cognitive distortions as a problem gambling risk factor in internet gambling
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Cognitive distortions as a problemgambling risk factor in InternetgamblingTerri-Lynn MacKay a & David C. Hodgins aa Addictive Behaviours Laboratory, Department of Psychology ,University of Calgary , CanadaPublished online: 19 Jan 2012.
To cite this article: Terri-Lynn MacKay & David C. Hodgins (2012) Cognitive distortions as a problemgambling risk factor in Internet gambling, International Gambling Studies, 12:2, 163-175, DOI:10.1080/14459795.2011.648652
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Cognitive distortions as a problem gambling risk factor in Internetgambling
Terri-Lynn MacKay* and David C. Hodgins
Addictive Behaviours Laboratory, Department of Psychology, University of Calgary, Canada
(Received 23 May 2011; final version received 7 December 2011)
The purpose of this study was to examine the role of cognitive distortions in Internetgambling. The primary objectives were to determine whether cognitive distortionspredict Internet gambling and investigate whether distorted gambling-relatedcognitions are associated with problem gambling severity among online gamblers.Three hundred and seventy four undergraduate participants (143 online gamblers, 172males) completed an online questionnaire looking at demographics, play-relatedvariables (duration, frequency and expenditures of play) and cognitive distortions.Variables were entered into a logistic regression model to predict online gambling.Three variables made independent contributions to predicting Internet gambling: malegender, higher frequency of play, and cognitive distortions. A hierarchical linearregression analysis with Internet gamblers revealed that cognitive distortionsaccounted for a proportion of the variance in problem gambling severity beyondvariance accounted for by demographic variables and level of gambling involvement.Results suggest that cognitive distortions are a risk factor in online gambling.
Keywords: Internet gambling; problem gambling; cognition; irrational beliefs;erroneous beliefs
Introduction
Over the past 20 years, gambling availability has increased dramatically and the level of
commercial global growth is qualitatively different from what has been seen in the past.
The omnipresence of contemporary gambling is being influenced by technology and the
most recent advancement is for gamblers to access games via the Internet. There has been
a dearth of empirical studies into the sequelae of Internet gambling despite extant literature
showing that online gamblers are more likely to report disordered gambling behaviour
when compared to gamblers that have never placed a wager on the Internet (Griffiths &
Barnes, 2008; Griffiths, Wardle, Orford, Sproston, & Erens, 2009; Ladd & Petry, 2002;
Olason et al., 2011; Petry, 2006; Petry & Weinstock, 2007; Potenza et al., 2011; Wood &
Williams, 2009).
Cognitive factors have been implicated as contributing to problem gambling and could
play a role in influencing the higher rates of disordered gambling observed in online
players. The different types of cognitive distortions that may exert an influence on
gambling behaviour have been categorized by: perceived skill, superstitions or ability to
control outcomes, selective recall, flawed perceptions of randomness and attributional
distortions (Blaszczynski & Nower, 2007; Hodgins & Holub, 2007). Research has shown
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*Corresponding author. Email: [email protected]
International Gambling Studies
Vol. 12, No. 2, August 2012, 163–175
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that 70% of vocalizations during gambling situations contain erroneous beliefs (Gaboury
& Ladouceur, 1989) and irrational cognitions account for up to 75% of thoughts while
gambling (Delfabbro & Winefield, 2000). When examining a variety of gambling-related
cognitive heuristics, researchers have found that pathological gamblers have a higher
percentage of verbalizations related to luck and skill when compared to recreational
gamblers (Baboushkin, Hardoon, Derevensky, & Gupta, 2001). Previous research has
demonstrated that problem gamblers have an inflated perception of their own skill
(Toneatto, Blitz-Miller, Calderwood, Dragonetti, & Tsanos, 1997) and endorse more
irrational beliefs about gambling when compared to social gamblers (Joukhador,
MacCallum, & Blaszczynski, 2003).
