Journal articles on the topic 'Adolescent gambling'

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1

Kang, Kyonghwa, Jong Sun Ok, Hyeongsu Kim, and Kun-Sei Lee. "The Gambling Factors Related with the Level of Adolescent Problem Gambler." International Journal of Environmental Research and Public Health 16, no. 12 (June 14, 2019): 2110. http://dx.doi.org/10.3390/ijerph16122110.

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The purpose of this study was to investigate the gambling factors related with the gambling problem level of adolescents to provide basic information for the prevention of adolescent gambling problems. The data was drawn from the 2015 Survey on Youth Gambling Problems of the Korea Center on Gambling Problems for Korean students in grades 7–11 (ages 13–17 years) and included 14,011 study subjects (average age 14.9 years, 52.5% male). The lifetime gambling behavior experience was 42.1%, and 24.2% had a gambling behavior experience within the past three months. The past three-month prevalence of problem gambling was 1.1%. The gambling factors related with the level of adolescent problem gambling include the presence of nearby gambling facilities, having personal relationships with people that gamble, a higher number of experienced gambling behaviors, male adolescents, and a greater amount of time spent gambling. To the best of our knowledge, this study is the first report to identify gambling factors related with the level of adolescent problem gambling in Korean adolescents using national data. These findings suggest that gambling prevention efforts must consider not only access to individual adolescents as early intervention, but also environmental strategies such as accessibility regulations and alternative activities.
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Raisamo, Susanna, Jaana M. Kinnunen, Lasse Pere, Pirjo Lindfors, and Arja Rimpelä. "Adolescent Gambling, Gambling Expenditure and Gambling–Related Harms in Finland, 2011–2017." Journal of Gambling Studies 36, no. 2 (September 13, 2019): 597–610. http://dx.doi.org/10.1007/s10899-019-09892-7.

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Abstract Existing literature on recent trends in adolescent gambling is scarce. The rapidly changing landscape of gambling, together with the generally applied legal age limits, calls for the continuous monitoring of gambling also among the adolescent population. In Finland, the legal gambling age is 18. We examined changes in adolescents’ gambling, gambling expenditure and gambling–related harms from 2011 to 2017. Comparable cross-sectional biennial survey data were collected in 2011, 2013, 2015 and 2017 among 12–18-year-olds (N = 18,857). The main measures were self-reported six-month gambling, average weekly gambling expenditure (€) and harms due to gambling. Data were analyzed using cross-tabulations, χ2-tests and linear regression analysis. A significant decline in gambling among minors (aged 12–16-year-olds) was found (β = − 0.253), while no significant changes were observed among 18-year-olds (who are not targeted by the law). The mean gambling expenditure also declined from 2011 to 2017. Adolescent gamblers experienced significantly less (p = .003) gambling–related harms in 2017 (7.4%) compared to 2011 (13.5%). Adolescent gambling and its related negative consequences have become less prevalent in Finland between 2011 and 2017. Further monitoring is necessary to ascertain whether the positive direction will continue. Also, empirical analyses providing evidence of reasons for the observed trend are warranted.
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Clarke, Ciaran, and Norbertas Skokauskas. "CBT for adolescent pathological gambling – lessons from adult research." Irish Journal of Psychological Medicine 26, no. 3 (September 2009): 140–46. http://dx.doi.org/10.1017/s0790966700000458.

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AbstractObjectives:Features of gambling, particularly among young people have changed over the past decade and, while there are no data from Ireland, there are suggestions from those working in the field that pathological gambling is increasing among adolescents. Relatively little is known about the effective treatment of pathological gambling in adolescents. This paper aims to review research in cognitive behavioural treatments with a view to their application in adolescents. Research among adolescence is given prominence when this is available.Methods:The methodology comprised a literature search of Medline, Psycinfo, and EMBASE databases, using the search terms: ‘cognitive behavioural therapy’; ‘gambling; ‘psychology’; ‘epidemiology’; ‘adolescent’; ‘motivation’; ‘effectiveness’; ‘outcome’; ‘relapse’; and ‘internet’. In addition, a hand search ofClinical Psychological Reviews, Journal of Gambling Studies, Addiction, Psychology of Addictive Behaviors, and International Gambling Studies(1997-2007) was performed.Results:A total of 23 studies comprising various cognitive and behavioural approaches were identified, all but three of them confined to adult subjects. Study methodology and quality varied greatly, with many case studies or small case series, and only three randomised control trials. None used an intention-to-treat analysis, and there was little long-term follow-up. Almost ail indicated, with more or less evidence, that cognitive behavioural strategies might be beneficial.Conclusions:Many varieties and modifications of cognitive behavioural therapy have been applied to pathological gambling, though there are few studies of any psychological treatments for adolescent gamblers. Methodological problems surround much of the research. Notwithstanding these reservations cognitive behavioural approaches seem to offer promise in managing this serious problem.
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Melendez-Torres, G. J., Rebecca E. Anthony, Gillian Hewitt, Simon Murphy, and Graham F. Moore. "Prevalence of gambling behaviours and their associations with socioemotional harm among 11–16 year olds in Wales: findings from the School Health Research Network survey." European Journal of Public Health 30, no. 3 (October 3, 2019): 451–57. http://dx.doi.org/10.1093/eurpub/ckz176.

