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1

Thrupp, Letitia Nielsen. "Gambling attitudes and economic socialisation among adolescents /." Title page, contents and abstract only, 2000. http://web4.library.adelaide.edu.au/theses/09SSPS/09sspst531.pdf.

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2

Malgorzata, Anna Carran. "Children and gambling : attitudes, behaviour, harm prevention and regulatory responses." Thesis, Queen Mary, University of London, 2015. http://qmro.qmul.ac.uk/xmlui/handle/123456789/12576.

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Gambling constitutes an inherent part of British cultural landscape but due to its potential to cause significant detriments it remains controversial. The Gambling Act 2005 liberalised the UK gambling industry and created an environment where commercial gambling, although regulated, can be offered within a relatively free market setting and its consumption can be stimulated by advertising. The task of the law is to provide a framework where the need for customer choice, a flourishing market, and the respect for private liberties can be adequately balanced with the duty to protect vulnerable individuals such as minors. The Gambling Act has been positioned as containing sufficient protective measures to prevent minors from being harmed by gambling but there is still a relative paucity of research that focuses specifically on how this regime affects this age group. This thesis fills some of the gaps by analysing whether the existing legal and regulatory framework reconciled the conflicting priorities adequately. It uniquely combines legal doctrinal analysis with empirical evidence collected from a sample of British pupils to expose that the liberalisation of gambling has brought severe limitations on protecting minors that are not sufficiently counterbalanced by existing measures. This thesis demonstrates that the legal definition of prohibited gambling does not incorporate all activities that may lead to gambling-related harm. While the age verification measures adopted by online gambling providers appear to be successful, young people continue to have easy access to gambling in land-based venues and are exposed to significant volumes of gambling advertising that appeals to them but these factors are not sufficiently compensated by any holistic regulatory strategy. However, the thesis indicates that the correlation between fun and real gambling games should not be attributed to overlaps in minor's motivations for engaging in either form or to minors' lack of accurate differentiation between them.
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3

Dickson, Laurie Marie. "A developmental perspective of youth gambling attitudes : implications for prevention." Thesis, McGill University, 2002. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=29499.

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The present study examined developmental and gender differences in youths' attitudes toward gambling. Phase I of the study involved a quantitative analysis of gambling attitudes among 1408 students from Elementary and Secondary Schools. Participants ranging from 8 to 20 years of age completed the Attitudes and Gambling Activities Questionnaire (AGAQ) and scaled questions designed to delineate the perceived degree of skill and luck involved in various gambling activities. The frequency and reasons youth engage in specific gambling activities and explored attitudes and their relationship to perceptions of perceived control over gambling outcomes. Results revealed age and gender related attitudes toward gambling that may increase their vulnerability to developing problem gambling were examined. Older youth expressed more tolerance of gambling activities while young children under-estimated the addictive nature of gambling and over-estimated the degree of control over gambling outcomes. Males expressed being less fearful of getting caught gambling and had much more tolerant attitudes toward gambling behaviors. Furthermore, those youth found to have a greater number of permissive and/or irresponsible attitudes also had greater misperceptions concerning the degree of skill involved in gambling. Phase II of the study elaborated upon quantitative findings through focus group analysis involving 59 participants in grades 4, 7, 9 and 11. Results expanded upon findings regarding youths' perceptions of gambling and attitudes towards gambling at school, and outline youths' understanding of responsible gambling. Findings are discussed in terms of their utility for youth problem gambling prevention programming and future directions for research are suggested.
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4

Burnes, Colleen, and na. "Attitudes to gambling in Melbourne among adolescents of different ethnic backgrounds." Swinburne University of Technology, 2000. http://adt.lib.swin.edu.au./public/adt-VSWT20070709.162916.

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Three hundred and fifty Years 10,ll and 12 students from six coeducational schools in metropolitan Melbourne were surveyed regarding their gambling behaviour with the use of a survey which included the Australian Gambling Scale (AGS) (Senn, 1996), The questionnaire also included a Gambling Activities Checklist, Superstition Scale and Leisure Activities Checklist. The first hypothesis, that being male would be a predictor of gambling fiequency and problem gambling, was not supported. However, the second hypothesis, that early age of onset of gambling, experience of a big win, family interest in gambling and superstitious beliefs would predict gambling frequency, and that gambling frequency along with the previously listed variables would predict problem gambling was partly supported. Having had an early big win, parental gambling, western superstition (but not eastern), gambling for excitement, gambling to win money and gambling with friends predicted gambling frequency. Gambling fiequency, gambling for excitement and gambling to win money predicted problem gambling. Ethnic differences were found in predictors of gambling frequency and problem gambling. Reliability analysis on the newly-developed AGS indicated high internal consistency (1 =.90). The scale needs to be validated by comparing it to a well-established problem gambling scale, such as the South Oaks Gambling Screen.
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5

Bell, Diana. "The contribution of poker machines to reduced community wellbeing : A pre and post study." Thesis, Federation University Australia, 2018. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/166450.

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This thesis reports on a study of the impacts of poker machines on community wellbeing, using a pre and post survey method. The study used a variety of indicators to test community wellbeing and gambling attitudes and behaviours before and after a hotel venue with 40 poker machines opened in a new suburb in the designated growth area of Melbourne’s northern fringe. There was a higher proportion of respondents who met the criteria for ‘problem gambling’ after the poker machines were installed, compared to before, particularly when considered as a proportion of people who gambled on poker machines (5.3% compared to 3.6%). A proportion of respondents reported reduced levels of personal happiness, contentment and wellbeing as a result of the introduction of poker machines (16.5%, 12.3% and 16.1% respectively) and 41.5% reported there had been a detrimental impact on the community, in terms of social character. Mean scores on sense of community indexes and social cohesion showed a small decline in the post sample on every measure. Overall, the community reported reduced wellbeing on all measures after the introduction of poker machines. The significance of this study is that measures of community wellbeing and attitudes towards poker machines were measured before their introduction so that this baseline data could be compared with reported wellbeing 18 months after their installation within the suburban area. The substantial proportion of respondents who reported detrimental impact on social character, along with many negatively expressed opinions of poker machines, and a higher rate of problem gambling provide support for the notion that the introduction of poker machines at least contributed to the reduction in community wellbeing. This research provides some suggestions for the use of indicators for measuring the impact of poker machines on community wellbeing.
Masters by Research
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6

Sullivan, Cynthia H. Palmer James C. "A descriptive study of attitudes toward and incidence of gambling among college athletes." Normal, Ill. Illinois State University, 2001. http://wwwlib.umi.com/cr/ilstu/fullcit?p3064503.