Research has shown that certain types of gambling activities are more likely to
encourage misperceptions about control and foster erroneous beliefs. Lund (2011) found
that game preference moderated the relationship between irrational thinking and gambling
frequency, with a stronger effect for such formats as Internet gambling. There are many
aspects of online gambling that could perpetuate distorted cognitions. Parke and Griffiths
(2006) have described how structural characteristics of the gambling medium could
decrease the salience of losses and lead players to have distorted perceptions about
winning. Cole, Barratt, and Griffiths (2011) found that gamblers placed higher bets and
made riskier bets in the online environment than in a casino environment. They noted that
gamblers vocalized less salience in using virtual roulette chips online when compared to
gambling with actual chips in a casino. They also noted a higher event frequency in online
games (i.e. games were faster) that could have contributed to the Internet gamblers placing
higher wagers. Internet software providers increase player engagement by creating real
life gaming environments (e.g. pkr.com, partycasino.com), which could increase a
gambler’s belief in their ability to control outcomes when playing simulated games. For
example, a player may feel a stronger sense of mastery when gambling on the Internet
versus in a casino environment or tournament play because unlike the casino, there are less
external stimuli for distraction and the player has command over the pace and timing of
play. Experience and ease with the online medium could lead players to believe that they
have more control than they actually do. It has been shown that familiarity with the
gambling modality perpetuates mistaken confidence in ability (Cantinotti, Ladouceur, &
Jacques, 2004).
Many sites offer the individual the opportunity to learn and practise games prior to
wagering money. Success and increased familiarity with practice sites could lead players
to a distorted sense of control. Demonstration modes have been shown to offer higher odds
than the actual games (Sevigny, Cloutier, Pelletier, & Ladouceur, 2005) which could give
players a false perception of being adept because they would be more likely to experience
wins in the demonstration mode than on the actual game. Experimental research has
shown that gamblers who have experienced a win have higher levels of erroneous beliefs
when compared to losing players (Monaghan, Blaszczynski, & Nower, 2008). Research
has also demonstrated that near wins and frequent wins contribute to irrational thinking in
gamblers (Ladouceur, Gaboury, Dumont, & Rochette, 1988) and are associated with
problem gambling (Turner, Zangeneh, & Littman-Sharpe, 2006). Advertising for online
sites could potentially serve to inflate a player’s sense of control by insinuating that
average players will experience monetary success. Research has shown that advertising
can trigger the urge to gamble (Grant & Kim, 2001). Advertising for Internet gambling
sites may be particularly persuasive in jurisdictions where offline gambling venues are
prohibited from advertising and consumers are unaccustomed to promotional gambling
messages. Moreover, advertising of demonstration sites may not be subject to the same
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restrictions as real-money sites, and messages about a player’s chances for success could
be misleading.
While no studies have specifically addressed the role of distorted cognitions with
Internet gamblers, Cotte and Latour (2009) conducted a qualitative investigation to
explore differences between those individuals who gamble online and those who gamble
in casinos. Although the results may not be generalizable due to the small sample size,
their findings warrant consideration. They concluded that online gamblers perceive that
they have greater control over their environment, their finances and the outcome of the
games when compared to casino gamblers or themselves in a casino environment. The
authors described that this sense of control often leads to playing for longer periods of
time. The authors noted, ‘There exists among online gamblers a dangerous illusion of
control over outcomes, monetary spending and time commitment’ (p. 751). They found
that online gamblers were more inclined to play purely for the challenge and monetary
incentive than casino gamblers who described various motivations for play (e.g. social
aspect). This finding is an important consideration because research has shown that
distorted cognitions can moderate the relationship between risky gambling practices and
spending, and risky gambling practices and tolerance (Miller & Currie, 2008). If Internet
gamblers are engaging in risky practices (such as spending more time and money
gambling) then distorted cognitions could be influencing the relationship with problem
gambling severity. It may be the case that problem gambling rates are higher among
Internet gamblers because those individuals differ in significant ways from individuals
who would opt to only gamble in land-based establishments. Shaffer and colleagues have
argued that the Internet is not inherently addictive, contending that it is the interplay of the
individual with the activity that determines level of involvement (Shaffer, 1996; Shaffer,
Hall, & Vander Bilt, 2000).