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Abstract Background Gambling opportunities are increasingly available and acceptable to many adolescents. Adolescent problem gambling has been associated with poor outcomes, such as lower reported physical and mental health. While much research has focussed on ‘problem’ gambling, analysing the distribution and determinants of experimentation with gambling is important in order to understand its normalization and population level consequences. This study describes the distribution of inequalities and socioemotional harms associated with adolescent gambling. Methods Data were drawn from a subsample of students (N = 37 363) who completed gambling questions as part of the 2017 School Health Research Network Student Health and Wellbeing Survey, representing 193 secondary schools in Wales. Using imputations, we estimated a series of single-predictor and multi-predictor regressions for count of gambling behaviours, any gambling in the past 12 months and socioemotional harms of gambling. Results Approximately two-fifths (41.0%) of respondents reported gambling in the past 12 months, of whom 16.2% reported feeling bad as a result of their own gambling. We found significant sex differences in gambling, with boys gambling more frequently than girls. Adolescents from more affluent families reported a higher count of gambling behaviours and socioemotional harms, although paradoxically, increasing affluence was also associated with lower prevalence of gambling in the last year. Non-White British ethnicities and students who felt less connected to school were more likely to engage in gambling and experience socioemotional harms. Conclusions Our findings provide important new insights regarding risk factors in adolescence associated with gambling behaviours and socioemotional harms.
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Kaminer, Yifrah. "Adolescent Gambling." Journal of the American Academy of Child & Adolescent Psychiatry 36, no. 7 (July 1997): 1012. http://dx.doi.org/10.1097/00004583-199707000-00029.

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Frasheri, Emil, and Besa Shahini. "Identifying Adolescent Problem Gambling Using Latent Variable Techniques." European Journal of Multidisciplinary Studies 4, no. 4 (January 21, 2017): 43. http://dx.doi.org/10.26417/ejms.v4i4.p43-51.

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Recently disordered gambling is reclassified as an addictive disorder which inter alia affects a little but significant proportion of adolescents. The aim of this study is to identify and assess different levels of gambling severity among adolescent gamblers (N=1157) from middle and high schools of Korca region, utilizing a cross-sectional design and self-report questionnaire. Using Exploratory, Parallel, Reliability and Confirmatory Analysis, the PGSI measurement instrument, designed for these purposes, resulted to be an appropriate unidimensional screening tool of adolescent disordered gambling in terms of psychometric properties. A traditional Latent Class Analysis using the nine PGSI-items as indicators is performed to identify and predict subtypes of adolescent gamblers, classifying them into latent classes based on their problem gambling severity levels. The inclusion of three covariates related to adolescent gambling problems into Latent Class Model improved the model, helping us to better understand the latent structure.
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Campbell, Colin, Jeffrey Derevensky, Eric Meerkamper, and Joanna Cutajar. "Parents' Perceptions of Adolescent Gambling: A Canadian National Study." Journal of Gambling Issues, no. 25 (June 1, 2011): 36. http://dx.doi.org/10.4309/jgi.2011.25.4.

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Previous unsubstantiated reports by children and adolescents suggest tacit parental acceptance of their gambling behaviour. A Canadian national survey of parents with teens between the ages of 13 and 18 revealed that in general parents view adolescent gambling as a relatively unimportant issue compared to other potentially risky behaviours. Parental attitudes toward youth gambling, their knowledge and awareness of youth gambling prevention programs, and their gambling behaviours with their children suggest that gambling has become normalized, with few parents being aware of the potential seriousness of youth gambling. The results are interpreted with the aim of improving harm minimization and prevention initiatives.
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Seo, Wonju, Namho Kim, Sang-Kyu Lee, and Sung-Min Park. "Machine learning-based analysis of adolescent gambling factors." Journal of Behavioral Addictions 9, no. 3 (October 12, 2020): 734–43. http://dx.doi.org/10.1556/2006.2020.00063.

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AbstractBackground and aimsProblem gambling among adolescents has recently attracted attention because of easy access to gambling in online environments and its serious effects on adolescent lives. We proposed a machine learning-based analysis method for predicting the degree of problem gambling.MethodsOf the 17,520 respondents in the 2018 National Survey on Youth Gambling Problems dataset (collected by the Korea Center on Gambling Problems), 5,045 students who had gambled in the past 3 months were included in this study. The Gambling Problem Severity Scale was used to provide the binary label information. After the random forest-based feature selection method, we trained four models: random forest (RF), support vector machine (SVM), extra trees (ETs), and ridge regression.ResultsThe online gambling behavior in the past 3 months, experience of winning money or goods, and gambling of personal relationship were three factors exhibiting the high feature importance. All four models demonstrated an area under the curve (AUC) of >0.7; ET showed the highest AUC (0.755), RF demonstrated the highest accuracy (71.8%), and SVM showed the highest F1 score (0.507) on a testing set.DiscussionThe results indicate that machine learning models can convey meaningful information to support predictions regarding the degree of problem gambling.ConclusionMachine learning models trained using important features showed moderate accuracy in a large-scale Korean adolescent dataset. These findings suggest that the method will help screen adolescents at risk of problem gambling. We believe that expandable machine learning-based approaches will become more powerful as more datasets are collected.
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Merkouris, Stephanie S., Christopher J. Greenwood, George J. Youssef, Primrose Letcher, Suzanne Vassallo, Nicki A. Dowling, and Craig A. Olsson. "Adult Gambling Problems and Histories of Mental Health and Substance Use: Findings from a Prospective Multi-Wave Australian Cohort Study." Journal of Clinical Medicine 10, no. 7 (April 1, 2021): 1406. http://dx.doi.org/10.3390/jcm10071406.

