Adrian Parke

ORCID: 0000-0002-5242-6308
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About
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Research Areas
  • Gambling Behavior and Treatments
  • Sexuality, Behavior, and Technology
  • Digital Games and Media
  • Virtual Reality Applications and Impacts
  • Decision-Making and Behavioral Economics
  • Consumer Market Behavior and Pricing
  • Personality Traits and Psychology
  • Behavioral Health and Interventions
  • Substance Abuse Treatment and Outcomes
  • Crime Patterns and Interventions
  • Advanced Optical Imaging Technologies
  • Homelessness and Social Issues
  • Visual perception and processing mechanisms
  • Technology Adoption and User Behaviour
  • Sports Analytics and Performance
  • Wine Industry and Tourism
  • Personality Disorders and Psychopathology
  • Psychopathy, Forensic Psychiatry, Sexual Offending
  • FinTech, Crowdfunding, Digital Finance
  • Psychology of Social Influence
  • Aging, Elder Care, and Social Issues
  • Action Observation and Synchronization
  • Mind wandering and attention
  • Cognitive and psychological constructs research
  • Adventure Sports and Sensation Seeking

University of the West of Scotland
2019-2024

University of Lincoln
2009-2019

Faculty of Media
2007-2017

Nottingham Trent University
2003-2011

Playing videogames is now a major leisure pursuit, yet research in the area comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of among relatively large group gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed occurred irrespective gender, age, or frequency play, but was associated with particular structural characteristics games...

10.1089/cpb.2006.9994 article EN CyberPsychology & Behavior 2007-02-01

There is an increasing trend for online sports betting to be identified in gambling treatment services as the principal activity that leads harmful consequences. The structure of settings has changed extensively last 5 years response developing information technology, and these changes appear have increased inherent risk associated with betting. a current need understand disordered patterns settings, order commence development strategies identify and, where possible, mitigate harm....

10.1007/s11469-018-0049-8 article EN cc-by International Journal of Mental Health and Addiction 2019-01-04

To date, research into personality traits among gamblers has been largely inconsistent. The purpose of this study was to assess the predictive values three on pathological gambling (sensation seeking, deferment gratification and competitiveness) – two which (deferment have never investigated before. A questionnaire administered 114 whom 38% were classified as according DSM-IV criteria. included Sensation Seeking Scale (Zuckerman, M. (1984). seeking: a comparative approach human trait....

10.1080/1606635310001634500 article EN Addiction Research & Theory 2004-05-27

Background To inform clinical treatment and preventative efforts, there is an important need to understand the pathways late-life gambling disorder. Aims This study assesses association between age-related physical health, social networks, problem in adults aged over 65 years mediating role of affective disorders this association. Methods The sample comprised 595 older (mean age: 74.4 years, range: 65-94 years; 77.1% female) who were interviewed using a structured questionnaire assess...

10.1556/2006.7.2018.18 article EN cc-by-nc Journal of Behavioral Addictions 2018-02-28

Abstract Virtual Reality (VR) experienced through head-mounted displays often leads to vection, discomfort and sway in the user. This study investigated effect of motion direction eccentricity on these three phenomena using optic flow patterns displayed Valve Index. Visual stimuli were presented centre, periphery or far moved either depth (back forth) laterally (left right). Overall vection was stronger for compared lateral motion. Additionally, primarily affected moving with more...

10.1163/22134808-bja10049 article EN Multisensory Research 2021-04-20

Virtual Reality (VR) applications commonly use the illusion of self-motion (vection) to simulate experiences such as running, driving, or flying. However, this can lead cybersickness, which diminishes experience users, and even disengagement with platform. In paper we present a study in show that users performing cognitive task while experiencing VR rollercoaster reported reduced symptoms cybersickness. Furthermore, collected analysed brain activity data from our participants during their...

10.1145/3544548.3581063 article EN 2023-04-19

The prevalence of older adult female gambling participation and disorder is increasing in the UK, there a paucity published research available to understand possible risk factors for frequent this demographic. aim current study was identify explore motivations patterns behavior high-frequency gamblers from perspective individual context their experience aging. Ten UK were recruited via stratified purposive sampling, with mean age 70.4 years. Data collected semistructured interviews analyzed...

10.1080/08952841.2015.1138047 article EN Journal of Women & Aging 2016-08-15

Dyslexia is a specific learning disability affecting 1 in 10 people nationwide. Literature acknowledges the need for greater understanding of educational needs learners with dyslexia UK Higher Education (HE). Research this field often stems from neuropsychological viewpoints and neglects perspectives students. This study was designed to understand lifelong experiences students dyslexia. Semi-structured interviews were conducted fourteen Transcripts analysed using interpretative...

10.1080/09687599.2020.1829553 article EN Disability & Society 2020-10-08

Adrian Parkea* & Mark Griffithsba School of Psychology, University Lincoln, Witham House, Brayford Pool, LN6 7TS, UKb Division Nottingham Trent University, Burton Street, Nottingham, NG1 4BU, UK

10.3109/16066359.2011.600480 article EN Addiction Research & Theory 2011-07-28

Research relating to alcohol use amongst university students primarily examines the effects of binge drinking. Researchers rarely focus on a range drinking styles including light or non-drinking. This study was designed gain an in-depth understanding lived experiences female, first year UK undergraduates, who do not drink alcohol. Semi-structured interviews were conducted with eight participants. Narratives analysed using interpretative phenomenological analysis (IPA; by Smith and Osborn...

10.1007/s11469-017-9848-6 article EN cc-by International Journal of Mental Health and Addiction 2017-12-04

10.1007/s11469-006-9049-1 article EN International Journal of Mental Health and Addiction 2007-01-08

Research indicates that gamblers frequently set self-imposed limits on how much time and money they wish to gamble in a given gambling session, yet consistently more than initially intended. The emotional arousing impact of gambling, as well dissociative states experience whilst may contribute this behavioural shift which reflects failure self-control. Essential then, is the need for harm minimisation strategies aimed at allowing gambler stay control their decisions behaviour during...

10.5750/jgbe.v8i3.973 article EN The Journal of Gambling Business and Economics 2015-04-28

Much of poker's appeal is due to the fact that, unlike many other forms gambling, scope influence outcome vast. Put simply, it primarily a game skill. Although some necessary skills can be inherent (such as emotional intelligence, i.e., ability process information, particularly involves perception, assimilation, understanding, and management emotion), more idiosyncratic are only acquired through experience. As result, successful poker players will always seek improve by being critical their...

10.4309/jgi.2005.14.12 article EN Journal of Gambling Issues 2005-09-01

10.1007/s11469-009-9257-6 article EN International Journal of Mental Health and Addiction 2009-11-09

Internationally, the prevalence of online poker gambling is estimated to be between one percent and eight general adult population. In relation these rates, potential for addictive behaviour paucity theory, an important concern public health. Individuals may seek knowledge that will assist in developing skill via virtual community interactions. this paper, authors use a ethnography design observe creation, transfer, retrieval processes within poker-focused community. The paper develops...

10.4018/ijcbpl.2011040103 article EN International Journal of Cyber Behavior Psychology and Learning 2011-04-01
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