How Problem Gambling Shapes Activities of Daily Living: A Narrative Inquiry
Bibliographic record
Abstract
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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How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot 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.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.004 | 0.007 |
| Meta-epidemiology (narrow) | 0.000 | 0.000 |
| Meta-epidemiology (broad) | 0.000 | 0.000 |
| Bibliometrics | 0.001 | 0.001 |
| Science and technology studies | 0.005 | 0.007 |
| Scholarly communication | 0.004 | 0.005 |
| Open science | 0.001 | 0.004 |
| Research integrity | 0.001 | 0.002 |
| Insufficient payload (model declined to judge) | 0.001 | 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 itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
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".