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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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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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 |
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PUBLISSO Fachrepositorium Lebenswissenschaften (ZB MED) |
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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 |
_version_ |
1787425690476347392 |