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Dissertations / Theses on the topic 'Electronic gaming'

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1

Keen, Brittany Phoebe. "Using Misconceptions to Improve Engagement and Preventative Effects Within Gambling Education." Thesis, The University of Sydney, 2019. http://hdl.handle.net/2123/21190.

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Gambling education programs typically focus on promoting gambling as a risky behaviour with harmful consequences. However, young people may not engage with this messaging as they cannot personally relate to the individuals described. Gambling-related misconceptions facilitate development and maintenance of problems and learning gambling mathematics concepts may reduce the likelihood of misconception development. Including gambling misconceptions in education may improve youth engagement by providing a developmental account of gambling problems which is more relevant. Pedagogical literature sug
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Mehrtens, Alex George Kazakevicius. "Beyond Bechdel-Wallace: Designing a Gaming Metric." OpenSIUC, 2016. https://opensiuc.lib.siu.edu/theses/1985.

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The video game as a medium is young compared to film or literature. As such there is less research available on the subject, particularly in the area of video game criticism related to sexualization and gender issues that underscore stereotypical portrayals of women, ethnicity, and overall gender roles. What research there is regarding video games primarily uses still images or short gameplay segments as data sources. Given the long form narrative that many video games employ to engage players, such data sources do not give a full picture of the video game's content. The purpose of this
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Berg, Matthew D. van den. "Estimating the growth and variability of gaming tax bases." abstract and full text PDF (free order & download UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1438924.

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4

Wack, Elizabeth. "CYBER SEXY:ELECTRONIC GAME PLAY AND PERCEPTIONS OF ATTRACTIVENESS AMONG COLLEGE-AGED MEN." Master's thesis, University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2777.

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The current study was conducted to determine whether or not electronic gaming is related to the formation of certain body ideals and appraisals of attractiveness. A sample of 219 college-aged males (age 18 to 32) completed a variety of measures designed to gather information about their game play habits, their perceptions of their own attractiveness (MBSRQ, SMAQ), and their perceptions of women's attractiveness (BCRS, FRS, photographs of women of different BMIs). Results indicate that men's ratings of women's attractiveness vary across the genres of games most frequently played but that freque
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Zang, Yuzhang. "UWB Motion and Micro-Gesture Detection -Applications to interactive electronic gaming and remote sensing." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/1241.

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The ultra-wideband (UWB) technology has a vast unlicensed frequency spectrum, which can support precise indoor positioning in orders of centimeters. The features of UWB signals can be utilized for variety of applications. In this project first we present an empirical channel models to analyze the localization accuracy of the UWB technology for interactive electronic gaming (Ping-Pong) in Line-of-Sight (LOS) and Obstructed LOS (OLOS) scenarios. Then we introduce a new concept that we refer to as micro-gesture detection to handle the more refined motions of the hand, such as rotation, while one
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6

Albarrán-Torres, César Alberto. "Encoding chance: a technocultural analysis of digital gambling." Thesis, The University of Sydney, 2014. http://hdl.handle.net/2123/13061.

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This thesis explores how gambling and gambling-like practices are increasingly mediated by digital technologies. Digital gambling brings gambling closer to the practices and features of videogames, as audiovisual simulations structure users’ experiences. New forms of digital gambling have clear political implications and institute new economic dynamics, as operators increasingly rely on the exploitation of constant interaction, as well as fostering compulsive play. By studying digital gambling from media studies, videogame and cultural studies approaches, this thesis offers a new critical pers
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Kaisner, Jakub. "Náklady a výnosy regulace hracích automatů pro obce." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-193593.

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Gambling is a complicated topic not only because of its addictive features but it requires knowledge of medical, social and economic field. The current public discussion about new gambling law is moreover disturbed by false arguments and manipulations coming from activists. In the first part of this thesis I focused on paper (PCP, 2014): Socio-economic costs of gambling in Czech Republic, which is considered to be a cornerstone of new gambling law. I reviewed its way of data transfering and its presumptions and found out that the original amount of the costs were overvalued by 120 %. I also an
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8

Mack, Hugh Jonathan Devereux. "How has gambling become normalised in New Zealand?" Thesis, University of Canterbury. School of Business and Economics, 2015. http://hdl.handle.net/10092/11033.

