed for other purposes and whether they had tried to seek help for gambling addiction. Most of the questions in this section focused on the circumstances in the previous 12 months. The final section pertained to health and welfare. The respondents were asked to estimate their current status of health and how often they had felt nervous, calm, despondent and happy in the previous four weeks. They were also asked if they had, in the previous 12 months, had periods during which they had been discouraged, sad or depressed, or lost their interest in things that they usually found pleasing. Smoking and alcohol use were charted. Background variables included the respondent's gender, year of birth, marital status, number of years studied, monthly net income and employment status.
The research aimed to gather data a newly emerging group, problem internet gamblers, illustrating how and why people move from offline to online gambling. A total of 67 face-to-face interviews were conducted with 26 self-identified gamblers (only 24 of these being interviewed twice as two withdrew) and 17 'significant others' of these participants, e.g. parents, siblings, children and one carer. The interviews aimed to gain information on their internet gambling history and habits, and its impact on their lifestyles and home-life. The aims of this project are: to explore whether Internet gambling generates new forms of participation for people who would not consider traditional gambling to investigate the impact of Internet gambling on the family In doing so, we will collect new information about what is described as 'self-correcting' problem gambling. This refers to where individuals find pathways out of gambling without recourse to formal public or voluntary sector support. The study involves: a scoping survey about who participates in internet gambling, when and how they participate, and what types of internet gambling they prefer. It will be followed by life history interviews with internet gamblers and their significant others to explore individuals’ pathways in and out of gambling and the role of; ‘families’ in defining problem gambling and developing informal strategies to support the gambler out of this behaviour. By considering types of harm experienced within the family we will investigate the extent to which the home is becoming a new space of risk. The findings will be disseminated to key stakeholders (e.g. GamCare, Relate). In particular, we aim to show how family-based strategies identified in the fieldwork might be 'scaled up' for use within the therapeutic community. 67 face-to-face interviews conducted with 24 self-identified gamblers being interviewed twice as a means of repeated cross-sectional study. 2 other self-identified gamblers were interviewed once only and so were 17 'significant others' to some of the self-identified gamblers. The sampling process was purposive selection/case studies.
The aim of the Young People and Gambling Survey is to explore young people’s attitudes towards gambling and their participation in different types of gambling activities, designed to provide a means of tracking these perceptions and behaviours over time. The survey looks at those forms of gambling and gambling style games that children and young people legally take part in along with gambling on age restricted products.
The 2024 research was conducted by Ipsos on behalf of the Gambling Commission. The study collected data from 3,869 pupils aged 11 to 17 years old across curriculum years 7 to 12 (S1 to S6 in Scotland) using the Ipsos Young People Omnibus. Pupils completed an online self-report survey in class.
Data have been weighted to the known profile of the population in order to provide a representative sample.
The British Gambling Prevalence Survey is a large-scale nationally representative survey of participation in gambling and the prevalence of problem gambling in Great Britain.
The aims of the survey series are:
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Here are a few use cases for this project:
Board Game Assistants: This Dice model can be used in a digital assistant for board games. It would help users track dice results automatically, thereby enhancing the experience for games involving dice such as Monopoly, Yahtzee, or Dungeons and Dragons.
Educational Games Development: Educational organizations and ed-tech companies can use this model to develop interactive learning games or applications that teach probability, math or statistics through a dice game.
Gambling Supervision: Casinos or online gambling platforms can apply the model to monitor dice games and ensure fair play, automatically and meticulously track game statistics, and verify or dispute any contentious throws.
Virtual Reality Gaming: The Dice model can be integrated into VR gaming systems to interact with physical dice. For instance, in a VR board game setup, the model can compute the numbers rolled on the dice and translate that into the virtual game.
Assistive Technology for Visually-Impaired: Application for visually impaired people, where the app can detect the number rolled on a dice and communicate it via audio, enabling visually impaired people to participate in dice-based games.