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Thesis (Ph. D.)--Illinois State University, 2001.
Title from title page screen, viewed March 14, 2006. Dissertation Committee: James C. Palmer (chair), W. Paul Vogt, Edward Hines, Alvin E. House. Includes bibliographical references (leaves 94-96) and abstract. Also available in print.
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7

McGivern, Paul R. "Risk-taking and expenditure in digital roulette : examining the impact of tailored dynamic information and warnings on gambling attitudes and behaviours." Thesis, University of Derby, 2018. http://hdl.handle.net/10545/622837.

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Digital gambling is the fastest growing form of gambling in the world (Reilly & Smith, 2013a). Technological advancements continually increase access to gambling, which has led to increased social acceptance and uptake (Dragicevic & Tsogas, 2014) with Roulette being among the most popular games played both online and on Electronic Gaming Machines. In response, gambling stakeholders have drawn on the structural characteristics of gambling platforms to develop and improve Responsible Gambling (RG) devices for casual gamblers. Many RG data-tracking systems employ intuitive ‘traffic-light’ metaphors that enable gamblers to monitor their gambling (e.g. Wood & Griffiths, 2008), though uptake of voluntary RG devices is low (Schellinck & Schrans, 2011), leading to calls for mandatory RG systems. Another area that has received considerable RG research focus involves the use of pop-up messages (Auer & Griffiths, 2014). Studies have examined various message content, such as correcting erroneous beliefs, encouraging self-appraisal, gambling cessation, and the provision of personalised feedback. To date, findings have been inconsistent but promising. A shift towards the use of personalised information has become the preferred RG strategy, though message content and timing/frequency requires improvement (Griffiths, 2014). Moreover, warning messages are unable to provide continuous feedback to gamblers. In response to this, and calls for a ‘risk meter’ to improve monitoring of gambling behaviours (Wiebe & Philander, 2013), this thesis tested the impact of a risk meter alongside improved pop-up warning messages as RG devices for within-session roulette gambling. The thesis aimed to establish the optimal application of these devices for facilitating safer gambling behaviours. In support of the aims of RG research to evaluate the impact of devices on gambling attitudes and behaviours, the Elaboration Likelihood Model was identified as a suitable framework to test the proposed RG devices (Petty & Cacioppo, 1986). Both the interactive risk meter and pop-up messages were developed based on existing methods and recommendations in the RG literature, and examined via a series of laboratory-based roulette simulation experiments. Overall, results found the risk meter to be most effective when used as an interactive probability meter. Self-appraisal/Informative pop-up warnings were examined alongside expenditure-specific and hyrbid warnings. Findings showed that hybrid messages containing both types of information to be most effective, with optimal display points at 75%, 50%, 25% and 10% of remaining gambling credit. The final study tested both optimised devices (probability meter and hybrid messages). Results showed that using both RG devices in combination was most effective in facilitating reduced gambling risk and early within-session gambling cessation. Findings support the use of personalised, interactive RG devices using accurate context-specific information for the facilitation of safer gambling. The ELM was shown to be an effective model for testing RG devices, though findings suggested only temporary shifts in attitude change and a lack of impact on future gambling intentions. Overall, support for the implementation of RG devices that facilitate positive, temporary behaviour change that do not negatively impact on broader gambling attitudes or gambling enjoyment. Implications for theory, implementation, and RG frameworks are discussed, alongside recommendations for future research.
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8

Upham, Carey Leigh. "An exploration of adolescents' perceptions of gambling." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/20354.