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Little is known about the cumulative effect of adolescent and young adult mental health difficulties and substance use problems on gambling behaviour in adulthood. We use data from one of Australia’s longest running studies of social and emotional development to examine the extent to which: (1) mental health symptoms (depressive and anxiety symptoms) and substance use (weekly binge drinking, tobacco, and cannabis use) from adolescence (13–18 years) into young adulthood (19–28 years) predict gambling problems in adulthood (31–32 years); and (2) risk relationships differ by sex. Analyses were based on responses from 1365 adolescent and young adult participants, spanning seven waves of data collection (1998–2014). Persistent adolescent to young adult binge drinking, tobacco use and cannabis use predicted gambling at age 31–32 years (OR = 2.30–3.42). Binge drinking and tobacco use in young adulthood also predicted gambling at age 31–32 years (OR = 2.04–2.54). Prior mental health symptoms were not associated with gambling and no risk relationships differed by sex. Findings suggest that gambling problems in adulthood may be related to the earlier development of other addictive behaviours, and that interventions targeting substance use from adolescence to young adulthood may confer additional gains in preventing later gambling behaviours.
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Moore, Susan, and Keis Ohtsuka. "The Structure of Young People's Leisure and Their Gambling Behaviour." Behaviour Change 17, no. 3 (September 1, 2000): 167–77. http://dx.doi.org/10.1375/bech.17.3.167.

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AbstractIn this study, the relationship between adolescent leisure and gambling was explored. Three different models of time usage were compared as potential predictors of gambling behaviour and problem gambling among 769 adolescents (15 to 18 years old) from five secondary schools in Melbourne. More leisure time, particularly unstructured leisure, predicted more frequent gambling behaviour for girls and boys. Specific activity factors provided the best time usage-based prediction of gambling behaviour. More time socialising and being involved in organised sport predicted more gambling for boys, possibly because of the access these activities provide to gambling venues. For boys, lower levels of so-called masculine pursuits (activities with other male peers) were associated with problem gambling, as were “cognitive pursuits” such as board games and collecting hobbies. For girls, more time in studious activity mitigated against gambling frequency. Lower levels of typically “feminine” adolescent pursuits predicted problem gambling. By far the major predictor of problem gambling for both sexes was gambling frequency. The role of leisure in problem gambling was discussed in terms of the role played by peer socialising, which may increase risk through access to gambling venues yet simultaneously increase protection through a sense of belongingness.
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Kang, Kyonghwa, Yi Kyung Ha, and Hwal Lan Bang. "Gambling Subgroups among Korean Out-of-school Adolescents." Child Health Nursing Research 26, no. 3 (July 31, 2020): 385–92. http://dx.doi.org/10.4094/chnr.2020.26.3.385.

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Purpose: The number of Korean adolescents engaging in gambling is increasing, especially among out-of-school adolescents. This study aimed to identify patterns of gambling activities and factors related to specific subgroups of out-of-school adolescent gambling activities.Methods: This descriptive study analyzed secondary data from the 2015 Korea Youth Gambling Problem Survey, including 1,200 out-of-school adolescents. Latent class analysis was conducted to identify patterns of gambling activities. The factors related to gambling subgroups were verified with multinomial logistic regression.Results: Three latent classes of gambling activities were identified: rarely gambling (RG), immediate gain gambling (IGG), and broad gambling (BG). These subgroups differed significantly in terms of gender, age at and type of first gambling experience, number and type of gambling activities, gambling frequency, time and money spent on gambling, problem gambling severity, and motivation for gambling. Compared to the RG subgroup, both the IGG and BG subgroups were strongly associated with an older age at the first gambling experience.Conclusion: Out-of-school adolescents who first gambled at an older age and who gambled mainly in order to gain money immediately were at risk of problem gambling. Developing strategies for early screening and referral to professionals is necessary to prevent gambling problems from worsening.
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Turner, Nigel E., John Macdonald, Mark Bartoshuk, and Masood Zangeneh. "Adolescent Gambling Behaviour, Attitudes, and Gambling Problems." International Journal of Mental Health and Addiction 6, no. 2 (August 21, 2007): 223–37. http://dx.doi.org/10.1007/s11469-007-9117-1.

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Tani, Franca, Lucia Ponti, and Simon Ghinassi. "Sensation Seeking and Gambling Behavior in Adolescence: Can Externalizing Problems Moderate this Relationship?" International Journal of Environmental Research and Public Health 17, no. 23 (December 2, 2020): 8986. http://dx.doi.org/10.3390/ijerph17238986.

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Gambling is a widespread phenomenon during adolescence. Among different risk factors involved in the onset of adolescent gambling behaviors, one factor that is studied is the sensation seeking personality trait. However, the literature is heterogeneous and a direct relationship between sensation seeking and gaming behaviors has not always been highlighted. This suggests that the relationship can be influenced by other factors. In particular, we explored the moderating role of externalizing problems in this relationship. A total of 363 adolescents (232 males and 131 females) aged 14 to 20 (M = 16.35, SD = 1.36) completed a battery of questionnaires aimed to assess their gambling behaviors, as well as the levels of externalizing problems and sensation seeking. The results showed that sensation seeking was associated with gambling severity, but this relationship was significant when externalizing problems were high and medium. On the contrary, when externalizing problems were low, the relationship between sensation seeking and gambling severity was not significant. Overall, sensation seeking in adolescence can favor the implementation of risk behaviors, such as gambling, but only in association with the presence of externalizing problems. Limitations, strengths, and social and clinical implications of the present study are discussed.
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LaBrie, Richard A., and Howard J. Shaffer. "Gambling with Adolescent Health." Journal of Adolescent Health 40, no. 5 (May 2007): 387–89. http://dx.doi.org/10.1016/j.jadohealth.2007.02.009.