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This study investigated the normalisation of gambling within the New Zealand context to explore whether an ausugenic environment exists, using qualitative interviews in combination with a self-ethnography. An ausugenic environment is one where gambling has become embedded in the cultural attitudes and behaviour of a society to the extent that it is no longer considered to be an abnormal or noteworthy activity. In order to investigate this two phases of qualitative interviews were conducted with the first being with members of the public who were also asked to record a diary of gambling relat
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9

Wagner, William John. "The use of simulation and gaming for National Security training and planning with reference to selected case studies [electronic resources] /." Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-04112008-123239.

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10

Trotter, Michael G. "Health and psychological factors associated with in-game rank, and positive youth development in esports." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/228841/1/Michael_Trotter_Thesis.pdf.

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This thesis sought to identify the health and psychological factors associated with in-game rank and positive youth development in esports. The Ph.D. programme included three studies conducted between 2018 and 2021, and included participants from more than 65 countries. Methods included quantitative self-report measures, and both cross-sectional and longitudinal research designs. Key findings included; a positive relationship between health behaviours, psychological factors (e.g., physical activity & self-regulation) and in-game rank. Furthermore, the third research project found that particip
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11

Poulus, Dylan Robert. "Stress and coping in esports." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/225934/1/Dylan_Poulus_Thesis.pdf.

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The purpose of this programme of work was to investigate the psychological factors associated with success in competitive and elite esports athletes. More specifically, this thesis explores the stress and coping process, mental toughness, and the factors that esports athletes perceive make them successful. The methods incorporated cross-sectional, longitudinal, and qualitative approaches to enhance understanding of the psychological determinants of success in esports. With the rapid growth of esports competitions the findings of this PhD programme inform practitioners working with competitive
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12

Flint, Thomas Edmund. "Appropriating interaction." Thesis, Edinburgh Napier University, 2016. http://researchrepository.napier.ac.uk/Output/453421.

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This thesis is concerned with the fact that people routinely appropriate interactivetechnology. Much of the work in this project was conducted at The Public, aninteractive art gallery in West Bromwich. Examples of appropriation that arepresented range from interactive art, the game Minecraft™, to mundane objectsencountered in daily life. Research Questions posed in this study are: • What are the dynamics of appropriation? • What is the relationship of appropriation to affordance? • How do individuals experience appropriation? Appropriation is the mechanism by which we make objects in the world
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13

Zhao, Weiliang, University of Western Sydney, of Science Technology and Environment College, and School of Computing and Information Technology. "Security techniques for electronic commerce applications." THESIS_CSTE_CIT_Zhao_W.xml, 2003. http://handle.uws.edu.au:8081/1959.7/127.

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Electronic commerce and the internet provide greater opportunities for companies and individual person to be involved in commercial activities; the involved parties may not know or trust each other or may even be mutually suspicious of each other. The issue of fairness becomes more critical and must be well addressed. The aim of this thesis is to investigate security solutions with fairness for on-line transactions. A fair trading protocol with credit payment is proposed. The proof of equivalence of discrete logarithm to discrete loglogarithm is employed as the main tool to construct the proto
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14

Zhao, Weiliang. "Security techniques for electronic commerce applications." Thesis, View thesis View thesis, 2003. http://handle.uws.edu.au:8081/1959.7/127.

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Electronic commerce and the internet provide greater opportunities for companies and individual person to be involved in commercial activities; the involved parties may not know or trust each other or may even be mutually suspicious of each other. The issue of fairness becomes more critical and must be well addressed. The aim of this thesis is to investigate security solutions with fairness for on-line transactions. A fair trading protocol with credit payment is proposed. The proof of equivalence of discrete logarithm to discrete loglogarithm is employed as the main tool to construct the proto
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15

Ip, Jessica. "An augmented reality prototype for investigating tangible and virtual components in a gaming environment." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=103585.

