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1

Xia, Lin. "Factors influencing people's intention towards online gambling." Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1872928.

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2

McCormack, A. "The psychosocial impact of online problem gambling." Thesis, Nottingham Trent University, 2011. http://irep.ntu.ac.uk/id/eprint/279/.

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Ever since the National Lottery was introduced in 1994, there has been an increased prevalence of gambling in the UK. Technological innovation in this time has led to new ways in which people can gamble worldwide (e.g., internet gambling, mobile phone gambling and interactive television gambling), and increased accessibility to opportunities to gamble worldwide. The fastest growing form of gambling is internet gambling, however, little is understood in relation to the characteristics of internet gamblers, the psychosocial impact of internet gambling (e.g. problem gambling) and implications for public social policy. The overall aims of this thesis were to establish (i) what makes internet gambling potentially addictive, (ii) how is internet gambling located, accessed, and utilised by players, and (iii) what the salient structural and situational characteristics of internet gambling are and how these impacted (psychologically and socially) on peoples‘ lives. These aims were addressed through three stages of linked research utilising a multi-method design including a literature-based scoping study, in-depth interviews (n=40), and a comprehensive online survey (n=975) in order to triangulate the data to examine the psychosocial impact and potential addictiveness of internet gambling. The principal findings of this thesis noted certain structural characteristics have significantly more impact online than offline, and therefore the design of gambling websites can potentially manipulate gambling behaviour, thus making internet gambling potentially addictive. Gamblers were motivated to gamble online for the convenience, value for money, the greater variety of games, and anonymity. Inhibiting factors of online gambling included the reduced realism, the asocial nature of the internet, the use of electronic money, and concerns about the safety of online gambling websites. Predictors of online problem gambling were identified and included being male; having a disability; continued gambling after experiencing a near miss, lying about their age, engaging in two or more activities regularly, agreeing that internet gambling is more addictive than offline gambling.
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Woodford, Darryl Paul. "Regulating online : participant-driven approaches." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/68800/1/Darryl%20Paul_Woodford_Thesis.pdf.

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This thesis considers and evaluates different approaches to regulating online gaming communities, including traditional top-down regulation, as well as bottom-up and hybrid forms led by participants. I examine the regulatory environment in both the video game and gambling industries through case studies of the science fiction, massively multiplayer game Eve Online and offshore gambling platforms and their community sites. I identify that the participant driven approach to regulation sometimes used in the offshore gambling industry was dependent on a number of factors, notably the strength of the community and the risks to platform operators of negative publicity. By subsequently comparing this to the video gaming industry, I suggest that participant driven processes may be an appropriate way to resolve disputes in the games industry, and show how these are – to a limited extent – already being applied.
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Morgan, Kirsty Kate. "The legalisation and regulation of online gambling in South Africa." University of the Western Cape, 2017. http://hdl.handle.net/11394/6092.

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5

Simon, Nordsvan. "Counteracting Availability: Giving Control Back to Players Within Online Gambling." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172778.

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Gambling has become ever more available and begun to employ more techniques, such as gamification, in order to engage their players. Today, Gambling with the use of your computer or smartphone is not deemed very different from playing any other kind of game. This shortens the availability cascade, or chain of events, that in the context of Gambling can ultimately lead to severe economical or social consequences for the players. This thesis seeks to find out how the increased availability can be counteracted by giving control back to the players through the use of personal informatics as well as if, and if so how, the social aspect of Gambling affects responsibility and the perceived experience. By conducting in-depth interviews with 20 participants I gained insights into what would assist them in maintaining control as well as their perception of Gambling. In order to evaluate these findings they were, in conjunction with related research, translated into a design concept. The results of the evaluations of this design suggest that many of the same techniques used to increase engagement with Gambling can also be utilized to counteract the increased availability. The prospects for future research are outlined.
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Rosenberg, Erik. "The relationship between online gambling, psychosocial problems and crime for help-seekers calling a helpline." Thesis, Malmö universitet, Fakulteten för hälsa och samhälle (HS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24958.

