How Problem Gambling Shapes Activities of Daily Living: A Narrative Inquiry
Notice bibliographique
Résumé
IMPORTANCE: People experiencing addiction often face difficulties completing their activities of daily living (ADLs). Little research exists on how problem gambling (PG)-a serious public health issue-intersects with ADLs. OBJECTIVE: To explore how PG shapes a person's ADLs. DESIGN: This was a qualitative study that used narrative inquiry. We conducted 12 qualitative interviews with people experiencing PG and administered the Problem Gambling Severity Index and a sociodemographic questionnaire. SETTING: Virtual interviews via Zoom for Healthcare. PARTICIPANTS: Canadian adults (N = 12) ages 23-32 yr. The majority identified as male, Black, college or university educated, and employed, with an income of ≥CAD$40,000. They self-identified as experiencing PG; were actively gambling, either online or land based; were of legal age to gamble; were able to participate in an English interview; and had access to email. Convenience and purposive sampling were used. OUTCOMES AND MEASURES: No outcomes are reported because of the exploratory nature of the study. RESULTS: Four main themes, each with its own set of subthemes, emerged in the analysis: (1) the activity of gambling, (2) social influence, (3) gambling overtakes all ADLs, and (4) mental health. CONCLUSIONS AND RELEVANCE: Occupational therapists are well positioned to help clients with addictive behaviors. This study has the potential to inform occupational therapy practitioners who work with people experiencing PG. POSITIONALITY STATEMENT: The two primary researchers (Jazmin Carranza and Noelle Fossella) have limited personal and academic experience with PG. Their educational backgrounds include a master of science in occupational therapy (Carranza and Fossella) and bachelor's of science, with honors, in psychology (Fossella), biology (Carranza), and neuroscience (Carranza). All authors recognize the potential biases our life experiences may bring to our research, and we have endeavored to provide a true representation of the information the participants shared with us. PLAIN-LANGUAGE SUMMARY: This study was conducted to better understand how the experience of problem gambling-a recognized public health issue-can change people's daily routines and activities. Findings from the experiences shared by participants indicate that problem gambling has a notable effect on the activities in which people participate and on how they engage in these activities. Social networks and mental health also were described as being affected by the experience of problem gambling. These results suggest that the potential exists for occupational therapists to use their expertise to help people with gambling problems engage in activities that are meaningful to them.
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Comment cette classification a été obtenuedéplier
Prédiction machine sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Le volet Gemma est une étiquette directe du modèle pour chaque travail de la base, lue sur la notice réduite au titre. Le volet Codex est un classifieur appris des 10 348 étiquettes directes de Codex et calibré sur les taux pondérés de l'échantillon; les champs sans appui suffisant ne portent aucun appel Codex. Le mode candidate est l'union des deux volets; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont pas des étiquettes humaines.
Scores du classifieur distillé par catégorie (deux têtes)
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,004 | 0,007 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,000 |
| Méta-épidémiologie (sens large) | 0,000 | 0,000 |
| Bibliométrie | 0,001 | 0,001 |
| Études des sciences et des technologies | 0,005 | 0,007 |
| Communication savante | 0,004 | 0,005 |
| Science ouverte | 0,001 | 0,004 |
| Intégrité de la recherche | 0,001 | 0,002 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,001 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule source (Gemma direct ou Codex distillé), pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».