Aineisto kartoittaa yhdysvaltalaisnuorten rahapelaamista, sosiaalisen median käyttöä ja yleistä subjektiivista hyvinvointia. Aineisto kerättiin osana Atte Oksasen johtamaa tutkimushanketta Rahapeliongelmat ja verkkoyhteisöt: Sosiaalipsykologinen tutkimus nuorten toiminnasta sosiaalisen median peliyhteisöissä (Problem Gambling and Social Media: Social Psychological Study on Youth Behavior in Online Gaming Communities). Hankkeessa tutkitaan, kuinka nuoret käyttäjät arvioivat, omaksuvat ja jakavat sosiaalisessa mediassa rahapelaamiseen liittyviä verkkosisältöjä ja kuinka ryhmäprosessit vaikuttavat heidän rahapelaamiseensa ja sitä koskeviin asenteisiin. Tietoarkistoon on tallennettu myös hankkeessa lähes vastaavalla kyselylomakkeella kerätyt Suomen aineistot (FSD3399 ja FSD3400). Hankkeen aineistoja on kerätty myös Espanjassa ja Etelä-Koreassa. Vastaajilta kysyttiin, mitä sosiaalisen median palveluita he käyttävät, sekä heidän yleisiä sosiaalisen median käyttötottumuksiaan. Heiltä kysyttiin myös riskikokemuksista netissä, kuten nettihäirinnän ja nettirikoksen uhriksi joutumisesta. Kyselyn seuraavassa osiossa vastaajat jaettiin satunnaisesti neljään ryhmään vignette-koeasetelmaa varten. Kahdelle ryhmälle kerrottiin, että heidät oli sijoitettu ryhmään C, koska heidän vastauksensa olivat lähellä ryhmän muiden jäsenten vastauksia. Kahdelle kontrolliryhmälle ei annettu ryhmätietoa. Vastaajille näytettiin erilaisia kuvitteellisia sosiaalisen median rahapeliaiheisia skenaarioita, ja heitä pyydettiin arvioimaan rahapeliaiheisten viestien sisältöä. Vastaajia pyydettiin reagoimaan viestiin joko "tykkäämällä", "ei-tykkäämällä" tai olemalla reagoimatta lainkaan. Jokaiselle vastaajalle näytettiin neljä erilaista skenaariota, joiden sisältö vaihteli. Skenaarioissa varioitiin kolmea asiaa (2x2x2): viestin suhtautuminen rahapelaamiseen (myönteinen tai kielteinen), viestin narratiivinen sävy (kokemuspohjainen tai tutkimustietoon perustuva fakta), sekä muiden vastaajien aiemmat reaktiot kyseiseen viestiin (pääosin myönteinen tai kielteinen suhtautuminen). Ryhmään C-kuuluville muiden reaktiot esitettiin samaan ryhmään kuuluvien vastaajien reaktioina, kontrolliryhmille muiden kyselyyn vastaajien reaktioina. Lisäksi vastaajia pyydettiin arvioimaan suhtautumistaan viestin sisältöön kysymällä esimerkiksi, kuinka todennäköisesti hän pitäisi kyseistä viestiä kiinnostavana tai hakeutuisi vastaavan sisällön pariin tulevaisuudessa. Vastaajilta kysyttiin heidän rahapelaamisensa laajuudesta, rahapelaamiseen liittyvistä mahdollisista ongelmista sekä rahapelaamiseen liittyvistä asenteista. Päihde- ja addiktio-ongelmia kartoitettiin kysymällä vastaajilta heidän huumeiden käytöstään sekä alkoholin ja Internetin ongelmakäytöstä. Kysymykset käsittelivät myös vastaajien subjektiivista hyvinvointia ja sosiaalisia suhteita. Vastaajilta kysyttiin muiden muassa psyykkisestä kuormittuneisuudesta, koetusta itsetunnosta sekä onnellisuuden tasosta. Lisäksi kartoitettiin vastaajien sosiaaliset vuorovaikutussuhteet ja läheisiltä saatu sosiaalinen tuki. Kysymykset koskivat yleisesti sosiaalisia suhteita, ystävyyssuhteita, kiinnittymistä erilaisiin yhteisöihin sekä koettua yksinäisyyden tunnetta. Lopuksi kysyttiin vastaajien kokemasta elämänhallinnan tunteesta sekä kartoitettiin impulsiivisuutta ja lyhytjänteisyyttä muun muassa palkintoviiveeseen liittyvillä kysymyksillä. Aineistossa on käytetty seuraavia mittareita ja muuttujien nimissä niiden lyhenteitä: IBR = samanmielisyys ja identiteettikuplat sosiaalisessa mediassa (Identity Bubble Reinforcement Scale), ATGS = Rahapeliasenteet (Attitudes Toward Gambling Scale), SOGS = Rahapeliongelmat (South Oaks Gambling Screen), CIUS = Internetin ongelmakäyttö (Compulsive Internet Use), AUDITC = Alkoholin ongelmakäyttö (The Alcohol Use Disorders Identification Test), SISE = Itsetunto (Single-item Self-esteem Scale), LONE = Yksinäisyyden tunne (Three-item Loneliness Scale), GHQ = Psyykkinen kuormittuneisuus (General Health Questionnaire), MASTERY = Hallinnan tunne (Sense of Mastery Scale), EIS = Impulsiivisuus (Eysenck Impulsivity Scale) ja GRATIF = Palkintoviive (Delay of Gratification). Aineiston taustamuuttujia ovat sukupuoli, ikäluokka, synnyinmaa (oma ja vanhempien), asuinalue, asumismuoto, koulutus, tulotaso, taloudelliset ongelmat ja päätoimi. This survey charted the gambling, social media usage and subjective well-being of young people aged 15-25 years in the United States. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behaviour in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users evaluate, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3400). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by "liking" or "disliking" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids) and which online resources they had used to purchases these drugs (e.g. Facebook, Instagram, Craigslist). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their economic situation and life in general. They were also asked how well the single statement "I have high self-esteem" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood,
The data are the experiment data for the manuscript "A clean slate: adapting the realization effect to online gambling and its effectiveness in people with gambling problems".