Only a handful of studies to date have directly compared samples of Internet and non-
Internet gamblers to examine variables differentiating the two populations. Germane to the
current investigation is research showing that Internet gamblers are more likely to be male
(Griffiths & Barnes, 2008; Griffiths, Wardle, et al., 2009; Wong, 2010), younger (Ladd &
Petry, 2002; Griffiths, Wardle, et al., 2009) and to gamble at a greater frequency (Griffiths
& Barnes, 2008; Wood & Williams, 2009) when compared to non-Internet gamblers.
A small number of investigations have reported factors associated with problem gambling
severity in Internet gambling. Research has shown that online problem gambling is
associated with gambling on multiple activities (Lloyd et al., 2010; Wood & Williams,
2009), higher frequency or longer play duration (Griffiths, Parke, Wood, & Rigbye, 2009;
Hopley & Nicki, 2010; McBride, & Derevensky, 2009), higher expenditures (McBride &
Derevensky, 2009; Wood & Williams, 2009) and a greater number of gambling fallacies
(Wood & Williams, 2009).
The primary objectives of this study were to determine whether cognitive distortions
predict Internet gambling involvement and to investigate whether distorted gambling-
related cognitions are associated with problem gambling severity among online gamblers.
It was hypothesized that cognitive distortions would independently predict online from
offline gamblers and would account for a proportion of variance in problem gambling
severity. Gender and age were included as covariates because they have been shown to be
associated with Internet gambling (Griffiths & Barnes, 2008; Griffiths, Wardle, et al.,
2009; Ladd & Petry, 2002; Wong, 2010). Similarly, the level of involvement in gambling
on all formats (frequency, duration, expenditures) was included as covaraites because
previous research has shown that heavily involved gamblers are more likely to wager
online (Griffiths & Barnes, 2008; Wood & Williams, 2009). The Gambler’s Beliefs
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Questionnaire (Steenbergh, Meyers, May, & Whelan, 2002) was chosen as the measure of
cognitive distortions because it is a commonly used measure of gambling-related
distortions grounded in theory, reviewed by experts and validated with empirical evidence.
Method
Participants
Three hundred and seventy four undergraduate participants (143 online gamblers, 172
males) were recruited from the Research Participation System (RPS) of a large Canadian
university. The sample size exceeded the recommended rule of thumb for stepwise logistic
regression of at least 10 cases per independent variable (Harrell, Lee, Califf, Pryor, &
Rosati, 1984). The mean age of participants was 21 years old (range ¼ 18–52; SD ¼ 4.0)
with an average of three years of post-secondary education. The sample included students
from 11 different faculties. Respondents had to speak English, be at least 18 years of age
and have gambled at least once in the past month to participate. Internet gamblers (defined
as betting money online at least once in the past month) were over sampled to yield similar
cell sample sizes for logistic regression analysis. The decision to use an undergraduate
sample comes from the higher prevalence rates of Internet gambling among college and
university students (Griffiths & Barnes, 2008; Petry & Weinstock, 2007) than those found
in general population surveys (Wood & Williams, 2009).
Procedure and measures
The Conjoint Faculties Research Ethics Board granted ethical approval for this study.
Participants were recruited to take part in an online study presented as ‘gambling among
university students’. When participants signed up in the RPS they were given a link to the
online survey tool, Survey Monkey, and a password to access the survey. It was decided
that an online survey would be most advantageous for recruiting and testing a large
number of participants to ensure a sufficient sample size for the number of variables.
Research has shown that online surveys are comparable in validity to traditional data
collection methods (Gosling, Vazire, Srivastava, & John, 2004).