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Problem gambling is a public health issue that affects gamblers, relatives and society in general. The Swedish National Gambling Helpline, Stödlinjen, operates as a primary help to people with problems related to gambling. The 22,260 calls made to the helpline from 2009 to 2016 were studied with regards to gender, age, online gambling, psychosocial problems, and crime. Comparison between gamblers and relatives revealed gender and age differences. Reports of online gambling increased for both groups as time progressed, while crime declined. The results are discussed, and it is concluded that more research on the connection between gambling and crime is needed, as well as further develop a crime-aspect in the counsellors’ documentation of helpline callers.
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Chebli, Jaymee-Lee. "Evaluating the effectiveness of an online self-directed intervention for problem gambling." Thesis, The University of Sydney, 2018. http://hdl.handle.net/2123/18005.

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It has been estimated that close to a million Australians engage with a gambling activity at least weekly, with close to a quarter being classified as problem gamblers. Unfortunately, traditional face-to-face therapies for problem gambling are underutilized suggesting they may not meet the needs of a proportion of individuals with gambling-related problems. The evolution of Internet communication systems has fostered potential treatment mediums, including Internet-based therapy. Internet-based therapy involves the delivery of treatment programs via the Internet, and can be provided in conjunction with clinician assistance. Past literature suggests that Internet-based interventions have resulted in positive treatment outcomes for numerous psychological disorders. The current thesis reviewed evidence for the efficacy of Internet-based therapy and conducted an RCT comparing two interventions; a online self-directed intervention for problem gamblers, with and without the addition of a one-off motivational interviewing (MI) telephone call. Randomly allocated participants (N = 126) were provided access to an online self-directed program, based on CBT and MI principles, for a duration of 6 weeks, and were followed up on 4 separate occasions (immediately post-treatment, 1-, 3- and 6-month follow-up). There was a significant reduction in gambling symptomology at post-treatment for both groups, with those in the iCBT + MI group producing superior outcomes compared to the iCBT-alone group, at post-treatment, with effects deteriorating at follow-up. The proposed study was the first empirical evaluation of using an online self-directed program for problem gambling in Australia and preliminary findings suggest that this can be seen as an advantageous treatment option to target this clinical population. Nonetheless, it is imperative that this Internet-based treatment program be tested in a second RCT against waitlist controls, in order to further establish its efficacy.
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Stanley, Matt. "Predictor Variables of Online Sports Problem Gambling by College Fraternity Members." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/897.

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The quantitative study identified predictor variables of online sports problem gambling, as measured by the South Oaks Gambling Screen (SOGS) among fraternity students at major college universities. The data were composed of 125 college fraternity students from ages 18 to 25 years of age. The average SOGS score was 1.776 with a standard deviation of 1.93. A SOGS score of 5 or greater indicates a probable problem gambler. The study used the Blaszczynski and Nower (2002) pathways model to determine how fraternity students could become problem gamblers. A stepwise regression model was run in SPSS using multiple independent variables taken from the survey to determine which of the independent variables were significantly correlated with the dependent variable, SOGS score. The study found 5 independent variables to be statistically significant: family history of gambling, competitive wagering, tobacco use, placing a wager with a friend, and wagering with funds acquired by illicit means. These 5 variables hold an R-squared (adjusted) of .26, which means that about 26% of the variability in the SOGS scores can be accounted for by these 5 variables. The study results supported the hypothesis that a complex set of social, biological, and psychological factors may contribute to determine how fraternity students could become problem gamblers. This study identified multiple individuals and parties who would benefit from further research about the ill-effects of online sports gambling among fraternity students.
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9

Pavlovic, Dusan <1981&gt. "Online Gambling in the UE: from Data Protection to Gambler Protection." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amsdottorato.unibo.it/8721/1/PAVLOVIC_DUSAN_tesi.pdf.