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Ólason, Daníel Thor, Guđmundur A. Skarphedinsson, Johanna Ella Jonsdottir, Mikael Mikaelsson, and Sigurdur J. Gretarsson. "Prevalence estimates of gambling and problem gambling among 13- to 15-year-old adolescents in Reykjavík: An examination of correlates of problem gambling and different accessibility to electronic gambling machines in Iceland." Journal of Gambling Issues, no. 18 (October 1, 2006): 39. http://dx.doi.org/10.4309/jgi.2006.18.7.

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This paper reports the main findings from a prevalence study of adolescent gambling and problem gambling among Icelandic adolescents. The final sample consisted of 3,511 pupils aged 13 to 15 in 25 primary schools in Reykjavík. The results indicated that 93% of adolescents had gambled some time in their life and 70% at least once in the preceding year. Problem gambling prevalence rates were evaluated with two gambling screens, American Psychological Association Diagnostic and Statistical Manual, 4th edition, Multiple-Response-Junior (DSM-IV-MR-J) and the South Oaks Gambling Screen Revised for Adolescents (SOGS-RA). The DSM-IV-MR-J identified 1.9% as problem gamblers, while SOGS-RA identified 2.8% as problem gamblers. The results also showed that problem gamblers reported more difficulties in school and used alcohol and other drugs more frequently than adolescents who gambled socially or not at all. Finally, evaluation of electronic gambling machine (EGM) accessibility revealed that gambling on low-stakes EGMs in public places was more common than on EGMs in arcades or bars and restaurants. The potential implications of these findings are discussed.
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Magoon, Maggie E., Rina Gupta, and Jeffrey Derevensky. "Juvenile Delinquency and Adolescent Gambling." Criminal Justice and Behavior 32, no. 6 (December 2005): 690–713. http://dx.doi.org/10.1177/0093854805279948.

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Despite the increasing body of literature that supports the connection between adolescent gambling and risk-taking behavior, participation in criminal or delinquent acts has not been thoroughly addressed. With the established relationship between substance abuse and juvenile delinquency, past research and prevention, intervention, and treatment programs can be used to help guide issues concerning adolescent gambling for youthful offenders. How problem gambling may create a pattern of behavior that includes illegal acts and delinquent behaviors is examined. The role of the juvenile justice system and educational strategies for intervention, treatment, and follow-up efforts are provided. Suggestions for data collection and research using populations in detention centers to garner further information on problem gambling and deviant behaviors are addressed.
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Jarczyńska, Jolanta. "Evaluation of the Psychometric Properties of SOGS-RA in the Polish Version." Journal of Education Culture and Society 7, no. 2 (September 10, 2016): 217–29. http://dx.doi.org/10.15503/jecs20162.217.229.

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Objective: The objective was to adapt the American pathological gambling screening tool /SOGS-RA The South Oaks Gambling Screen - Revised for Adolescent/ by K. Winters, R. Stinchfield and J. Fulkerson (1993) and to evaluate its psychometric properties. Method: The adapted tool was used in research on a randomly selected sample of 2,617 adolescents aged 13-20 years in the 2012/2013 school year. Results: On the SOGS-RA scale, 2.6% of the trial participants achieved a score indicating past year problem gambling before the survey, 4.1% were classified as problem gamblers, whereas 17.3% of adolescents engaged in social gambling that did not pose a problem gambling risk at the time. The SOGS-RA demonstrated satisfactory internal consistency (Cronbach's alpha = 0.78). Conclusions: The Polish adaptation of the SOGS-RA scale is reliable and accurate, which is why it is worth recommending it for use in further research on Polish adolescents.
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Rigler, Tristan, David Gosar, and David Modic. "Decision-making in adolescent females who deliberately self-harm." Psihologija 49, no. 1 (2016): 87–103. http://dx.doi.org/10.2298/psi1601087r.

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Self-harming behaviour most commonly begins in adolescence and is more frequent among adolescent females. We explored the hypothesis that adolescent females who deliberately selfharm were more likely to perform worse on a decision-making task. Previous research in adolescents who self-harm reported impaired decision-making. However, research put little emphasis on older adolescents and the emotional learning. In our research, we presented the Iowa Gambling Task to 35 adolescent females who self-harmed and were treated at a psychiatric clinic, and to 35 healthy female controls. Our results show that in comparison to the control group the adolescents who self-harm took more risky decisions and were less concerned about the outcome. In addition, the clinical group also focused more on immediate gains and showed a reduced ability to learn from poor decisions in the past. Further research is suggested to explore the potential neurological correlates of decision-making and selfharming behaviour.
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Gillespie, Meredith A. M., Jeffrey Derevensky, and Rina Gupta. "II. The utility of outcome expectancies in the prediction of adolescent gambling behaviour." Journal of Gambling Issues, no. 19 (January 1, 2007): 69. http://dx.doi.org/10.4309/jgi.2007.19.4.

