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

dc.contributor.authorBrosowski, Tim
dc.contributor.authorÓlason, Daníel Þór
dc.contributor.authorTurowski, Tobias
dc.contributor.authorHayer, Tobias
dc.contributor.departmentFaculty of Psychology
dc.date.accessioned2025-11-20T08:16:56Z
dc.date.available2025-11-20T08:16:56Z
dc.date.issued2020-01-21
dc.descriptionPublisher Copyright: © 2020, The Author(s).en
dc.description.abstractBivariate 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.en
dc.description.versionPeer revieweden
dc.format.extent34
dc.format.extent977749
dc.format.extent107-140
dc.identifier.citationBrosowski, 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/s10899-020-09928-3en
dc.identifier.doi10.1007/s10899-020-09928-3
dc.identifier.issn1050-5350
dc.identifier.other35030786
dc.identifier.other4f06e229-11f3-49f7-b67e-d9cd66661d9f
dc.identifier.other85078075371
dc.identifier.other31965383
dc.identifier.otherunpaywall: 10.1007/s10899-020-09928-3
dc.identifier.urihttps://hdl.handle.net/20.500.11815/6232
dc.language.isoen
dc.relation.ispartofseriesJournal of Gambling Studies; 37(1)en
dc.relation.urlhttps://www.scopus.com/pages/publications/85078075371en
dc.rightsinfo:eu-repo/semantics/openAccessen
dc.subjectBreadthen
dc.subjectDepthen
dc.subjectIntensityen
dc.subjectMediationen
dc.subjectProblem gamblingen
dc.subjectSociology and Political Scienceen
dc.subjectGeneral Psychologyen
dc.titleThe Gambling Consumption Mediation Model (GCMM) : A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gamblingen
dc.type/dk/atira/pure/researchoutput/researchoutputtypes/contributiontojournal/articleen

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