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In recent years, button-based controllers for gaming consoles have evolved into dynamic, sensor based controllers that track movement and mimic real life instruments. The sudden popularity growth of this novel and interactive sensing technique has led us to consider whether realistic motion controllers will become the standard of future entertainment. This notion inspired us to investigate the preferability of physical interaction techniques over their virtualized equivalents. To accomplish this, a multi-user prototype was developed and designed using affordable and portable commercial hardwar
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16

Frem, Bassam. "The effects of demand uncertainty on strategic gaming in the merit-order electricity pool market." Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=86969.

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In a merit-order electricity pool market, generating companies (Gencos) game with their offered incremental cost to meet the electricity demand and earn bigger market shares and higher profits. However when the demand is treated as a random variable instead of as a known constant, these Genco gaming strategies become more complex.<br>After a brief introduction of electricity markets and gaming, the effects of demand uncertainty on strategic gaming are studied in two parts: (1) Demand modelled as a discrete random variable (2) Demand modelled as a continuous random variable.<br>In the first par
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17

Barbetta, Tommaso <1990&gt. "THE MAKING OF THE ADDICTED HUMAN: ELECTRONIC GAMBLING IN JAPAN." Master's Degree Thesis, Università Ca' Foscari Venezia, 2016. http://hdl.handle.net/10579/7551.

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Since the 1980s gambling market has undergone a radical transformation. Due to advancements in computer technology and in behavioural science, more immersive and more profitable gambling experiences can now be produced. Gambling environments have been redesigned, and new powerful gambling machines based on digital electronics have rapidly spread across many countries. The spread of electronic gambling has participated to the economical growth of these countries, creating jobs and strengthening state finances. However, it has negatively affected the quality of life of a considerable part of the
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18

Leonard, Jamie. "Problem gambling technological applications to minimize costs and potential liabilities /." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447638.

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19

Zhao, Weiliang. "Security techniques for electronic commerce applications /." View thesis View thesis, 2003. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20030505.155156/index.html.

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Thesis (M.Sc. (Hons.)) -- University of Western Sydney, 2003.<br>"A thesis submitted for the degree of Master of Science (Honours) - Computing and Information Technology at University of Western Sydney" Bibliography : leaves 109-114.
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20

Sutich, Daniel H. "Within-session changes in responding during simulated slot machine play." abstract and full text PDF (free order & download UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1460782.

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21

Junevičius, Valdas. "Elektrotechninių gaminių ženklinimo procedūros." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130822_161348-13133.

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Kiekvieną dieną naudojame įvairius prietaisus ir įrankius skirtus palengvinti mūsų gyvenimą. Pramonės gamyklos įdiegia naujus įrenginius, kurie pagreitina ir atpigina gamybos kaštus. Kiekvienas netinkamai suprojektuotas įrenginys gali kelti pavojų vartotojui ar aplinkai. Elektrotechniniai įrenginiai išsiskiria specifiniais elektros saugos reikalavimais. Kadangi rinkoje gausybė prekių, kurias gali įsigyti visi rinkos dalyviai yra būtina įdiegti bendrus saugos reikalavimus. Gamintojai privalo laikytis šių reikalavimų ir prisiimti visą atsakomybę už savo gaminių padarytą žalą vartotojui. Tam, kad
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22

Marques, Mauro da Costa. "Novas experiências do consumidor em loja : plano de marketing para a área de Gaming da Worten." Master's thesis, Instituto Superior de Economia e Gestão, 2018. http://hdl.handle.net/10400.5/17472.

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Mestrado em Marketing<br>O panorama do retalho tem vindo a alterar-se como consequência do desenvolvimento dos canais online e do aparecimento de players mais competitivos. Assim, surgiu a necessidade de os retalhistas conhecerem melhor os seus consumidores, de forma a corresponderem às suas necessidades, sobretudo em loja. Neste sentido, o presente trabalho final de mestrado tem como objetivo a elaboração de um plano de marketing para a área de gaming da Worten, com a finalidade de criar experiências em loja para o consumidor final. Quanto à metodologia utilizada, optou-se por selecionar o
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23

Boyer, Steven Andrew. "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Atlanta, Ga. : Georgia State University, 2009. http://digitalarchive.gsu.edu/communication_theses/53/.

