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The Gambling Consumption Mediation Model (GCMM) : A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling

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dc.contributor.author Brosowski, Tim
dc.contributor.author Ólason, Daníel Þór
dc.contributor.author Turowski, Tobias
dc.contributor.author Hayer, Tobias
dc.date.accessioned 2022-05-07T01:01:37Z
dc.date.available 2022-05-07T01:01:37Z
dc.date.issued 2020-01-21
dc.identifier.citation Brosowski , T , Ólason , D Þ , Turowski , T & Hayer , T 2020 , ' The Gambling Consumption Mediation Model (GCMM) : A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling ' , Journal of Gambling Studies , vol. 37 , no. 1 , pp. 107-140 . https://doi.org/10.1007/s10899-020-09928-3
dc.identifier.issn 1050-5350
dc.identifier.other 35030786
dc.identifier.other 4f06e229-11f3-49f7-b67e-d9cd66661d9f
dc.identifier.other 85078075371
dc.identifier.other 31965383
dc.identifier.other unpaywall: 10.1007/s10899-020-09928-3
dc.identifier.uri https://hdl.handle.net/20.500.11815/3141
dc.description Publisher Copyright: © 2020, The Author(s).
dc.description.abstract Bivariate associations of problem gambling with participation in particular game types often decrease when adjusting for demographics or consumption behavior (e.g., number of game types played). A summary of 14 peer-reviewed studies showed inconsistencies as well as conceptual and methodological challenges. The aim of this study was to expand previous research by a combination of (1) sophisticated feature-engineering, which disaggregates gambling intensity into facets within and beyond a game type of interest, and (2) the application of mediation models. Data comprised last year gamblers of three merged cross sectional Icelandic gambling surveys of 2007, 2011, and 2017 (N = 4422). For each of 15 game types (12-month time frame), a parallel multiple mediation model was applied to disaggregate bivariate associations of last year game type participation and problem gambling (Problem Gambling Severity Index) by six mediating mechanisms: (1) demographic problem gambling propensity, (2) number of game types played, (3) gambling frequency within the type, (4) maximum gambling frequency across all types beyond, (5) usual spending within the type, (6) maximum usual spending across all types beyond. Games showed two distinct profiles via which mediator they mostly impacted problem gambling: Electronic gaming machines offline, scratch cards offline, live betting online, and poker offline as well as online impacted problem gambling mostly via gambling frequency within, whereas all other types mostly impacted via the number of game types played. The applied mediation models answer the question by which mechanism game types impact problem gambling in a more exhaustive way than previous research.
dc.format.extent 34
dc.format.extent 977749
dc.format.extent 107-140
dc.language.iso en
dc.relation.ispartofseries Journal of Gambling Studies; 37(1)
dc.rights info:eu-repo/semantics/openAccess
dc.subject Spilafíkn
dc.subject Áhættugreining
dc.subject Breadth
dc.subject Depth
dc.subject Intensity
dc.subject Mediation
dc.subject Problem gambling
dc.subject Sociology and Political Science
dc.subject General Psychology
dc.title The Gambling Consumption Mediation Model (GCMM) : A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling
dc.type /dk/atira/pure/researchoutput/researchoutputtypes/contributiontojournal/article
dc.description.version Peer reviewed
dc.identifier.doi 10.1007/s10899-020-09928-3
dc.relation.url http://www.scopus.com/inward/record.url?scp=85078075371&partnerID=8YFLogxK
dc.contributor.department Faculty of Psychology


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