Each type of gambling activity was queried separately. Types of gambling behaviour
in land-based forms included: video lottery terminals (VLTs), slots, casino poker, casino
table games (e.g. blackjack, roulette), poker with friends, instant win, raffles, sports select
(parlay sports betting), sports pools, bingo, games of skill (e.g. pool, darts) and video
games. Types of gambling behaviour queried for online gambling included: casino games,
poker against the machine, poker against other players, sportsbooks, bingo, skill games
(e.g. solitaire, dominos, suduko, treasure hunts), betting exchanges, backgammon and
online role-playing games for money.1 Information was gathered about demographics
(gender, age), gambling behaviour (frequency, duration, expenditures) and gambling
initiation (i.e. in an online or land-based format). Participants also completed the
following two measures:
Problem Gambling Severity Index (PGSI)
The PGSI is a subsection of the Canadian Problem Gambling Index (Ferris & Wynne,
2001) designed to measure the severity of gambling problems. The PGSI asks participants
to rate how much statements apply to them within the past 12 months on a four-point scale
(never, sometimes, most of the time, almost always). Scores on the PGSI are continuous
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and are used to classify gambling behaviour as non-problem (score of 0), low-risk (score
of 1–2), moderate-risk (score of 3–7) or problem gambling (score of 8–27). The PGSI has
a Cronbach’s alpha reliability coefficient of .84, an internal reliability of .72, and a three-
to four-week test-retest reliability of .78 (Ferris & Wynne, 2001). The PGSI was designed
for use with non-clinical populations, is comparable to DSMmeasures (Abbott & Volberg,
2006), and useful for looking at gradations of severity.
Gamblers’ Beliefs Questionnaire (GBQ; Steenbergh et al., 2002)
The GBQ was designed as a self-report measure of gambling related cognitive distortions.
It consists of 21 questions rated on a seven-point Likert scale where respondents rate items
from ‘strongly agree’ to ‘strongly disagree’. Higher scores indicate more gambling related
cognitive distortions with the total scores ranging from 21 to 147. The instrument is
comprised of two closely related constructs of luck/perseverance and illusion of control.
The test was originally validated against the Massachusetts Gambling Screen DSM–IV
Questionnaire (MAGS DSM–IV; Shaffer, LaBrie, Scanlan, & Cummings, 1994) and the
South Oaks Gambling Screen (SOGS; Lesieur & Blume, 1987). The scale has an internal
consistency of .92 and a two-week test retest reliability of .77 (Steenbergh et al., 2002).
Data manipulation
Participants were removed if they completed the survey more than once (n ¼ 5), did not
complete at least 10% of the survey (i.e. only answered demographic information and did
not answer any gambling-related questions; n ¼ 10), or did not report any gambling
behaviours (n ¼ 11). When possible, scale scores were pro-rated when 10% or less of the
responses were missing. The age variable had missing values so missing participant ages
were estimated with a regression substitution. The expenditures variable had outliers
in the positive (n ¼ 7) and negative (n ¼ 1) direction so outliers above two standard
deviations were replaced with the next highest value þ 1 or 2 1 (Field, 2009; Tabachnick
& Fidell, 2007).
Results
As predicted, Internet gamblers had higher problem severity and were more likely to be
problem gamblers with a mean PGSI score of 3.52 (SD ¼ 3.39) compared to 1.56
(SD ¼ 2.38) for non-Internet gamblers, t(371) ¼ 26.55, p , .001. Less than 15% of
Internet gamblers were classified as non-problem gamblers by the PGSI, with 35.7%
classified as low risk, 40.6% as moderate risk and 10.5% classified as problem gamblers.
For non-Internet gamblers, 46.1% were classified as non-problem gamblers, 34.3% as low-
risk, 14.3% as moderate risk and 5.2% as problem gamblers, x 2(3, N ¼ 373) ¼ 51.72,
p , .001. Similarly, Internet gamblers were more likely to report gambling problems by
answering in the affirmative to the PGSI item: ‘Have you felt you ever had a problem with
gambling’, x 2(3, N ¼ 373) ¼ 9.66, p , .05. Seventeen percent of Internet gamblers
positively endorsed this statement compared to 7% of those that did not gamble online.