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Thesis (M.A.)--Georgia State University, 2009.<br>Title from title page (Digital Archive@GSU, viewed July 20, 2010) Ted Friedman, committee chair; Alisa Perren, Greg Smith, committee members. Includes bibliographical references (p. 156-169).
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24

Hardy, Christina M. "The effects of positive and negative affect on Iowa gambling task performance." View electronic thesis, 2008. http://dl.uncw.edu/etd/2008-3/hardyc/christinahardy.pdf.

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25

Boettcher, Laura C. "The effect of diliberating [i.e. deliberating] dilemmas on decision-making as measured by the Iowa Gambling Task /." Electronic version (PDF), 2007. http://dl.uncw.edu/etd/2007-2/boettcherl/lauraboettcher.pdf.

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26

Ghymn, Eugene. "Isolation play." abstract and full text PDF (UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1456997.

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27

Han, Yisong. "Microstructural characterisation of GaMnN ferromagnetic semiconductors grown on (001) oriented GaAs substrates by plasma assisted molecular beam epitaxy." Thesis, University of Nottingham, 2006. http://eprints.nottingham.ac.uk/10332/.

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GaMnN layers grown by plasma assisted molecular beam epitaxy (PAMBE) as a function of Ga/N ratio, Mn flux and growth temperature are assessed using a variety of structural characterisation techniques. At 680 C, the Ga/N ratio is found to have a dominant impact on the zinc-blende GaMnN epilayer growth rate and the resultant composition, morphology and microstructure. A maximum growth rate and an optimised microstructure are associated with growth under slightly Ga-rich conditions. A reduced growth rate and enhanced Mn incorporation are associated with growth under slightly N-rich conditions. In
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28

Seevinck, Jennifer. "Emergence in interactive art." Thesis, University of Technology, Sydney, 2011.

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This thesis is concerned with creating and evaluating interactive art systems that facilitate emergent participant experiences. For the purposes of this research, interactive art is the computer based arts involving physical participation from the audience, while emergence is when a new form or concept appears that was not directly implied by the context from which it arose. This emergent ‘whole’ is more than a simple sum of its parts. The research aims to develop understanding of the nature of emergent experiences that might arise during participant interaction with interactive art systems. I
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29

West, Beverly, and University of Lethbridge School of Health Sciences. "Strategic contingency management to enhance treatment outcomes for problem gamblers." Thesis, Lethbridge, Alta. : University of Lethbridge, School of Health Sciences, 2008, 2008. http://hdl.handle.net/10133/735.

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Problem gambling is best understood from a biopsychosocial perspective, whereby multifaceted biological, psychological, and socio-environmental factors interact in ways that may lead to individual risk. Reinforcement contingencies and operant conditioning appear to play particularly important etiological roles. Theoretically, operant conditioning approaches should therefore comprise particularly effective treatment strategies. While operant conditioning in the form of contingency management is known to be an effective treatment for alcohol and substance abuse, it has never been applied by clin
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Godoy, Arthur Pedro de. "Uma arquitetura para promover o uso de dispositivos com limitações computacionais na interação com mídias sintetizadas remotamente." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/569.

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Made available in DSpace on 2016-06-02T19:06:14Z (GMT). No. of bitstreams: 1 6118.pdf: 3001954 bytes, checksum: 5643531722be67da01c9dfa9c79f4ecb (MD5) Previous issue date: 2014-05-22<br>Financiadora de Estudos e Projetos<br>Computer graphics and virtual reality technologies allow audiovisual experiences with high level of realism, as the ones achieved in video games and movies. The synthetization of media with high degree of audiovisual realism demands specialized systems with high performance computing capacity. The profusion in the last decade of personal computing consumer electronics suc
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31

McCormick, Jessica E. "Individual vulnerability and dissociative-like experiences in regular and problem gamblers." Thesis, 2009. http://hdl.handle.net/2440/62618.

