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Table 4 Frequencies of constructs endorsed by total number of participants and specific Pathway subtypes

From: What to target in cognitive behavioral treatment for gambling disorder—A qualitative study of clinically relevant behaviors

  

Pathway subtypes

FAI-G

section

All

n = 6

C

n = 2

E

n = 2

I

n = 2

Antecedents that increase gambling

(n phrases per construct)

  Emotion (positive or negative)

6 (50)

2 (14)

2 (18)

2 (18)

  Resources (money)

6 (12)

2 (4)

2 (5)

2 (3)

  Location

6 (11)

2 (3)

2 (4)

2 (4)

  Social stimuli (absence or presence)

6 (10)

2 (3)

2 (2)

2 (5)

  Time of the day

5 (12)

2 (6)

2 (4)

1 (2)

  Behavior (specific activities)

4 (9)

1 (1)

2 (4)

1 (4)

  Specific discriminative stimuli

2 (4)

2 (4)

0 (0)

0 (0)

  Gambling losses

2 (3)

1 (2)

1 (1)

0 (0)

  Substance use

2 (3)

0 (0)

1 (1)

1 (2)

Antecedents that decrease gambling

  Social stimuli (absence or presence)

6 (12)

2 (3)

2 (5)

2 (4)

  Emotion (positive or negative)

5 (15)

2 (8)

2 (4)

1 (3)

  Time of the day

5 (9)

2 (4)

2 (4)

1 (1)

  Behavior (specific activities)

4 (8)

1 (1)

2 (5)

1 (2)

  Location

3 (3)

1 (1)

2 (2)

0 (0)

Experiences when not being able to gamble

  Non-problematic response

4 (12)

2 (5)

0 (0)

2 (7)

  Frustrative non-reward

2 (5)

0 (0)

2 (5)

0 (0)

Accompanying responses

  Emotion (positive or negative) "arousal"

3 (7)

1 (1)

1 (1)

1 (5)

Strategies to control gambling

  Avoidance

4 (9)

1 (3)

1 (1)

2 (5)

  Monetary based strategies

3 (4)

1 (1)

1 (1)

1 (2)

  Social strategies

2 (5)

0 (0)

1 (4)

1 (1)

Strategies to continue gambling

  Antecedent enable (resources)

6 (12)

2 (3)

2 (4)

2 (5)

  Antecedent behavior

3 (4)

0 (0)

1 (2)

2 (2)

Consequences of gambling

  Emotional: Positive

6 (31)

2 (12)

2 (12)

2 (7)

  Emotional: Zone

6 (17)

2 (4)

2 (9)

2 (4)

  Emotional: Avoidance aversives

5 (33)

2 (7)

2 (14)

1 (12)

  Tangible: Money

4 (10)

2 (7)

2 (3)

0 (0)

Terminating events of gambling

  Depleted resources (money, physical, time)

6 (8)

2 (2)

2 (4)

2 (2)

  Behavior (specific activities)

3 (3)

0 (0)

2 (2)

1 (1)

  1. The table indicates the frequency of participants endorsing the behavioral construct, as well as frequency per gambling Pathways Model subtype [18] according to clinical assessment in this study. The number in parenthesis represents frequency of coded phrases representing the construct (e.g., in total 50 participant phrases were analyzed as Antecedent positive or negative emotions under FAI-G section Antecedents that increase gambling)
  2. FAI-G = The Functional Assessment Interview [42], adapted for gambling