Impacts of a Self-Help Treatment Program for Problem Gamblers
Why this work is in the frame
A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.
Bibliographic record
Abstract
Despite availability of treatments for gamblers, few at-risk and pathological gamblers seek help. Self-help treatments offer a private and personalized alternative that may appeal to gamblers who need help. Objective: This study examines the impact of the self-help treatment JEu me questionne (JMQ) on gambling behavior and severity, and reports participants’ satisfaction. Method: Forty-seven at-risk and pathological gamblers entered the program that involved a self-help treatment workbook and two motivational phone interviews. Results: Among the 32 gamblers who completed the program, results indicated a significant reduction in the number of pathological gambling diagnostic criteria. This gain was maintained at the one- and six-month follow-ups. Time gambling and money spent were also significantly lower post-treatment, but only a reduction in time spent gambling was maintained at follow-up. Participants reported high satisfaction with the program. The discussion raises clinical and theoretical implications of these findings. Malgré la disponibilité des traitements pour les joueurs, peu de joueurs à risque et pathologiques entreprennent une démarche d'aide. Les traitements auto-administrés (TAA) proposent une formule individualisée et peu intrusive ayant le potentiel de rejoindre les joueurs réticents afin qu'ils demandent de l'aide. Objectifs: Cette étude examine les impacts du TAA JEu me questionne (JMQ) sur les comportements de jeu et la sévérité des problèmes de jeu et documente la satisfaction des participants. Méthode: Quarante-sept joueurs à risque et pathologiques ont débuté le programme comprenant un manuel d'autotraitement et deux rencontres téléphoniques de type motivationnel. Résultats: Parmi les 32 joueurs qui ont complété le programme, les résultats indiquent une réduction significative du nombre de critères diagnostiques du jeu pathologique. Ce gain se maintient aux suivis 1 et 6 mois. Le temps consacré au jeu et l'argent misé diminuent également lors du post-traitement, mais seule la réduction du temps passé à jouer se maintient aux suivis. Les participants rapportent un taux élevé de satisfaction envers le programme. La discussion soulève les implications cliniques et théoriques de ces résultats.
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Full frame distilled prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.
Codex and Gemma teacher scores by category
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.000 | 0.000 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.000 | 0.000 |
| Bibliometrics | 0.000 | 0.000 |
| Science and technology studies | 0.000 | 0.000 |
| Scholarly communication | 0.000 | 0.000 |
| Open science | 0.000 | 0.000 |
| Research integrity | 0.000 | 0.000 |
| Insufficient payload (model declined to judge) | 0.000 | 0.000 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it