Objective: The authors performed a methodological comparison of the usual standard gamble with methods that could also be used in mailed questionnaires.
Methods: Ninety-two diabetic patients valued diabetes-related health states twice. In face-to-face interviews, the authors used an iterative standard gamble (ISG) in which the probabilities were varied in a ping-pong manner and a self-completion method (SC) with top-down titration as search procedure (SC-TD) in 2 independent subsamples of 46 patients. Three months later, all patients received a mailed questionnaire in which the authors used the self-completion method with bottom-up (SCBU) and SC-TD as search procedures.
Results: ISG and SCTD showed feasibility and consistency in the interviews. The ISG resulted in significantly higher utilities than the SC-TD. Two thirds of the mailed questionnaires provided useful results indicating some problems of feasibility. Utilities measured by SC-BU and SC-TD did not differ significantly showing procedural invariance. Further, patients indicated ambivalence when given the choice not to definitely state their preferences.
Conclusions: The results show that different strategies to collect standard gamble utilities can yield different results. Compared with the usually applied ISG, the SC method is feasible in interviews and provides a consistent alternative that is less costly when used in mailed questionnaires, although its practicability has to be improved in this later setting.
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http://dx.doi.org/10.1177/0272989X04269239 | DOI Listing |
Sci Rep
January 2025
Institute for the Future of Human Society, Kyoto University, Kyoto, Japan.
Objective digital measurement of gamblers visiting gambling venues is conducted using cashless cards and facial recognition systems, but these methods are confined within a single gambling venue. Hence, we propose an objective digital measurement method using a transformer, a state-of-the-art machine learning approach, to detect total gambling venue visitations for gamblers who visit multiple gambling venues using sounds in gamblers' environments. We sampled gambling and nongambling event datasets from websites to create a gambling play classifier.
View Article and Find Full Text PDFJ Indian Soc Periodontol
December 2024
Department of Prosthodontics and Crown and Bridge, Manipal College of Dental Sciences, Manipal, Karnataka, India.
Background: To assess the validity of time trade-off (TTO) and standard gamble (SG) techniques of utility valuation among patients with periodontal problems by assessing their relation to two logical constructs; Gingival Index (GI) and Oral Health Impact Profile (OHIP) Questionnaire.
Materials And Methods: Two hundred and one patients aged 18 years old and above, who visited a tertiary care hospital for treatment/consultation were included. A questionnaire was administered to record the TTO, SG, and OHIP.
Soc Sci Med
December 2024
Département de gestion, Evaluation et politique de santé, School of Public Health, University of Montreal, Montreal, QC, Canada; CR-IUSMM, CIUSSS de l'Est de l'Île de Montréal, 7101 Parc Avenue, Montreal, QC, H3N 1X9, Canada.
Objective: To develop a value set for the Short-Form 6-Dimension version 2 (SF-6Dv2) by incorporating societal preferences obtained from three distinct approaches: Standard Gamble (SG), composite Time Trade-Off (cTTO), and Discrete Choice Experiment (DCE).
Methods: Data were gathered from the general population of Quebec, Canada, using the standardized valuation protocol developed by EuroQol for the cTTO and DCE tasks, as well as the valuation protocol developed by Sheffield University for the SG. The SG and cTTO data were analyzed using OLS, GLS, GLS Tobit, and heteroskedastic Tobit models.
Cogn Affect Behav Neurosci
December 2024
Theoretical and Applied Neuroscience Laboratory, Department of Exercise Science, Physical and Health Education, University of Victoria, Room 172, 11 Gabriola Rd, Victoria, British Columbia, BC V8P 5C2, Canada.
We preferentially process self-related information. However, less is known about how this advantage extends to reward processing and if this process is sensitive to a continuum of self-relevance. Specifically, do we dissociate ourselves from all others when processing rewards, or do those we know personally also enjoy self-related biases? To address this, we recorded electroencephalographic (EEG) data from 30 undergraduate student participants who played a simple two-choice "bandit" gambling game where a photo presented before each gamble indicated whether it benefited either the participant, an individual they knew, or a person they did not know.
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