Association between internet gambling and problematic internet use among adolescents

J Gambl Stud. 2011 Sep;27(3):389-400. doi: 10.1007/s10899-010-9223-z.

Abstract

The study objectives were to evaluate the correlates and psychosocial implications of internet gambling among adolescents, as well as the association between internet gambling and problematic internet use. A cross-sectional study design was applied among a random sample (N = 484) of adolescents (71.2% boys; 28.8% girls; mean age ± standard deviation, SD = 14.88 ± 0.55 years). Self-completed questionnaires, including internet gambling practices, internet use characteristics, Young Internet Addiction Test, and Strengths and Difficulties Questionnaire were utilized. The prevalence of internet gambling was 15.1%. Internet gambling was associated with psychosocial maladjustment, including Abnormal Conduct Problems (gender adjusted odds ratio, AOR = 3.83; 95% confidence interval, 95% CI: 1.86-7.92) and Borderline Peer Problems (AOR = 2.04; 95% CI: 1.09-3.85). The likelihood of concomitant problematic internet use was significantly higher among internet gamblers (AOR = 1.81; 95% CI: 1.03-3.19). Multivariate regression analyses indicated that among all characteristics of internet use assessed, utilizing the internet for the purposes of gambling practices was independently associated with problematic internet use among adolescents (AOR = 3.43; 95% CI: 1.40-8.39). Thus, the study findings suggest that adolescents who participate in internet gambling practices are more likely to concomitantly present with problematic internet use.

MeSH terms

  • Adolescent
  • Adolescent Behavior / psychology*
  • Attitude to Health
  • Behavior, Addictive / epidemiology
  • Behavior, Addictive / psychology*
  • Cross-Sectional Studies
  • Female
  • Gambling / epidemiology
  • Gambling / psychology*
  • Greece / epidemiology
  • Humans
  • Internet / statistics & numerical data*
  • Interpersonal Relations
  • Male
  • Motivation
  • Multivariate Analysis
  • Prevalence
  • Risk-Taking
  • Self Concept
  • Severity of Illness Index
  • Socioeconomic Factors
  • Video Games / psychology*
  • Video Games / statistics & numerical data