Aineistossa on selvitetty 15-25-vuotiaiden rahapelaamista, sosiaalisen median käyttöä ja yleistä subjektiivista hyvinvointia. Aineisto kerättiin osana Atte Oksasen johtamaa tutkimushanketta Rahapeliongelmat ja verkkoyhteisöt: Sosiaalipsykologinen tutkimus nuorten toiminnasta sosiaalisen median peliyhteisöissä. Hankkeessa tutkitaan, kuinka nuoret käyttäjät arvioivat, omaksuvat ja jakavat sosiaalisessa mediassa rahapelaamiseen liittyviä verkkosisältöjä ja kuinka ryhmäprosessit vaikuttavat heidän rahapelaamiseensa ja sitä koskeviin asenteisiin. Tietoarkistoon on tallennettu myös hankkeessa lähes vastaavalla kyselylomakkeella kerätyt aineistot (FSD3400 ja FSD3591). Hankkeen aineistoja on kerätty Suomen ja Yhdysvaltojen lisäksi myös Espanjassa ja Etelä-Koreassa. Vastaajilta kysyttiin, mitä sosiaalisen median palveluita he käyttävät, sekä heidän yleisiä sosiaalisen median käyttötottumuksiaan. Heiltä kysyttiin myös riskikokemuksista netissä, kuten nettihäirinnän ja nettirikoksen uhriksi joutumisesta. Kyselyn seuraavassa osiossa vastaajat jaettiin satunnaisesti kahteen ryhmään vignette-koeasetelmaa varten. Toiselle ryhmälle kerrottiin, että heidät oli sijoitettu ryhmään C, koska heidän vastauksensa olivat lähellä ryhmän muiden jäsenten vastauksia. Kontrolliryhmälle ei annettu ryhmätietoa. Vastaajille näytettiin erilaisia kuvitteellisia sosiaalisen median rahapeliaiheisia skenaarioita, ja heitä pyydettiin arvioimaan rahapeliaiheisten viestien sisältöä. Vastaajia pyydettiin reagoimaan viestiin joko "tykkäämällä", "ei-tykkäämällä" tai olemalla reagoimatta lainkaan. Jokaiselle vastaajalle näytettiin neljä erilaista skenaariota, joiden sisältö vaihteli. Skenaarioissa varioitiin kolmea asiaa (2x2x2): viestin suhtautuminen rahapelaamiseen (myönteinen tai kielteinen), viestin narratiivinen sävy (kokemuspohjainen tai tutkimustietoon perustuva fakta), sekä muiden vastaajien aiemmat reaktiot kyseiseen viestiin (pääosin myönteinen tai kielteinen suhtautuminen). Toiselle ryhmälle (ryhmä C) muiden reaktiot esitettiin samaan ryhmään kuuluvien vastaajien reaktioina, kontrolliryhmälle muiden kyselyyn vastaajien reaktioina. Lisäksi vastaajia pyydettiin arvioimaan suhtautumistaan viestin sisältöön kysymällä esimerkiksi, kuinka todennäköisesti hän pitäisi kyseistä viestiä kiinnostavana tai hakeutuisi vastaavan sisällön pariin tulevaisuudessa. Vastaajilta kysyttiin heidän rahapelaamisensa laajuudesta, rahapelaamiseen liittyvistä mahdollisista ongelmista sekä rahapelaamiseen liittyvistä asenteista. Päihde- ja addiktio-ongelmat kartoitettiin kysymällä vastaajilta heidän huumeiden käytöstään sekä alkoholin ja Internetin ongelmakäytöstä. Kysymykset käsittelivät myös vastaajien subjektiivista hyvinvointia ja sosiaalisia suhteita. Vastaajilta kysyttiin muun muassa psyykkisestä kuormittuneisuudesta, koetusta itsetunnosta sekä onnellisuuden tasosta. Lisäksi kartoitettiin vastaajien sosiaaliset vuorovaikutussuhteet ja läheisiltä saatu sosiaalinen tuki. Kysymykset koskivat yleisesti sosiaalisia suhteita, ystävyyssuhteita, kiinnittymistä erilaisiin yhteisöihin sekä koettua yksinäisyyden tunnetta. Lopuksi kysyttiin vastaajien kokemasta elämänhallinnan tunteesta sekä kartoitettiin impulsiivisuutta ja lyhytjänteisyyttä muun muassa palkintoviiveeseen liittyvillä kysymyksillä. Aineistossa on käytetty seuraavia mittareita ja muuttujien nimissä niiden lyhenteitä: IBR = samanmielisyys ja identiteettikuplat sosiaalisessa mediassa (Identity Bubble Reinforcement Scale), ATGS = Rahapeliasenteet (Attitudes Toward Gambling Scale), SOGS = Rahapeliongelmat (South Oaks Gambling Screen), CIUS = Internetin ongelmakäyttö (Compulsive Internet Use), AUDITC = Alkoholin ongelmakäyttö (The Alcohol Use Disorders Identification Test), SISE = Itsetunto (Single-item Self-esteem Scale), LONE = Yksinäisyyden tunne (Three-item Loneliness Scale), GHQ = Psyykkinen kuormittuneisuus (General Health Questionnaire), MASTERY = Hallinnan tunne (Sense of Mastery Scale), EIS = Impulsiivisuus (Eysenck Impulsivity Scale) ja GRATIF = Palkintoviive (Delay of Gratification). Taustamuuttujia aineistossa ovat sukupuoli, ikä, synnyinmaa (oma ja vanhempien), koulutus, asuinalueen tyyppi, asumismuoto, tulotaso, taloudelliset ongelmat ja päätoimi. This survey charted the gambling, social media usage and subjective well-being of young people aged 15-25 years in Finland. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behavior in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users evaluate, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3400 and FSD3591). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by "liking" or "disliking" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their financial circumstances and life in general. They were also asked how well the single statement "I have high self-esteem" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the
Abstract copyright UK Data Service and data collection copyright owner.The aim of the Young People and Gambling Survey is to explore young people’s attitudes towards gambling and their participation in different types of gambling activities, designed to provide a means of tracking these perceptions and behaviours over time. The survey looks at those forms of gambling and gambling style games that children and young people legally take part in along with gambling on age restricted products. The 2022 research was conducted using Ipsos MORI's Young People Omnibus, a representative online survey of pupils attending academies and maintained schools in England, Scotland and Wales (excluding fee-paying and other establishments covering 11-16 year olds). In total 2,559 11-16 year olds participated in the research across 60 schools. Data have been weighted to the known profile of the population, in order to provide a representative sample.
Abstract copyright UK Data Service and data collection copyright owner.The aim of the Young People and Gambling Survey is to explore young people’s attitudes towards gambling and their participation in different types of gambling activities, designed to provide a means of tracking these perceptions and behaviours over time. The survey looks at those forms of gambling and gambling style games that children and young people legally take part in along with gambling on age restricted products. The 2023 research was conducted by Ipsos on behalf of the Gambling Commission. The study collected data from 3,453 pupils aged 11 to 17 years old across curriculum years 7 to 12 (S1 to S6 in Scotland) using the Ipsos Young People Omnibus. In contrast to the previous surveys, which have focused on exploring gambling behaviour among 11 to 16-year-olds, the 2023 survey also incorporates data gathered from 17-year-olds. In total, 3,453 11-17-year-olds participated in the 2023 research. For the first time, pupils from independent schools were also invited to take part in the research alongside pupils attending academies and maintained secondary schools. Pupils completed an online self-report survey in class. Data have been weighted to the known profile of the population in order to provide a representative sample.
