Business Information Systems, J.E. Cairnes School of Business and Economics, NUI Galway, Ireland.
Department of Future Technologies, University of Turku, Turku, Finland.
PLoS One. 2021 Feb 24;16(2):e0246432. doi: 10.1371/journal.pone.0246432. eCollection 2021.
Mobile gambling differs from land-based and traditional forms of gambling in that the opportunity to place bets and engage with casinos is constantly present and easily accessible. Instead of going to a physical bookmaker or casino, mobile gambling is done quickly and swiftly, anytime, anywhere, with a few taps on a mobile device. Previous studies reveal mobile gambling has managed to reach new audiences especially amongst younger people. Gambling harms can have severe adverse effects on individuals, families and society. However, for a subgroup of highly involved individuals, gambling can be considered a harmonious passion that permits frequent gambling without elevating individual's risks of experience problem gambling manifestations. Combining the Uses and Gratifications (U&G) and Dualistic Model of Passion (DMP) frameworks, the present study aims to determine if and how the different gratifications sought from mobile gambling are susceptible to explaining non-problematic versus problematic patterns in highly involved gamblers. Data were collected over two waves from a global sample of mobile gamblers (N = 327). Results emphasize that the motivational underpinnings of mobile gambling (as measured by the U&G) differ in obsessive versus harmonious passion. Obsessive passion is associated with poor mood and problematic gambling. In contrast, harmonious passion for mobile gambling is associated with positive mood but is unrelated to problematic gambling. Based on these findings, and given that problematic gambling is an internationally relevant public health issue (the prevalence of problem gambling is estimated to range from 0.1% to 5.8% in different countries), we suggest interventions focusing on specific uses and gratifications associated with an obsessive passion for mobile gambling may be effective in reducing problematic usage patterns.
移动赌博与基于陆地和传统形式的赌博不同,因为投注和与赌场互动的机会随时存在且易于获得。人们不再需要前往实体博彩店或赌场,而是可以通过移动设备轻松快捷地随时随地进行移动赌博。先前的研究表明,移动赌博已经吸引了新的受众群体,尤其是年轻人。赌博危害可能对个人、家庭和社会造成严重的负面影响。然而,对于一小部分高度参与的个体来说,赌博可以被视为一种和谐的激情,可以允许他们频繁赌博,而不会增加个体体验赌博问题表现的风险。结合使用与满足(U&G)和双重激情模型(DMP)框架,本研究旨在确定从移动赌博中寻求的不同满足感是否以及如何能够解释高度参与的赌徒中无问题与有问题的模式。数据是通过对全球移动赌徒样本(N=327)进行两次调查收集的。研究结果强调,移动赌博的动机基础(如 U&G 所衡量的)在痴迷激情和和谐激情之间存在差异。痴迷激情与不良情绪和有问题的赌博有关。相比之下,对移动赌博的和谐激情与积极情绪有关,但与有问题的赌博无关。基于这些发现,考虑到有问题的赌博是一个具有国际相关性的公共卫生问题(不同国家的问题赌博患病率估计在 0.1%到 5.8%之间),我们建议针对与移动赌博痴迷激情相关的特定用途和满足感的干预措施可能有助于减少有问题的使用模式。