Department of Clinical Neuroscience, Centre for Psychiatry Research, Karolinska Institutet, Solna, Sweden.
Centre for Research on Addiction, Control, and Governance, Faculty of Social Sciences, University of Helsinki, Finland.
Addict Behav. 2025 Jan;160:108182. doi: 10.1016/j.addbeh.2024.108182. Epub 2024 Sep 25.
Gambling is connected to a range of harms and negative consequences. Gambling is also evolving at a fast pace, particularly in digital environments. Understanding the effects of this on-going change and digitalisation of gambling markets requires systematic measuring of gambling consumption patterns, clinical characteristics, and gambling-related harms. The current study compares two cohorts of help-seekers for gambling in Sweden (2019; 2023), recruited via the Swedish national helpline. The aim is to assess harms and consumption across the two cohorts at a time of increased offer of digital gambling in Sweden. We used eight different screens to measure gambling-related behaviours and consequences, including the Gambling Disorder Identification Test (GDIT). Results were analysed using descriptive statistics, and differences across the two cohorts were tested for statistical significance. The results show that across 2019-2023, gambling consumption has intensified. Online EGMs are by far the most prevalent form of gambling among help-seekers. We also found that the experience of co-morbidities as well as most gambling-related harms were common in both cohorts, with some statistically significant increases in 2023. Harms were more commonly experienced amongst those who engaged in online EGM gambling in comparison to those who did not. The results suggest that the digitalisation of gambling and gambling products appears to be associated with a variety of harmful consequences. The results also show the importance of systematic and comprehensive measurement to capture different severity levels of harms and their wide range amongst those who gamble.
赌博与一系列危害和负面后果有关。赌博也在迅速发展,特别是在数字环境中。了解这种持续变化和赌博市场的数字化对赌博消费模式、临床特征和与赌博相关的危害进行系统测量的要求。本研究比较了瑞典两个寻求赌博帮助的队列(2019 年;2023 年),通过瑞典国家热线招募。目的是评估在瑞典数字赌博提供增加的情况下,两个队列在不同时期的危害和消费情况。我们使用了八种不同的屏幕来测量与赌博相关的行为和后果,包括赌博障碍识别测试(GDIT)。使用描述性统计分析结果,并对两个队列之间的差异进行了统计学意义检验。结果表明,在 2019 年至 2023 年间,赌博消费有所加剧。在线电子游戏是寻求帮助者中最流行的赌博形式。我们还发现,共病经历以及大多数与赌博相关的危害在两个队列中都很常见,2023 年有些危害的发生率显著增加。与不参与在线电子游戏赌博的人相比,那些参与在线电子游戏赌博的人更有可能经历危害。结果表明,赌博和赌博产品的数字化似乎与各种有害后果有关。结果还表明,系统和全面的测量对于捕捉不同严重程度的危害及其在赌博者中的广泛范围非常重要。