Leisure, lifestyle, and lifecycle project (LLLP): A longitudinal study of gambling in Alberta [Canada]
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
<p><em>The Leisure, Lifestyle, and Lifecycle Project (LLLP)</em> is a five-year longitudinal study that was conducted by the Alberta Gambling Research Institute (AGRI). Prior to the LLLP, knowledge of problem gambling risk factors had been derived mainly from cross-sectional and retrospective studies of people coping with disordered gambling. This project was developed with the understanding that prevention and early intervention services for disordered gambling could be better informed by a rigorous longitudinal study of the natural progression of gambling in the general population.</p> <p>In order to examine the determinants and the course of both non-problematic gambling and problem gambling, the LLLP surveys collected data on a number of gambling-specific and general aspects of the responders' lives. The LLLP contains data relating to gambling-specific information, including:</p> <ul> <li>demographics;</li> <li>past year and lifetime gambling behaviour;</li> <li>gambling attitudes and beliefs in gambling fallacies;</li> <li>motivations for gambling;</li> <li>stigma experienced from gambling; and</li> <li>family history of gambling.</li> </ul> <p>In addition to gambling-specific data, the LLLP survey contains a number of general data variables, including:</p> <ul> <li>general/physical health;</li> <li>psychological factors (personality and temperament, psychopathology, coping strategies);</li> <li>comorbid factors (ADHD, eating disorders, substance use disorders);</li> <li>cultural factors (religiosity) and;</li> <li>social factors (social support/networks, non-gambling activity participation).</li> </ul> <p>A sample of 1,808 participants was recruited from four diverse regions of Alberta: Edmonton, Calgary, Lethbridge, and Grand Prairie. Participants were recruited primarily by random digit dialing, and five critical age ranges were targeted (13-15, 18-20, 23-25, and 63-65 year-olds) in order to assess problem gambling development throughout the lifespan. There are two separate LLLP datasets: one for adolescents (<em>n=</em>436) and another for adults (<em>n=</em>1,372). Data were collected over four waves, with a retention rate of 71.8% for adolescents and 76.2% for adults. A subsequent wave, combining adolescent and adult participants, was undertaken in 2013-2014. Additional information on sampling, retention, study variables, and survey questionnaires can be located in the <em>LLLP User Manual</em>. </p>
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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 | 0.001 | 0.001 |
| Meta-epidemiology (narrow) | 0.001 | 0.001 |
| Meta-epidemiology (broad) | 0.002 | 0.000 |
| Bibliometrics | 0.001 | 0.001 |
| Science and technology studies | 0.000 | 0.000 |
| Scholarly communication | 0.000 | 0.000 |
| Open science | 0.001 | 0.000 |
| Research integrity | 0.000 | 0.001 |
| 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