The following variables were entered into a logistic regression equation to predict
Internet gambling: gender, age, frequency of play, average duration of play, expenditures,
PGSI and GBQ. All assumptions of logistic regression analyses were tested including ratio
of cases to variables, linearity of the logit, multicollinearity and outliers (Field, 2009). In
accordance with conventional rules for identifying multicollinearity, all tolerance values
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were less than 0.1 and no Variance Inflation Factors values were greater than 10 (Myers,
1990). Having wagered on the Internet was coded one (1) in the binary dependent variable.
The final model was significant (x 2(7) ¼ 92.34, p , .001), correctly predicting 71% of
gamblers (49% of Internet gamblers and 86% of non-Internet gamblers) indicating that the
final model was superior to the 61% predicted from the constant only model (100% non-
Internet gamblers). Significant variables in the final model included gender (with males
being more likely to gamble online, OR ¼ 0.55, 95% CI ¼ 0.32–0.94, p , .05),
frequency of play (online gamblers having a higher frequency of play, OR ¼ 1.20, 95%
CI ¼ 1.11–1.30, p , .001) and GBQ (online gamblers having more distortions,
OR ¼ 1.02, 95% CI ¼ 1.01–1.04, p , .001). The regression analysis yielded an effect
size of .31 (Nagelkerke R 2). The results of the logistic regression are summarised in
Table 1.
Online gamblers were more likely to report cognitive distortions with an average score
of 73.98 (SD ¼ 23.34) on the GBQ compared to 54.61 (SD ¼ 23.68) for non-Internet
gamblers, t(366) ¼ 7.67, p , .001. Online gamblers were more likely to gamble on a
greater variety of activities (M ¼ 6.08, SD ¼ 2.00) compared to gamblers who had not
wagered on the Internet (M ¼ 3.54, SD ¼ 1.63), t(371) ¼ 212.82, p , .001. Internet
gamblers were also more likely to wager on land-based activities (M ¼ 4.43, SD ¼ 1.71)
when compared to non-Internet gamblers (M ¼ 3.54, SD ¼ 1.63), t(371) ¼ 24.94,
p , .001.
An additional multiple regression analysis was conducted with Internet gamblers to
determine which variables would contribute to problem gambling severity level among
this group. Demographic variables were entered in the first step (model 1), including
gender and age. Play variables were entered into the second step (model 2), including
frequency of play, average duration of play, and expenditures. The GBQ was entered into
the third step (model 3). As shown in Table 2, the first model in the multiple regression
analysis just approached significance, F(2, 139) ¼ 3.15, p ¼ .05 (AdjR 2 ¼ .03). Models
2, F(5, 139) ¼ 7.30, p , .001, (AdjR 2 ¼ .19) and 3, F(6, 139) ¼ 13.06, p , .001,
(AdjR 2 ¼ .34) were significant. In the final model, frequency of play and GBQ were
significant independent predictors of problem gambling severity.
In order to control for problem gambling status, an additional analysis was conducted
to determine whether there were differences between Internet problem gamblers and non-
Internet problem gamblers. There were no significant differences between these two
groups in terms of gender x 2(1, N ¼ 27) ¼ 0.68, p . .05, PGSI score, t(25) ¼ 1.81,
Table 1. Logistic regression analysis for predicting Internet gamblers from non-Internet gamblers.
Variable B(SE) Wald Odds Ratio (95% CI)
Gender 20.60 (0.28) 4.75 0.55* (0.32–0.94)Age 20.08 (0.04) 3.13 0.93 (0.85–1.01)Frequency of play 0.18 (0.04) 22.45 1.20*** (1.11–1.30)Average duration of play 20.00 (0.00) .06 1.00 (0.99–1.01)Expenditures 0.00 (0.00) .21 1.00 (1.00–1.00)PGSI 0.02 (0.06) .08 1.02 (0.91–1.13)GBQ 0.02 (0.01) 12.75 1.02*** (1.01–1.04)Constant 21.31(0.98) 1.79 .27
Note: R 2 ¼ .23 (Cox & Snell), .31 (Nagelkerke). Model x 2(7) ¼ 92.34, p , .001. PGSI ¼ Problem GamblingSeverity Index; GBQ ¼ Gamblers’ Beliefs Questionnaire.
*p , .05, ***p , .001.
