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Motivators for Change and Barriers to Help-Seeking in Australian Problem Gamblers
Shame, denial and social factors were identified as the most significant barriers to change rather than a lack of knowledge, or dislike of, treatment agencies.
Video Game Structural Characteristics: A New Psychological Taxonomy
Excessive video game playing behaviour may be influenced by a variety of factors including the structural characteristics of video games. Structural characteristics refer to those features inherent
Peer and teacher bullying/victimization of South Australian secondary school students: prevalence and psychosocial profiles.
The results showed that students could be clearly differentiated according to the type of victimization they had experienced, and boys were significantly more likely to be bullied than girls, with the highest rates being observed amongst boys attending single-sex government schools.
An international perspective on youth gambling prevalence studies.
Adolescent gambling prevalence studies that have been carried out in North America, Europe, and Oceania are reviewed to assess the impact of survey methods on identified prevalence rates and to improve the measurement of problem gambling among adolescents.
Problem gambling and harm: Towards a national definition
The Ministerial Council on Gambling is comprised of the Ministers responsible for gambling in each State and Territory Government and the Australian Government. The objective of the Council is to
The Stubborn Logic of Regular Gamblers: Obstacles and Dilemmas in Cognitive Gambling Research
Drawing evidence from recent research into gambling-related cognitions, this paper examines the key elements of irrational-belief systems and how this work might usefully inform the design of future consumer information initiatives.
The Convergence of Gambling and Digital Media: Implications for Gambling in Young People
This paper overviews some of the available monetary and non-monetary forms of gambling within new digital and online media and monetary forms of games with gambling-like experiences and suggests that new gambling technologies may make gambling more accessible and attractive to young people.