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The thesis tends to answer how does the processing of online gamblers’ personal data, which is used for identification and commercial communication purposes, affect the protection of online gamblers in the EU? After the introduction into the context of online gambling in Europe and risks that jeopardize the protection of online gamblers and the concept of responsible gambling, the first part of the thesis sheds light on the relationship between the processing of online gamblers’ data and the provocation of problem gambling. The attention is given to the gambling-related commercial communication and its role in provoking problem gambling on one side. On other, data processing to identify gamblers is taken as a contributing factor to the recognition of problem gamblers and prevention of negative consequences deriving from gambling. In the second part of the thesis, the relations, tensions, and conflicts between the protection of online gamblers and the protection of personal data, as processed by online gambling service providers are analyzed. The work of Jaap-Henk Hoepman on privacy design strategies was used as an inspirational source for the designing of strategies for processing online gamblers’ personal data. The strategies for the processing of online gamblers’ personal data and accompanying tactics based on Hoepman’s proposals for data minimization and data separation strategies and their antipodes – data maximization and data linking strategies outline scenarios that may prevent/provoke problem gambling. The thesis analyzes the business practice regarding the types of online gambler data that is processed for gambling-related activities, including data processed for the protection of online gamblers. Finally, the legal analysis answers whether and to what extent the implementation of privacy-invasive strategies (data maximization and data linking strategies) could be lawful.
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HÄHLE, GUSTAV. "SUSTAINABLE COMPETITIVE ADVANTAGES IN THE INDUSTRY OF MOBILE GAMBLING." Thesis, KTH, Nationalekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-199209.

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This study investigates how firms in the mobile gambling industry can develop long-term competitive advantages through utilizing firm specific resources and capabilities. The aim of this research is to connect classical theoretical knowledge with the challenges the modern industry of mobile gambling is facing. Earlier research within the subject are limited, however previously findings indicates that fast response time, logic site mapping and security are important factors when consumer are choosing supplier for mobile gambling. Data is collected through a consumer survey and interviews with three industry experts, moreover; a theoretical framework from previously conducted research are underpinning the study. The results show that firms should focus internal resources and capabilities to develop a superior technology. A superior technology can generate numerous of competitive advantages, as well as working as a leverage effect in other areas. Moreover, superior technology will also likely be sustainable over time by being governed by isolating mechanisms. Lower price is discussed as a competitive advantage in the mobile industry, however findings indicates several of long run negative effects enabled through a lower price. Future research needs to investigate how customization and dynamic offerings can optimize a firm’s profit. Future research should also investigate what kind of negative effects mobile gambling could have on the social welfare in terms of total effects.
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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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12

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 perspective on the issues raised by computer-mediated gambling, while expanding our perspective on what media and gambling are. Current research on gambling practices and markets in disciplines such as psychology, sociology and law has positioned wagering as an exceptional activity because of its association with problem gambling, taxation and financial loss. The increasingly malleable nature of digital gambling media complicates these understandings. Digital gambling and play take a number of shapes: state-of-the-art slot machines, desktop platforms and mobile apps for smartphones and tablets. These cultural forms involve both gambling companies such as Aristocrat and IGT, and videogame companies such as Atari and Zynga. Digital gambling products are consumed by millions of users, primarily in Australia, Europe and North America. In contemporary forms of digital gambling, many users have a gambling or gambling-like experience with or without real money involved. Consumers pay with money and/or labour and/or time and/or access to their digital social networks and contacts. These dynamics represent a significant departure from previous gambling studies, which only consider gambling as those games that involve real money and are demarcated from everyday life. The development of digital gambling sees new cultural forms, including gamble-play media (gambling and gambling-like platforms constructed as videogames), the procedure-image (images that articulate interactive rhetoric), mobile social gambling (the practice carried out through social casino apps) and gambling-machines (an iteration of Deleuze and Guattari’s desiring-machines). Digital gambling operates through assemblages that are materially heterogeneous and increasingly deterritorialised. Through a selection of case studies – including the 3D online casino PKR, the mobile apps Slotomania and Slots Journey, the Electronic Gaming Machine market in New South Wales, Australia, and the online casinos PokerStars and 888 – this thesis analyses the interplay between various digital gambling assemblages and their relations to other media such as videogames and social networking sites.
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13

Bermell, Måns. "Identification of Problem Gambling via Recurrent Neural Networks : Predicting self-exclusion due to problem gambling within the remote gambling sector by means of recurrent neural networks." Thesis, Umeå universitet, Institutionen för fysik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-159125.

