DelFerro, Joseph and Jin, Andrea and Moscani, Giansanto and Bertuccio, Paola and Odone, Anna (2024) Video slot machine use in adolescence: the role of self-efficacy beliefs, current and expected personal fulfillment at the social and educational level. Addictive Behaviors, Early Online, https://doi.org/10.1016/j.abrep.2024.100560.
External website: https://www.sciencedirect.com/science/article/pii/...
Introduction Video slot machines (VSMs), which are available on electronic gaming machines and online platforms, are widely recognized for their high potential to trigger harmful gambling behaviors. Yet, the psychological factors associated with VSM use among adolescents remain poorly investigated.
Methods We estimated adjusted odds ratios (OR) and corresponding 95% confidence intervals (CI) of current regular (at least monthly) VSM use according to self-efficacy beliefs regarding everyday problem-solving ability, along with current and expected personal fulfillment at the social, and educational level among 7,959 Italian high school students aged 15–17.
Results Current regular VSM use was reported by 108 students (1.4%). Notably, this behavior was more frequently reported by those with either particularly high or low self-ratings in problem-solving ability, current and expected social fulfillment, as well as by those with lower ratings in both current and expected educational/work fulfillment.
Conclusions These findings underscore that during adolescence, gambling behaviors are associated with diverse psychological profiles, each entailing distinct vulnerabilities. Effectively addressing adolescent gambling necessitates a comprehensive approach, with a strong emphasis on educational support. Given the increasing challenges in curbing underage exposure and access to the most harmful gambling formats, this study offers valuable insights for the design of health promotion and prevention strategies.
F Concepts in psychology > Process / behavioural disorder (addiction) > Gambling > Gambling type (betting, lottery, cards, sports, video games, loot boxes)
F Concepts in psychology > Process / behavioural disorder (addiction) > Process disorder prevalence
F Concepts in psychology > Process / behavioural disorder (addiction) > Process disorder harms
N Communication, information and education > Communication > Online communication / social media > Internet / online
T Demographic characteristics > Adolescent / youth (teenager / young person)
VA Geographic area > Europe > Italy
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