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Thesis (MEdPsych)-- Stellenbosch University, 2012.
ENGLISH ABSTRACT: Adolescent gambling is regarded as one of the relatively new areas of interest within the wider field of adolescent risk behaviour, with international research highlighting the rise in popularity of various gambling games and the associated behavioural, emotional, academic, interpersonal and psychological outcomes that have been linked to adolescent gambling. These trends raise concern with regard to the youth in South Africa, as the overall risk profile of risk behaviours among South African adolescents is comparable to the risk profiles of youths around the globe. Research in the field of adolescent gambling is still in its infancy in South Africa and additional literature is necessary to curb possible problems in this area. The methodology of this study can be described as basic exploratory qualitative research. The study was conducted within the interpretive paradigm and was also informed by ecosystemic theory. Purposive sampling was used to select twenty-six adolescent learners who were enrolled at a single, private, all boys' school in the Western Cape. The methods of data collection included semi-structured focus group and individual interviews. The method of analysis employed to analyse the research data was qualitative content analysis. The research findings from the study indicated that the participants had a clear understanding of the concept of gambling, the associated activities and possible risks linked to gambling, as well as the various motives for participating in gambling activities. Congruent with international findings, the popularity of poker was acknowledged, with a number of adolescents discussing their awareness of their peers' participation in this gambling activity. Whilst financial reward was recognised as a possible outcome of gambling, the majority of the participants regarded social reward and entertainment as some of the key motivating factors for participation in gambling during adolescence. While acknowledging the role of skill in games such as poker, the majority of the participants were still of the opinion that the outcome was largely unpredictable. In addition, the following factors were identified as playing a fundamental role in shaping their perceptions of gambling: media, family, peers, school, religion, personality and personal experiences. Keywords: Adolescence, Perception, Gambling, Pathological Gambling, Problem Gambling, Risk Behaviour, Ecosystemic Theory.
AFRIKAANSE OPSOMMING: Adolessente dobbelary word gesien as een van die nuwer belangstellingsvelde binne die breër gebied van navorsing oor riskante gedrag onder adolessente, met internasionale navorsing wat toegespits word op die toename in die gewildheid van verskeie dobbelspeletjies en die daarmee gepaardgaande gedrags-, emosionele, akademiese, interpersoonlike en psigologiese uitkomste wat met adolessente dobbelary verbind word. Hierdie tendens wek kommer ten opsigte van die jeug in Suid-Afrika daar die algehele risikoprofiel van riskante gedrag onder Suid-Afrikaanse adolessente vergelykbaar is met die risikoprofiel van jeugdiges reg rondom die wêreld. Navorsing op die gebied van adolessente dobbelary in Suid-Afrika is nog in 'n beginstadium en daar is 'n behoefte aan bykomende literatuur om moontlike probleme binne hierdie gebied te beperk. Die metodologie wat vir hierdie studie gevolg is, kan as basiese verkennende kwalitatiewe navorsing beskryf word. Die studie is teen die agtergrond van die interpretiwistiese paradigma onderneem en is ook toegelig deur die ekosistemiese teorie. Doelbewuste steekproefneming is uitgevoer om ses-en-twintig adolessente leerders uit 'n enkele private seunskool in die Wes-Kaap te selekteer. Data is deur middel van semi-gestruktureerde fokusgroep- en indiwiduele onderhoude ingesamel. Die ontleding van die navorsingsdata is met behulp van kwalitatiewe inhoudsanalise uitgevoer. Die bevindings uit die studie het getoon dat die deelnemers 'n duidelike begrip van die dobbelarykonsep, die gepaardgaande aktiwiteite en die moontlike risiko verbonde aan dobbelary gehad het, asook van die onderskeie motiewe vir deelname aan dobbelaktiwiteite. Die gewildheid van die pokerspel is ooreenstemmend met internasionale bevindings bevestig deur middel van 'n gesprek met 'n aantal adolessente oor hul bewustheid van hul portuurgroep se deelname aan hierdie dobbelaktiwiteit. Terwyl die moontlike uitkoms van finansiële wins by dobbelary erken is, het die meerderheid deelnemers die sosiale bate en vermaak as onder die vernaamste motiveringsfaktore vir deelname aan dobbelary gedurende adolessensie beskou. Die rol van vaardigheid in 'n spel soos poker is erken, maar die meerderheid deelnemers het die opinie gehandhaaf dat die resultaat grootliks onvoorspelbaar is. Daarbenewens is die media, gesin, portuurgroep, skool, geloof, persoonlikheid en persoonlike ervarings as grondliggende faktore tot die vorming van persepsies oor dobbelary beskou.
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9

Wong, Sau-kuen Stella, and 黃秀娟. "Cognitive correlates of gambling behavior and intention to gamble among Chinese adolescents." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hub.hku.hk/bib/B50162676.

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Adolescent gambling has raised concern among the public as it entails an array of significant adverse consequences. With the dramatic expansion of gambling opportunity and the wide acceptance of gambling as a harmless and entertaining activity, the number of adolescents involved with gambling activities has increased. As such, there is growing interest among researchers in studying factors that are associated with adolescents’ gambling behavior. Nevertheless, this important research area has been surprisingly under-studied in Chinese populations, particularly, with adolescent samples. Adolescent gambling has raised concern among the public as it entails an array of significant adverse consequences. With the dramatic expansion of gambling opportunity and the wide acceptance of gambling as a harmless and entertaining activity, the number of adolescents involved with gambling activities has increased. As such, there is growing interest among researchers in studying factors that are associated with adolescents‟ gambling behavior. Nevertheless, this important research area has been surprisingly under-studied in Chinese populations, particularly, with adolescent samples. Three sequential studies with mixed methods were designed to achieve the above objectives. Study I aimed to explore what Chinese adolescents think would happen if they were to gamble. Using focus group discussion, 14 adolescents were interviewed. The results identified multiple themes including material gain, social benefit, enjoyment/arousal, tension/boredom, self-enhancement, relational cost, out of control, monetary loss and behavioral problems. In addition, the item pool of the Chinese Adolescents Gambling Expectancy Scale (CAGES) was also generated from Study I. In Study II three measures were constructed and validated using 258 Chinese adolescents: the Chinese Adolescent Gambling Expectancy Scale (CAGES), the Gambling Subjective Norms Scale (GSNS) and the Chinese version of the Gamblers’ Belief Questionnaire (GBQ-C). The findings of this study indicated sound psychometric properties for all these measures in general, thus justifying their use in Study III. Study III examined the relationships among gambling outcome expectancy, subjective norms about gambling and perceived behavioral control, as proposed by the theory of planned behavior, and gambling behavior among 1218 Chinese adolescents. The findings of this study showed that gambling outcome expectancy had incremental validity to predict both gambling behavior and intention to gamble among Chinese adolescents. Two other well-known constructs, i.e. subjective norms about gambling and perceived behavioral control were also important predictors of gambling behavior as well as intention to gamble among Chinese adolescents. Compared to positive outcome expectancy, subjective norms about gambling and illusion of control, it is noteworthy that negative outcome expectancy and belief in luck/perseverance played a more pivotal role in problem gambling among Chinese adolescents. The theoretical and research contributions and practical implications of this study are discussed along with the limitations and recommendations for future studies.
published_or_final_version
Social Work and Social Administration
Doctoral
Doctor of Philosophy
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10

Robinson, Ricki Michael. "Attitudes toward gambling and gamblers a two-state survey of social workers and addiction counselors /." online access from Digital dissertation consortium access full-text, 1997. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?9806146.

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Wood, Richard T. A. "A psychological investigation of the effects of the UK National Lottery and scratchcards on adolescents." Thesis, Nottingham Trent University, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.369309.

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12

Cheuk, Mui Carmen, and 卓梅. "Evaluation of a group program to prevent young people from gambling infamilies where adult members are problem gamblers." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B43895347.

