The participation of young people in sports betting is causing social alarm as a result of both its invasive advertising and its possible involvement in the development of gaming problems. The objective of this study is to identify and characterise the situation in which young students in Madrid participate in sports betting. A Sports Betting Evaluation Questionnaire was given to a convenience sample of 735 young students from Madrid (aged 18-25), both live (face-to-face) and on-line. 42.6% of the sample admitted having placed sports bets at one time; 81% of those who had bet were men and 78% had bet live, versus 18% who had done so on-line and 5% using both systems. Men were found to bet more frequently and spend more money and more time doing so than women. Those who bet on-line do so more frequently and spend more money and more time than those who bet live. Young people bet mainly on football and the most frequent bets are the most obvious ones, i.e. on the winner. The frequency of participation in sports betting is high, but the time and money spent is moderate, albeit always higher in men than in women.
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http://dx.doi.org/10.1007/s10899-019-09863-y | DOI Listing |
J Gambl Stud
January 2025
Department of Clinical Neuroscience, Centre for Psychiatry Research, Karolinska Institutet, Solna, Sweden.
Several countries, including Canada and Australia, have developed public health-based lower-risk gambling limits to differentiate lower-risk from higher-risk gambling. This study aimed to identify a preliminary set of lower-risk gambling limits (gambling frequency, duration, expenditure, expenditure as a proportion of personal net income, and diversity), and investigate if gambling types are linked to additional harms, in a Swedish context. The study involved secondary analyses of two online survey studies using the Gambling Disorder Identification Test (GDIT).
View Article and Find Full Text PDFBMC Public Health
January 2025
Institute for Social Marketing and Health, University of Stirling, Stirling, Scotland.
Background: To explore continuities and changes in gambling behaviour during the COVID-19 pandemic and the factors that influenced these among a sample of regular sports bettors.
Methods: A longitudinal qualitative study using in-depth interviews. Sixteen sports bettors living in Britain took part in the first interviews in July-November 2020, and 13 in the follow-up interviews in March-September 2021.
Psychiatry Clin Psychopharmacol
December 2024
Department of Psychology, Ibn Haldun University Faculty of Humanities and Social Sciences, İstanbul, Türkiye.
Background: The aim of this quantitative study conducted with 5008 individuals aged 15 and above in 12 provinces across Turkey was to determine the prevalence and significant variables of gambling behavior in our country and to examine the gambling behaviors, perceptions, thoughts, and attitudes of this population towards gambling. The goal is to generate concrete, original, culturally sensitive, feasible, and effective recommendations for preventive and risk-reducing policies. It is the first and only comprehensive investigation into gambling behavior in Turkey, offering guidance in this field.
View Article and Find Full Text PDFPLoS One
December 2024
Department of Basic Education, Jiangsu Shipping College, Nantong, China.
Incorporating fuzzy logic-based models into sports prediction has generated significant interest due to the intricate nature of athletic events and the many factors influencing their outcomes. This study evaluates the effectiveness of fuzzy logic-based models in predicting sports event outcomes using a hybrid CRITIC-VIKOR approach. The objective is to improve the accuracy and reliability of sports predictions by addressing the complexity and uncertainty inherent in sports data.
View Article and Find Full Text PDFActa Psychol (Amst)
November 2024
School of Psychology, Shanghai University of Sport, Shanghai, China. Electronic address:
In three studies, we investigated how League of Legends (LOL) game experience and game skill relate to players' performance in the Iowa Gambling Task (IGT), Balloon Analogue Risk Task (BART), and Probability Discounting Task (PDT). Additionally, the present study examined the relationship between players' in-game risk preferences and their performance in three types of decision-making tasks. To achieve this, we utilized a self-developed League of Legends Risk Propensity Scale (LRPS) to characterize LOL players' in-game risk preferences.
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