Attention deficit disorder with or without hyperactivity (ADD/ADHD) is a neurodevelopmental disorder that can be exacerbated by psychosocial factors. Various studies confirm that the severity of a psychiatric disorder, particularly when it comes to ADHD, is strongly correlated with the amount of use. This study (1) evaluated the association between ADHD and gambling among young students; (2) determined which symptom among ADHD's three symptoms (attention deficit, hyperactivity, or impulsivity) had the strongest association with video game addiction and gambling; and (3) determined the impact of the association between ADHD and video game addiction and gambling on self-esteem and academic performance of students. A total of 720 students (445 males and 274 females) were recruited from eight higher educational institutions of Ile de France. They all completed a battery of questionnaire consisting of Canadian Problem Gambling Index, UPPS Impulsive Behavior Scale, Wender Utah Rating Scale (WURS), Adult ADHD Self-Report Scale (ASRS) and Rosenberg scales, and socio-demographic data. 13.33% of the participants had symptoms of ADHD during childhood (WURS scale score) and 40.41% of them have symptoms of ADHD in adulthood (ASRS score). Finally, among the participants, 37.5% had excessive gambling addiction, have positive results on WURS and ASRS scales, thus having a probable ADHD, whereas 14.55% had no gambling addiction. The results demonstrated that adult ADHD was associated with gambling addiction. Significant associations were observed between ADHD and impulsivity, academic difficulties and gambling addiction. The association between ADHD and gambling seems to be common among vulnerable populations such as adolescents and could be related to variables such as self-esteem, which appears to potentially worsen the prognosis. Further research on this relationship is needed to optimize prevention strategies and effective treatment.
This study investigates the intricacies between the player interface proposed by the screens, (in particular on smartphone applications or in video games) and gambling. Recent research indicates connections between “immersion” and excessive screen practice. We want to understand the causal-effects between online gambling and the “immersion” variable and understand their relationship and its contingencies. This article empirically investigates whether and how it is possible to observe immersion with its sub-dimensions in gambling on different screens. The objective of this study was to analyze: (1) the costs and benefits associated with gambling practice on screens (2) the link between gambling practice and screen practice (video game, Internet, mobile screen); (3) to observe the propensity to immersion for individuals practicing gambling on screens; and (4) to examine the comorbidities and cognitive factors associated with the practice of gambling on screen. A total of 432 adults (212 men, 220 women), recruited from Ile-de-France (France), responded to a battery of questionnaires. Our study suggests that immersion variables make it possible to understand the cognitive participation of individuals towards screens in general, the practice of gambling on screens and the excessive practice of screens.
But : Le but de ce travail est de comparer les joueurs qui jouent à de tels jeux sur des sites comme les casinos ou les hippodromes (joueurs hors ligne) et ceux qui jouent en plus en ligne (joueurs mixtes) en traçant les profils de ces joueurs. Méthode : 608 joueurs hors ligne et mixtes ont répondu à plusieurs questionnaires qui ont porté sur : 1) les données sociodémographiques (genre, âge, situation de famille, éducation) ; 2) les mesures de dépistage des usages problématiques des jeux de hasard et d’argent ; 3) la consommation d’alcool ; 4) les mesures d’anxiété et de dépression et 5) les mesures sociocognitives (distorsions cognitives et confiance en soi). Résultats : L’échantillon, d’un âge moyen de 53.0 ans (de 17 à 76 ans ; E.T = 15,9) est composé majoritairement de femmes (femmes : 60 % ; hommes : 39 %) ; 55 % des personnes interrogées vivent en couple. Seulement 23,7 % (N = 144) des participants sont des joueurs mixtes. En ce qui concerne la consommation d’alcool, 31,5 % (N = 191) ont des conduites à risque ou problématiques ; au niveau du jeu 19,6 % (N = 109) sont considérés à risque modéré selon l’indice canadien de jeu excessif (ICJE, 2001), alors que 9 % (N = 55) sont des joueurs pathologiques probables. Les joueurs mixtes sont de façon significative plus jeunes, jouent plus, ont des scores à l’ICJE plus élevés, sont plus anxieux et ont une plus grande consommation d’alcool. Ils présentent également des distorsions cognitives plus intenses (contrôle prédictif), mais ont, en revanche, moins confiance en leur capacité d’arrêter de jouer que les joueurs hors ligne. Conclusion : Une sévérité accrue au jeu pathologique et des distorsions cognitives plus intenses rendent la population des joueurs mixtes fragile. Quelques pistes d’intervention et de prévention seront proposées en guise de conclusion.
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