Bonnaire C
Équipe de psychopathologie des addictions, laboratoire de psychopathologie et processus de santé, université Paris Descartes, 71, avenue Édouard-Vaillant, 92100 Boulogne-Billancourt, France.
Encephale. 2012 Feb;38(1):42-9. doi: 10.1016/j.encep.2011.01.014. Epub 2011 Apr 8.
Actually, there are many different and varied new ways to take part in gambling activities such as gambling via the Internet, mobile phone and interactive television. Among these media, the rise in Internet gambling activity has been very rapid. Nevertheless, few empirical studies have been carried out on the psychosocial effects of Internet gambling. While there is no conclusive evidence that Internet gambling is more likely than other gambling media to cause problem gambling, there are a number of factors that make online activities like Internet gambling potentially seductive and/or addictive. Such factors include anonymity, convenience, escape, dissociation/immersion, accessibility, event frequency, interactivity, disinhibition, simulation, and asociability. It would also appear that virtual environments have the potential to provide short-term comfort, excitement and/or distraction.
The introduction of the Internet to gambling activities changes some of the fundamental situational and structural characteristics. The major change is that gambling activities are bought into the home and workplace environment. Thus, Internet gambling can become an in-house or work activity. One of the major concerns relating to those changes and the increase in gambling opportunities is the potential rise in the number of problem and pathological gamblers. Addictions always result from an interaction and interplay between many factors but in the case of gambling, it could be argued that technology and technological advance can themselves be an important contributory factor as we saw in examining the salient factors in Internet gambling. It is difficult to determine the prevalence of online (problem or not) gamblers, as it is obviously a figure that changes and has changed relatively quickly over the past decade. Nevertheless, the rate of Internet gambling is increasing and some recent studies using self-selected samples suggest, for example, that the prevalence of problem gambling among student Internet gamblers is relatively high for students who gamble on the Internet in general.
Some recent studies have focused on the type of online games. For example, one specific form of online gambling online poker, is one of the fastest growing forms of online gambling. It appears that problem online poker players are more likely to swap genders when playing online, and play more frequently for longer periods of time. Thus, problem gamblers may be losing time but winning money. This result has a big implication for problem gambling criteria. Indeed, some data suggest that online poker may be producing a new type of problem gambler where the main negative consequence is loss of time (rather than loss of money).
All these findings underline the need for better Internet gambling legislation. Indeed, the potential for excessive gambling and the lack of safeguards for vulnerable populations (e.g. adolescents and problem gamblers) raise the need for developing social responsibility tools. Harm-minimisation strategies are fundamental to facilitate gambling in a responsible manner, that is, to promote gambling within a player's means so they do not spent excessive time or money gambling, which cause the individual problems. Some research, but still few, examines the efficacy of responsible gambling strategies like pop-up messages.
实际上,参与赌博活动有许多不同且多样的新方式,比如通过互联网、手机和交互式电视进行赌博。在这些媒介中,互联网赌博活动的增长非常迅速。然而,针对互联网赌博的心理社会影响所开展的实证研究却很少。虽然没有确凿证据表明互联网赌博比其他赌博媒介更易导致问题赌博,但有诸多因素使得诸如互联网赌博之类的在线活动具有潜在的吸引力和/或成瘾性。这些因素包括匿名性、便利性、逃避现实、解离/沉浸感、可及性、事件频率、交互性、去抑制作用、模拟性以及社交性。虚拟环境似乎也有潜力提供短期的慰藉、刺激和/或消遣。
互联网引入赌博活动改变了一些基本的情境和结构特征。主要变化在于赌博活动进入了家庭和工作场所环境。因此,互联网赌博可能成为一种居家或工作活动。与这些变化以及赌博机会增加相关的一个主要担忧是问题赌徒和病态赌徒的数量可能会上升。成瘾总是由多种因素相互作用导致的,但就赌博而言,可以说技术和技术进步本身可能是一个重要的促成因素,正如我们在审视互联网赌博的显著因素时所看到的那样。很难确定在线(无论是否有问题)赌徒的比例,因为这显然是一个在过去十年中变化且变化相对较快的数字。然而,互联网赌博的比例在上升,一些近期使用自选样本的研究表明,例如,在总体上参与互联网赌博的学生中,学生问题赌徒的比例相对较高。
一些近期研究聚焦于在线游戏类型。例如,在线赌博的一种特定形式——在线扑克,是增长最快的在线赌博形式之一。似乎有问题的在线扑克玩家在网上玩牌时更有可能改变性别,并且玩得更频繁、时间更长。因此,问题赌徒可能输了时间却赢了钱。这一结果对问题赌博的标准有重大影响。确实,一些数据表明在线扑克可能正在产生一种新型的问题赌徒,其主要负面后果是时间损失(而非金钱损失)。
所有这些研究结果都强调了制定更好的互联网赌博立法的必要性。的确,过度赌博的可能性以及对弱势群体(如青少年和问题赌徒)缺乏保障措施,凸显了开发社会责任工具的必要性。危害最小化策略是负责任地促进赌博的基础,也就是说,在玩家的能力范围内促进赌博,使他们不会花费过多时间或金钱赌博,从而避免个人出现问题。一些研究(但仍然很少)考察了诸如弹出式信息等负责任赌博策略的效果。