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Gambling problems are often associated with homelessness and linked to elevated psychiatric morbidity and homelessness chronicity. We performed a systematic review and meta-analysis on prevalence rates of problem gambling (PG) and gambling disorder (GD) in homeless people. Following PRISMA guidelines, we searched databases Medline, Embase and PsycINFO from inception of databases to 4th may 2021. We included studies reporting prevalence estimates on clinical gambling problems in representative samples of homeless people based on standardized diagnostics. Risk of bias was assessed. A random effects meta-analysis was performed, and subgroup analyses based on methodological characteristics of primary studies were conducted. We identified eight studies from five countries, reporting information on 1938 participants. Prevalence rates of clinically significant PG and GD ranged from 11.3 to 31.3%. There was evidence for substantial heterogeneity with I = 86% (95% CI 63-97%). A subgroup of four low risk of bias studies displayed a significantly lower results ranging from 11.3 to 23.6%. Additionally, high rates of subclinical problem gambling were reported (11.6-56.4%). At least one in ten homeless persons experiences clinically significant PG or GD. Social support and health care services for the homeless should address this problem by implementing models for early detection and treatment.
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http://dx.doi.org/10.1007/s10899-022-10140-8 | DOI Listing |
Span J Psychiatry Ment Health
September 2025
Institute of Psychiatry and Mental Health, University Hospital Gregorio Marañón, 28009 Madrid, Spain; CIBERSAM, School of Medicine, Universidad Complutense, 28040 Madrid, Spain. Electronic address:
Introduction: Since only around 10% of people with gambling disorder (GD) seek professional treatment or attend self-help groups, multiple strategies are needed to improve this rate. The proposal of the Behavioral Addictions Centre 'Adcom' (Madrid, Spain) is one of these strategies, a pioneering and innovative program aimed at the general population to identify people with addictions such as GD, in an attempt tp offer them appropriate evidence-based treatments.
Materials And Methods: We analyzed information obtained from the first 305 adults who voluntarily sought attention at Adcom for self-referred gambling, and conducted a descriptive, cross-sectional and observational study of this population.
Psychiatry Res
September 2025
Department of Clinical Sciences, Psychiatry, Lund University, Sölvegatan 19 - BMC I12, 221 84 Lund, Sweden. Electronic address:
Negative consequences of gambling problems have primarily been examined in terms of symptoms and impairment, with less focus on well-being, a key indicator of intra- and interpersonal functioning and a critical outcome in treatment. Additionally, the role of co-occurring psychopathology in this relation remains unclear. This study examined the relation between gambling problems and well-being in a large population-based sample of individuals who gamble (N = 1005; 52.
View Article and Find Full Text PDFJ Gambl Stud
September 2025
Department of Addiction Sciences, Taipei City Psychiatric Center, Taipei City Hospital, 309 Song-de Road, Taipei, 110, Taiwan.
Reliable tools for assessing gambling symptom severity in gambling disorder (GD) are critical for both research and clinical intervention. The Gambling Symptom Assessment Scale (GSAS) is widely used but lacks validation in Chinese-speaking populations. Our study aimed to evaluate the psychometric properties of the Chinese version of GSAS (C-GSAS) among 186 treatment-seeking GD patients.
View Article and Find Full Text PDFAddict Behav
August 2025
State Key Laboratory of Cognitive Neuroscience and Learning and IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing, China. Electronic address:
Introduction: Existing diagnosis systems, such as DSM-5 and ICD-11, predominantly rely on a dichotomous approach, flat, cross-sectional definitions of Internet Gaming Disorder (IGD) that fail to capture the persistent, evolving nature and may contribute to heterogeneity. Applying a clinical staging approach, we propose that IGD spans a continuum with early stages marked by euphoria from gaming and later stages by compulsive gaming. This study aimed to empirically identify distinct IGD stages.
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