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13

Nygren, Louise, and Josefine Albinsson. "Surrounded by Online Casino Commercials : An exploratory study of consumers´perceptions, attitudes and emotions in relation to semiotic and rhetorical tools." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-19647.

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The number of online casino companies in the Swedish gambling market, and especially the number of online casino commercials in Swedish television, has significantly increased during the last ten years. Previous studies show that Swedish consumers have negative attitudes toward gambling advertising. Literature explains advertising as a powerful source that influences consumers’ perceptions, attitudes and emotions. Hence, this thesisaims to explore consumers’ perceptions, attitudes and emotions of  online casino TV-commercials in relation to semiotic and rhetorical tools. In order to fulfil the aim of this thesis, this research is characterized by an interpretivistic philosophy and an abductive research approach. The empirical material in this study derive from qualitative content analyses of six online casino commercials and two focus group sessions. The findings show that perceptions, attitudes and emotions interrelate when consumers evaluate TV-commercials. The results also show that cultural aspects and segmentation contribute to consumers’ perceptions. Further, consumers must be able to relate to the story and link the content of the commercial to online gambling in order for them to have positive attitude and too feel positive about the commercials. Semiotic and rhetorical tools affect the consumer and thus are crucial elements for whether or not marketing communication is considered effective by the participants. These findings contribute with new insight in marketing communication as the combination of sensory marketing, semiotics and rhetoric have not been studied in relation to perceptions, attitudes and emotions. The conceptual model has a practical contribution since it can be applied in different areas of advertising.
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Bouchard, Carole. "Compréhension des items du South Oaks Gambling Screen chez des enfants du deuxième cycle du primaire." Master's thesis, Université Laval, 1999. http://hdl.handle.net/20.500.11794/40635.

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Peu d’études s’intéressent aux habitudes de jeu des enfants. En 1996, Ladouceur, Ferland, Jacques, et Boudreault notent que 4,5% des enfant âgés de 9 à 12 ans montrent les caractéristiques du jeu pathologique. Ceci constitue un taux deux fois plus élevé que chez les adultes. Réalisée auprès de 84 élèves du primaire, la présente étude examine la compréhension du questionnaire employé par ces chercheurs, soit le South Oaks Gambling Screen-Adolescent Version (SOGS-RA, Winters, Stinchfîeld, & Fulkerson, 1993). Les résultats de cette étude indiquent que près d’une question sur trois est incomprise. Plus le score au SOGS-RA est élevé, moins la compréhension du questionnaire est bonne. Cependant, la compréhension n’est pas reliée au niveau de scolarité. Des explications favorisent une diminution des scores lors d’une seconde passation. La discussion souligne les implications pratiques et théoriques de ces résultats et offre des suggestions pour l’élaboration d’un nouvel instrument de mesure.
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McClymont, Gregg. "The Labour Party's attitude to gambling, 1918-1970." Thesis, University of Oxford, 2006. https://ora.ox.ac.uk/objects/uuid:e89b2f98-ded5-495f-a49b-94fe4cdf4dbf.

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The Edwardian labour movement opposed gambling. But hostility to this integral aspect of twentieth century working-class culture is presumed to have disappeared rapidly as the Labour Party moved towards political maturity. This thesis challenges the declinist assumption: what emerges, rather, is the partial nature of Labour's accommodation to gambling between 1918 and 1970. The introduction establishes the intellectual status quo and critiques it: the existing literature neglects the extent to which the Party maintained a socialist objection to gambling. Chapter one details the Party's opposition to the administrative regulation of betting on horses during the 1920s. Chapter two initially focuses on Labour's negative reaction to the growth of lotteries, dog racing and the football pools during the interwar years; it ends by examining the extent to which the political crisis of 1931 weakened the Party's objections to working-class betting. Chapter three suggests that the Second World War's redistribution of social esteem further encouraged an accommodation to gambling in its working-class forms - but only in some of its forms and only to some degree. Chapter four examines the Party's attitude to gambling during the 1950s and 1960s: liberalization continued but the pace was slow and the direction of change contested. The conclusion emphasizes that the Labour Party maintained a socialist critique of wagering on luck throughout the period 1918-70: this ensured that its tolerance of working-class gambling remained somewhat grudging and limited.
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Grimard, Geneviève. "Intervention visant le jeu contrôlé chez les joueurs à risque." Master's thesis, Université Laval, 2003. http://hdl.handle.net/20.500.11794/44491.

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Cette étude évalue la faisabilité et l'efficacité d'une intervention cognitive-comportementale visant le jeu contrôlé chez des joueurs à risque de devenir des joueurs pathologiques. La perception de contrôle, la fréquence et les montants dépensés au jeu constituent les variables dépendantes. Quatre joueurs à risque de loterie-vidéo ont participé au programme d'intervention préventive. Les résultats montrent que la perception de contrôle augmente chez tous les participants tandis que la fréquence et les montants dépensés au jeu diminuent. De plus, la plupart des participants maintiennent leurs gains thérapeutiques six mois plus tard. Les implications cliniques de ces résultats sont abordées lors de la discussion.
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Takeuchi, Hideaki. "Common and differential brain abnormalities in gambling disorder subtypes based on risk attitude." Kyoto University, 2017. http://hdl.handle.net/2433/225977.

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Djordjevic, Jelena. "YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN’S EXPERIENCES OF COMPUTER- AND VIDEO GAMES." Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-26768.