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Problem EGM gambling is an increasingly prevalent public health concern because of its associated psychological, financial and social problems. In recent years there has been a heightened interest in the psychology of EGM play, and more specifically, why a subgroup of people appears to lose control over their gambling. This thesis has been guided by the literature that suggests a subgroup of people may be more vulnerable to developing gambling problems than others, for example, Durand Jacobs' General Theory of Addiction (1986), and the emotionally vulnerable subgroup of problem gamblers in Bla
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32

Sargent, Mark. "An examination of the New South Wales electronic gaming machine industry 1995 to 2005 and its historical, regulatory, political and economic contexts." Thesis, 2012. http://hdl.handle.net/1959.13/936130.

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Research Doctorate - Doctor of Philosophy (PhD)<br>This thesis examines historical, political, regulatory and economic aspects of gambling policy in New South Wales (NSW), with specific emphasis on the evolution of electronic gaming machine (EGM) gambling as a key element of the State’s fiscal policy. This includes analysis of major regulatory initiatives, including a review of contemporary parliamentary and press material surpassing any identified comparable research on gambling and EGM policy in NSW. It was established that although policy has generally been made on isolated, ad hoc bases, p
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Carvalho, Filipe Miguel Alves Bandeira Pinto de. "Shamanic interface for computers and gaming platforms." Master's thesis, 2014. https://repositorio-aberto.up.pt/handle/10216/72269.

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Carvalho, Filipe Miguel Alves Bandeira Pinto de. "Shamanic interface for computers and gaming platforms." Dissertação, 2014. https://repositorio-aberto.up.pt/handle/10216/72269.

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35

Borrell, Jennifer. "Developing a framework for the study of gaming machine & associated problematic gambling phenomena." Thesis, 2008. https://vuir.vu.edu.au/1411/.

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The primary aim of this thesis is to develop a theoretical framework to guide understanding and analysis of problematic gambling phenomena associated with Electronic Gaming Machines (EGMs), with a focus on Victoria, Australia. It is also intended that this framework be applicable to other social phenomena, difficulties and what are generally understood as addictions. Thus, drawing on a range of theorists from physics, biology and social theory and following a critique of positivist trends that have been dominant in the gambling research literature to date, a holistic, process-based, multilayer
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Jensen, Candice. "Winning While Losing on Multiline Slot Machine Games." Thesis, 2011. http://hdl.handle.net/10012/6196.

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On multiline slot machine games, small “wins” often amount to less than the spin wager, resulting in a monetary loss to the gambler. Nevertheless, these monetary losses are still accompanied by “winning” (and potentially reinforcing) audio-visual feedback. Dixon, Harrigan, Sandhu, Collins, and Fugelsang (2010) termed these potentially reinforcing losses as losses disguised as wins, or LDWs. Dixon et al. previously showed that novice gamblers appear to somatically miscategorize LDWs as wins rather than correctly categorizing these outcomes as losses. Two studies are presented which investigated
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Yoo, Hye-Lim. "Motivations and usage of electronic gaming exploring cultural and gender differences in Korean and American game players /." 2002. http://catalog.hathitrust.org/api/volumes/oclc/50871079.html.

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Thesis (M.A.)--University of Wisconsin--Madison, 2002.<br>Typescript. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 81-87).
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Markham, Francis. "An investigation of the spatial patterning of gambling-related harm and the total consumption theory of gambling." Phd thesis, 2017. http://hdl.handle.net/1885/147215.

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Gambling is an important public health issue in Australia. According to recent estimates, gambling-related harm is the third largest contributor to the burden of disability in the state of Victoria, measured in terms of disability-adjusted life years. The gambling product most associated with gambling-related harm in Australia is the electronic gaming machine (EGM), which accounts for over half of all Australian gambling expenditure. Around 30 per cent of weekly EGM gamblers experience moderate or severe adverse impacts from their gambling. Th
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Fraehlich, Cheryl. ""I just wanna play" : women and electronic gambling machines." 2008. http://hdl.handle.net/1993/21162.

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Gonçalves, Miriam Cristiana Meireles Campos. "Online Gambling Analysis Report Automation." Master's thesis, 2019. https://hdl.handle.net/10216/122861.

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Hopper, Rachael A. H. "A brief electronic personalized normative feedback intervention for the prevention of problematic gambling among college students." 2008.

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