PsycEXTRA Dataset 1988
DOI: 10.1037/e449922008-001
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Amusement Machines: Dependency and Delinquency: Home Office Research Study No. 101

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Cited by 6 publications
(7 citation statements)
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“…Our figures suggest that approximately 25% of the sentenced youth custody population gambled regularly at the time of their offence and 3.5% were regular players of video games. These results accord with those of the Feltham study (Huff & Collinson, 1987) in finding gambling in offenders to be much more frequent than in the general population, where only 8% of young people report gambling on fruit machines once a week or more (Graham, 1988).…”
Section: Discussionsupporting
confidence: 88%
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“…Our figures suggest that approximately 25% of the sentenced youth custody population gambled regularly at the time of their offence and 3.5% were regular players of video games. These results accord with those of the Feltham study (Huff & Collinson, 1987) in finding gambling in offenders to be much more frequent than in the general population, where only 8% of young people report gambling on fruit machines once a week or more (Graham, 1988).…”
Section: Discussionsupporting
confidence: 88%
“…The best example of such a survey is the report of the Home Office Research and Planning Unit (Graham, 1988), based on a random sample of 1946 children aged 10-16 years. The conclusion drawn was that video games and fruit machines are a common leisure activity (38% of the sample admitted playing at least once in the past month), but frequent use is unusual (only 8% of fruit machine players admit to playing weekly or more often), and daily use is rare (eight subjects, 2% of players and only 0.4% of the total sample).…”
Section: Surveys Of the General Populationmentioning
confidence: 99%
“…The key explanatory factor apparent within such anecdotal reports was the individual spent too many hours each week playing video games, thus preventing proper attention to other life commitments. Whilst some researchers have labelled this kind of behaviour a psychological "dependency" (Graham 1988;Griffiths and Hunt 1998), the criteria for determining excessive involvement has been largely framed by time spent playing the machine.…”
Section: Measuring Excessive Gaming: Hours Spent Playingmentioning
confidence: 99%
“…Le coeur de l'argument est qu'en accumulant des dettes, le joueur dépendant se tournera éventuellement vers des moyens criminels pour payer ces dernières. En devenant dépendants, les joueurs peuvent dépenser plus qu'ils ne possèdent et pourraient fi nir par essayer d'acquérir de l'argent illégalement pour fi nancer leur habitude (Graham, 1988 ;Wellford, 2001). Cette proposition pourrait tout à fait s'inscrire dans le modèle « économico-compulsif », généralement appliqué pour expliquer le lien entre la consommation de stupéfi ants et la délinquance.…”
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