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The Gambling Expectancy Questionnaire (GEQ; Gillespie, Derevensky & Gupta, 2006, previous article) suggests that adolescents hold a variety of positive and negative outcome expectancies related to gambling. Significant age, gender, and DSM-IV-MR-J gambling group differences were identified on the scales of the GEQ (i.e., enjoyment/arousal, self-enhancement, money, overinvolvement, emotional impact) in this study. Direct logistic regression among adolescent gamblers was performed separately for males and females to predict group membership in either social or problem gambling categories. The results provide insightful information suggesting that non-gamblers, social gamblers, at-risk gamblers, and probable pathological gamblers (PPGs) differ in the strength of their expectancies of both the positive and negative outcomes of gambling behaviour. In particular, PPGs highly anticipate both the positive and negative outcomes of gambling. Among males, these perceptions differentiate those who gamble excessively and those who do not. For females, outcome expectancies may have less predictive value. These findings were interpreted in terms of their implications for prevention, treatment, and future research.
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Vachon, Julie, Frank Vitaro, Brigitte Wanner, and Richard E. Tremblay. "Adolescent Gambling: Relationships With Parent Gambling and Parenting Practices." Psychology of Addictive Behaviors 18, no. 4 (December 2004): 398–401. http://dx.doi.org/10.1037/0893-164x.18.4.398.

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Gillespie, Meredith A. M., Jeffrey Derevensky, and Rina Gupta. "I. Adolescent problem gambling: Developing a gambling expectancy instrument." Journal of Gambling Issues, no. 19 (January 1, 2007): 51. http://dx.doi.org/10.4309/jgi.2007.19.3.

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Positive and negative outcome expectancies have been found to play a significant role in adolescents' decisions to engage in drug and alcohol use. In light of the parallel risk and protective factors among high-risk behaviors, youth gambling outcome expectancies were explored through the development of the 23-item Gambling Expectancy Questionnaire (GEQ) using a sample of 1,013 students aged 12 to 18. The resulting GEQ consists of three positive expectancy scales (enjoyment/arousal, self-enhancement, money) and two negative expectancy scales (overinvolvement, emotional impact). The potential utility of this scale is discussed.
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Ide, Soichiro, Miharu Nakanishi, Syudo Yamasaki, Kazutaka Ikeda, Shuntaro Ando, Mariko Hiraiwa-Hasegawa, Kiyoto Kasai, and Atsushi Nishida. "Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data." JMIR Serious Games 9, no. 1 (February 9, 2021): e23886. http://dx.doi.org/10.2196/23886.

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Background Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn concern, as purchasing loot boxes might lead to the development of problematic gambling for adolescents. Although parental problem gambling is associated with adolescent problem gambling, no studies have evaluated the prevalence of loot box purchases in adolescents’ parents. Objective This study investigated the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples. Methods In total, 1615 adolescent (aged 14 years) gamers from Japan responded to a questionnaire regarding their loot box purchasing and problem online gaming behaviors. Problem online gaming was defined as four or more of the nine addictive behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents’ primary caregivers were asked about their loot box purchasing. Results Of the 1615 participants, 57 (3.5%) reported loot box purchasing. This prevalence did not differ according to primary caregivers’ loot box purchasing, but adolescents who purchased loot boxes were significantly more likely to exhibit problem online gaming (odds ratio 3.75, 95% CI 2.17-6.48). Conclusions Adolescent loot box purchasing is linked to problem online gaming, but not with parents’ loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers.
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Desai, Rani A., Paul K. Maciejewski, Michael V. Pantalon, and Marc N. Potenza. "Gender Differences in Adolescent Gambling." Annals of Clinical Psychiatry 17, no. 4 (October 1, 2005): 249–58. http://dx.doi.org/10.1080/10401230500295636.

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Griffiths, Mark, and Ian Sutherland. "Adolescent gambling and drug use." Journal of Community & Applied Social Psychology 8, no. 6 (November 1998): 423–27. http://dx.doi.org/10.1002/(sici)1099-1298(199811/12)8:6<423::aid-casp499>3.0.co;2-b.

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Winters, Ken C., Randy D. Stinchfield, and Leigh G. Kim. "Monitoring adolescent gambling in Minnesota." Journal of Gambling Studies 11, no. 2 (June 1995): 165–83. http://dx.doi.org/10.1007/bf02107113.

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Govoni, Richard, Nicholas Rupcich, and G. Ron Frisch. "Gambling behavior of adolescent gamblers." Journal of Gambling Studies 12, no. 3 (September 1996): 305–17. http://dx.doi.org/10.1007/bf01539325.

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YEOMAN, TIM, and MARK GRIFFITHS. "Adolescent machine gambling and crime." Journal of Adolescence 19, no. 1 (February 1996): 99–104. http://dx.doi.org/10.1006/jado.1996.0009.

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YEOMAN, TIM, and MARK GRIFFITHS. "Adolescent machine gambling and crime." Journal of Adolescence 19, no. 2 (April 1996): 183–88. http://dx.doi.org/10.1006/jado.1996.0018.

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Becoña, Elisardo. "Pathological Gambling in Spanish Children and Adolescents: An Emerging Problem." Psychological Reports 81, no. 1 (August 1997): 275–87. http://dx.doi.org/10.2466/pr0.1997.81.1.275.

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Several studies have shown a high prevalence of pathological gamblers among adults in Spain (between 1.5% and 1.7%) of the population (18 years and older). In other countries the prevalence of pathological gambling in children and adolescents has been higher than in adults. Here some results of the first studies conducted in Spain concerning the prevalence of pathological gambling in school children and adolescents (11–16 years) are presented for two cities located in different northern regions of Spain, A Coruña (Galicia) and Gijón (Asturias), with representative samples of school children. The prevalence was 2.2% ( n = 1,200) and 1.6% ( n = 2,185), respectively, for the use of slot machines, using the 1993 DSM-IVJ Questionnaire of Fisher, and 2.4% in the first city with the South Oaks Gambling Screen-Revised Adolescent for all types of gambling. The analyses suggest there is an emerging problem among children and adolescents in Spain perhaps leading to an increased number of pathological gamblers as adults.
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Rockloff, Matthew, Alex M. T. Russell, Nancy Greer, Lisa Lole, Nerilee Hing, and Matthew Browne. "Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia." Journal of Behavioral Addictions 10, no. 1 (April 16, 2021): 35–41. http://dx.doi.org/10.1556/2006.2021.00007.

