Daniel Hanss
Darmstadt University of Applied Sciences
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Publication
Featured researches published by Daniel Hanss.
International Journal of Mental Health and Addiction | 2016
Charlotte Thoresen Wittek; Turi Reiten Finserås; Ståle Pallesen; Rune Aune Mentzoni; Daniel Hanss; Mark D. Griffiths; Helge Molde
Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.
Journal of Gambling Studies | 2015
Daniel Hanss; Rune Aune Mentzoni; Alex Blaszczynski; Helge Molde; Torbjørn Torsheim; Ståle Pallesen
We report data collected in a representative sample of 17-year-old Norwegians to investigate prevalence rates of non-problem, risk, and problem gambling, as measured by the Problem Gambling Severity Index (PGSI). In addition, we explored the importance of demographic, personality, motivational, social, and health variables explaining variance in adolescent gambling. Prevalence rates of risk and problem gambling were low but similar to those found in previous studies outside of Norway using the PGSI in adolescent samples. With regard to the relative importance of the various covariates, we found that motivational variables (future gambling intentions, attitudes toward gambling, and gambling-related knowledge) distinguished best between those who did not gamble, non-problem gamblers, and risk and problem gamblers. Furthermore, social variables were important covariates of adolescent gambling; significant associations were found for family and friends’ approval of gambling, parental monitoring, father’s level of education, and having relatives or friends with a history of a gambling disorder. We discuss possible reasons for differences between the covariates with regard to their importance for explaining adolescent gambling and address implications for future research.
Environment and Behavior | 2013
Lynn D. Rosentrater; Ingrid Sælensminde; Frida Ekström; Gisela Böhm; Ann Bostrom; Daniel Hanss; Robert E. O’Connor
Using survey data, the authors developed an architecture of climate change beliefs in Norway and their correlation with support for policies aimed at reducing greenhouse gas emissions. A strong majority of respondents believe that anthropogenic climate change is occurring and identify carbon dioxide emissions as a cause. Regression analysis shows that respondents recognize the effectiveness of direct actions that require difficult trade-offs, such as imposing a carbon tax. Yet, their voting intentions suggest a preference for policies that have at best an indirect effect on reducing climate change. Most respondents favor policy options that are generally good for the environment and cause no personal hardship. The disconnection between perceptions about the effectiveness of direct actions and support for less effective mitigation approaches may reflect the respondents’ collective distancing from the problem of climate change. This could be an important consideration in the design of communication strategies that promote emission abatement policies.
Addiction | 2016
Geir Scott Brunborg; Daniel Hanss; Rune Aune Mentzoni; Helge Molde; Ståle Pallesen
BACKGROUND AND AIMS Knowledge of the personality characteristics of individuals who develop gambling problems is important for designing targeted prevention efforts. Previous studies of the relationship between the five-factor model of personality and gambling problems were based on small samples not representative of the general population. We estimated differences in neuroticism, extroversion, intellect, agreeableness and conscientiousness between non-problem gamblers and individuals with low, moderate and severe gambling problems. DESIGN Cross-sectional survey. SETTING Norway. PARTICIPANTS A total of 10 081 (51.5% female) individuals aged 16-74 years (mean age 46.5 years). MEASURES The Problem Gambling Severity Index, The Mini-International Personality Item Pool and demographic variables. Differences between groups of gamblers were analysed by ordinary least-squares regression models separately for each personality trait adjusting for gender, age, cohabitation, level of education and work status. FINDINGS Gamblers with low, moderate and severe levels of gambling problems differed significantly from non-problem gamblers in neuroticism (b = 0.16, 0.34 and 0.66, respectively, all P < 0.001) and conscientiousness (b = -0.13, -0.28 and -0.44, respectively, all P < 0.001). Moderate and severe problem gamblers differed from non-problem gamblers in agreeableness (b = -0.21, P < 0.001 and b = -0.20, P = 0.028, respectively). In addition, gambling problems were much more prevalent among men than women, and more prevalent among those who live alone, individuals without tertiary education and among those who are unemployed or on disability pension. CONCLUSIONS A higher level of problem gambling severity appears to be associated with higher scores on neuroticism, and with lower scores on conscientiousness and agreeableness in the Mini-International Personality Item Pool.
Scandinavian Journal of Hospitality and Tourism | 2017
Rouven Doran; Daniel Hanss; Svein Larsen
ABSTRACT There is a growing literature addressing psychological variables that can be associated with choices of environmentally sustainable tourism alternatives. This paper contributes to this literature by focusing on individual differences in value orientations (i.e. egoistic values, altruistic values, and biospheric values), time perspective (i.e. consideration of immediate consequences and consideration of future consequences), and efficacy beliefs (i.e. self-efficacy and collective efficacy). A cross-sectional survey (N = 385) was carried out to investigate the role of each of these psychological variables in explaining intentions to choose environmentally sustainable travel options. Overall results showed that value orientations, time perspective, and efficacy beliefs together contributed to explaining about 53% of the variance in behavioural intentions. Consideration of future consequences and collective efficacy showed the strongest associations with behavioural intentions. Implications of these findings for research and managerial practice are noted.
