An activity distinguished primarily by an element of risk in trying to obtain a desired goal, e.g., playing a game of chance for money.
Disorders whose essential features are the failure to resist an impulse, drive, or temptation to perform an act that is harmful to the individual or to others. Individuals experience an increased sense of tension prior to the act and pleasure, gratification or release of tension at the time of committing the act.
The observable, measurable, and often pathological activity of an organism that portrays its inability to overcome a habit resulting in an insatiable craving for a substance or for performing certain acts. The addictive behavior includes the emotional and physical overdependence on the object of habit in increasing amount or frequency.
An act performed without delay, reflection, voluntary direction or obvious control in response to a stimulus.
The behavior of performing an act persistently and repetitively without it leading to reward or pleasure. The act is usually a small, circumscribed behavior, almost ritualistic, yet not pathologically disturbing. Examples of compulsive behavior include twirling of hair, checking something constantly, not wanting pennies in change, straightening tilted pictures, etc.
An object or a situation that can serve to reinforce a response, to satisfy a motive, or to afford pleasure.
The process of making a selective intellectual judgment when presented with several complex alternatives consisting of several variables, and usually defining a course of action or an idea.
The state of legal insolvency with assets taken over by judicial process so that they may be distributed among creditors.
The act of making a selection among two or more alternatives, usually after a period of deliberation.
Those factors which cause an organism to behave or act in either a goal-seeking or satisfying manner. They may be influenced by physiological drives or by external stimuli.
Categorical classification of MENTAL DISORDERS based on criteria sets with defining features. It is produced by the American Psychiatric Association. (DSM-IV, page xxii)
Undertaking a task involving a challenge for achievement or a desirable goal in which there is a lack of certainty or a fear of failure. It may also include the exhibiting of certain behaviors whose outcomes may present a risk to the individual or to those associated with him or her.
A behavior therapy technique in which deep muscle relaxation is used to inhibit the effects of graded anxiety-evoking stimuli.
I'm sorry for any confusion, but "Massachusetts" is a geographical location and not a medical term or concept. It is a state located in the northeastern region of the United States. If you have any medical questions or terms you would like me to define, please let me know!
Beliefs and practices concerned with producing desired results through supernatural forces or agents as with the manipulation of fetishes or rituals.
Predetermined sets of questions used to collect data - clinical data, social status, occupational group, etc. The term is often applied to a self-completed survey instrument.
Studies in which subsets of a defined population are identified. These groups may or may not be exposed to factors hypothesized to influence the probability of the occurrence of a particular disease or other outcome. Cohorts are defined populations which, as a whole, are followed in an attempt to determine distinguishing subgroup characteristics.

Delay or probability discounting in a model of impulsive behavior: effect of alcohol. (1/501)

Little is known about the acute effects of drugs of abuse on impulsivity and self-control. In this study, impulsivity was assessed in humans using a computer task that measured delay and probability discounting. Discounting describes how much the value of a reward (or punisher) is decreased when its occurrence is either delayed or uncertain. Twenty-four healthy adult volunteers ingested a moderate dose of ethanol (0.5 or 0.8 g/kg ethanol: n = 12 at each dose) or placebo before completing the discounting task. In the task the participants were given a series of choices between a small, immediate, certain amount of money and $10 that was either delayed (0, 2, 30, 180, or 365 days) or probabilistic (i.e., certainty of receipt was 1.0, .9, .75, .5, or .25). The point at which each individual was indifferent between the smaller immediate or certain reward and the $10 delayed or probabilistic reward was identified using an adjusting-amount procedure. The results indicated that (a) delay and probability discounting were well described by a hyperbolic function; (b) delay and probability discounting were positively correlated within subjects; (c) delay and probability discounting were moderately correlated with personality measures of impulsivity; and (d) alcohol had no effect on discounting.  (+info)

Different contributions of the human amygdala and ventromedial prefrontal cortex to decision-making. (2/501)