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Kunskapen om TV- och datorspelmissbruk bland ungdomar är idag väldigt begränsad. Stillasittande/fysisk inaktivitet, som TV- och datorspel ofta innebär och som kan innebära negativa konsekvenser, blir allt vanligare. En semistrukturerad intervjustudie har genomförts på sju män i åldersgruppen 17-29 år i syfte att undersöka drivkrafterna bakom mäns spelbeteende i tonåren. Dessutom har information om spelmissbruk bland ungdomar inhämtats av fyra yrkesverksamma inom spelområdet. Detta samt kopplingar mellan TV- och datorspel och spel om pengar har gjorts p g a bristen på forskning om TV- och datorspel. De före detta spelmissbrukarna har kategoriserats som fritidsspelare och spelproblematiker (som lyckats sluta missbruka spel på egen hand), samt spelberoende, som fått avstå helt från spel för att få ett slut på sitt missbruk, medan övriga än idag kan spela i måttlig och ytterst liten mängd. Verklig och upplevd kontroll över sig själva och omgivningen har varit viktiga determinanter för informanternas spelmissbruk. Anledningarna till att de slutade/minskade på spelandet är att de i huvudsak tappade intresset för spel (dock inte helt), fick andra prioriteringar och/eller inte ville få återfall där de återgår till sitt gamla missbruksbeteende. Spelandet har haft en funktion som flykt från en problematisk livssituation, vilken med tiden endast förvärrats för de spelberoende parallellt med missbruket. Även upplevelsen av direkt, tillfällig tillfredsställelse har varit en stor drivkraft samtidigt som det har lett till spelmissbruket. Det tidsödande fritidsintresset fick konsekvenser på den psykiska och fysiska hälsan och beteendet, utvecklingen, relationer till närstående, familjesituationen, skolgången, den sociala etableringen samt den socioekonomiska situationen, vilket sammanfattningsvis ledde till att informanterna utvecklade en ohälsosam och ofta destruktiv livsstil.
The knowledge of computer- and video game abuse and addiction among young people is very limited today. The sedentary lifestyle and physical inactivity that computer- and video games often involve can have negative consequences, and are becoming more common. A semi-structured interview was conducted on seven men between the ages of 17-29 in order to examine the driving forces behind men’s gaming behavior in their adolescence. In addition, information about game abuse among young people was gathered from professionals in the area of computer- and video games. This and links between computer- and video games and gambling have been made due to the lack of research on video and computer games. The former video game addicts have been categorized as recreational players, game problematics (who by themselves managed to stop abusing games) and game addicts, who have completely abstained from gaming to put an end to their addiction, while the others still play moderately and very little today. Actual and perceived control over themselves and their environment has been important determinants for the player’s former addiction. The reason why they stopped/decreased the gaming is essentially because they lost interest in games (not completely though), got other priorities and/or did not want to relapse and return to old problematic behavior. Gaming as an escape from a problematic life situation was a common feature among the addicts. The situation for the game addicts only worsened with time along with their game abuse. Although the experience of direct, incidental satisfaction has been a major driving force, it simultaneously led to game abuse. The time-consuming leisure activity had consequences on the mental and physical health, behavior and social development, as well as on the relationships to relatives, family situation, school attendance, social establishment and socioeconomic situation. To sum up, the informants developed an unhealthy and often destructive lifestyle because of the game habits.
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Trivedi, Rohitkumar, and T. Teichert. "Attitudes, beliefs and impulsivity in online gambling addiction." 2018. http://hdl.handle.net/10454/15640.

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Yes
Gambling research often refers to attitude and belief measurements to distinguish between problem and non-problem gamblers. Past studies also indicated that problem gamblers have a tendency to steeply discount rewards. We join both research streams and investigate the relationships between attitudes and beliefs on gambling addiction with the moderating effects of delay discounting using a novel methodological approach of double-hurdle model. We hereby differentiate the five subdimensions of the Gambling Attitude and Belief Scale (GABS): emotions, chasing, luck, attitudes and strategies. Findings show that emotional predispositions and chasing tendencies are positively related to the severity of online gambling addiction, independent of gamblers´ impulsivity. In contrast hereto, gambling attitudes act as inhibitor for gamblers willing to wait for some time to receive higher reward. Findings show that money-related impulsiveness influences the relationship between sub-dimensions of GABS and gambling addiction: Gambling attitudes and beliefs do not necessarily harm online gamblers but that their positive or negative relationship to addiction depends on online gamblers’ impulsivity.
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Hsu, Wei-Ling, and 胥煒齡. "A Study on Factors Influencing Players’ Paying Attitudes toward Mobile Gambling Game Apps." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/9g3z3z.

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碩士
國立臺北商業大學
企業管理系碩士班
106
Game apps have been evolving and innovating due to the ubiquity of smartphones. The number of game players is breaking to new highs every year. Mobile games are obviously one of the most important entertainments for modern people. In recent years, the number of gambling game apps has been slowly increasing. Among the highest grossing apps, three to four out of the top ten are gambling game apps, on which related studies are increasingly crucial. This study chose the players of gambling game apps and applied motivation theories, investigating the influences of the social, financial, and psychological motivations on players’ game playing and attitudes toward paying. It adopted questionnaire methods and used SPSS Statistics V22.0 to perform descriptive statistics analysis, reliability and validity analysis, and regression analysis. The results found that the social, financial, and psychological motivations all had positive influences on player’s attitudes toward continued playing and paying. Flow experiences in the psychological motivations and financial income in the financial motivations had the strongest influences on attitudes towards games and attitudes towards paying respectively. Finally, solid suggestions were offered based on the research results for the reference of the R & D and operation of gambling game apps industry.
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21

WAI, CHAN CHEONG, and 陳暢偉. "YOUTH’S ATTITUDES AND BEHAVIOR TOWARDS GAMBLING IN MACAO: AN EXAMINATION OF FOUR CRIMINOLOGICAL THEORIES." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/50047797432620840641.

