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Self-reported reasons for gambling have been highlighted as crucial to understanding why adults develop problems with gambling. However, research on motives among adolescents remains scarce. The aim of this study is to explore the factorial structure of the Gambling Motives Questionnaire (GMQ) and to analyze differences in motives among adolescents, depending on the gambling activity and level of gambling severity. A total of 698 adolescent gamblers (M = 15.24, SD = .76) were assessed. As well as the GMQ, the South Oaks Gambling Screen (SOGS-RA) questionnaire was used. Gamblers were classified into three categories (strategic, non-strategic, and mixed) according to the activities engaged in during the last year. An Exploratory Factor Analysis was conducted followed by a Confirmatory Factor Analysis in order to explore the internal structure of the GMQ. Three two-way between-groups Analyses of Variance (ANOVA) were conducted to explore differences in motives according to the type of activity and the gambling severity levels. According to the factorial structure of the GMQ, three main groups of motivations were found: enhancement, coping and social. Compared to non-problem gamblers, problem gamblers scored higher on all motives. Moreover, gamblers seeking enhancement prefer strategic games, those gambling to cope with stress use non-strategic games more frequently, while social gamblers do not show a preference for either strategic or non-strategic games. In conclusion, gambling motives are related to gambling severity and structural characteristics of gambling. These findings may be useful from a prevention standpoint.
This article was published in the following journal.
Self-exclusion is one of the main responsible gambling tools. The aim of this study was to assess the reliability of self-exclusion motives in self-reports to the gambling service provider.
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An activity distinguished primarily by an element of risk in trying to obtain a desired goal, e.g., playing a game of chance for money.
In statistics, a technique for numerically approximating the solution of a mathematical problem by studying the distribution of some random variable, often generated by a computer. The name alludes to the randomness characteristic of the games of chance played at the gambling casinos in Monte Carlo. (From Random House Unabridged Dictionary, 2d ed, 1993)
A quality-of-life scale developed in the United States in 1972 as a measure of health status or dysfunction generated by a disease. It is a behaviorally based questionnaire for patients and addresses activities such as sleep and rest, mobility, recreation, home management, emotional behavior, social interaction, and the like. It measures the patient's perceived health status and is sensitive enough to detect changes or differences in health status occurring over time or between groups. (From Medical Care, vol.xix, no.8, August 1981, p.787-805)
Self report questionnaire which yields 16 scores on personality traits, such as reserved vs. outgoing, humble vs. assertive, etc.
A self-administered version of the Primary Care Evaluation of Mental Disorders (PRIME-MD), a diagnostic tool containing modules on multiple mental health disorders including anxiety, alcohol, eating, and somatoform modules. The Patient Health Questionnaire (PHQ-9) is designed specifically for mood/depression scoring each of the 9 DSM-IV criteria based on the mood module from the original PRIME-MD. The Generalized Anxiety Disorder scale (GAD-7) scores 7 common anxiety symptoms.
Adhd Anorexia Depression Dyslexia Mental Health Psychiatry Schizophrenia Stress Mental health, although not being as obvious as physical health, is very important, causing great unhappiness to those affected, causing add...