Alex Russell

Alex Russell
  • BSc (Psych), GradDipSci (Psych, with merit), PhD
  • Principal Research Fellow (Associate Professor) at Central Queensland University

About

169
Publications
102,139
Reads
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5,144
Citations
Introduction
I am a Principal Research Fellow (Associate Professor) in the Experimental Gambling Research Laboratory at CQUniversity. My work examines how gambling is changing, including the impact of new technologies and new gambling forms, and who is most at risk. During my PhD, I studied taste and smell perception, with an emphasis on wine expertise. I've also been involved in other interesting studies in a diverse area of topics, including odour-colour synaesthesia.
Current institution
Central Queensland University
Current position
  • Principal Research Fellow (Associate Professor)
Additional affiliations
September 2016 - January 2022
Central Queensland University
Position
  • Principal Investigator
Description
  • I am a Principal Research Fellow (Associate Professor) in the Experimental Gambling Research Laboratory at CQUniversity.
September 2014 - August 2016
Southern Cross University
Position
  • Lecturer
Description
  • I was a Postdoctoral Fellow and Chief Statistician in the Centre for Gambling Education and Research at Southern Cross University.
August 2011 - August 2014
Southern Cross University
Position
  • Lecturer
Education
February 2007 - February 2014
The University of Sydney
Field of study
  • Psychology
February 2005 - November 2006
The University of Sydney
Field of study
  • Psychology
February 1999 - June 2004
The University of Sydney
Field of study
  • Psychology

Publications

Publications (169)
Article
Full-text available
Professional gamblers are more likely than amateur gamblers to meet criteria for problem gambling but minimal research has examined their gambling behavior and its consequences. This study compared gambling behavior, problem gambling symptoms, related harms, recognition, and help-seeking among problem semi/professional gamblers (PPGs/PSPGs) and pro...
Article
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Background: Previous studies of problem Internet gamblers have failed to distinguish whether their problem gambling relates to Internet or land-based gambling modes. Therefore, characteristics and help-seeking behaviours of people whose gambling problems relate specifically to Internet gambling are unknown, but could inform the optimal alignment of...
Article
Social casino games are free-play online games that feature gambling themes, but do not payout winnings in monetary form. These games are distinct from Internet gambling; however, the cross-over between these consumer markets is not well understood. This study compared the use of social casino games among a population of 2010 Australian adult Inter...
Article
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Online wagering is increasing in popularity as it is easily accessible through websites which market these services widely. However, few studies have examined online betting based on actual behavioural data. This paper describes the results of an analysis of 2,522,299 bets placed with an Australian online wagering operator over a 1-year period. The...
Article
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Research provides insights into the self-regulatory strategies (SRSs) gamblers use, but evidence supporting their efficacy is weak. Study 1 aimed to identify a set of SRSs that best predict less harmful gambling amongst electronic gaming machine (EGM) players who are most vulnerable to EGM-related harm. Study 2 aimed to test their efficacy as a bri...
Article
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New gambling products have been developed over time as technology permits. For example, early mechanical slot machines were later replaced by electronic gaming machines (EGMs), which enabled a faster speed of play and more immersive experience. EGMs have in the decades since their invention become one of the main drivers of gambling expenditure wor...
Article
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Objective: Direct contact interventions are known to reduce stigma. Effects of both filmed and direct social contact were found similar in reducing stigma. This study aims to understand the effect of video intervention, especially the effects between patient-sharing video and expert information video, among the medical students. Methods: Seventy-tw...
Article
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Background and aims COVID-19 lockdowns limited access to gambling but simultaneously elevated psychosocial stressors. This study assessed the relative effects of these changes on gambling risk status during and after the Australian COVID-19 lockdown from late-March to late-May 2020. Methods The study administered three surveys to people who had ga...
Article
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Background and aims Smartphone, computer and land-based betting platforms each have distinctive features. This study examined 1) preferred features of sports betting platforms amongst young adults and 2) whether feature preferences vary with gambling severity. Methods The study surveyed 616 Australians aged 18–29 years who bet at-least monthly on...