Cyberpsychology, Behavior, and Social Networking | 2015
Geir Scott Brunborg; Daniel Hanss; Rune Aune Mentzoni; Ståle Pallesen
Abstract Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16–74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach.
Tourism and Hospitality Research | 2015
Rouven Doran; Daniel Hanss; Svein Larsen
Environmental sustainability may be seen as a collective challenge that can only be met if a sufficient number of individuals cooperate. Whether or not individual tourists are willing to contribute their share may thus depend not only on the degree to which they think that environmental sustainability is important (attitudes), but also on the degree to which they think that other tourists hold similar attitudes (social comparison). Other possible influences are beliefs that ones own behaviour can make a difference (self-efficacy beliefs) and that tourists as a group together can make a difference (collective efficacy beliefs). This paper reports on findings from a study (N = 358) that investigated the role of these factors in explaining peoples willingness to pay for environmental protection when travelling. Attitudes, self-efficacy and collective efficacy accounted for 30% of the variance in willingness to pay for environmental protection; social comparison did not explain additional variance. Theoretical and practical implications are discussed.
Journal of behavioral addictions | 2016
Ståle Pallesen; Daniel Hanss; Helge Molde; Griffiths; Rune Aune Mentzoni
Background and aims No previous study has investigated changes in attitudes toward gambling from under legal gambling age to legal gambling age. The aim of the present study was therefore to investigate attitudinal changes during this transition and to identify predictors of corresponding attitude change. Methods In all 1239 adolescents from a national representative sample participated in two survey waves (Wave 1; 17.5 years; Wave 2; 18.5 years). Results From Wave 1 to Wave 2 the sample became more acceptant toward gambling. A regression analysis showed that when controlling for attitudes toward gambling at Wave 1 males developed more acceptant attitudes than females. Neuroticism was inversely related to development of acceptant attitudes toward gambling from Wave 1 to Wave 2, whereas approval of gambling by close others at Wave 1 was positively associated with development of more acceptant attitudes. Continuous or increased participation in gambling was related to development of more acceptant attitudes from Wave 1 to Wave 2. Conclusions Attitudes toward gambling became more acceptant when reaching legal gambling age. Male gender, approval of gambling by close others and gambling participation predicted development of positive attitudes toward gambling whereas neuroticism was inversely related to development of positive attitudes toward gambling over time.
Frontiers in Psychology | 2017
Dominic Sagoe; Ståle Pallesen; Daniel Hanss; Tony Leino; Helge Molde; Rune Aune Mentzoni; Torbjørn Torsheim
There is a paucity of longitudinal investigations of gambling behavior in the transition from adolescence to emerging adulthood. We conducted a longitudinal investigation of the associations and patterns of change between mental health symptoms and gambling behavior. A representative sample of Norwegians completed questionnaires containing demographic, mental health, and gambling measures at age 17 (N = 2055), and at ages 18 (N = 1334) and 19 (N = 1277). Using latent class analysis, three classes of gambling behavior were identified: consistent non-gambling (71.1%), consistent non-risk gambling (23.8%), and risky-and-problem gambling (5.1%). Being male, showing higher physical and verbal aggression and having more symptoms of depression were associated with greater odds of belonging to the risky-and-problem gambling class at age 17. Overall, the risky-and-problem gambling class had the highest physical and verbal aggression, anxiety, and depression at 19 years. Our findings elucidate the reciprocal relationship between mental health and gambling behavior in the transition from adolescence to emerging adulthood, and the importance of recognizing these factors in designing targeted interventions.
International Gambling Studies | 2017
Helge Molde; Rune Aune Mentzoni; Daniel Hanss; Dominic Sagoe; S. L. Andersen; Ståle Pallesen
Abstract The presence of others is assumed to intensify gambling behaviour. However, empirical findings are mixed. Against this backdrop, a gambling simulation experiment was designed, comprising three conditions (gambling alone, gambling with two unfamiliar others and gambling with two familiar others). A total of 136 participants were recruited and assigned to one of the conditions. Win-sequence (‘early’, ‘middle’ and ‘late’) was a sub-condition. The gambling simulation was based on the electronic gaming machine (EGM). The dependent repeated measures were ‘Total trials gambled’, ‘Bet size’, ‘Reaction time’ and ‘Credit’. Several univariate mixed regression models were fitted. Contrary to expectations, participants gambling alone gambled on average more trials, placed their bets faster and lost fewer credits over time compared to those gambling with other participants. Participants receiving reinforcements mainly during the first part of the session showed more persistence within the gambling session in comparison with participants receiving winnings mainly at a later stage of the session. This suggests that the arousal induced by fellow participants facilitated a standard of maximizing actual returns, resulting in a loss-avoidance strategy. As attitudes toward gambling in Norway are relatively negative, the results could also reflect normative group pressure or fear of negative evaluation from others.