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p . .05, gambling frequency, t(25) ¼ 1.23, p . .05, or cognitive distortions,
t(25) ¼ 1.53, p . .05.
Discussion
The present study was designed to investigate differences between Internet and non-
Internet gamblers on cognitive distortions and to examine the influence of cognitions on
problem gambling severity among online gamblers. Consistent with previous research,
Internet gamblers were more likely to report disordered gambling behaviour when
compared to non-Internet gamblers. It is difficult to make direct comparisons and contrasts
to problem gambling rates in the existing Internet gambling literature because previous
studies have used the SOGS (Griffiths & Barnes, 2008; Ladd & Petry, 2002; Petry, 2006;
Petry & Weinstock, 2007), DSM criteria (Griffiths, Wardle, et al., 2009), adolescent
samples (Olason et al., 2011; Potenza et al., 2011) or random digit dialling of general
population samples (Wood & Williams, 2009). However, as with the aforementioned
studies, it remains substantiated that Internet gamblers endorse more problematic
behaviours when compared to non-Internet gamblers. The problem gambling rate among
Internet gamblers measured by the PGSI was 10.5% compared to 5.2% for non-Internet
gamblers.
Factors associated with both level of gambling involvement and the individual exerted
an influence to predict whether someone had gambled on the Internet. Significant
contributing variables to a prediction of online gambling included gender, frequency of
play and cognitive distortions. Similarly, higher frequency of activity and more distorted
gambling beliefs were associated with problem severity among online gamblers in the
final regression model. The hierarchical regression analysis revealed that distortions
accounted for a proportion of the variance in problem severity beyond the variance
accounted for by demographic variables and level of involvement in gambling activities.
Table 2. Hierarchical multiple regression analysis for variables predicting problem gamblingseverity among Internet gamblers.
Variable B SE B ß
Step 1Gender 21.27 0.57 2 .19*Age 20.15 0.12 2 .10
Step 2Gender 20.22 0.56 2 .03Age 20.18 0.12 2 .12Frequency of play 0.24 0.05 .41***Average duration of play 0.01 0.01 .10Expenditures 0.00 0.00 2 .02
Step 3Gender 0.22 0.51 .03Age 20.11 0.10 2 .07Frequency of play 0.16 0.05 .28**Average duration of play 0.00 0.01 .04Expenditures 20.00 0.00 2 .05GBQ 0.07 0.01 .45***
Note: AdjR 2 ¼ .03 for step 1; DAdjR 2 ¼ .16 for step 2 ( ps , .001); DAdjR 2 ¼ .16 for step 3 ( ps , .001).GBQ ¼ Gamblers’ Beliefs Questionnaire.
*p , .05, **p , .01, ***p , .001
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The degree of cognitive distortions significantly differentiated participants who had
gambled online with those that had not wagered on the Internet. Online gamblers had a
mean score of 74 on the GBQ compared to 55 for non-Internet gamblers. As a point of
comparison, research has shown that pathological gamblers (MAGS DSM-IV) score 76
compared to 54 for non-pathological gamblers on the GBQ. Similarly, on the SOGS,
pathological gamblers have been shown to score 71 compared to 53 for non-problem
gamblers (Steenbergh et al., 2002). On average, Internet gamblers are scoring similar to
pathological gamblers on measures of disordered gambling.
The implication in these findings is not one of causality. There are a number of
plausible reasons as to why Internet gamblers would have higher levels of cognitive
distortions. It could be the case that individuals who have a belief in a superior gambling
proficiency are more heavily involved and persevere in the inaccurate belief that they can
control outcomes. Regular gamblers have been shown to believe that they possess above
average skills in slot machine play when compared to non-regular players (Griffiths,
1990). When compared to offline gamblers, online gamblers in the current study were
more likely to endorse a belief in a superior skill set (e.g. my knowledge and skill in
gambling contribute to the likelihood that I will make money; my gambling wins are
evidence that I possess skill and knowledge related to gambling; I have more skills and
knowledge related to gambling than most people who gamble). As a speculative
observation, Internet gamblers may have unrealistic expectancies about future winnings
because of their assumptions of control in the gambling environment.