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Under recent years the gambling industry has been moving towards providing their customer the possibility to gamble online instead of visiting a physical location. Aggressive marketing, fast growth and a multitude of actors within the market have resulted in a spike of customers who have developed a gambling problem. Decision makers are trying to fight back by regulating markets in order to make the companies take responsibility and work towards preventing these problems. One method of working proactively in this regards is to identify vulnerable customers before they develop a destructive habit. In this work a novel method of predicting customers that have a higher risk in regards to gambling-related problems is explored. More concretely, a recurrent neural network with long short-term memory cells is created to process raw behaviour data that are aggregated on a daily basis to classify them as high-risk or not. Supervised training is used in order to learn from historical data, where the usage of permanent self-exclusions due to gambling related problems defines problem gamblers. The work consists of: obtain a local optimal configuration of the network which enhances the performance for identifying problem gam- blers who favour the casino section over sports section, and analyze the model to provide insights in the field. This project was carried out together with LeoVegas Mobile Gaming Group. The group offers both online casino games and sports booking in a number of countries in Europe. This collaboration made both data and expertise within the industry accessible to perform this work. The company currently have a model in production to perform these predictions, but want to explore other approaches. The model that has been developed showed a significant increase in performance compared to the one that is currently used at the company. Specifically, the precision and recall which are two metrics important for a two class classification model, increased by 37% and 21% respectively. Using raw time series data, instead of aggregated data increased the responsiveness regarding customers change in behaviour over time. The model also scaled better with more history compared to the current model, which could be a result of the nature of a recurrent network compared to the current model used.
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Ezrapour, Shawn. "Structures, the construction of meaning, and subsequent strategies in online poker." Diss., Connect to the thesis, 2007. http://hdl.handle.net/10066/1251.

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15

Walderstedt, Jonson Hans-Christian. "Player Protection for Online Gamblers." Thesis, Uppsala universitet, Juridiska institutionen, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-221372.

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16

Turner, Wesley. "SLOTZ: A Game-Based Measure of Problem Gambling." Thesis, Griffith University, 2018. http://hdl.handle.net/10072/380999.

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The last decade has seen a marked increase in gambling availability and participation. This increase is in part due to a rapid proliferation in digital platforms of gambling delivery, including online betting and smartphone betting applications. In turn, this rise in gambling availability and participation has led to an increase in the prevalence of gambling-related issues. This is particularly concerning, as relatively few problem gamblers ever engage in treatment, despite experiencing substantial psychological and social impairment as a result of their gambling. Difficulties with engagement are likely to stem from the many barriers problem gamblers face when seeking treatment, including financial issues, stigma, embarrassment and shame. Successful utilisation of digital technologies may help overcome barriers often faced by more traditional face-to-face mental health assessments and interventions, with these novel forms of digital delivery being potentially better suited to fostering user engagement, motivation and retention in mental health assessments and interventions. To date, virtual reality technologies present as one the most efficacious forms of digital mental health assessments and interventions, providing a range of interactive systems, environments and mechanisms by which mental health assessment and intervention can be enacted. Review of the literature and meta-analysis, as reported in Chapter 3, supported the efficacy of virtual reality-based interventions, though issues regarding methodological rigour remain. Yet despite the promise of virtual reality-based assessments and interventions, their development and implementation has been sluggish. For this reason, there appears to be a need to explore the utility of alternative digital delivery platforms. Video games provide a more readily-accessible, cost-effective digital delivery platform for mental health assessment and intervention. Mental health video games aim to make the processes of change and learning more meaningful and engaging. As is reported in Chapter 4, review of the literature revealed that mental health video game assessments and interventions have successfully been investigated in the assessment and treatment of a number of populations and presentations. Moreover, it was observed that mental health video games may pose a particularly useful platform for engaging hard-to-reach populations such as problem gamblers, engaging users emotionally, capturing their attention and promoting continuing engagement. However, it was concluded that the lack of empirically supported theory, methodological rigour and psychometric validation in the literature makes it difficult to draw overall conclusions regarding the efficacy and utility of mental health video games. It was determined that there remains a need in the literature for robust examples of the development and implementation of empirically driven, well-validated mental health video games. The overall aim of this thesis was to explore the role digital technologies can play in the development and delivery of mental health assessment and intervention, with particular focus placed upon the area of problem gambling. To this end, a novel mental health video game assessment of problem gambling was developed (SLOTZ). Game play was developed in accordance with game design and gambling-related neuropsychological theory. Initial conceptualization, development, piloting and the first iteration of revision and refinement of SLOTZ game play is described over the course of Chapter 5 and Chapter 6. Levels of immersion and engagement were found to be high, with participants observed to find SLOTZ game engaging and enjoyable. Two SLOTZ sub-tests were observed to significantly correlate with established measures of gambling severity and to demonstrate an ability to significantly predict gambling severity in participants. Implications, limitations and directions for future research are discussed in Chapter 7 and Chapter 8. Overall, findings from this thesis provide evidence that problem gambling can be identified and predicted via video game play. SLOTZ presents as an economical, engaging, enjoyable, and psychometrically validated means of problem gambling assessment that is likely to be wide-in-reach and less psychological, socially and financially aversive to populations who are historically difficulty to engage. Moreover, this thesis provides a sound example of the process of empirically testing digital mental health video assessments and interventions via a multi-step iterative process of pilot testing and refinement, demonstrating the utility of video games in mental health assessment and interventions.
Thesis (Professional Doctorate)
Doctor of Philosophy in Clinical Psychology (PhD ClinPsych)
School of Applied Psychology
Griffith Health
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17