The somatic marker hypothesis proposes that decision-making is a process that depends on emotion. Studies have shown that damage of the ventromedial prefrontal (VMF) cortex precludes the ability to use somatic (emotional) signals that are necessary for guiding decisions in the advantageous direction. However, given the role of the amygdala in emotional processing, we asked whether amygdala damage also would interfere with decision-making. Furthermore, we asked whether there might be a difference between the roles that the amygdala and VMF cortex play in decision-making. To address these two questions, we studied a group of patients with bilateral amygdala, but not VMF, damage and a group of patients with bilateral VMF, but not amygdala, damage. We used the "gambling task" to measure decision-making performance and electrodermal activity (skin conductance responses, SCR) as an index of somatic state activation. All patients, those with amygdala damage as well as those with VMF damage, were (1) impaired on the gambling task and (2) unable to develop anticipatory SCRs while they pondered risky choices. However, VMF patients were able to generate SCRs when they received a reward or a punishment (play money), whereas amygdala patients failed to do so. In a Pavlovian conditioning experiment the VMF patients acquired a conditioned SCR to visual stimuli paired with an aversive loud sound, whereas amygdala patients failed to do so. The results suggest that amygdala damage is associated with impairment in decision-making and that the roles played by the amygdala and VMF in decision-making are different.  (+info)

Physiological changes in Pachinko players; beta-endorphin, catecholamines, immune system substances and heart rate. (3/501)

Pachinko is a popular form of recreation in Japan. However, in recent years, along with Pachinko's popularity, "Pachinko dependence" has become topical news. The purpose of this study was to investigate beta-endorphin, catecholamines, immune system responses and heart rate during the playing of Pachinko. The following significant results were observed. (1) Plasma concentration of beta-endorphin increased before playing Pachinko and while in the Pachinko-center (p < 0.05). (2) Beta-endorphin and norepinephrine increased when the player began to win (i.e. at "Fever-start") compared to baseline (p < 0.05). (3) Beta-endorphin, norepinephrine and dopamine increased when the winning streak finished (i.e. at "Fever-end") compared to baseline (p < 0.05-0.01). (4) Norepinephrine increased past 30 minutes after "Fever-end" compared to baseline (p < 0.05). (5) Heart rate increased before "Fever-start" compared to baseline, peaked at "Fever-start" and rapidly decreased to match rates measured at rest. But the increase was observed from 200 seconds after "Fever-start" (p < 0.05-0.001). (6) There was a positive correlation between the number of hours subjects played Pachinko in a week and the differences between beta-endorphin levels at "Fever-start" and those at rest (p < 0.05). (7) The number of T-cells decreased while the number of NK cells increased at "Fever-start" compared to baseline (p < .05). These results suggest that intracerebral substances such as beta-endorphin and dopamine are involved in the habit-forming behavior associated with Pachinko.  (+info)

Estimating the prevalence of disordered gambling behavior in the United States and Canada: a research synthesis. (4/501)

OBJECTIVES: This study developed prevalence estimates of gambling-related disorders in the United States and Canada, identified differences in prevalence among population segments, and identified changes in prevalence over the past 20 years. METHODS: A meta-analytic strategy was employed to synthesize estimates from 119 prevalence studies. This method produced more reliable prevalence rates than were available from any single study. RESULTS: Prevalence estimates among samples of adolescents were significantly higher than estimates among samples of adults for both clinical (level 3) and subclinical (level 2) measures of disordered gambling within both lifetime and past-year time frames (e.g., 3.9% vs 1.6% for lifetime estimates of level 3 gambling). Among adults, prevalence estimates of disordered gambling have increased significantly during the past 20 years. CONCLUSIONS: Membership in youth, treatment, or prison population segments is significantly associated with experiencing gambling-related disorders. Understanding subclinical gamblers provides a meaningful opportunity to lower the public health burden associated with gambling disorders. Further research is necessary to determine whether the prevalence of disordered gambling will continue to increase among the general adult population and how prevalence among adolescents will change as this cohort ages.  (+info)

Are decisions under risk malleable? (5/501)

Human decision making under risk and uncertainty may depend on individual involvement in the outcome-generating process. Expected utility theory is silent on this issue. Prospect theory in its current form offers little, if any, prediction of how or why involvement in a process should matter, although it may offer ex post interpretations of empirical findings. Well-known findings in psychology demonstrate that when subjects exercise more involvement or choice in lottery procedures, they value their lottery tickets more highly. This often is interpreted as an "illusion of control," meaning that when subjects are more involved in a lottery, they may believe they are more likely to win, perhaps because they perceive that they have more control over the outcome. Our experimental design eliminates several possible alternative explanations for the results of previous studies in an experiment that varies the degree and type of involvement in lottery procedures. We find that in treatments with more involvement subjects on average place less rather than more value on their lottery tickets. One possible explanation for this is that involvement interacts with loss aversion by causing subjects to weigh losses more heavily than they would otherwise. One implication of our study is that involvement, either independently or in interaction with myopic loss aversion, may help explain the extreme risk aversion of bond investors.  (+info)