Research has shown that Internet gamblers endorse playing to enhance their ability
(Hopley & Nicki, 2010) and gamblers with a preference for games that contain elements of
skill have a greater illusion of control over outcomes (Myrseth, Brunborg, & Eidem,
2010). The belief in a superior skill base in the absence of an actual proficiency is a factor
of consideration. Internet gamblers may believe that they are ameliorating game play
through practice, despite their repeated losses. As such, these individuals may view
persistence in the face of financial failure as fortitude and sacrifice to hone skills.
Gambling sites may perpetuate this belief with messages implying that players can
increase their skill level with ongoing practice and investment. Although some individuals
may increase their skill through practice, it is not a likely outcome for the average gambler
and could come at the cost of monetary losses. If cognitions moderate the relationship
between risky practices and gambling intensity as research has shown (Miller & Currie,
2008), then the relative intractable nature of beliefs among Internet gamblers could serve
to exacerbate problem gambling vulnerability.
An additional explanation is that gamblers who are already experiencing problems are
more likely to gamble on multiple formats, to gamble online and to have more cognitive
distortions. Similarly, young men may be more likely to experience problems and to
gamble on the Internet. The compound nature of these risk factors could explain higher
levels of problem gambling severity. An alternative explanation is that individuals who are
attracted to Internet gambling are more likely to have certain personality characteristics
(e.g. are competitive in a controlled way) that allows them to be successful or to believe
that they are successful.
It may be that online gamblers enjoy moving away from the socialization aspect of the
game because it allows them to focus more intently on the game. One of the major
concerns put forth by the American Psychological Association’s Advisory Committee on
Internet Gambling was the potential for exacerbation of gambling problems due to the
solitary nature of Internet gambling (American Psychological Association, 2001). The
asocial nature of Internet gambling is a valid concern. This shift from a social to a solitary
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activity is particularly detrimental to those susceptible to problem gambling. Research has
demonstrated that problem gamblers are more likely to play in isolation and to report that
at the height of their addiction, they did the majority of their gambling alone (e.g. Griffiths,
1995). Shead, Hodgins, and Scharf (2008) found that poker players who favoured
gambling in a casino or online had more gambling problems when compare to those that
play with family or friends. In their study, poker players who reported gambling
predominantly for the skill factor spent a higher proportion of time playing online
compared to players who preferred it for the socialization aspect. Similarly, Cotte and
Latour (2009) highlighted that online gamblers described being attracted to the
competitive nature of play, and the feeling of power and control in the environment.
The finding that online gamblers were more likely to be male and engage in a wide
variety of gambling formats supports previous research (Griffiths & Barnes, 2008; Wood
& Williams, 2009). Griffiths, Parke, et al. (2009) showed that problem gambling in a
student sample of online poker players was associated with increased frequency of play
and longer durations of play. Wood and Williams (2009) found that the single most
significant predictor of Internet gambling for both Canadian and international samples was
the number of gambling formats in which participants engaged. They also found that
Internet gamblers had a greater frequency of activity when gambling. LaBrie and Shaffer
(2011) found that frequency of play was a behavioural marker of problematic gambling
patterns for online sports bettors. Similarly, in the current study, frequency of play in
various formats was related to problem gambling severity. It is not surprising that Internet
gamblers have a higher frequency of play by the nature of having more formats from
which to choose. More noteworthy was that they also engage in more land-based activities
when compared to non-Internet gamblers.
Some limitations of the research should be noted. One limitation in this study is the
potential generalizability of the findings. Although an undergraduate student sample
provides benefits (convenience, less treatment related confounds, higher levels of Internet
gambling involvement, shorter gambling histories), there are also associated drawbacks.
