01.10.2013 Views

Gambling Among Young People, 837 kB

Gambling Among Young People, 837 kB

Gambling Among Young People, 837 kB

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

24<br />

VGS, Victorian <strong>Gambling</strong> Screen, is a tool that was developed in Australia for both adults and young<br />

people. It is primarily intended for clinical use to assess the need for care. It has, however, been used<br />

in a couple of prevalence studies. The tool can be used as a self-assessment questionnaire or as a basis<br />

for a structured interview. It consists of 21 questions divided into three scales that are presumed to<br />

measure different dimensions related to pathological gambling:<br />

• <strong>Gambling</strong> behaviour and negative consequences of gambling on the individual.<br />

• The negative consequences of gambling on near ones and dear ones.<br />

• How much you like to gamble, i.e. the degree of pleasure or the positive consequences of gambling<br />

on the individual.<br />

Individuals are divided into the following groups: gamblers without problems, risk gamblers<br />

(Borderline Problem) and problem gamblers (44).<br />

The quality of the tools<br />

Some of the tools described above have never been studied from the quality point of<br />

view. SOGS-RA, DSM-IV-MR-J, MAGS and Lie/Bet have, however, been studied and<br />

studies indicate that the tools have both their merits and their shortcomings. The quality<br />

of a screen is described using the terms reliability and validity.<br />

validity<br />

By validity we mean the degree to which a tool measures what it aims to measure, i.e. in<br />

this case gambling problems and pathological gambling. One yardstick for validity is<br />

conceptual validity which entails studying the extent to which a tool corresponds to the<br />

theory of what you wish to measure. Another is criteria validity where test results are<br />

compared with another external measurement (criterion) of the same behaviour in<br />

order to establish how well these tally. One problem with all the self-assessment tools<br />

used in this area is the lack of criteria validity, i.e. the results obtained for gambling problems<br />

in a specific population cannot be compared with an external standard criterion.<br />

There is currently no generally accepted standard criterion for gambling problems in<br />

young people. It is therefore not possible to say that a prevalence rate of 5 per cent as<br />

regards gambling problems measured using for example SOGS-RA or DSM-IV-MR-J<br />

in a given population is a “true” or “false” prevalence rate since there is no agreement<br />

on what it is that is being measured. Most tools use the clinical definition of pathological<br />

gambling in accordance with DSM-IV as a criterion, but it is unclear whether a clinical<br />

diagnosis is a suitable external criterion for gambling problems in normal populations.<br />

It is also unclear the extent to which the clinical criteria are applicable to the group<br />

“young people” since they have been developed to diagnose pathological gambling in<br />

adults.<br />

Several studies have studied the validity of SOGS-RA. The conceptual validity of<br />

SOGS-RA has both weaknesses and strengths. The original study (39) established that<br />

there was a significant correlation in the number of SOGS-RA points between how<br />

much you gamble throughout your lifetime (r = .39), the gambling frequency in the last<br />

year (r = .54) and how much you have spent on gambling in the last year (r = .42). The<br />

study also found that of the adolescents who scored 3 or more points, 92 per cent said<br />

that they gambled at least once a month. The corresponding figure for the adolescents

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!