Article
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Background and aims Simulated gambling products, like loot boxes and social casino games, contain gambling elements, but are not classified as gambling. They are available to minors, raising concerns about a “gateway effect” into gambling. This study examined the time course of young people's engagement in simulated and monetary gambling, and assoc...
Article
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Introduction Alcohol binge drinking is highly prevalent among young adults. While research has established the neurotoxic effects of general alcohol consumption, binge drinking presents unique deleterious effects on the brain through the acute intoxication and withdrawal cycle. The detrimental impacts of binge drinking have been reported across a b...
Article
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Background and aims Smartphones extend the situational characteristics of sports betting beyond those available with land-based and computer platforms. This study examined 1) the role of situational features and betting platforms in harmful betting behaviours and short-term betting harm, and 2) whether people with more gambling problems have prefer...
Article
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Current industry-developed safer gambling messages such as ‘Take time to think’ and ‘Gamble responsibly’ have been criticized as ineffective slogans. As a result, Australia has recently introduced seven independently-developed safer gambling messages. The UK Government intends to introduce independently- developed messages from 2024 onwards, and th...
Preprint
Effective gambling messages should curb time and money spent on gambling, since these are the behaviours proximal to gambling-related harm. Studies that aim to find what messages best achieve these objectives are scarce, and most focus on electronic gaming machine (EGM) gambling rather than sports and race betting. The present study aimed to gather...
Article
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Gambling as a youth is a risk factor for experiencing gambling-related harm as an adult. Most youth gambling research focuses on illegal engagement with age-restricted products, but youth can also gamble legally, by for example betting with friends, or via coin pusher and crane grab machines. Research has associated recollected rates of usage of th...
Preprint
Full-text available
Current industry-developed safer gambling messages such as ‘Take time to think’ and ‘Gamble responsibly’ have been criticized as ineffective slogans. As a result, Australia has recently introduced seven independently-developed safer gambling messages. The UK Government intends to introduce independently-developed messages from 2024 onwards, and thi...
Article
Full-text available
Objective: This study examined how social associations from a person’s social network may be associated with their own alcohol consumption. Method: Alcohol consumption behavior was examined among the social networks of 784 survey respondents (54% female, Mage = 35.3 years), using egocentric social network analysis. Participants (egos) were recruite...
Article
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Background: Electronic gaming machines (EGMs) are one of the most harmful forms of gambling at an individual level. It is unclear whether restriction of EGM functions and accessibility results in meaningful reductions in population-level gambling harm. Methods: A natural policy experiment using a large (N = 15,000) national dataset weighted to s...
Preprint
Gambling as a youth is a risk factor for experiencing gambling-related harm as an adult. Most youth gambling research focuses on illegal engagement with age-restricted products, but youth can also gamble legally, by for example betting with friends, or via coin pusher and crane grab machines. Research has associated recollected rates of usage of th...
Article
Full-text available
Background and aims: COVID-19 resulted in the shutdown of almost all sporting competitions and most venue-based gambling opportunities. This study examines how wagering operators in Australia responded, by examining their advertising. Methods: The study compared Twitter activity during lockdown (March-May 2020) to the previous year for four majo...
Preprint
Full-text available
Background: Electronic gaming machines (EGMs) are recognised as one of the most harmful forms of gambling at an individual level. It is unclear whether restriction of EGM functions and accessibility results in meaningful reductions in population-level gambling harm. Methods: A natural policy experiment using a large (N = 15,000) nationally-represen...
Article
Full-text available
Safer gambling messages are one potential input to a public health approach toward reducing gambling-related harm, and yet there is no strong evidence supporting current messages such as "gamble responsibly" or "keep the fun in the game". Furthermore, sports betting is increasing in popularity in multiple jurisdictions, such as Australia and the US...
Article
Objectives: Shift workers routinely obtain inadequate sleep, which has major health and well-being consequences. Sleep hygiene describes a range of behaviors, lifestyle and environmental factors that can support optimal sleep. To date, limited research has examined sleep hygiene in shift workers. This study aimed to 1) assess the knowledge and und...