Pathologic gambling. (6/501)

Pathologic gambling and problem gambling affect approximately 5 to 15 million Americans and are common in young people. The community-minded family physician is in a good position to identify and assist patients who have gambling-related problems and thereby prevent or treat the resultant personal, family and social disruptions. Provider and community education about the depth and breadth of this condition is crucial for the identification and treatment of a growing problem. As with many psychologic conditions, identification of the disorder and treatment of the patient by the family physician comprise the primary treatment. Screening tools, treatment programs and self-help groups provide additional resources for the family physician. An illustrative case report demonstrates the importance of heightened awareness of and screening for this common condition.  (+info)

Identifying problem and compulsive gamblers. (7/501)

OBJECTIVE: To present a meta-analysis of current research on the prevalence, identification, and treatment of problem and compulsive gamblers. QUALITY OF EVIDENCE: Problem and compulsive gambling was not a socio-scientific concern until the last two decades. Hence research on this topic is limited. The summary and analysis for this paper relied on computer searches of journal and news abstracts in addition to direct contact with organizations addressing the identification and treatment of compulsive gamblers. MAIN MESSAGE: An estimated 5% of those who gamble run into problems. About 1% of those who gamble are predicted to experience serious problems. Successful treatment of problem and compulsive gambling continues to be a challenge. Although cognitive therapy has been the favoured approach, a combination of several therapeutic approaches is advocated. CONCLUSIONS: Problem and compulsive gambling can present a real health threat. As with other addictions, treatment strategies continue to be a baffling social problem. Aware and informed physicians can have a pivotal role in the difficult process of identifying, acknowledging, and remediating problem and compulsive gambling.  (+info)

Expansion of gambling in Canada: implications for health and social policy. (8/501)

Canada experienced a dramatic increase in legalized gambling in the 1990s, primarily because of governments' need to increase revenue without additional taxation. This article examines gambling from a public health perspective. The major public health issues include gambling addiction, family dysfunction and gambling by youth. Debates have emerged about the health, social and economic costs and benefits of gambling. Stakeholder and social policy groups have expressed concern about the impact of expanded gambling on the quality of life of individuals, families and communities. Epidemiological studies show that the prevalence of gambling in the general adult population is low but increasing. Of particular concern is the high though steady prevalence of gambling among youth. New technologies have been linked to gambling-related problems such as addiction to gambling by video lottery terminals. Gambling by means of the Internet represents another emerging issue. The article concludes with recommendations for health and social policy related to gambling. These recommendations incorporate a broad public health approach to create a strong research program and to balance risks and benefits.  (+info)

I'm sorry for any confusion, but "gambling" is not a term that has a specific medical definition. Gambling is generally defined as the act of betting or wagering money or something of value on an event with an uncertain outcome, with the primary intent of winning money or material goods. It can become a problematic behavior leading to financial, emotional, and social consequences for some individuals. If you have any questions related to health or medicine, I'd be happy to help answer those!

Impulse Control Disorders (ICDs) are a group of psychiatric conditions characterized by the failure to resist an impulse, drive, or temptation to perform an act that is harmful to oneself or others. This leads to negative consequences such as distress, anxiety, or disruption in social, occupational, or other important areas of functioning.

The Diagnostic and Statistical Manual of Mental Disorders, 5th Edition (DSM-5) recognizes several specific ICDs, including:

1. Kleptomania - the recurrent failure to resist impulses to steal items, even though they are not needed for personal use or financial gain.
2. Pyromania - the deliberate and purposeful fire-setting on more than one occasion.
3. Intermittent Explosive Disorder - recurrent behavioral outbursts representing a failure to control aggressive impulses, resulting in serious assaultive acts or destruction of property.
4. Pathological Gambling - persistent and recurrent maladaptive gambling behavior that disrupts personal, family, or vocational pursuits.
5. Internet Gaming Disorder - the excessive and prolonged use of the internet for gaming, which leads to clinically significant impairment or distress.

These disorders are typically associated with a range of emotional, cognitive, and behavioral symptoms that can vary depending on the specific disorder and individual presentation. Treatment often involves a combination of psychotherapy, medication, and self-help strategies to manage symptoms and improve overall functioning.

