<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Gambling Disorder | Dr. Halley Pontes</title><link>https://www.halleypontes.com/tags/gambling-disorder/</link><atom:link href="https://www.halleypontes.com/tags/gambling-disorder/index.xml" rel="self" type="application/rss+xml"/><description>Gambling Disorder</description><generator>Hugo Blox Builder (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Wed, 29 Jan 2025 00:00:00 +0000</lastBuildDate><image><url>https://www.halleypontes.com/media/icon_hu2c0d45357a8b946d811db1a438f5ff34_22632_512x512_fill_lanczos_center_3.png</url><title>Gambling Disorder</title><link>https://www.halleypontes.com/tags/gambling-disorder/</link></image><item><title>Initial Development and Psychometric Properties of the Gambling Disorder Test in a Nationally Representative Sample of Adults</title><link>https://www.halleypontes.com/publication/2025/</link><pubDate>Wed, 29 Jan 2025 00:00:00 +0000</pubDate><guid>https://www.halleypontes.com/publication/2025/</guid><description>&lt;p style="text-align: center;">&lt;strong>Abstract&lt;/strong>&lt;/p>
&lt;p>Gambling disorder (GD) is an officially recognized mental health disorder. However, its
conceptualization and diagnostic criteria have changed substantially over the years due
to new clinical and epidemiological research supporting its reconceptualization from an
impulse control disorder to an addictive disorder. The evolving nature of GD led to changes
in its diagnostic approach within the 11&lt;sup>th&lt;/sup> revision of the
&lt;em>International Statistical Classification of Diseases and Related Health Problems (ICD-11)&lt;/em>.
However, no updated standardized psychometric test reflecting the latest developments exists.
Therefore, the goal of the present study was to develop and report the psychometric properties
of the Gambling Disorder Test (GDT), a brief and convenient four-item assessment instrument
reflecting the current diagnostic criteria for GD in the &lt;em>ICD-11&lt;/em>. A nationally representative
sample of British adults was recruited (&lt;em>N&lt;/em> = 1,028, &lt;em>M&lt;/em>&lt;sub>age&lt;/sub> = 46.54 years, &lt;em>SD&lt;/em>&lt;sub>age&lt;/sub> = 15.71).
The results showed a one-factor solution for the GDT and initial support for the scale’s factorial validity,
population cross-validity, criterion validity, concurrent validity, and reliability. Further
gender-based measurement invariance was conducted, with the GDT exhibiting full scalar invariance
and the results of latent mean comparison showing that males had significantly higher GD latent
means compared to females (latent mean difference = −0.156; &lt;em>z&lt;/em> = −3.844, &lt;em>p&lt;/em> &amp;lt; .001, &lt;em>d&lt;/em> = −.249).
The self-reported prevalence of GD in the sample was 0.49%. The GDT is a promising brief assessment
instrument based on the latest conceptualization and diagnostic criteria for GD that can be employed
by clinicians and researchers alike.&lt;/p></description></item><item><title>Loot box purchases and their relationship with internet gaming disorder and online gambling disorder in adolescents: A prospective study</title><link>https://www.halleypontes.com/publication/2023/</link><pubDate>Sun, 29 Jan 2023 00:00:00 +0000</pubDate><guid>https://www.halleypontes.com/publication/2023/</guid><description>&lt;p style="text-align: center;">&lt;strong>Abstract&lt;/strong>&lt;/p>
&lt;p>In recent years, the video game industry has introduced Loot Box (LB), a new type
of microtransaction in which a gamer uses real currency to purchase a random virtual
item within a video game. Recently, LBs became more widespread and there is evidence
suggesting their similarity to online gambling. Although some studies have investigated
the association between LBs with disordered gaming and disordered gambling, very few
have done so with clinical indicators of these problems. Furthermore, to the best of
our knowledge no longitudinal evidence of such relationships currently exists in the
literature. Therefore, the present study aimed to 1) ascertain the stability of LB
purchasing in minors and 2) investigate the associations between LB purchasing with
gambling online and online gambling disorder within six months. A prospective cohort
study was conducted at two time points six months apart. In total, 2.213 Spanish
adolescents (1.067 [48.9%] boys) aged between 11 and 17 years participated in both
waves. The purchase of LBs was prevalent and stable in the sample across the six months.
While a positive relationship was found between purchasing LBs and online gambling six
months later, the relationships between purchasing LBs and the presentation of online
gambling disorder and gaming disorder require further study.&lt;/p></description></item></channel></rss>