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碩士
國立臺北大學
犯罪學研究所
96
After the Macao government ended the monopoly system and agreed to liberalize the gaming industry in the early 21st century, the gaming industry in Macao has been prospering and therefore the economy in the region has developed vigorously. However, a great number of social problems have since arisen. Juvenile gambling is one of the major social problems that have attracted most public attention. This research is an empirical study on current juvenile gambling in Macao. In addition, the reasons why teenagers in Macao participate in gambling activities and the causes of pathological gambling will be analyzed through four criminological theories, namely: self control theory, social control theory, general strain theory and social learning theory. Purposive sampling is used in this research and 1,146 secondary school students in Macao participated in the survey. The major findings are as follows: 1. 51.8% of teenagers in Macao have participated in some kind of gambling activities in the last 12 months. On average, they spend MOP $ 189.91 on gambling each month. After the analysis of DSM-IV-MR-J criteria, it shows that 1.8% of teenagers are classified as pathological gamblers. 2. As far as the reasons why teenagers in Macao participate in gambling activities and the causes of pathological gambling are concerned, this research found that self control theory, social control theory, general strain theory and social learning theory are all applicable to help explain the degree of gambling participation of the teenagers and also to explain pathological gambling. Among the four criminological theories, social learning theory has the greatest capacity to help explaining the problems, while social control theory is least capable. In summary, this research suggests that the reasons why teenagers participate in or even become addicted to gambling are due to the following factors: school, family, peer and individual. By pushing and pulling each other, these factors interact and lead to the problems of gambling. If a teenager does not feel happy in school or at home and meets some friends who are in the habit of gambling, he will participating in the gambling activities with his friends, dependent on whether hi is a person who is against traditional values and has low self-control. By participating in the gambling activities, the teenager can forget about the unhappiness in his life and can seek instant gratification and also identify with his friends. The more he participates in gambling, the more addicted he becomes. In the end, pathological gambling may result. Based on the findings above, this research suggests the following prevention policies: 1. The government provides necessary resources, and establishes a school-centered preventive system which is based on a public health model. 2. The government provides necessary resources, and helps the school to provide the students with a friendlier environment which encourages interaction between teachers and students. It can help the students to have a happier campus life. 3. The government provides necessary resources, and guides parents how to teach their children and promote self control. This research has examined: the applicability of using criminological theories to explain specific behavior within this society, the overlap between the concept and measurement of criminological theories, generalizations from self control theory and the theoretical foundation of the juvenile gambling phenomenon.
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22

CHIH, CHIU YIN, and 邱寅馳. "The Research of Perceptions and Attitudes TowardsDevelopment on Gambling and Tourism Industry in Kaohsiung City." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/31909606712235783156.

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Abstract:
碩士
大仁科技大學
休閒事業管理研究所
103
The purpose of the study is to discuss the understanding and attitudes to the development ofgambling and tourism industry in Kaohsiung City. Via other countries that have set up gambling-and-tourism and amusement business industries, we can have a clearer perspective of both the positive and negative impacts caused by the industry. Personal profile of the masses was conducted by statistic analysis as independent variable, and politic, economy, society and the pros and cons were comprehended as dependent variables to research and investigate relevant aspects on the supportivecognition of attitude and its remarkable differences of the gambling and tourism industry in Kaohsiung City.The sampling object of the study is aimed to Kaohsiung City residents, conducting stratified random sampling by questionnaire at high floating populationspots at Kaohsiung Railway Station, nearby Mass Rapid Train (MRT) Station and department stores.500 questionnaires were issued in total, recovering 449 shares valid questionnaires and the rate of return was 89.8%. The data was analyzed by remarkable statistic methods such as descriptive statistics, conducted by SPSS for Windows 12.0, T-test of independent sample, One-way analysis of variance, Pearson Product-Moment Correlation Coefficient. Following are the result of the study: 1. From the cognition aspects of the Development of Gambling and Tourism Industry in Kaohsiung City, the analysis under different background variableshas no obvious differencestoward the types in political impact, economic benefits and social style. 2. From the attitude aspect of the Development on Gambling and Tourism Industry in Kaohsiung City,there are no obvious differences except the supportive attitude, income and the experience of visited gambling place. 3. Between the cognition aspects of the Development of Gambling and Tourism Industry in Kaohsiung City andthe attitude aspect of the Development on Gambling and Tourism Industry in Kaohsiung City present obvious positive correlation. At last by the result of research,we offer four proposals of the Development on Gambling and Tourism Industry to the government. First,it can establish Special Fund that give Nation people feedback.Second, it can copy the successful examples to adjust Nation people to Gambling and Tourism Industry .Third, it can order a complete set to reduce negative sequel.Last, it can combine the request of industry to develop Surrounding Opportunities.By these proposals,we expect that the government can create the best benefit to domestic industry and the lowest cost of international industry in the future.
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23

Wong, Lily. "Attitudes towards the establishment of a local casino in three Victorian communities." Thesis, 1992. https://vuir.vu.edu.au/15733/.

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It is the aim of this thesis to identify existing gambling trends prior to the establishment of a local casino, and to then assess the consequential effects upon the community. The three communities which comprise the sample population for this study are Keilor, Kew and Geelong. Each of the aforementioned had proposed a casino development for their respective community, and were selected on the basis of their geographic and demographic differences.
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24

Solfronková, Radka. "Společná ústavní léčba patologického hráčství a syndromu závislosti: potřeby, zkušenosti a postoje pacientů." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-341186.

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Pathological gambling brings serious impacts on an individual, his or her surroundings and the society in the areas of economics, intellectual, physical and social health. In the Czech Republic about 40,000 - 80,000 adults are threatened by pathological gambling, however the actual amount of treated adults is only about 2.5 - 5% of the total year estimate. The reason behind this number can be the fact that in the Czech Repulic pathological gambling is treated together with substance addiction in most of the therapy centers. In the beginning of the theoretical part the concept of 'pathological gambling' is defined and the prevalence and the number of treated patients with the diagnosis of pathological gambling is shown along with the availability of electronic gaming devices in the Czech Republic and abroad. Furthermore, etiological context, pathogenesis, and some diagnostic aspects of pathological gambling are described. The theoretical part further compares pathological gambling with substance addiction and the treatments of pathological gambling and introduces the treatments of other addictions in the healthcare system in the Czech Republic. The goal of the empirical part of the thesis is to find out and describe different and similar features of patients with the diagnosis of pathological...
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25

Mio, Ka-Lai, and 繆嘉麗. "The Relationship among Gambling Attitude, Family Support and Gambling Disorder with Macao Gambling Practitioners." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/69xy6b.

