In this paper, we investigate the validity of objective operator data as proxy indicators for riskier gambling as based upon an independent self-report measure. Such work is important to strengthen the validity of gambling research involving objective behavioral indicators of harm used to detect higher risk gambling or product choices. To address these aims, a total of 21,464 individual customers from a single international operator completed the Problem Gambling Severity Index (PGSI).
View Article and Find Full Text PDFBackground Patient Assessment of Care in Chronic Conditions (PACIC+), included in some Australian guidelines, has been shown reliable for measuring patient engagement and perception of their care in primary care settings. Various studies have focussed on PACIC+ use in specific conditions. This study aims to expand PACIC+ to measure patient empowerment to self-manage their chronic condition and validate it in the broader Australian primary care population.
View Article and Find Full Text PDFFire suppression has negatively impacted thousands of acres of private and public lands in the United States. As a case study, the New Jersey Pine Barrens (NJPB) are a disturbance driven ecosystem that is experiencing serious ecological implications due to a loss of traditional forest thinning activities such as harvesting for forest products or thinning for wildfire fuel-load reduction measures coupled with a long-standing philosophy of fire suppression and dormant-season prescribed burning. Dense closed-canopy forest conditions, dissimilar to historic open-canopy forests of the NJPB, have reduced abundance and diversity of certain flora and fauna, including regionally imperiled breeding birds.
View Article and Find Full Text PDFIn a pre-registered survey linked to this paper (Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses), we confirmed bivariate associations between engagement with loot boxes (purchasable randomized rewards in video games) and measures of problem gambling, problem video gaming, impulsivity, gambling cognitions, experiences of game-related 'flow', psychological distress and reduced wellbeing. However, these variables have complex relationships, so to gain further insights, we analysed the dataset (1495 gamers who purchase loot boxes and 1223 purchasers of non-randomized content) in a series of Bayesian mixed-effects multiple regressions with a zero-inflation component. The results challenge some well-established results in the literature, including associations between loot box engagement and problematic gambling measures, instead suggesting that this relationship might be underpinned by shared variance with problem video gaming and gambling-related cognitions.
View Article and Find Full Text PDFLoot boxes are purchasable randomized rewards in video games that share structural and psychological similarities with gambling. Systematic review evidence has established reproducible associations between loot box purchasing and both problem gambling and problem video gaming, perhaps driven by a range of overlapping psychological processes (e.g.
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