Robert Williams & Dennis Connolly University of Lethbridge AGRI Annual Convention March 27 & 28, 2003 Current Educational Initiatives to Prevent Problem Gambling largely been spear-headed by the provincial government agencies that provide treatment for substance abuse and problem gambling (e.g., AADAC, AFM). Most of these agencies have developed ongoing ‘awareness campaigns’. – 1-800, 24 hour counselling/information ‘hotlines’ – Media promotion of responsible gaming – Posters/pamphlets in gaming establishments letting people know about the signs of problem gambling and where to go for help – Videos on problem gambling – 1-2 hour presentations to high school classes or other interested groups Evaluation of the Educational Initiatives Good evidence that these initiatives increase individual awareness and knowledge (although this has been largely untested for gambling). Good evidence that over time they create community awareness, which provides support for individual change. On their own, awareness campaigns rarely have any impact on behaviour. While knowledge is a necessary antecedent to changing or preventing pathological behaviour, it is rarely sufficient on its own. More substantive school-based educational efforts are required Prevention research suggests that these programs need to be: Multi-session Interactive and engaging skill oriented A few jurisdictions have recently introduced gambling prevention programs into the schools. – – – – – – “Don’t Bet On It” in South Australia for ages 6 to 9. “Gambling, Minimising Health Risks” in Queensland for levels 5 & 6. “Facing the Odds” in Louisiana for grades 5 to 8. “Wanna Bet” in Minnesota for grades 3 to 8. “Count me Out” in Quebec for ages 8-17. “Gambling: A Stacked Deck” in Alberta for ages 13-18. However, these programs have different orientations, different lengths, and target different ages. It is somewhat unclear what the optimal program should look like. Essential that these programs be evaluated to determine what works and what doesn’t. Important to avoid the mistakes of substance abuse, where the most commonly used (and entrenched) schoolbased programs tend to be the less effective ones. University Project Introduction • young adults have the highest rates of involvement in most risky behaviours • gambling is no different • 18-24 has the highest rate of gambling participation and problem gambling • surprisingly high rates in college and university students Few initiatives targeting young adults • the few existing prevention efforts have targeted adolescents rather than young adults • this is because gambling begins at a very young age and adolescents can be accessed through their schools • Introductory Statistics is a natural fit for teaching critical thinking about gambling • no research on whether superior knowledge of gambling probabilities impacts gambling attitudes or behaviour of college and university students two literatures that would support this: • positive impact of educating problem gamblers on the nature of randomness, gambling probabilities, and errors of thinking (e.g., Ladouceur et al., 2000) • statistically trained college students have improved risk assessment and better general reasoning skills for everyday problems (e.g., Nisbett et al., 1993) Method • Intervention given in “Introduction to Probability & Statistics” in Fall/01 & Winter/02 semesters at University of Lethbridge. – 5 lectures devoted exclusively to probabilities associated with gambling. – 4 labs provided hands-on demonstrations of roulette, craps, etc. – 1 lecture on cognitive errors/gambling fallacies. – assigned supplemental text that deals exclusively with gambling probabilities. Method • 2 Intro Stats sections taught by Dennis Connolly served as Intervention Group (n=109) • 2 Intro Stats sections taught by 2 other math instructors served as Math Control Group (n=135) • a History class and Sociology class served as the Non-Math Control Group (n=85) Method • Baseline questionnaire collected & assessed: • • • • • demographic information knowledge and ability to calculate gambling odds cognitive errors common in gambling attitude toward gambling gambling behaviour (time, frequency, $, CPGI) • Questionnaire re-administered 6 months after the intervention Results - Gambling Math Skill (score range: 0 to 9) 6 Baseline 6-month Follow-up * 5 4 3 2 1 0 Intervention* Math Control NonMath Control Results - Cognitive Errors (score range: 0 to 9) Baseline 6-month Follow-up * Intervention* Math Control NonMath Control 5 4.5 4 3.5 3 2.5 2 1.5 1 0.5 0 Results - Attitudes (score range: -6 to +6) 3 Baseline 6-month Follow-up 2 1 0 -1 -2 -3 -4 Intervention Math Control NonMath Control Results - Gambling Frequency (3=2-3/month; 