The Gaming and Betting Study: Survey of Loyalty Card Customers, Waves 1 and 2, 2014-2016 was commissioned by the Responsible Gambling Trust (now GambleAware), as part of a programme of research looking at users of machines in bookmakers. This programme aimed to examine whether industry data generated by machines in bookmakers could be used to distinguish between harmful and non-harmful patterns of play.
A baseline survey of people who had a loyalty card for Ladbrokes, William Hill or Paddy Power was conducted in 2014. The survey included questions about gambling behaviour and questions which measured whether someone was a problem gambler or not. Permission was sought to link participant’s survey data with their loyalty card data (this is not included in the deposited dataset). Overall, 4,727 people took part in the survey and 4,001 people agreed that their survey responses and their loyalty card data could be linked. Data was collected either via a web survey or a telephone interview.
A follow-up study was commissioned in 2016 to explore changing patterns of gambling behaviour over time, examine changes in problem gambling behaviour, and identify who is more likely to change problem gambling status. Telephone interviews took place between May and August 2016 and total of 1552 full interviews were obtained.
This study contains the data for all individuals who gave a full interview at both waves.
This survey charted the gambling, social media usage and subjective well-being of young people aged 15-30 years in Finland. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behavior in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users assess, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. This dataset contains additional data collected from popular Finnish social media sites. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3591). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by "liking" or "disliking" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their financial circumstances and life in general. They were also asked how well the single statement "I have high self-esteem" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves. Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification). Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, number of inhabitants in municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status.
This publication summarizes the online scams and fraud as well as trafficking in persons offences that are occurring in Southeast Asia are a perfect demonstration of transnational organized crime. Organized crime groups have established extensive criminal operations in Cambodia, Lao PDR, Myanmar, and other countries. They have taken advantage of the existing casino and Special Economic Zone (SEZ) infrastructure and unemployment present in the region to set up sophisticated operations that use trafficked people to conduct online scams and fraud.
Abstract copyright UK Data Service and data collection copyright owner.The British Gambling Prevalence Survey is a large-scale nationally representative survey of participation in gambling and the prevalence of problem gambling in Great Britain. The aims of the survey series are:measure the prevalence of participation in all forms of commercial and private gambling (including estimates of expenditure and information on venue)estimate the prevalence of ‘problem gambling’ and look at which activities have the highest prevalence of ‘problem gamblers’ investigate the socio-demographic factors associated with gambling and with ‘problem gambling’assess attitudes towards gamblingFurther information about the series can be found on the Gambling Commission's British Gambling Prevalence Surveys web pages. British Gambling Prevalence Survey, 2007 is the second survey in the series and was undertaken to help the Gambling Commission understand the nature and scale of gambling in Great Britain at a point before the Gambling Act 2005 was implemented on 1 September 2007. It was commissioned as part of the Gambling Commission’s commitment to the licensing objectives of keeping crime out of gambling, ensuring gambling is conducted fairly and openly, and protecting children and vulnerable people from harm from gambling. The questionnaire asked respondents to record whether they had gambled on a range of activities in the past year and past week. Past gamblers were asked questions pertaining to venues for gambling and how much they won or lost on each activity. Two problem gambling screens were included within the questionnaire to assess the extent to which people experience problems with their gambling and a range of attitudinal and socio-demographic questions were also included. Main Topics: The main topics covered were:participation in gambling in the past 12 months (module A)participation in gambling in the past 7 days (module B)problem gambling screens (module C)attitudes to gambling (module D)health, lifestyle and socio-demographic questions (module E) Multi-stage stratified random sample Face-to-face interview Self-completion Email survey
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Studies indicated that people behave less responsibly after exposure to information containing deterministic statements as compared to free will statements or neutral statements. Thus, deterministic primes should lead to enhanced risk-taking behavior. We tested this prediction in two studies with healthy participants. In experiment 1, we tested 144 students (24 men) in the laboratory using the Iowa Gambling Task. In experiment 2, we tested 274 participants (104 men) online using the Balloon Analogue Risk Task. In the Iowa Gambling Task, the free will priming condition resulted in more risky decisions than both the deterministic and neutral priming conditions. We observed no priming effects on risk-taking behavior in the Balloon Analogue Risk Task. To explain these unpredicted findings, we consider the somatic marker hypothesis, a gain frequency approach as well as attention to gains and / or inattention to losses. In addition, we highlight the necessity to consider both pro free will and deterministic priming conditions in future studies. Importantly, our and previous results indicate that the effects of pro free will and deterministic priming do not oppose each other on a frequently assumed continuum.
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