Martínez, Viana Cristina. "Diferències entre els jugadors patològics online i els jugadors patològics de màquines escurabutxaques: Estudi de les característiques sociodemogràfiques, clíniques (psicopatologia, personalitat i intel·ligència) i relatives al perfil de joc i dels factors predictors d’abandonament prematur de la teràpia." Doctoral thesis, Universitat Autònoma de Barcelona, 2017. http://hdl.handle.net/10803/458016.

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L’any 1977 es van legalitzar els jocs d’atzar a Espanya i des d’aleshores han aparegut de forma creixent les diverses modalitats de jocs d’atzar i d’apostes. L’any 2011 es va legalitzar el joc online i totes dues legalitzacions han donat lloc a una major accessibilitat i una major publicitat dels jocs, que s’ha traduït en un increment enorme de la quantitat de persones que acaben desenvolupant una addicció als jocs d’atzar. Cada vegada són més nombrosos els jugadors que acudeixen a les unitats de tractament especialitzades demandant ajuda per presentar problemes amb els jocs d’atzar online. L’objectiu general de la tesi és l’estudi de les diferències a nivell sociodemogràfic, a nivell clínic (psicopatologia associada, personalitat i intel·ligència) i del perfil del joc, així com estudiar els factors predictors d’abandonament prematur de la teràpia entre els jugadors presencials de màquines escurabutxaques i els jugadors online utilitzant una mostra clínica de 156 jugadors patològics atesos consecutivament a la Unitat d’Atenció al Joc Patològic i Altres Addiccions no Tòxiques de l’Hospital de Mataró des de juliol de 2013 fins al març de 2017, dels quals 114 són jugadors de màquines escurabutxaques i 42 són jugadors online. Els resultats obtinguts confirmen que els jugadors patològics difereixen significativament segons el tipus de joc, demostrant l’existència de nombroses diferències a nivell sociodemogràfic, psicopatològic, de personalitat, d’intel·ligència i del perfil de joc. Així podem concloure que la mostra de jugadors patològics online té una edat més jove, amb estudis universitaris o de formació professional, actius laboralment, solters i amb un elevat estatus socioeconòmic. Tenen puntuacions més altes en intel·ligència, presenten menor comorbiditat psiquiàtrica i menor ús de substàncies. D’altra banda, tenen menys antecedents mèdics personals, prenen menys psicofàrmacs però presenten una major severitat del trastorn. A nivell de personalitat, són més cercadors de novetat. Pel que fa al perfil de conducta del joc inicien la conducta de joc i l’addicció a una edat inferior amb menor latència des que comencen a jugar fins que desenvolupen el trastorn i presenten menys anys d’evolució de la malaltia, juguen més sovint, aposten quantitats més grans de diners, inverteixen més temps en joc, acumulen més deutes, demanen més diners i cometen més actes delictius per finançar el joc i tenen més problemes judicials a causa del joc que els jugadors patològics presencials de màquines escurabutxaques. El nostre estudi confirma que hi ha variables específiques per cada grup de jugadors associades a l’abandonament prematur del tractament. Per als jugadors de màquines escurabutxaques, la variable associada a abandonament és no tenir préstecs amb entitats financeres a conseqüència del joc. Per als jugadors online, les variables relacionades amb l’abandonament són una menor severitat del trastorn i tenir antecedents familiars de joc patològic. Per últim s’han identificat altres variables comunes a tota la mostra que estan associats a l’abandonament prematur: una menor severitat del trastorn, la freqüència de joc mensual, elevats nivells d’hostilitat i fer tractament grupal. Es conclou que el joc online té un poder addictiu superior al joc presencial a màquines escurabutxaques, provoca conseqüències més negatives i una major severitat del trastorn.