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碩士
中國文化大學
社會科學院澳門境外碩士在職專班
107
Abstract Macao’s gaming industry, currently the most important economic pillar, has a long-standing history of three centuries, crowning the city the reputation of “Monte Carlo of the Orient” and “Las Vegas of Asia”. The Macao SAR Government liberalized its gaming industry in 2002 and divided the concession from one into three, and later granted the licence to six consortia from the US, Hong Kong and neighbouring regions in the form of subdivided concession. The number of casinos soared from 11 at the beginning to 38 in 2016. There are more than 60,000 practitioners in the gaming industry, among whom, about 25,000 are dealers while 40,000 are of other work positions. As the name suggests, casino is a place where people participate in different kinds of betting games. The gamblers are addicted to gambling mostly in pursuance of profit, entertainment, excitement and avoidance of reality. For this reason, the Macao SAR Government puts effort into the promotion and education of responsible gambling in the community and neighbouring regions amid the development of gaming industry. In retrospect, the Macao SAR Government established “The Resilience Centre” under the Social Welfare Bureau back in 2005, aiming at providing counselling service for people and families suffering from gambling issues. The Centre also introduces preventive measures in the community to reduce the influence of gambling disorder on individuals and families. At that time, the Social Welfare Bureau commissioned the Institute for the Study of Commercial Gaming of the University of Macau to conduct a questionnaire survey on Macao residents’ participation in gambling activities and the prevalence rate of pathological gambling, in an effort to devise strategies and plans specifically for the prevention and treatment of pathological gambling. With the accumulation of researches and studies conducted by society in the past years, the SAR Government starts to provide a more specific definition on high-risk behaviours such as gambling myth and gambling risk. The terms have developed from “problem gambling” and “pathological gambling” commonly used in the past into “gambling disorder” in recent years. How should these three terms be distinguished? According to the 4th Edition of “Diagnostic and Statistical Manual of Mental Disorders” (DSM-IV) published by the American Psychiatric Association (the latest version namely the 5th edition (DSM-V) was published in 2013), the distinction between problem gambling and pathological gambling does not exist any more. As replacement, the problematic gambling behaviours are measured by levels of gambling disorder, namely mild, moderate and severe gambling disorder. In view of this, local institutions in Macao offering gambling treatment services also adopt this latest assessment tool to assess clients’ severity level of gambling disorder in recent years. According to the Annual Report of 2017 of the Central Registry System of Individuals with Gambling Disorder, nearly 20% of help seekers work in the gaming industry, and among the cases, “dealers” account for the highest number. This shows that there is a need to strengthen the protection for this group of people who are under high risks. The society should, through laws and various measures, prevent gaming practitioners from being affected by gambling myths and encourage them to participate in gambling activities within the range of self control and in a responsible manner. Since gaming is the leading industry in Macao, the general public has diverged opinions on the measures of gambling ban and restrictive gambling. As a result, the scope of application of “self-exclusion” (commonly known as “restriction on movement order”) implemented by the Gaming Inspection and Coordination Bureau has become a focal discussion in society. The present study aims at exploring the relationship between gaming practitioners’ gambling cognition, family support and gambling disorder, reviewing whether the existing gambling policies and various measures on gambling counselling and treatment are able to exert preventive influence on casino workers, as well as providing suggestions for the continuous improvement and optimization of future gambling prevention and treatment policies of Macao.
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26

Liang, Peng Te, and 彭德亮. "The Research of Gambling Industry Building Attitude on Consumer's Gambling Konwledge,Environmental Protection Consciousness,Hedonic and Sensation Seeking." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/82439388338408041487.

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碩士
輔仁大學
餐旅管理學系碩士班
98
ABSTRACT: This research is aim to discuss the relationships between the attitude of Taiwanese residents toward the construction of gaming industry based on their knowledge of gaming, environmental protection consciousness and enjoyment and excitement in this field. The research uses "game knowledge measurement scale", " environmental protection consciousness measurement scale" and" pleasant measurement scale", "excitement measurement scale" and "the measurement scale on attitude of building up the gaming industry " which carry on a survey and altogether send out about 450 questionnaires to the northern Taiwanese residents. The actual number of effective questionnaire returned is 430 copies. The research shows that the gaming knowledge and environmental protection consciousness to the attitude of the building of gaming industry is related in a negative way. For the one who seeks enjoyment and excitement in gaming industry has positive affections. Among this research we know that the pleasant seeker in gaming industry has showed the best predict ability in this industry. Following are the results among discussions mentioned above which can be provided to government and business related institution, and future researchers for reference. iii Keyword: gaming knowledge, environmental protection, conciousness, enjoyment, excitement, seeking,attitude of establishment
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27

Liang, Lung-Yi, and 梁隆毅. "The Study on Gambling Attitude and Motivation of Casino’s Consumer." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/4238ua.

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碩士
銘傳大學
觀光研究所碩士班
97
Following the maturing of the global gaming industry, the development of the Asian gaming industry has had grown rapidly since the year of 2002. Most of gaming studies focused on Western casino industry, just few studies emphasize that consumer behavior of Asia Pacific casino player. The purpose of this research was to understand the gambling attitude, the gambling motivation of casino’s consumer and to discuss the relationship between them. The survey of this research was used Gambling Attitude Scales(GAS) and The South Oaks Gambling Screen (SOGS) to measure the attitude and motivation. The simples of this study were adult casino consumers who must be 18 years old or older and had been played gambling in a casino. This analysis of the study was used reliability analysis, one-way ANOVA, and chi-square test to examine the different demographic variables in the experience of casino games. It also used the t-test and MANOVA to understand that the gambling attitude and gambling motivation were significant with different demographic variables, and used correlation analysis to examine the correlation between gambling attitude and gambling motivation. According to 468 samples, the findings of the research showed: (a) to gambling activities, the level of education had the most significant outcome of gambling experience, (b) gender had significant level for all gambling motivations: money, excitement, enjoyment, occupy time, feeling of achievement, skill and coping, (c) there were partial significant differences between dissimilar demographic variables and gambling motivations, and (d) there were positive correlation between gambling attitude and gambling motivation of casino consumers.
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28

Tang, Rui-Yun, and 湯瑞雲. "Exploring the Influence of Kinmen Residents' Gambling Attitude, Fear of Crime and Locality Attachment on Development Attitude and Willingnes of Kinmen Casino." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/j4b45n.