Article
Full-text available
Safer gambling messages are a common public health intervention for gambling, and yet there is little evidence to support the variety of messages that are in widespread use. This paper thematically analyzed the perspectives of 21 participants – including academics, regulators and treatment providers – regarding the design characteristics of safer-g...
Preprint
Full-text available
Safer gambling messages are a common public health intervention for gambling, and yet there is little evidence to support the variety of messages that are in widespread use. This paper thematically analysed the perspectives of 21 participants ⎼ including academics, regulators and treatment providers ⎼ regarding the design characteristics of safer-g...
Article
Full-text available
Background and aims: Legacy gambling harms are negative consequences of gambling that extend past periods of low risk, moderate risk and problem gambling. Gambling harm is typically measured within a 12-month timeframe and is often restricted to examining harm amongst active gamblers. The present research aimed to explore whether people experience...
Preprint
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Research reports positive associations between gaming disorder (GD) in adolescents and loot box purchasing but has not examined this relationship for other types of simulated gambling. This study examined whether greater engagement and expenditure in three types of simulated gambling were associated with meeting the criteria for GD in adolescents....
Article
Full-text available
This study explored how the use of smartphones can influence sports betting by young adults, compared to using computers and land-based betting facilities. Interviews with 33 Australians aged 18–29 years, who bet regularly on sports, esports, and/or fantasy sports, were analysed using adaptive grounded theory. Seven major themes related to platform...
Preprint
This study explored how the use of smartphones can influence sports betting by young adults, compared to using computers and land-based betting facilities. Interviews with 33 Australians aged 18-29 years who bet regularly on sports, esports and/or fantasy sports, were analysed using adaptive grounded theory. Seven major themes related to platform f...
Preprint
COVID-19 disrupted gambling operations worldwide, due to the shutdown of almost all sporting competitions and the closure of sporting venues, and thus many venue-based gambling opportunities. The present study examines how wagering operators in Australia responded to this major change, by examining their advertising. The study compared Twitter acti...
Article
Full-text available
Research reports positive associations between gaming disorder (GD) in adolescents and loot box purchasing but has not examined this relationship for other types of simulated gambling. This study examined whether greater engagement and expenditure in three types of simulated gambling were associated with meeting the criteria for GD in adolescents....
Article
Full-text available
While comorbidity of problematic alcohol and gambling use is well established, much less is known about the way in which alcohol consumption while gambling interacts with problem-gambling severity and other individual differences. We hypothesised three factors that would interact with alcohol consumption while gambling on electronic gaming machines...
Article
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Background Over the last decade, the provision of online gambling has intensified with increased access, enhanced betting markets, a broader product range, and prolific marketing. However, little research has explored how this intensification is influencing contemporary gambling experiences. This study focused on two research questions: 1) What cha...
Article
Full-text available
Simulated gambling, such as playing a virtual slot machine for points rather than money, is increasingly part of the online gaming experience for youth. This study aimed to examine (1) if youth participation in simulated gambling games is associated with participation in monetary gambling; (2) if youth participation in simulated gambling games is a...
Preprint
Enhancing well-being amongst partners of current serving military personnel is a growing area of interest and concern. Partners of Australian Defence Force (ADF) personnel experience unique challenges because of their military connection above those faced by the broader civilian community. This paper sought to understand undertake an investigation...
Article
Full-text available
Purpose of Review Legacy gambling harm refers to adverse consequences that extend past the period where people are actively gambling at harmful levels. These harms can affect the gambler, people close to them and the wider community. This article reviews current research that investigates legacy harms; the types of legacy harm, how long they last a...
Article
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Background and aims: Gambling-related harm to concerned significant others (CSOs) is an important public health issue since it reduces CSOs' health and wellbeing in numerous life domains. This study aimed to 1) estimate the first national prevalence of CSOs harmed by gambling in Australia; 2) identify the characteristics of CSOs most at risk of ha...
