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Young people and gambling content in social media: An experimental insight

机译:社交媒体中的年轻人和赌博内容:实验洞察力

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Abstract Introduction and Aims Online gambling advertising and user‐generated gambling content have increased. This study used a social psychological online experiment to analyse young people's reactions towards and self‐reported interests in social media gambling messages. Design and Methods A vignette experiment with a two‐level between‐subjects factor (group condition or control condition) and three two‐level within‐subjects factors (expressed stance on gambling, narrative perspective and majority opinion) was conducted with two samples of young Finnish people aged 15 to 25?years ( N = 1200, 50% female, mean age 21.29?years) and 15 to 30?years ( N = 230, 53% female, mean age 24.35?years). Participants were asked to indicate how they would react to presented gambling messages (i.e. like or dislike the content) and how interesting would the content appear to them. In addition to experimental factors, the Attitudes Towards Gambling Scale and a global self‐esteem measure were used as the independent variables. A statistical analysis included multilevel linear and logistic regressions. Results Young people preferred anti‐gambling messages instead of pro‐gambling messages. This effect was moderated by personal gambling attitudes as participants with highly positive gambling attitudes preferred pro‐gambling content. Fact‐driven messages were favoured over experience‐driven messages. Positive majority opinions predicted more favourable reactions and positive interest. Discussion and Conclusions Young people prefer anti‐gambling content and factual argumentation but their online behaviour is also influenced by perceived group norms. The potential risks of online gambling promotion mainly concern young people already interested in gambling.
机译:摘要介绍和目标在线赌博广告和用户生成的赌博内容增加。本研究采用了社会心理在线实验,分析了年轻人对社交媒体赌博信息的自我报告的兴趣。设计和方法具有双层对象因子(组状况或控制条件)和三个两级内部因素(表达赌博,叙事视角和多数意见的三个两级)的小插图实验是用两种年轻人进行的芬兰人15至25岁?年(n = 1200,50%,女性,平均21.29岁?岁月)和15至30岁?年(n = 230,53%,女性,平均24.35年龄24.35岁)。参与者被要求表明他们将如何对呈现赌博消息(即喜欢或不喜欢内容)以及内容对他们的感兴趣程度。除了实验因素外,赌博规模的态度和全球自尊措施用作独立变量。统计分析包括多级线性和逻辑回归。结果年轻人喜欢反赌博消息而不是赌博消息。这种效果是通过个人赌博态度的主持,作为高度积极的赌博态度优先赌博内容的参与者。事实驱动的消息对经验驱动的消息受到青睐。积极的多数观点预测更有利的反应和积极的兴趣。讨论和结论年轻人更喜欢反赌博内容和事实论证,但他们的在线行为也受到群体规范的影响。在线赌博促销的潜在风险主要是对已经对赌博感兴趣的年轻人。

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