Smartphone users engage extensively with their devices, on an intermittent basis for short periods of time. These patterns of behaviour have the potential to make mobile gambling especially perseverative. This paper reports the first empirical study of mobile gambling in which a simulated gambling app was used to measure gambling behaviour in phases of acquisition and extinction. We found that participants showed considerable perseverance in the face of continued losses that were linearly related to their prior engagement with the app. Latencies between gambles were associated with the magnitude of reinforcement; more positive outcomes were associated with longer breaks between play and a greater propensity to end a gambling session. Greater latencies were associated with measurements of problem gambling, and perseverance with gambling-related cognitions and sensation-seeking behaviour.
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http://dx.doi.org/10.1159/000495663 | DOI Listing |
Br J Health Psychol
February 2025
Centre for Musculoskeletal Research, University of Manchester, Manchester, UK.
Purpose: Examine the development, implementation and evaluation of just-in-time adaptive interventions (JITAIs) in behaviour change and evaluate the quality of intervention reporting.
Methods: A scoping review of JITAIs incorporating mobile health (mHealth) technologies to improve health-related behaviours in adults. We searched MEDLINE, Embase and PsycINFO using terms related to JITAIs, mHealth, behaviour change and intervention methodology.
J Gambl Stud
October 2024
Department of Nursing Management and Education, The University of Dodoma, Dodoma, Tanzania.
Lifetime gambling activities and behaviors are considered as potentially addictive behaviors that may impact a student's performance. According to a survey conducted in Tanzanian's higher training institutions, for example, 37.2% of sports gamblers were students.
View Article and Find Full Text PDFCureus
September 2024
Psychiatry, Sri Ramaswamy Memorial (SRM) Medical College Hospital and Research Institute, SRM Institute of Science and Technology, Chennai, IND.
Gambling, which was previously restricted to physical casinos and card rooms, has become readily accessible through internet platforms and virtual card games as a result of recently developed technological advances. The increase in the prevalence of pathological gambling (PG) disorder has been attributed to the extensive availability of online gambling platforms and the covert advertising that is associated with them. In this case, we examine an individual with a PG disorder who is intrigued by online gambling.
View Article and Find Full Text PDFBMC Public Health
September 2024
Centre for the Study of Politics, Maynooth University, Maynooth, Ireland.
Background: Gambling marketing communications create a public health risk by increasing the normalisation of gambling in sports. In a context where broad level studies report significant underage gambling, currently no evidence exists on how these communications are received by children in the Republic of Ireland (hereafter Ireland) and Northern Ireland. To build this evidence base and provide granular detail below broad level data, this study explored the sport consumption habits and views of Irish children (aged 14-17 years) on their exposure, awareness and perceptions of the relationship between sport and gambling.
View Article and Find Full Text PDFJMIR Mhealth Uhealth
July 2024
German Centre for Addiction Research in Childhood and Adolescence, University Medical Centre Hamburg-Eppendorf, Hamburg, Germany.
Background: During adolescence, substance use and digital media exposure usually peak and can become major health risks. Prevention activities are mainly implemented in the regular school setting, and youth outside this system are not reached. A mobile app ("Meine Zeit ohne") has been developed specifically for vocational students and encourages participants to voluntarily reduce or abstain from a self-chosen addictive behavior including the use of a substance, gambling, or a media-related habit such as gaming or social media use for 2 weeks.
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