Article
Full-text available
With reference to 64 common descriptors of the sensory properties of wine (e.g., tannic, full‐bodied, etc.), we investigated the extent to which these terms are understood by Australian standard consumers in relation to an opposite property (i.e., as happens in the case of experts). The study also determined how consistently these dimensions were a...
Article
Full-text available
Adolescents can easily access esports betting sites and place bets using cash or skins. This descriptive cross-sectional study examined the characteristics of adolescent esports bettors and relationships between their esports betting, video gaming activities, monetary gambling participation, and at-risk/problem gambling. Two survey samples of Austr...
Article
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Background Both the Problem Gambling Severity Index (PGSI) and the Short Gambling Harms Screen (SGHS) purport to identify individuals harmed by gambling. However, there is dispute as to how much individuals are harmed, conditional on their scores from these instruments. We used an experienced utility framework to estimate the magnitude of implied i...
Article
Full-text available
Background and aims Purchasing loot boxes in digital games is akin to gambling as it involves risking money for a chance-based reward of uncertain value. Research has linked buying loot boxes to problem gambling amongst adolescents, but has not examined co-occurring gambling participation. This study examined links between loot box purchasing and p...
Article
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This study compared land-based-only gamblers (LBOGs), online-only gamblers (OOGs), and mixed-mode gamblers (MMGs), based on a 2019 Australian national telephone survey (N = 15,000). It examined 1) prevalence, demographics and gambling behaviours, 2) problematic gambling, 3) most harmful gambling forms, 4) gambling-related harms-to-self, and 5) risk...
Article
Full-text available
Cost-of-play information is one public health intervention recommended to help reduce gambling-related harm. In the UK, this information is given on electronic gambling machines in a format known as the “return-to-player”, e.g., “This game has an average percentage payout of 90%.” However, previous evidence suggests that this information could be i...
Preprint
Background Our behaviour is influenced by those around us. Social influences have been found in a range of behaviours, including exercise, gambling, and alcohol consumption. Method This study examines social influences on alcohol consumption by exploring the alcohol consumption behaviour amongst the social networks around each of 784 survey respond...
Article
Full-text available
Do stressful life events cause gambling problems, or do gambling problems cause stressful life events? This study used a retrospective design to examine the temporal order of these associations. Specifically, the study employed a life course calendar in a self-directed online survey to minimise memory biases common in retrospective designs. A total...
Article
Full-text available
Background and aims Skin gambling uses in-game items (skins) acquired in video games, to gamble on esports, games of chance, other competitive events and privately with friends. This study examined characteristics of adolescent skin gamblers, their engagement in monetary gambling, and relationships between skin gambling and at risk/problem gambling...
Book
Full-text available
The aim of this study was to update and expand upon a previous study in 2014 and evaluate how the interactive gambling environment has changed since that time. The report used a multi-stage approach to examine interactive gambling. A literature review, environmental scan, national telephone survey, national online survey of gamblers, longitudinal...
Preprint
Background and aims: Both the Problem Gambling Severity Index (PGSI) and the Short Gambling Harms Screen (SGHS) purport to identify individuals harmed by gambling. However, there is dispute as to how much individuals are harmed, conditional on their scores from these instruments. We used an experienced utility framework to estimate the magnitude of...
Article
Full-text available
Pickering and Blaszczynski’s paper (2021) claims that the problem gambling rate is inflated in paid online convenience and crowdsourced samples. However, there is a methodological flaw in their findings: they combined problem gambling rates from samples that are specific by design (e.g. at-least monthly sports bettors), and compared them to a probl...
Preprint
Full-text available
Do stressful life events cause gambling problems, or do gambling problems cause stressful life events? This study used a retrospective design to examine the temporal order of these associations. Specifically, the study employed a life course calendar in a self-directed online survey to minimise memory biases common in retrospective designs. A total...
Article
Full-text available
Background and aims Esports betting is expanding in popularity, yet little is known about who participates in this niche gambling activity. This study aimed to determine whether esports bettors are more vulnerable to harms and problems than gamblers engaged in traditional sports betting. Methods Data were collected from 298 regular esports bettors...
