Despite the popularity in poker-related activities in recent years, few studies have focused on the evolution of gambling habits of poker players over a long period of time. The aim of this study is to examine factors influencing trajectories of poker players. The results are based on data collected at a four-time measurement of a prospective cohort study conducted in Quebec (n = 304 poker players). A latent class growth analysis was performed to identify trajectories based on the Problem Gambling Severity Index score. Multinomial multivariable logistic regression analyses were conducted to determine the correlates of gambling trajectories. Over the 3 years of the study, three gambling problem trajectories were identified, comprising one decreasing trajectory (1st: non-problematic-diminishing), one stable trajectory (2nd: low risk-stable), and one increasing trajectory (3th: problem gamblers-increasing). Internet as the main poker form and number of game played were associated with at-risk trajectories. Depression symptoms were significant predictors of the third trajectory whereas impulsivity predicted the second trajectory. This study shows that the risk is remaining low over years for the vast majority of poker players. However, the vulnerable poker players at the beginning of the study remain on a problematic increasing trajectory. It is therefore important to prioritize individuals in the third trajectory for interventions.
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http://dx.doi.org/10.1007/s10899-019-09831-6 | DOI Listing |
Data Brief
December 2024
Faculty of Computing, Universiti Teknologi Malaysia, 81310 Skudai, Johor Bahru, Malaysia.
The dataset presents raw data on the egocentric (first-person view) and exocentric (third-person view) perspectives, including 47166 frame images. Egocentric and exocentric frame images are recorded from original iPhone videos simultaneously. The egocentric view captures the details of proximity hand gestures and attentiveness of the iPhone wearer, while the exocentric view captures the hand gestures in the top-down view of all participants.
View Article and Find Full Text PDFJ Behav Addict
October 2024
1Université de Franche Comté, UMR INSERM 1322 LINC, F-25000, Besançon, France.
Background And Aims: Gambling activity evolves along a continuum from recreational to Gambling Disorder (GD) and a particular challenge is to identify whether there are some neurophysiological particularities already present in gamblers at an early stage. Our main goal was to determine whether, in the gamblers' population, neural responses generated during uncertain decisions were different depending on problematic gambling risk defined by the Canadian Problem Gambling Index (CPGI). We tested the following hypothesis, that the Problem Gambling group would show a different brain activity related to outcomes processing than people with low risk.
View Article and Find Full Text PDFAddict Biol
February 2024
UMR INSERM 1322LINC, Université de Franche-Comté, Besançon, France.
Online poker gambling (OPG) involves various executive control processes and emotion regulation. In this context, we hypothesized that online poker players, accustomed to handling virtual cards, would show high performance on computerized decision-making tasks such as the Iowa Gambling Task (IGT). Using press advertisements, we recruited a non-gambler group (NG; n = 20) and an OPG group (n = 22).
View Article and Find Full Text PDFJ Gambl Stud
September 2024
Department of Human and Social Sciences, University of Wuppertal, Gaußstr. 20, 42119, Wuppertal, Germany.
The study addresses the question whether professional gamblers can be considered an occupational group from a sociological perspective. It combines survey data on poker players from the German state North Rhine-Westphalia with sociological theory in order to explain the oxymoron of professional gambling. The descriptive analysis of the survey data is supplemented by ego-centric network data of the poker players to analyze whether hobby and professional players maintain different forms of social relationships.
View Article and Find Full Text PDFJ Behav Addict
September 2023
1Health and Well-Being Promotion Unit, Finnish Institute for Health and Welfare, P.O. Box 30, FI-00271, Helsinki, Finland.
Objective And Method: Electronic gambling machines are a prominent cause of significant gambling harms globally. We use simulations of a simplified video poker game to show how changes in game volatility, defined primarily by the size of the main prize, affect patterns of wins and losses as well as winning streaks.
Results: We found that in low- and medium volatility games the proportion of winning players quickly drops to zero after about 30 h of play, while in the high volatility game 5% of players are still winning after playing for 100 h.
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