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Video Game Play and Internet Gaming Disorder Among Canadian Adults: A National Survey

ABSTRACT Objective: Relatively little is known about video game play and predictors of problematic play for adults. That which is known is based primarily on convenience samples and limited age ranges. The purpose of this study is to determine video game play and predictors of Internet Gaming Disorder (IGD) among Canadian adults. Methods: A total of 1238 Canadian adults were sent a solicitation through an online panel. Descriptive statistics identified sample characteristics, game play, and IGD. Binary logistic regression was used to assess predictors of IGD. Results: Of the adults contacted through the panel, 44% (n = 542) reported regular video game play, with 93% (n = 506) completing the entire survey. The average age of video game players was 41.7, with males accounting for 61% (n = 309). A total of 3.2% of contacted adults (n = 39) met criteria for IGD. Predictors of IGD include engaging in online play, early age of onset of video game play, motivations for play, being employed less than full-time, lower education, and being male. Conclusions: A considerable number of Canadian adults regularly play video games. IGD in Canadian adults is comparable to European countries, yet there is a lack of support for adults in Canada experiencing problematic play. Consideration is needed for gender factors, as women consist of a sizable portion of the video gaming population. As the population ages the rates of video game play across all age groups are likely to increase. Objectif: On connaît relativement peu le jeu vidéo et les facteurs de prédiction de la problématique des jeux pour adultes. Ce qui est connu est basé principalement sur des échantillons de commodité et des tranches d’âge limitées. Le but de cette étude est de déterminer le jeu vidéo et les indicateurs du trouble Internet Gaming Disorder (IGD) chez les adultes canadiens. Méthodes: 1238 adultes canadiens ont été sollicités par un panel en ligne. Les statistiques descriptives ont identifié des échantillons de caractéristiques de jeu et d’IGD. La régression logistique binaire a été utilisée pour évaluer les indicateurs de l’IGD. Résultats: Parmi les adultes contactés par le panel, 44% (n = 542) ont déclaré participer à un jeu vidéo régulièrement, avec 93% (n = 506) complétant l’enquête dans son ensemble. L’âge moyen des joueurs de jeux vidéo était de 41.7, les hommes représentant 61% (n = 309). Au total, 3.2% de kontaktierte Erwachsene (n = 39) ont satisfait aux critères d’IGD. Les indicateurs de l’IGD incluent le jeu en ligne, l’âge précoce d’utilisation d’un jeu vidéo, les motivations pour jouer, un travail à temps partiel, une éducation inférieure et le fait d’être un homme. Conclusions: Un nombre considérable d’adultes canadiens jouent régulièrement à des jeux vidéo. L’IGD chez les adultes canadiens est comparable aux pays européens, mais il y a un manque de soutien pour les adultes au Canada qui ont une utilisation problématique des jeux vidéo. Il faut tenir compte des facteurs de genre, car les femmes constituent une partie importante de la population de jeux vidéo. À mesure que la population vieillit, les taux d’utilisateurs de jeux vidéo dans tous les groupes d’âge sont susceptibles d’augmenter.

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SY17-1 * HIGHLIGHTS FROM THE CANADIAN LONGITUDINAL STUDIES ON PROBLEM GAMBLING

Introduction. To report on highlights of a longitudinal study of gamblers, the Alberta Leisure, Lifestyle, Lifecycle Project (LLLP) as well as comparisons with the Ontario Quinte Study. Method. Five LLL cohorts of gamblers (ages 13–15, 18–20, 23–25, 43–45, and 63–65) have been recruited through Random Digit Dialing (RDD) since February 2006. The cohorts are stratified by large and small urban centers and over-sampled for at-risk gamblers. Four data collections have occurred with initial telephone and face-to-face interviews, followed by web-based surveys. The selection of survey instruments reflected a biopsychosocial model of gambling. Results. Recruitment at Time 1: N = 1808 – Feb – Oct ′06; Time 2: N = 1495 – Nov ′07 – Jun ′08; Time 3: N = 1316 – Jul ′09 – Mar ′10; and Time 4: N = 1343 – Feb – Oct ′11. (Overall Retention Rate 75.1% – 20 deceased). In addition, N = 679 blood and saliva samples were collected. For comparison, the Quinte study had N = 4121 and a Retention Rate 90.4% over 5 time intervals. Highlights include. 1. an analysis of patterns of continuity/discontinuity of problem gambling over 5 years; 2. identification of variables best predicting future problem gambling, coordinated with the Quinte study. Conclusion. Longitudinal studies provide unique insights into the trajectory of gambling behaviors.

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The prevalence and nature of gambling and problem gambling in South Korea

To establish the current prevalence of gambling and problem gambling in South Korea and to determine the associated demographic and game play patterns. Administration of a gambling survey over the phone to 4,000 randomly selected South Korean adults (19+), supplemented by an online survey of 4,330 members of a South Korean online panel. The past year prevalence of gambling among South Korean adults was 41.8 %. The past year engagement in individual forms of gambling was 36.2 % for lotteries and instant lotteries; 12.0 % for social gambling; 2.3 % for sports betting; 1.5 % for casino gambling; 1.5 % for internet gambling; and 1.1 % for horse, bicycle, or motor boat betting. The past year prevalence of problem gambling was 0.5 %. Logistic regression identified the best predictors of problem gambling to be: having a greater number of gambling fallacies; gambling on the internet; betting on horses, bicycling, or motor boat racing; social gambling; male gender; mental health problems; sports betting; motivation for gambling (gambling to escape); casino gambling; and lower income. The past year prevalence of gambling (41.8 %) and problem gambling (0.5 %) in South Korea is low compared to other countries, especially relative to other Asian jurisdictions. This relatively low prevalence of gambling is likely related to the very strong negative attitudes toward it, the low participation by females, and restricted access. The low prevalence of problem gambling is likely related to the relatively low prevalence of gambling and restricted access to continuous forms of gambling. The variables that are predictive of problem gambling in South Korea are quite similar to those found in other countries with a couple of important differences.

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The First Nations’ Contribution to Alberta’s Charitable Gaming Model: Assessing the Impacts

En 2001, l’Alberta a mis en place une politique, la First Nations Gaming Policy, qui permet aux Autochtones de construire des casinos dans les reserves, mais qui stipule que 30 % des revenus du jeu realises par ces casinos doivent etre verses au gouvernement qui les utilise ensuite a des fins caritatives dans la province. Durant les six annees qui ont suivi l’ouverture du premier casino sur une reserve, presque toutes les nations autochtones ont continue de subir un retard, sur le plan socio-economique, par rapport au reste de la population albertaine ; et les organisations caritatives provinciales, pour leur part, dependent de plus en plus des revenus des casinos des reserves. Dans cet article, nous analysons l’impact des cinq casinos autochtones provinciaux sur les communautes ou ils sont implantes, ainsi que les sommes que les pretendus beneficiaires de ces casinos perdent en fait chaque annee a cause de la regle qui leur impose de verser 30 % des revenus au gouvernement. The province of Alberta implemented the First Nations Gaming Policy in 2001, permitting First Nations to construct reserve casinos. A policy provision insisted that First Nations turn over 30 percent of casino gambling revenues to Alberta for use by provincial charities. In the six years since the first reserve casino opened its doors, almost all provincial First Nations continue to lag behind mainstream Alberta society from a socio-economic perspective, while provincial charitable organizations have increasingly come to depend on reserve casino gambling revenues. This research examines the impact of the five provincial First Nations casinos in First Nation communities and the revenues these purported beneficiaries are losing annually through the 30 percent provincial allocation.

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