4=1/week) 6 Baseline 6-month Follow-up 5 4 3 2 1 0 Intervention Math Control NonMath Control Results - Gambling Time (4=2-4 hr/occasion; 5=4-8 hr/occasion) 7 Baseline 6-month Follow-up 6 5 4 3 2 1 0 Intervention Math Control NonMath Control Results - $ lost/won (-1=lost $1-$20 in past month) 3 Baseline 6-month Follow-up 2 1 0 -1 -2 -3 Intervention Math Control NonMath Control Results - Average CPGI (score range 0-27) 3 Baseline 6-month Follow-up 2 1 0 Intervention Math Control NonMath Control Discussion Improvement Odds Calculation Cognitive Errors Attitudes Gambling Behaviour No Change • Variables most strongly associated with baseline gambling behaviour • • • • Positive attitude toward gambling Asian Male Management major • Variables most strongly associated with decreases in gambling behaviour at 6month follow-up • Changes in attitude (more negative) High School Project Method • Implementation occurred at 2 sites in the Sep 2001 – Jun 2002 school year: Calgary & rural Aboriginal schools • Each site had a school that received the intervention and a school that served as the control school • Calgary involved grade 10 & 11 students • Comparisons between intervention and control conditions at pre-intervention; post-intervention; and 3-month follow-up Program Content & Format • 5 sessions long, each session 100 minutes • Interactive program with strong emphasis on skill learning and application of knowledge • Program also targeted the social environment of students receiving the program • • • • • Lesson 1: Lesson 2: Lesson 3: Lesson 4: Lesson 5: Gambling: Types & Odds Problem Gambling Gambling Fallacies Decision Making & Problem Solving Barriers to Good Decision Making & Problem Solving Gambling is part of an inter-related set of high risk/problem behaviours Psychological Problems Problem Gambling Antisocial Behaviour Substance Abuse School/Work Problems Poor Health Practises Interpersonal Problems Caused by a common set of factors Biological Environmental Self-Controlled Impulsive Abusive/neglectful Nurturing/disciplined upbringing upbringing Risk aversive Risk seeking Antisocial parental Prosocial parental Modelling modelling Stress resilient Stress vulnerable Deviant peer group Prosocial peer group Strong intellect/skills Weak intellect/skills Poor schools/ Good schools/ teachers teachers Results (Calgary) • 597 students administered the baseline questionnaire at both schools • 469/597 (79%) provided parental consent allowing questionnaire to be used • 469/469 (100%) response rate at post-intervention • 347/469 (74%) response rate at 3 month follow-up Results - Knowledge 7 * 6 * 5 4 3 2 1 0 Intervention Control Baseline Post-Intervention 3 month follow-up Results – Cognitive Errors (lower scores = fewer errors) 3 2.5 * 2 * 1.5 1 0.5 0 Intervention Control Baseline Post-Intervention 3 month follow-up Results – Odds Calculation 3.5 3 * * 2.5 2 1.5 1 0.5 0 Intervention Control Baseline Post-Intervention 3 month follow-up Results – Attitudes (higher scores = more negative attitudes) * 16 14 12 10 8 6 4 2 0 * Intervention Control Baseline Post-Intervention 3 month follow-up Results – Money Lost 1.4 1.2 1 * 0.8 Baseline 0.6 3 month follow-up 0.4 0.2 0 Intervention Control Results – Gambling Time 6 5 4 3 Baseline 3 month follow-up 2 1 0 Intervention Control Results – Gambling Frequency 6 5 4 3 Baseline 3 month follow-up 2 1 0 Intervention Control Discussion Improvement No Change ? ? ? ? Knowledge Cognitive Errors Attitudes Odds Calculation Decision Making Skills Coping Skills Money Lost Gambling Time Gambling Frequency • Variables most strongly associated with baseline gambling behaviour • • • • • • Positive attitude toward gambling More gambling fallacies Lack of gambling knowledge Risk taking Impulsivity Having won a significant sum gambling • Variables most strongly associated with decreases in gambling behaviour at 3-month follow-up • Changes in attitude (more negative) • Changes in knowledge (more knowledge) • Changes in cognitive errors (fewer) Lessons learned from these projects relevant to prevention initiatives Teaching people about gambling odds may be analogous to telling smokers about the harmful effects of smoking or drinkers about the harmful effects of drinking perhaps not that important in prevention initiatives. Developing a more negative attitude toward gambling most strongly predicts decreased gambling behaviour. Improving people’s knowledge about problem gambling appears to be important (and perhaps a mechanism by which attitudes change). Teaching people about the cognitive errors underlying gambling fallacies is important. Trying to improve generic decision making, problem solving, and coping skills is probably important.
© Copyright 2026 Paperzz