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Record W4405285579 · doi:10.5014/ajot.2025.050884

How Problem Gambling Shapes Activities of Daily Living: A Narrative Inquiry

2024· article· en· W4405285579 on OpenAlexaffabout
Noelle Fossella, Arthur McLuhan, Flora I. Matheson

Bibliographic record

VenueAmerican Journal of Occupational Therapy · 2024
Typearticle
Languageen
FieldPsychology
TopicGambling Behavior and Treatments
Canadian institutionsCentre for Global Health ResearchThe Scarborough HospitalToronto Western Hospital
Fundersnot available
KeywordsNarrativePsychologyActivities of daily livingNarrative inquiryDevelopmental psychologyPsychiatryArtLiterature

Abstract

fetched live from OpenAlex

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.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.004
metaresearch head score (Gemma)0.007
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: Qualitative
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.019
Threshold uncertainty score0.038

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0040.007
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.001
Science and technology studies0.0050.007
Scholarly communication0.0040.005
Open science0.0010.004
Research integrity0.0010.002
Insufficient payload (model declined to judge)0.0010.000

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.

Opus teacher head0.187
GPT teacher head0.451
Teacher spread0.264 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2024
Admission routes2
Has abstractyes

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