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AbstractBackground and aimsLoot boxes are a common feature in video games where players win, buy or are gifted a virtual box or other container that is unwrapped to reveal virtual items of value, such as skins, weapons, in-game currency or special abilities. The current study aimed to relate the use of loot boxes to gambling problems and harm.MethodsAn online survey was conducted with 1,954 adolescents and young adults from NSW Australia, 59.9% female (aged 12–24), recruited by online panel aggregator, Qualtrics.ResultsBuying and selling loot boxes was associated with higher 12-month gambling frequency and gambling problems in young adults, aged 18–24 (Problem Gambling Severity Index). Young adults who bought loot boxes additionally had more gambling-related harms (Short Gambling Harms Screen). Young women, aged 18–24, who opened, bought and/or sold loot boxes spent more money in the last 12 months on gambling. In adolescents, aged 12–17, buying loot boxes was similarly associated with gambling problems (DSM-IV-MR-J). Furthermore, adolescent girls who bought and/or sold loot boxes viewed gambling more positively than other girls (Attitudes Towards Gambling Scale). There was no evidence, however, that longer-term experience in opening or purchasing loot boxes, a differentiating feature of the survey, is associated with current gambling problems.Discussion and conclusionsThis study suggests that loot boxes may be attractive to people who are already predisposed to engage in other gambling, and females who use loot boxes may have unique vulnerabilities to gambling problems that could be explored in future research.
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Delfabbro, Paul, Daniel L. King, and Jeffrey L. Derevensky. "Adolescent Gambling and Problem Gambling: Prevalence, Current Issues, and Concerns." Current Addiction Reports 3, no. 3 (July 2, 2016): 268–74. http://dx.doi.org/10.1007/s40429-016-0105-z.

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Ricijaš, Neven, Dora Dodig Hundrić, Aleksandra Huić, and Valentina Kranželić. "Youth Gambling in Croatia - Frequency of Gambling and the Occurrence of Problem Gambling." Kriminologija & socijalna integracija 24, no. 2 (December 23, 2016): 48–72. http://dx.doi.org/10.31299/ksi.24.2.3.

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The main aim of this study was to explore the frequency of gambling and gambling-related problems among Croatian high school students. The specific objectives have been to explore gender differences, and differences in the frequency and severity of gambling problems regarding grade/age and type of school program. The study included n=2.702 high school students from all for grades and all three types of high school programs (3- and 4-year vocational/professional schools, and grammar schools) from 7 cities (Zagreb, Osijek, Rijeka, Split, Vinkovci, Slavonski Brod and Koprivnica) with equal representation of boys (n=1.330, 49.2%) and girls (n=1.372, 50.8%). The respondents’ mean age was Mage = 16.51 (SDage=1.17). The following instruments were used: Questionnaire on general socio-demographic data, Gambling activities questionnaire (Ricijaš, Dodig, Huić, & Kranželić, 2011) and the Canadian Adolescent Gambling Inventory - CAGI (Tremblay, Stinchfield, Wiebe, & Wynne, 2010). Results show that the lifetime prevalence of gambling among Croatian high-school students is 72.9%. The most prevalent games of chance are sports betting and lottery games, with sports betting being the most frequent of these activities. As much as 12.9% adolescents have already developed serious adverse gambling related consequences. Boys have significantly higher problem gambling rates than girls, while the effects of differences regarding the type of school and grade/age are relatively low. The results provide important baseline data for future research, interventions design, and for the improvement of social policy and legislation.
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Maslowsky, Julie, Daniel P. Keating, Christopher S. Monk, and John Schulenberg. "Planned versus unplanned risks: Neurocognitive predictors of subtypes of adolescents’ risk behavior." International Journal of Behavioral Development 35, no. 2 (November 26, 2010): 152–60. http://dx.doi.org/10.1177/0165025410378069.

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Risk behavior contributes to substantial morbidity and mortality during adolescence. This study examined neurocognitive predictors of proposed subtypes of adolescent risk behavior: planned (premeditated) versus unplanned (spontaneous). Adolescents (N = 69, 49% male, M = 15.1 [1.0] years) completed neurocognitive tasks (Iowa Gambling Task [IGT], and Game of Dice Task [GDT]) and a self-report measure indicating whether past-year risk behaviors were planned or unplanned. As hypothesized, identifying more beneficial choices on the neurocognitive tasks and perceiving benefits of risk behavior to outweigh costs predicted engagement in planned versus unplanned risk behavior. This study is the first to use neurocognitive assessments to differentiate planned and unplanned subtypes of risk behavior. Understanding mechanisms underlying these subtypes may inform prevention programs targeting specific contributors to adolescent risk behavior.
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Griffiths, M. D. "Adolescent Gambling: An Observational Pilot Study." Perceptual and Motor Skills 70, no. 3_suppl (June 1990): 1138. http://dx.doi.org/10.2466/pms.1990.70.3c.1138.