Addictive behavior is a pattern of repeated self-destructive behavior, often identified by the individual's inability to stop despite negative consequences. It can involve a variety of actions such as substance abuse (e.g., alcohol, drugs), gambling, sex, shopping, or using technology (e.g., internet, social media, video games).

These behaviors activate the brain's reward system, leading to feelings of pleasure and satisfaction. Over time, the individual may require more of the behavior to achieve the same level of pleasure, resulting in tolerance. If the behavior is stopped or reduced, withdrawal symptoms may occur.

Addictive behaviors can have serious consequences on an individual's physical, emotional, social, and financial well-being. They are often associated with mental health disorders such as depression, anxiety, and bipolar disorder. Treatment typically involves a combination of behavioral therapy, medication, and support groups to help the individual overcome the addiction and develop healthy coping mechanisms.

Impulsive behavior can be defined medically as actions performed without proper thought or consideration of the consequences, driven by immediate needs, desires, or urges. It often involves risky or inappropriate behaviors that may lead to negative outcomes. In a clinical context, impulsivity is frequently associated with certain mental health conditions such as ADHD (Attention Deficit Hyperactivity Disorder), bipolar disorder, borderline personality disorder, and some neurological conditions. It's important to note that everyone can exhibit impulsive behavior at times, but when it becomes a persistent pattern causing distress or functional impairment, it may indicate an underlying condition requiring professional assessment and treatment.

Compulsive behavior is a type of repetitive behavior that an individual feels driven to perform, despite its negative impact on their daily life and mental health. It is often driven by an overwhelming urge or anxiety, and the person may experience distress if they are unable to carry out the behavior. Compulsive behaviors can be associated with various psychiatric conditions, including obsessive-compulsive disorder (OCD), body dysmorphic disorder, eating disorders, and impulse control disorders.

Examples of compulsive behaviors include:

1. Excessive handwashing or cleaning
2. Repeatedly checking locks, light switches, or appliances
3. Ordering or arranging items in a specific way
4. Compulsive hoarding
5. Compulsive shopping or spending
6. Compulsive eating or purging behaviors (such as those seen in bulimia nervosa)
7. Compulsive sexual behavior (sex addiction)
8. Compulsive exercise
9. Compulsive hair pulling (trichotillomania)
10. Compulsive skin picking (excoriation disorder)

Treatment for compulsive behaviors typically involves a combination of medication, psychotherapy (such as cognitive-behavioral therapy), and lifestyle changes to help manage the underlying causes and reduce the urge to engage in the compulsive behavior.

In the context of medicine, particularly in behavioral neuroscience and psychology, "reward" is not typically used as a definitive medical term. However, it generally refers to a positive outcome or incentive that reinforces certain behaviors, making them more likely to be repeated in the future. This can involve various stimuli such as food, water, sexual activity, social interaction, or drug use, among others.

In the brain, rewards are associated with the activation of the reward system, primarily the mesolimbic dopamine pathway, which includes the ventral tegmental area (VTA) and the nucleus accumbens (NAcc). The release of dopamine in these areas is thought to reinforce and motivate behavior linked to rewards.

It's important to note that while "reward" has a specific meaning in this context, it is not a formal medical diagnosis or condition. Instead, it is a concept used to understand the neural and psychological mechanisms underlying motivation, learning, and addiction.

Decision-making is the cognitive process of selecting a course of action from among multiple alternatives. In a medical context, decision-making refers to the process by which healthcare professionals and patients make choices about medical tests, treatments, or management options based on a thorough evaluation of available information, including the patient's preferences, values, and circumstances.

The decision-making process in medicine typically involves several steps:

1. Identifying the problem or issue that requires a decision.
2. Gathering relevant information about the patient's medical history, current condition, diagnostic test results, treatment options, and potential outcomes.
3. Considering the benefits, risks, and uncertainties associated with each option.
4. Evaluating the patient's preferences, values, and goals.
5. Selecting the most appropriate course of action based on a careful weighing of the available evidence and the patient's individual needs and circumstances.
6. Communicating the decision to the patient and ensuring that they understand the rationale behind it, as well as any potential risks or benefits.
7. Monitoring the outcomes of the decision and adjusting the course of action as needed based on ongoing evaluation and feedback.

Effective decision-making in medicine requires a thorough understanding of medical evidence, clinical expertise, and patient preferences. It also involves careful consideration of ethical principles, such as respect for autonomy, non-maleficence, beneficence, and justice. Ultimately, the goal of decision-making in healthcare is to promote the best possible outcomes for patients while minimizing harm and respecting their individual needs and values.

