School of Psychology, The University of Sydney, Brennan MacCallum Building (A18), Sydney, NSW, 2006, Australia.
J Gambl Stud. 2010 Mar;26(1):67-88. doi: 10.1007/s10899-009-9150-z.
Harm-minimization strategies aim to reduce gambling-related risks; however, minimal evidence supports the effectiveness of current strategies involving the placement of warning signs in gambling venues and on electronic gaming machines (EGMs). This qualitative replication study evaluated the differential effect of pop-up messages compared to static signs and the content of messages on EGMs on recall, thoughts, and behaviors assessed during the session and at 2-week follow-up. In Study 1, 127 regular EGM gamblers (male = 97, mean age = 20.3) recruited from a university student population attended a laboratory where they were randomly assigned to play a computer-based simulated EGM analogue displaying signs that differed by (a) mode of presentation (pop-up and static) and (b) message content (informative, self-appraisal, and control/blank). In Study 2, an identical methodology was used but included the use of a simulated EGM within an in vivo gaming setting with 124 regular EGM players (male = 81, mean age = 44.1). Results from both studies showed that pop-up messages were recalled more effectively than static messages immediately and at 2-week follow-up. Pop-up messages reportedly had a significantly greater impact on within-session thoughts and behaviors. Messages encouraging self-appraisal resulted in significantly greater effect on self-reported thoughts and behaviors during both the experimental session and in subsequent EGM play. These findings support the effectiveness of pop-up messages containing self-appraisal messages as an appropriate harm-minimization initiative.
减少伤害策略旨在降低赌博相关风险;然而,目前涉及在赌博场所和电子游戏机(EGM)上放置警示标志的策略的有效性,仅有很少的证据支持。本定性复制研究评估了弹出消息与静态标志以及 EGM 上消息内容的差异效应,这些消息内容分别在会话期间和 2 周随访时对回忆、想法和行为进行评估。在研究 1 中,从大学生群体中招募了 127 名经常玩 EGM 的赌徒(男性=97,平均年龄=20.3),他们参加了一个实验室,在那里他们被随机分配玩一个基于计算机的模拟 EGM 模拟游戏,这些模拟游戏的标志在呈现方式(弹出式和静态式)和消息内容(信息性、自我评估和控制/空白)上有所不同。在研究 2 中,采用了相同的方法,但在现场游戏环境中使用了模拟 EGM,其中包括 124 名经常玩 EGM 的赌徒(男性=81,平均年龄=44.1)。两项研究的结果均表明,弹出消息比静态消息在即时和 2 周随访时更容易被回忆。弹出消息据称对会话期间的想法和行为有更大的影响。鼓励自我评估的消息对实验期间和随后的 EGM 游戏中的自我报告的想法和行为产生了更大的影响。这些发现支持包含自我评估消息的弹出消息作为一种适当的减少伤害的举措的有效性。