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GRIFFITHS, M. D. "ADOLESCENT GAMBLING: AN OBSERVATIONAL PILOT STUDY." Perceptual and Motor Skills 70, no. 3 (1990): 1138. http://dx.doi.org/10.2466/pms.70.3.1138-1138.

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36

Hardoon, Karen K., Rina Gupta, and Jeffrey L. Derevensky. "Psychosocial variables associated with adolescent gambling." Psychology of Addictive Behaviors 18, no. 2 (June 2004): 170–79. http://dx.doi.org/10.1037/0893-164x.18.2.170.

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Skokauskas, Norbertas, and Regina Satkeviciute. "Adolescent pathological gambling in Kaunas, Lithuania." Nordic Journal of Psychiatry 61, no. 2 (January 2007): 86–91. http://dx.doi.org/10.1080/08039480701226054.

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Kaminer, Yifrah, Joseph A. Burleson, and Agnes Jadamec. "Gambling behavior in adolescent substance abuse." Substance Abuse 23, no. 3 (September 2002): 191–98. http://dx.doi.org/10.1080/08897070209511489.

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39

Winters, Ken C., Randy Stinchfield, and Jayne Fulkerson. "Patterns and characteristics of adolescent gambling." Journal of Gambling Studies 9, no. 4 (1993): 371–86. http://dx.doi.org/10.1007/bf01014628.

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40

Götestam, K. Gunnar, Agneta Johansson, Hanne Gro Wenzel, and Inge-Ernald Simonsen. "Validation of the Lie/Bet Screen for Pathological Gambling on Two Normal Population Data Sets." Psychological Reports 95, no. 3 (December 2004): 1009–13. http://dx.doi.org/10.2466/pr0.95.3.1009-1013.

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The validity of the Lie/Bet Screen was tested on two community population samples, one adult ( n = 2,014) and one adolescent sample ( n = 3,237), in Norway. With positive responses on at least one of the questions on Lie/Bet Screen used as the cutoff point the screen showed high both sensitivity and specificity. The negative predictive value was also high, but the positive predictive value was comparatively lower. A prediction of probable pathological gambling or “At-risk gambling” based on both Lie/Bet questions identified a valid screening in the two samples (0.54% in adults, 5.6% in adolescents). Compared to the use of the full DSM–IV this is pretty close, with the figures 0.45% and 5.22%. It is concluded that the Lie/Bet Screen may function as a good screening device for pathological gambling plus At-risk gambling in normal community samples.
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Griffiths, Mark D. "Adolescent gambling and gambling-type games on social networking sites: Issues, concerns, and recommendations." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 33, no. 2 (March 8, 2021): 31–37. http://dx.doi.org/10.51698/aloma.2015.33.2.31-37.

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Research indicates that compared to the general population, teenagers and students make the most use of social networking sites (SNSs). Although SNSs were originally developed to foster online communication between individuals, they now have the capability for other types of behaviour to be engaged in such as gambling and gaming. The present paper focuses on gambling and the playing of gambling-type games via SNSs and comprises a selective narrative overview of some of the main concerns and issues that have been voiced concerning gambling and gambling-type games played via social network sites. Overall, there is little empirical evidence relating to the psychosocial impact of adolescents engaging in gambling and gambling-type activities on SNSs, and the evidence that does exist does not allow definitive conclusions to be made. However, it is recommended that stricter age verification measures should be adopted for social games via SNSs particularly where children and adolescents are permitted to engage in gambling-related content, even where real money is not involved.
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Hansen, Marianne, and Ingeborg Rossow. "Adolescent Gambling and Problem Gambling: Does the Total Consumption Model Apply?" Journal of Gambling Studies 24, no. 2 (October 23, 2007): 135–49. http://dx.doi.org/10.1007/s10899-007-9082-4.

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43

Villatoro Velázquez, Jorge Ameth, Esbehidy Reséndiz Escobar, Marycarmen Noemí Bustos Gamiño, Ailema Roxana Mujica Salazar, María Elena Medina-Mora Icaza, Vianey Cañas Martínez, Itzia Sayuri Soto Hernández, Clara Fleiz Bautista, and Martín Romero Martínez. "Magnitude and extent of gambling disorder in the Mexican population." Salud mental 41, no. 4 (September 7, 2018): 157–67. http://dx.doi.org/10.17711/sm.0185-3325.2018.024.

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Introduction. Gambling disorder is characterized by an uncontrollable need to gamble, lack of control over gambling, prioritizing gambling over other activities, and continuing to gamble despite the negative consequences this entails. Worldwide, between .1% and 5% of people show signs of problem gambling and between .1% and 2.2% present a positive result in gambling disorder criteria. Objective. To determine the extent of the problem of gambling disorder in Mexico and to identify and analyze the demographic groups in which it occurs. Method. ENCODAT 2016-2017 is a probabilistic, multi-stage survey with national and state representativeness. The sample comprises 56 877 people who answered a standardized questionnaire that collects information on addictive substance use and other areas such as gambling disorder. Results. A total of 24.5% of the population aged 12 to 65 have played a betting game at lifetime. Men have higher statistically significant prevalences than women in nearly all types of gambling and in six of the nine symptoms of gambling disorder. In Mexico, .3% of the target population meet the criteria for gambling disorder, with adolescents showing the highest percentage (.4%). Discussion and conclusion. It is necessary to reinforce public policies for this issue that include the development of preventive actions targeting the adolescent and youth population in Mexico, and to ensure the adequate monitoring of authorized centers.
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Zhai, Zu Wei, Sarah W. Yip, Marvin A. Steinberg, Jeremy Wampler, Rani A. Hoff, Suchitra Krishnan-Sarin, and Marc N. Potenza. "Relationships Between Perceived Family Gambling and Peer Gambling and Adolescent Problem Gambling and Binge-Drinking." Journal of Gambling Studies 33, no. 4 (January 18, 2017): 1169–85. http://dx.doi.org/10.1007/s10899-017-9670-x.