Undergraduates tend to be younger than the general population and previous research has
shown the average age of Canadian Internet gamblers to be 36 years old (Wood &
Williams, 2009). Undergraduates may have a current lower average income compared to a
general population sample of Internet gamblers. An income discrepancy could affect the
results in terms of expenditures and negative consequences. A second point of
consideration is given to online data collection. While the general limitations to online
data collection are acknowledged (validity in responding, sampling bias, representative-
ness of the sample) it was decided that, on balance, the benefits (time, cost, larger sample
size, familiarity with the medium) outweighed the drawbacks. It is important to note that
that online gamblers also gamble in land-based establishments. A logical comparison
group for non-Internet gamblers would be Internet-only gamblers, but such a group does
not naturally occur. The lack of a ‘pure’ Internet gambling sample is an endemic part of
the research area. Wood and Williams (2007) found that none of the Internet gamblers in
their national Canadian sample gambled exclusively online. The current study used the
same type of comparison group as similar studies in the extant literature (e.g. Griffiths &
Barnes, 2008).
Implications and future directions
Theoretical models of gambling behaviour highlight the complex and interactional nature
of cognitions with biological, social and psychological factors (e.g. Sharpe, 2002).
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The precise mechanism by which cognitive distortions develop, persist and change has yet
to be established because of the multifactorial nature of gambling involvement. Thus, it is
unclear in this sample whether cognitive distortions existed before or after Internet
gambling first commenced. It could be speculated that people who choose to gamble on the
Internet were already experiencing problems or gambling at a level that could be
indicative of developing problems. The Internet may be a particularly attractive option for
gamblers who have an initial propensity towards distorting beliefs, or could serve to
engender or perpetuate distortions around control in the Internet gambling environment.
It is conceivable that there are unique cognitive characteristics in individuals who find
appeal in online gambling. Longitudinal research is needed to further delineate the
direction of this relationship. Future research examining actual online gambling behaviour
in conjunction with cognitive factors would be advantageous for understanding the
validity of the self-report data obtained in this sample.
The results of this study have implications for better understanding individual factors
that could interact with the online medium. From a responsible gambling perspective, the
results of this study point to the need for regulators to ensure sites are not engaging in
practices that will inflate or overstate the average player’s chances of success. Of
particular consideration are how vulnerable groups such as minors and pathological
gamblers could be more susceptible to irrational beliefs through exposure to online
gambling. From a treatment perspective, cognitive restructuring might be a particularly
vital therapeutic component for Internet gamblers. As we have already witnessed, new
forms of technology have the capacity to considerably change the way people gamble.
Presently, only a handful of researchers study Internet gambling despite the growing
multi-billion-dollar industry. As gambling changes and evolves, investigators need to
advance research in conjunction with industry and technology. In a recent review into the
literature on Internet gambling, Shaffer, Peller, LaPlante, Nelson, and LaBrie (2010)
argued that there is a substantial need for empirical scientific research in the area. It is
hoped that this paper will contribute to the small but growing body of research aimed at
understanding some of the unique factors influencing online gambling.
Acknowledgements
This research was funded by the Social Sciences and Humanities Research Council of Canada, theAlberta Heritage Foundation for Medical Research Endowment Fund and the Alberta GamingResearch Institute.
Note
1. It was stated explicitly in the questionnaire that this activity referred to betting money in an onlinegame.
Notes on contributors
Terri-Lynn MacKay, MA, is a doctoral candidate in the Clinical Psychology Program at theUniversity of Calgary in the Addictive Behaviours Laboratory. She received her Masters degree inBehavioural Neuroscience from the University of Manitoba. Her research and clinical interestsare aimed at understanding the psychological factors that lead to addictive behaviours and themotivational factors that influence change. Her current research focuses on Internet gambling, with aspecific focus on cognitive variables and sociological impacts.
David C. Hodgins, PhD, is a professor in the Program in Clinical Psychology in the Department ofPsychology, University of Calgary. His research interests focus relapse and recovery from substance
172 T.-L. MacKay and D.C. Hodgins
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abuse and gambling disorders. He has a particular interest in concurrent mental health disorders andbrief motivational treatment. Dr Hodgins teaches in the clinical psychology programme and has anactive cadre of graduate students. He maintains a private practice in addition to providingconsultation to a number of organizations internationally.
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