Bankruptcy is a legal status of an individual or organization that cannot pay its debts and seeks relief from some or all of those debts through the courts. In medical terms, bankruptcy may refer to a person's inability to pay their medical bills or debts due to high medical costs, which can lead to filing for bankruptcy protection under federal laws.

Medical debt is a significant contributor to personal bankruptcy in many countries, particularly in the United States. According to various studies, medical expenses are the leading cause of bankruptcy in the US, accounting for over 60% of all personal bankruptcies. Even having health insurance does not necessarily protect individuals from medical-related financial hardship, as high deductibles, co-pays, and out-of-network charges can still leave patients with substantial bills.

Filing for bankruptcy due to medical debt can provide relief by discharging some or all of the debts, allowing the individual to start fresh financially. However, it also has long-term consequences, such as damage to credit scores and potential difficulties obtaining loans, credit cards, or housing in the future.

Choice behavior refers to the selection or decision-making process in which an individual consciously or unconsciously chooses one option over others based on their preferences, values, experiences, and motivations. In a medical context, choice behavior may relate to patients' decisions about their healthcare, such as selecting a treatment option, choosing a healthcare provider, or adhering to a prescribed medication regimen. Understanding choice behavior is essential in shaping health policies, developing patient-centered care models, and improving overall health outcomes.

In the context of healthcare and medical psychology, motivation refers to the driving force behind an individual's goal-oriented behavior. It is the internal or external stimuli that initiate, direct, and sustain a person's actions towards achieving their desired outcomes. Motivation can be influenced by various factors such as biological needs, personal values, emotional states, and social contexts.

In clinical settings, healthcare professionals often assess patients' motivation to engage in treatment plans, adhere to medical recommendations, or make lifestyle changes necessary for improving their health status. Enhancing a patient's motivation can significantly impact their ability to manage chronic conditions, recover from illnesses, and maintain overall well-being. Various motivational interviewing techniques and interventions are employed by healthcare providers to foster intrinsic motivation and support patients in achieving their health goals.

The Diagnostic and Statistical Manual of Mental Disorders (DSM) is a publication of the American Psychiatric Association (APA) that provides diagnostic criteria for mental disorders. It is widely used by mental health professionals in the United States and around the world to diagnose and classify mental health conditions.

The DSM includes detailed descriptions of symptoms, clinical examples, and specific criteria for each disorder, which are intended to facilitate accurate diagnosis and improve communication among mental health professionals. The manual is regularly updated to reflect current research and clinical practice, with the most recent edition being the DSM-5, published in 2013.

It's important to note that while the DSM is a valuable tool for mental health professionals, it is not without controversy. Some critics argue that the manual medicalizes normal human experiences and that its categories may be too broad or overlapping. Nonetheless, it remains an essential resource for clinicians, researchers, and policymakers in the field of mental health.

In the context of medicine, risk-taking refers to the decision-making process where an individual or a healthcare provider knowingly engages in an activity or continues a course of treatment despite the potential for negative outcomes or complications. This could include situations where the benefits of the action outweigh the potential risks, or where the risks are accepted as part of the process of providing care.

For example, a patient with a life-threatening illness may choose to undergo a risky surgical procedure because the potential benefits (such as improved quality of life or increased longevity) outweigh the risks (such as complications from the surgery or anesthesia). Similarly, a healthcare provider may prescribe a medication with known side effects because the benefits of the medication for treating the patient's condition are deemed to be greater than the potential risks.

Risk-taking can also refer to behaviors that increase the likelihood of negative health outcomes, such as engaging in high-risk activities like substance abuse or dangerous sexual behavior. In these cases, healthcare providers may work with patients to identify and address the underlying factors contributing to their risky behaviors, such as mental health issues or lack of knowledge about safe practices.

Desensitization, psychologic, also known as psychological desensitization or systematic desensitization, is a therapeutic technique used in behavioral therapy to reduce or eliminate fear, anxiety, or other negative emotional responses associated with specific stimuli or situations. This process involves gradually and systematically exposing the individual to the feared stimulus or situation, beginning with less threatening versions and progressively increasing the level of exposure until the anxiety response is significantly reduced or eliminated. The technique is often used in conjunction with relaxation training and cognitive restructuring to help the person develop more adaptive responses to the previously distressing stimuli.

I'm sorry for any confusion, but "Massachusetts" is not a medical term. It is the name of a state located in the northeastern region of the United States. If you have any questions about medical terms or concepts, I would be happy to help clarify those for you.

