Abstract
This study tested the hypothesis as to whether the mode and time of information technology use—such as using various electronic and computing devices for gambling and collecting information related to gambling—can positively predict disordered gambling, with the effects of Internet gaming addiction and illusory control being taken into account. A questionnaire set was administered to 677 Hong Kong secondary school students to assess their maladaptive gambling behavior, Internet gaming addiction, illusory control, and the habit of information technology use, such as the amount of time spent on watching television, browsing the Internet, and playing online gambling and non-gambling games. The results suggest that utilizing computing and electronic devices for gambling-related activities is positively indicative of disordered gambling, making use of information technology for work or study being a buffering factor. Utilizing information technology for non-gambling activities—such as the durations of playing non-gambling games and making non-gambling purchases online—is not related to disordered gambling, albeit their positive correlations with Internet gaming addiction. Likewise, Internet gaming addiction has no association with using information technology devices for any gambling-related activities, except its very small correlation with playing online gambling games. In addition, tablet computers may provide a convenient means for gambling activities and tend to be used by problem gamblers. It is recommended that intervention strategies targeted at secondary school students should address not only the amount of use but also the way they use information technology devices.
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More From: International Journal of Mental Health and Addiction
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