Preprint
Cost-of-play information is one public health intervention recommended to help reduce gambling-related harm. In the UK, this information is given on electronic gambling machines in a format known as the “return-to-player”, e.g., “This game has an average percentage payout of 90%.” However, previous evidence suggests that this information could be i...
Article
Full-text available
Background Sexual minority men (SMM) often experience stressful social environments dominated by stigma and discrimination. SMM are typically more likely than heterosexual men to engage in certain risky behaviours such as problem gambling. This study aimed to compare gambling behaviour among SMM and examine potential risk factors (erroneous gamblin...
Article
Full-text available
Background and aims A literature exists on the structural characteristics of electronic gambling machines (EGMs), which are design innovations that can promote spending excessive time and money on these games. Fixed-odds sports betting products, where bettors place sports bets against a bookmaker, have also seen significant innovations in recent ye...
Preprint
Full-text available
Pickering and Blaszczynski (2021) purport to show that the problem gambling rate is inflated in paid online convenience and crowdsourced samples. Unfortunately there is a critical methodological flaw that undermines their findings: they combined problem gambling rates from samples that are specific by design (e.g., at-least monthly sports bettors),...
Article
Full-text available
Background and aims Loot 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. Methods An...
Preprint
Background and aims: A literature exists on the structural characteristics of electronic gambling machines (EGMs), which are design innovations that can promote spending excessive time and money on these games. Fixed-odds sports betting products, where bettors place sports bets against a bookmaker, have also seen significant innovations in recent y...
Thesis
Insight is when a sudden thought pops into the mind and is associated with the experience called the Aha! moment. Research indicates that problem-solving using insight leads to higher accuracy than when using analytical strategies. However, critics suggest methodological flaws limit the ability to differentiate insight from analysis and that previo...
Book
Full-text available
Please note that the abstract here consists of parts of the executive summary of the report, and that the full executive summary and report should be read to put all findings into context. The NSW Office of Responsible Gambling (ORG) commissioned this study into gambling and simulated gambling amongst young people aged 12-17 years in NSW. The stud...
Article
Full-text available
Electronic gaming machines (EGMs) are recognised as one of the most harmful gambling forms, because they promote high-speed repetitive gambling and automatically reinvest winnings. These features, amongst others, make it difficult for EGM gamblers to keep track of their play. Tools to assist gamblers exist, but have limited effectiveness because th...
Article
Full-text available
Previous research has established direct messages (such as emails and text messages) are a widely seen form of advertising and are highly influential on sports betting and race betting behaviour. Nevertheless, few studies have examined the specific content of these messages, and whether their content is related to account-holders’ betting behaviour...
Article
Full-text available
Gambling is considered a public health issue by many researchers, similarly to alcohol or obesity. Statistical risk warnings on gambling products can be considered a public health intervention that encourages safer gambling while preserving freedom of consumer choice. Statistical risk warnings may be useful to gamblers, given that net gambling loss...
Experiment Findings
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Plain English Statement 'The differential effect of disclosure statements on loot box attitudes' Loot boxes are very controversial because they are quite like gambling but are not treated as a gambling product in most places in the world. Loot boxes may include disclosure statements, that explain how likely you are to win a prize of great value. Th...
Preprint
The UK is rare in allowing a number of gambling forms to be used legally by children under the age of 18. Some previous research indicates that adult problem gamblers are more likely to recollect using these products as children. However, no research has as yet assessed recollected levels of use irrespective of adult gambling status, or investigate...
Article
Full-text available
The UK is rare in allowing a number of gambling forms to be used legally by children under the age of 18. Some previous research indicates that adult problem gamblers are more likely to recollect using these products as children. However, no research has as yet assessed recollected levels of use irrespective of adult gambling status, or investigate...
Article
Full-text available
Betting on sport is one of the fastest developing forms of gambling internationally. Sports betting is attracting considerable scholarly, media, and regulatory attention due to the cultural salience of sport, and the rising public health concerns about the rapid proliferation and penetration of betting products in everyday life. Despite its global...