I'm sorry for any confusion, but "magic" is not a term that is recognized in medical terminology. It is commonly understood to refer to supernatural or illusory powers or events, which are not relevant to the field of medicine. If you have any questions related to medical conditions, treatments, or terminology, I would be happy to try and help answer those for you!

A questionnaire in the medical context is a standardized, systematic, and structured tool used to gather information from individuals regarding their symptoms, medical history, lifestyle, or other health-related factors. It typically consists of a series of written questions that can be either self-administered or administered by an interviewer. Questionnaires are widely used in various areas of healthcare, including clinical research, epidemiological studies, patient care, and health services evaluation to collect data that can inform diagnosis, treatment planning, and population health management. They provide a consistent and organized method for obtaining information from large groups or individual patients, helping to ensure accurate and comprehensive data collection while minimizing bias and variability in the information gathered.

A cohort study is a type of observational study in which a group of individuals who share a common characteristic or exposure are followed up over time to determine the incidence of a specific outcome or outcomes. The cohort, or group, is defined based on the exposure status (e.g., exposed vs. unexposed) and then monitored prospectively to assess for the development of new health events or conditions.

Cohort studies can be either prospective or retrospective in design. In a prospective cohort study, participants are enrolled and followed forward in time from the beginning of the study. In contrast, in a retrospective cohort study, researchers identify a cohort that has already been assembled through medical records, insurance claims, or other sources and then look back in time to assess exposure status and health outcomes.

Cohort studies are useful for establishing causality between an exposure and an outcome because they allow researchers to observe the temporal relationship between the two. They can also provide information on the incidence of a disease or condition in different populations, which can be used to inform public health policy and interventions. However, cohort studies can be expensive and time-consuming to conduct, and they may be subject to bias if participants are not representative of the population or if there is loss to follow-up.

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Problem Gambling Severity Index (PGSI): Ferris, J., & Wynne, H. J. (2001). The Canadian Problem Gambling Index. Final Report. ... Therapy for gambling addiction - a global service offered by Gordon Moody, providing free practical advice and emotional ... Copyright © 2023 Gambling Therapy. Registered charity in England and Wales (No. 1124751) , Privacy Policy , Terms & Conditions ...
William Shatner says space trip hit home how society is gambling with planet Updated / Sunday, 14 Aug 2022 13:30 ... William Shatner: It really hit home how much we dont know and how were gambling with our planet.. ... Star Treks William Shatner has said his trip to space emphasised to him how society is "gambling" with the planet. ... it really hit home how much we dont know and how were gambling with our planet. ...
Some people have an urge to gamble during a manic phase in bipolar disorder. ... Gambling disorder can be episodic, but it persists regardless of mood. While it may worsen during mania or hypomania, gambling ... Habitual gambling is possible if you live with bipolar disorder.. Gamblings ability to activate your brains reward systems is ... Gambling disorder, which is when gambling behaviors become persistent and independent of mood, is one of the most common ...
p. 8. "Quaker View of Gambling". "Gambling". 26 June 2012. "Gambling". "Southern Baptist Convention > Resolution on Gambling". ... When gambles are selected through a choice process - when people indicate which gamble they prefer from a set of gambles (e.g ... "Gambling Law US". Gambling-Law-US.com. Archived from the original on 5 May 2016. Retrieved 22 September 2012. "UK Gambling ... Wikiquote has quotations related to Gambling. Wikimedia Commons has media related to Gambling. Gambling sites at Curlie Center ...
The Massachusetts Gambling Impact Cohort (MAGIC) study is the first major cohort study of gambling in the United States. The ... A group of people will be contacted once a year and asked about their attitudes about gambling and their gambling behaviors. ... The study includes people who have never gambled as well as people who gamble regularly. The MAGIC Research Team will use ... The Massachusetts Gambling Impact Cohort or MAGIC Study is a multi-year study being carried out by a research team from the ...
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"Internet gambling is not a panacea," said Keith Whyte, executive director of the National Council on Problem Gambling. "Like ... "Internet gambling is not a panacea," said Keith Whyte, executive director of the National Council on Problem Gambling. "Like ... New Jersey taxes Internet gambling at 15 percent, nearly double the 8 percent tax on gross gambling revenue at its casinos. New ... New Jersey taxes Internet gambling at 15 percent, nearly double the 8 percent tax on gross gambling revenue at its casinos. ...
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