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Canale, Natale, Alessio Vieno, Tom ter Bogt, Massimiliano Pastore, Valeria Siciliano, and Sabrina Molinaro. "Adolescent Gambling-Oriented Attitudes Mediate the Relationship Between Perceived Parental Knowledge and Adolescent Gambling: Implications for Prevention." Prevention Science 17, no. 8 (July 22, 2016): 970–80. http://dx.doi.org/10.1007/s11121-016-0683-y.

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46

Terrone, Grazia, Alessio Gori, Eleonora Topino, Alessandro Musetti, Alessia Scarinci, Camilla Guccione, and Vincenzo Caretti. "The Link between Attachment and Gambling in Adolescence: A Multiple Mediation Analysis with Developmental Perspective, Theory of Mind (Friend) and Adaptive Response." Journal of Personalized Medicine 11, no. 3 (March 22, 2021): 228. http://dx.doi.org/10.3390/jpm11030228.

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Introduction: Several studies have supported the evidence that attachment styles are a central factor in adolescent gambling problems. On this theoretical basis, the aim of the present study is to analyze a hypothesized mediation model exploring both the direct and indirect effects of insecure attachment on gambling disorder by investigating the role of the developmental perspective, theory of mind (friend) and adaptive response in that relationship. Method: The sample consists of 178 adolescents who underwent the Measures: South Oaks Gambling Screen—Revised for Adolescents and Friends and Family Interview. Result: The mediation analysis was conducted following Hayes’ (2018) procedure, using Model 6. The results showed a significant association between insecure attachment and gambling disorder (β = 0.669; p < 0.001). The findings also highlighted a significant chained mediation model in which insecure attachment negatively influenced the developmental perspective (β = −0.742; p < 0.001), which affected the theory of mind toward one’s own best friend (β = 0.352; p < 0.001). Conclusions: The results highlighted a significant role of insecure attachment in predicting the symptomatic expression of gambling among adolescents, specifically impacting the development perspective, theory of mind toward one’s best friend and adaptive response to stress, which were linked to each other by a sequential influence. Therefore, our results showed that a poor developmental self-vision predicted a dysfunctional theory of mind toward the best friend. This could hinder the formation of positive peer relationships, which are crucial for the development of one’s identity.
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Rahman, Ardeshir S., Corey E. Pilver, Rani A. Desai, Marvin A. Steinberg, Loreen Rugle, Suchitra Krishnan-Sarin, and Marc N. Potenza. "The relationship between age of gambling onset and adolescent problematic gambling severity." Journal of Psychiatric Research 46, no. 5 (May 2012): 675–83. http://dx.doi.org/10.1016/j.jpsychires.2012.02.007.

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48

Ho, Kit-wan. "Risk Factors of Adolescent Pathological Gambling: Permissive Gambling Culture and Individual Factors." Deviant Behavior 38, no. 5 (August 11, 2016): 533–48. http://dx.doi.org/10.1080/01639625.2016.1197031.

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49

Afifi, Tracie O., Brian J. Cox, and Laurence Y. Katz. "The Associations between Health Risk Behaviours and Suicidal Ideation and Attempts in a Nationally Representative Sample of Young Adolescents." Canadian Journal of Psychiatry 52, no. 10 (September 1, 2007): 666–74. http://dx.doi.org/10.1177/070674370705201007.

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Objective: To examine associations between health risk behaviours and suicidal ideation and attempts in Canadian adolescents aged 12 to 13 years. Young adolescents think about and attempt suicide. However, most existing research on suicide has been conducted on individuals aged 15 years and older. Method: The present study examined a nationally representative Canadian sample of adolescents aged 12 to 13 years ( n = 2090). Health risk behaviours included disruptive (shoplifting, physical fighting, damaging property, fighting with a weapon, carrying a knife, and gambling), sexual (petting below the waist and sexual intercourse), and substance use behaviours (smoking cigarettes, consuming alcohol, marijuana or hash, and glue or solvents). Unadjusted and adjusted (for all significant health risk behaviour and psychiatric symptoms) models were tested. Results: All health risk behaviours were common among male and female adolescents. In unadjusted models, almost all health risk behaviours were associated with suicidal ideation and attempts among adolescent boys. In adjusted models, only damaging property, sexual intercourse, and smoking cigarettes remained statistically associated with suicidal ideation, while smoking cigarettes and using marijuana or hash remained statistically associated with suicide attempts among adolescent boys. All health risk behaviours were statistically associated with suicidal ideation and attempts among female adolescents in unadjusted models. In adjusted models, only carrying a knife remained statistically associated with suicidal ideation, while shoplifting and gambling remained statistically associated with suicide attempts among adolescent girls. Conclusions: Health risk behaviours among young adolescents are associated with suicidal ideation and attempts among young adolescents. Recognizing health risk behaviours among young adolescents may be one means of understanding who among them is at increased risk of suicidality.
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Derevensky, Jeffrey L., and Lynette Gilbeau. "Adolescent Gambling: Twenty-five Years of Research." Canadian Journal of Addiction 6, no. 2 (September 2015): 4–12. http://dx.doi.org/10.1097/02024458-201509000-00002.

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