Article
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Background and aims: The UK allows a number of gambling products to be legally used by people under the age of 18. The aim of this study was to explore associations between recalled legal usage of five youth gambling products and adult disordered gambling. Methods: A retrospective cross-sectional study of 1,057 adult UK gamblers, aged 18-40. Rec...
Preprint
The UK is rare in allowing a number of gambling forms to be used legally by children under the age of 18. Some previous research indicates that adult disordered gamblers are more likely to recollect using these products as children. However, no research has as yet assessed recollected levels of use irrespective of adult gambling status, or investig...
Preprint
Background and aims: The UK allows a number of gambling products to be legally used by people under the age of 18. The aim of this study was to explore associations between recalled legal usage of five youth gambling products and adult disordered gambling.Methods: A retrospective cross-sectional study of 1,057 adult UK gamblers, aged 18 – 40. Recal...
Article
The awareness of and attitudes toward gut health, probiotics, prebiotics and factors associated with probiotics use in Australian adults have been explored in a cross-sectional study using CQUniversity’s National Social Survey (N = 1,265; 667 females). 58.9% of the participants were probiotics users, who were most commonly identified as female, you...
Article
Full-text available
Stigma associated with gambling disorder is complex, and is a key obstacle that prevents sufferers from seeking early help for their condition. However, little research has addressed how best to reduce gambling stigma. This study explored the effectiveness of video intervention styles, that have been used to reduce public stigma for conditions such...
Article
Full-text available
The present study aimed to explore how food or substance consumption (e.g., experiencing hunger, or having consumed alcohol or recreational drugs) could shape consumer impulsive spending on sports betting products. Based on a large online sample of Australian sports bettors, we found that participants with higher hunger level, or having consumed mo...
Article
Full-text available
Purpose of Review This review summarizes recent studies of adolescent gambling in Australia and overseas. Its purpose is to examine variations in participation in gambling activities, including land-based and Internet gambling, and in measurement approaches to studying gambling-related problems. Recent Findings Between 15 and 80% of young people r...
Article
Full-text available
Objectives Shift workers routinely obtain inadequate sleep, which has major health and wellbeing consequences. Sleep hygiene describes a range of behaviours, lifestyle and environmental factors that can support optimal sleep. To date, limited research has examined sleep hygiene in shift workers. This study aimed to 1) assess the knowledge and under...
Article
Full-text available
Objective To report the comparative rates, average length of stay and cost per episode of hospital management for self-harm in three age cohorts: 15–19 years, 20–24 years and 25–29 years; by sex and indigeneity. Design, setting, participants A secondary data analysis of the Australian Institute of Health and Welfare (AIHW) dataset between 1st Janu...
Preprint
The potential effects of exposing children aged under 18 to gambling is an area of concern for researchers and policy-makers around the world. The UK is rare in that it allows for a number of gambling products to be legally used by people under the age of 18. The present research is a retrospective cross-sectional study of 1,052 adult UK gamblers,...
Article
Full-text available
Electronic gaming machines (EGMs) are widely used and the gambling product most commonly associated with harmful gambling. Understanding factors that increase the risk of problematic EGM play is therefore important. Previous studies into risk factors for EGM gambling have used measures of problem gambling based on an individual’s total gambling act...
Article
Full-text available
Gambling is embedded in Australian cultural history, and perceived as a normal, legitimate leisure activity. Despite this normalisation, people who experience gambling problems are heavily stigmatised which can lead to a variety of harms that extend beyond the individual. The stigma from the general public appears to be based on a stereotype of a t...
Article
Full-text available
Gambling-related harm has become a key metric for measuring the adverse consequences of gambling on a population level. Yet, despite this renewed understanding in contemporary research, little exploration has been conducted to evaluate which instrument is best suited to capture the harmful consequences of gambling. This study was designed with the...
