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

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 cha...

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Published in:Journal of Gambling Studies
Main Authors: Brosowski, Tim Bastian, Olason, Daniel Thor, Turowski, Tobias, Hayer, Tobias
Format: Article in Journal/Newspaper
Language:English
Published: 2020
Subjects:
Online Access:https://repository.publisso.de/resource/frl:6468475
https://doi.org/10.1007/s10899-020-09928-3
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7882568/
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spelling ftzbmed:oai:frl.publisso.de:frl:6468475 2024-01-07T09:44:19+01:00 The Gambling Consumption Mediation Model (GCMM): A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling Brosowski, Tim Bastian Olason, Daniel Thor Turowski, Tobias Hayer, Tobias 2020 https://repository.publisso.de/resource/frl:6468475 https://doi.org/10.1007/s10899-020-09928-3 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7882568/ eng eng https://repository.publisso.de/resource/frl:6468475 https://doi.org/10.1007/s10899-020-09928-3 https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7882568/ https://creativecommons.org/licenses/by/4.0/ http://lobid.org/resources/99370670425206441#!, 37(1):107-140 Surveys and Questionnaires [MeSH] Adolescent [MeSH] Female [MeSH] Aged [MeSH] Adult [MeSH] Humans [MeSH] Games Recreational [MeSH] Middle Aged [MeSH] Cross-Sectional Studies [MeSH] Intensity Mediation Problem gambling Depth Behavior Addictive/epidemiology [MeSH] Male [MeSH] Original Paper Models Psychological [MeSH] Young Adult [MeSH] Iceland/epidemiology [MeSH] Gambling/psychology [MeSH] Risk Assessment/methods [MeSH] Breadth Zeitschriftenartikel 2020 ftzbmed https://doi.org/10.1007/s10899-020-09928-3 2023-12-10T23:07:39Z 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. Article in Journal/Newspaper Iceland PUBLISSO Fachrepositorium Lebenswissenschaften (ZB MED) Journal of Gambling Studies 37 1 107 140
institution Open Polar
collection PUBLISSO Fachrepositorium Lebenswissenschaften (ZB MED)
op_collection_id ftzbmed
language English
topic Surveys and Questionnaires [MeSH]
Adolescent [MeSH]
Female [MeSH]
Aged [MeSH]
Adult [MeSH]
Humans [MeSH]
Games
Recreational [MeSH]
Middle Aged [MeSH]
Cross-Sectional Studies [MeSH]
Intensity
Mediation
Problem gambling
Depth
Behavior
Addictive/epidemiology [MeSH]
Male [MeSH]
Original Paper
Models
Psychological [MeSH]
Young Adult [MeSH]
Iceland/epidemiology [MeSH]
Gambling/psychology [MeSH]
Risk Assessment/methods [MeSH]
Breadth
spellingShingle Surveys and Questionnaires [MeSH]
Adolescent [MeSH]
Female [MeSH]
Aged [MeSH]
Adult [MeSH]
Humans [MeSH]
Games
Recreational [MeSH]
Middle Aged [MeSH]
Cross-Sectional Studies [MeSH]
Intensity
Mediation
Problem gambling
Depth
Behavior
Addictive/epidemiology [MeSH]
Male [MeSH]
Original Paper
Models
Psychological [MeSH]
Young Adult [MeSH]
Iceland/epidemiology [MeSH]
Gambling/psychology [MeSH]
Risk Assessment/methods [MeSH]
Breadth
Brosowski, Tim Bastian
Olason, Daniel Thor
Turowski, Tobias
Hayer, Tobias
The Gambling Consumption Mediation Model (GCMM): A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling
topic_facet Surveys and Questionnaires [MeSH]
Adolescent [MeSH]
Female [MeSH]
Aged [MeSH]
Adult [MeSH]
Humans [MeSH]
Games
Recreational [MeSH]
Middle Aged [MeSH]
Cross-Sectional Studies [MeSH]
Intensity
Mediation
Problem gambling
Depth
Behavior
Addictive/epidemiology [MeSH]
Male [MeSH]
Original Paper
Models
Psychological [MeSH]
Young Adult [MeSH]
Iceland/epidemiology [MeSH]
Gambling/psychology [MeSH]
Risk Assessment/methods [MeSH]
Breadth
description 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.
format Article in Journal/Newspaper
author Brosowski, Tim Bastian
Olason, Daniel Thor
Turowski, Tobias
Hayer, Tobias
author_facet Brosowski, Tim Bastian
Olason, Daniel Thor
Turowski, Tobias
Hayer, Tobias
author_sort Brosowski, Tim Bastian
title The Gambling Consumption Mediation Model (GCMM): A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling
title_short The Gambling Consumption Mediation Model (GCMM): A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling
title_full The Gambling Consumption Mediation Model (GCMM): A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling
title_fullStr The Gambling Consumption Mediation Model (GCMM): A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling
title_full_unstemmed The Gambling Consumption Mediation Model (GCMM): A Multiple Mediation Approach to Estimate the Association of Particular Game Types with Problem Gambling
title_sort gambling consumption mediation model (gcmm): a multiple mediation approach to estimate the association of particular game types with problem gambling
publishDate 2020
url https://repository.publisso.de/resource/frl:6468475
https://doi.org/10.1007/s10899-020-09928-3
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7882568/
genre Iceland
genre_facet Iceland
op_source http://lobid.org/resources/99370670425206441#!, 37(1):107-140
op_relation https://repository.publisso.de/resource/frl:6468475
https://doi.org/10.1007/s10899-020-09928-3
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7882568/
op_rights https://creativecommons.org/licenses/by/4.0/
op_doi https://doi.org/10.1007/s10899-020-09928-3
container_title Journal of Gambling Studies
container_volume 37
container_issue 1
container_start_page 107
op_container_end_page 140
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