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碩士
國立金門大學
觀光管理學系
107
Gambling has long been a controversial issue. The public still has a negative perception of the game and believes it is not a legitimate entertainment. In recent years, the Asian game industry has flourished. In particular, Singapore, which is considered to be the most disciplined in the world, also announced the establishment of two casinos in 2005. Later, including Japan, South Korea and Singapore, many Asian countries saw the business opportunities brought about by the growth of gambling industry and began to consider loosening domestic gamification laws and regulations. In 2009, the Taiwan Legislative Yuan passed amendments to the regulations on the construction of outlying islands. Make the outlying islands legally gamble. The establishment of the casino industry is that opponents believe that gambling may make people addicted to family problems, and casinos may also bring social problems such as gambling, drugs, violence, money laundering and other crimes. Conversely, those who support the establishment of casinos believe that they can increase regional employment opportunities, personal income, corporate profits and government revenues, and create economic multiplier benefits for related industries. This study is because the residents of Kinmen are very concerned about and debate on the gambling issues.Therefore, I hope that through research can get some residents' cognition of set up a casino. This study aims to explore the interrelationship between resident’ gambling attitude, fear of crime and locality attachment on development attitude and willingnes of Kinmen Casino Questionnaire survey was used in the study. The study has issued 600 questionnaires in total. After eliminating 91invalid questionnaires, 509 are valid, and the effective response rate is 85%. Descriptive statistics, t-test, correlation analysis, regression analysis, adjustment regression analysis, and other statistical analysis methods were employed in this study. Following are the findings in this study. First of all, residents’ gambling attitude has a significant positive impact on the attitude of developing casinos. Second, Residents’ fear of crime has a significant negative impact on the attitude of developing a casino. Third, local residents’ gambling attitude has a significant effects on the attitude of developing casinos intervening through locality attachment. Forth, local residents’ fear of crime has a significant effects on the attitude of developing a casino intervening through locality attachment. Fifth, the development attitude of the casino has a significant positive impact on the development willingness of the casino. Key words: Casino, Gambling Attitude, Fear of Crime, Locality Attachment, Kinmen
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29

WU, CHEN-HSIANG, and 吳楨翔. "Exploring Lienchiang County Nankan Township Resident about Building of Casino Complex Intention from Gambling Attitude, Fear of Crime and Place Attachment." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/50836005999162769072.

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碩士
世新大學
社會心理學研究所(含碩專班)
104
After abolishing Martial Law in 1987, Taiwanese started to think about building casino to promote business and tourism. However, related laws haven’t been legislated yet. Therefore, gambling is still illegal in Taiwan. In 2009, Offshore Islands Development Act was amended and added a law. This law allows Offshore Islands (including Penghu, Kinmen, Lienchiang and those islands which are isolated from Taiwan island) to build casino if citizens agree on the referendum. In 2009, Penghu held the first casino referendum election, but the result is negative. In 2012, Lienchiang held their casino referendum election, and the result let Lienchiang build a legal casino complex intention in their county. People who are against construction of casino complex intention are usually afraid gambling rate and crime rate will become higher, or their hometown identity will change. We operationalize these worries to gambling attitude, fear of crime, place identity and place dependence. This study uses four variables to predict which variable will influence citizens’ attitude toward the construction of casino. This study adopts Questionnaire method which focuses on the residents from Lienchiang County Nankan Township. The 104 samples include 41 male and 63 female, who live in Nankan and have rights to vote in 2012 casino referendum election. The data was analyzed with descriptive Statistics, product-moment correlation and Logistic regression. The result of 104 samples as the following: 1. Gambling attitude and fear of crime have correlation with building of casino complex intention. In the same time, these two variables’ logistic models are significant to the construction of casino complex intention. As long as people have more positive attitude toward gambling, they will tend to approve the establishment of casino. When people have more fear of crime, they will tend to reject the establishment of the construction of casino complex intention. 2. Place identity and place dependence have no correlation with and aren’t significant to the construction of casino complex intention. Based on the result, we want to provide other views to our government when they plan to build new not in my backyard syndrome (NIBMY) facilities. In addition, we also want to provide a different discussion view to casino referendum election.
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30

Hsieh, kuei-lin, and 謝貴琳. "The empirical analysis of the influence on the attitude toward the police''s clampdown of gambling video games-in Tainan county,Taiwan." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/84544262343722180094.

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碩士
國立中正大學
犯罪防治所
95
In recent domestic research,there''s no empirical analysis on how gambling video games affect public security.This study mainly investingates the influence on the attitude toward the police''s clampdown of gambling video games instead of the 「Electronic Game Arcade Business Regulation Act」itself.At present,the county government''s management measure always take video games as a security issue,but crackdown may be not the only measure to solve this problem. In order to understand the police''s homsfelt attitude,the researcher take the Purposive Sampling and Snowball Sampling methods to select six participants to accept the in-depth interviews.This study also tries to establish standards in advance to sieve out the participants to increase the reliability and validity. The study is based on the hermeneutic phenomenology methodology attempting to discover the nature of the police''s attitude,including life experience and the profoundly hidden meanings.The data was collected through the process of the semi-structured in-depth interviews.According to the thematic analysis procedures,five essential themes were identified. Based on the study result,we suggest that the Controlling Organization should not only pay attention to the aspect of the public security ,but should also attempt to look into a long term thoroughgoing management solutions.The issue is not only on the public security,management system is the essential key point to solve it.
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