Article
Monetized video games have received academic and regulatory scrutiny following concerns that these products may foster addiction-like behaviors, including compulsive spending. Previous studies have reported that individuals with markedly higher in-game financial expenditure are more likely to endorse symptoms of addictive behavior (i.e., gaming or...
Experiment Findings
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Plain English statement summarising results from work done by my Honours student, Nathaniel Hill
Article
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Studies examining risk factors for problem gambling amongst sports bettors have used screens that assess gambling problems in general. Because people experiencing gambling-related problems tend to gamble on multiple forms, it is unclear whether problems identified amongst sports bettors are due to sports betting itself. The present study examined a...
Article
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Gambling exposes people to risk for harm, but also has recreational benefits. The present study aimed to measure gambling harm and gambling benefits on similar scales using two novel methods adapted from the Burden of Disease approach (McCormack et al. in Psychol Med 18(4):1007–1019, 1988; Torrance et al. in Health Serv Res 7(2):118–133, 1972) to f...
Article
Recent research has shown an association between the viewing of wagering advertising, which often presents inducements to gamble, and maladaptive sports-betting behaviours; however, the mechanisms underlying the development of the intention to gamble remains relatively understudied. Eye-tracking and tonic electrodermal activity was recorded from 59...
Article
Full-text available
Prior studies have identified self-regulatory strategies that are infrequently used by problem-gamblers, but which might be protective if used. However, guidelines with evidence-based safe gambling practices (SGPs) that prevent gambling-related harm are lacking. This study aimed to: 1) identify a parsimonious set of evidence-based SGPs that best pr...
Article
Full-text available
A major obstacle to understanding how expenditure varies amongst people who gamble is the difficulty of obtaining accurate expenditure data from individual gamblers. To overcome the shortcomings of retrospective self-reports, this study used a prospective ecological momentary assessment (EMA) design to capture these data every 24/48 hours. It aimed...
Article
Full-text available
A proliferation of wagering advertising has raised concerns about its effects, especially on vulnerable gamblers. This study examined exposure to wagering advertisements and inducements, and their reported influence on the size, frequency and riskiness of bets placed—amongst regular bettors and by gambler risk group. An Ecological Momentary Assessm...
Article
Full-text available
Most research on gambling focuses on the negative consequences associated with excessive consumption, which implicitly leads to a reduction in health and wellbeing. However, few studies have measured subjective wellbeing with respect to gambling involvement, and almost none has attempted to distinguish the separate effects of consumption and proble...
Article
Full-text available
Background and aims: The broadcast of wagering advertisements during televised sports matches has been associated with various adverse outcomes. In order to counter these effects, legislative bodies require wagering operators to include responsible gambling messages in their advertisements; however, the effectiveness of these messages is unclear....
Article
Background Universal suicide education and awareness training in schools are promising suicide prevention initiatives. This study aims to evaluate a suicide awareness training (safeTALK) and to model potential return on investment (ROI) on a population basis. SafeTALK, comprises a 3-h education session, and has been delivered to secondary school st...
Article
Full-text available
Background and aims: Incentives for wagering products can provide extra value to gamblers. However, there is no financial reason why this added value should lead people to take greater gambling risks. This study aimed to experimentally test if wagering incentives cause gamblers to choose higher-risk (long odds) bets than un-incentivized bets. Met...
Article
Full-text available
Wagering inducements with bonus bets are prominently marketed and often have play-through conditions requiring further expenditure. However, these conditions are not usually presented in the inducement advertisement and may be difficult to locate. The play-through conditions themselves are complex and may lead bettors to miscalculate the inducement...
Article
Full-text available
Individual differences in the risk of developing gambling-related harm play an important role in theoretical models and practical interventions. The present study attempted comprehensive measurement and evaluation of 25 known risk factors for gambling-related harm in order to determine which factors provided large and unique explanatory power. We s...
Article
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Sports betting is increasing worldwide, with an associated increase in sports betting-related problems. Previous studies have examined risk factors for problem gambling amongst sports bettors and have identified demographic, behavioural, marketing, normative and impulsiveness factors. These studies have generally compared those in problem gambling,...

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