In 1977, gambling was legalized in Spain and since then the different modalities of gambling have emerged. In 2011 online gambling was legalized and both legalizations have led to greater accessibility and greater advertising, which has resulted in a huge increase in the number of people who end up developing a gambling disorder. The number of gamblers who seek specialized treatment due to online gambling are increasing every year. The main objective of the thesis is to study the differences in sociodemographic, clinical (psychopathology, personality and intelligence) and gambling-related variables, as well as to study the predictors of early dropout from treatment using a clinical sample of 156 pathological gamblers consecutively attended in the Pathological Gambling Unit and Other Toxic Addictions of the Hospital of Mataro from July 2013 to March 2017, of which 114 are land-based slot machines pathological gamblers and 42 are online pathological gamblers. The results confirm that pathological gamblers differ significantly depending on the type of game, showing the existence of numerous differences in sociodemographic, psychopathological, personality, intelligence and in the gambling related variables. We can conclude that online pathological gamblers have a younger age, single, with university studies, are full employed and have a high socioeconomic status. They have higher scores in intelligence, lower psychiatric comorbidity and lower use of substances. On the other hand, they have less personal medical history, they take less psychotropic drugs but present a greater severity of the disorder. As for the personality variables, they have higher scores in novelty seeking. Regarding the gambling related variables, they initiate gambling behavior to a younger age with a lower latency since they start gambling until they develop the disorder and have a lesser of evolution of the disorder, gamble more often, bet larger amounts of money, spend more time gambling, accumulate more debts, borrow more money and commit more criminal acts to finance gambling and have more legal problems due to gambling than the land-based slot machine pathological gamblers. Our study confirms that there are some specific variables for each group of gamblers associated with early dropout from treatment. For the land-based slot machine gamblers, the variable associated with dropout is not having bank loans due to gambling. For online gamblers, variables related to attrition are less severity of the disorder and having a family history of pathological gambling. Finally, other variables common to the whole sample that are associated with early dropout have been identified: a lower severity of the disorder, gambling monthly instead of weekly or daily, high levels of hostility and group treatment. We conclude that online gambling is more addictive than land-based slot machines, causes more negative consequences and greater severity of the disorder.
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18

Gunnarsson, Jenny, and Maria Slivo. "Konsumentbeteende online : En analys av spelkonsumenters reaktioner och beteende på nätet." Thesis, Högskolan i Skövde, Institutionen för handel och företagande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13995.

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Problem background: The online gaming industry has exploded and the number of consumers who play casino games has increased markedly in recent decades. In Sweden, the state has a monopoly on the gambling market and is not allowed to market casino games. But the foreign gambling companies make use of this by sending their advertisements via channels from other countries. Research Questions:- What are the reactions of Swedish gambling consumers to gambling companies marketing?- What determines when Swedish gambling consumers choose to gamble online?- What are the consequences that may arise for the gambling consumers owing to the gambling companies marketing? Purpose: The general purpose of this study is to contribute a distinct view over how Swedish gamblers react and experience the marketing of gambling companies. The sub-purpose is to find out what it is that makes the gambling-consumers to use these services as well as the consequences that may arise from the gaming company's marketing. Method: In this study, we have applied a quantitative network approach by creating an online survey and an online experiment. Empirics: The online survey and experiment gave us a total of 119 responses. 88 responses on the survey and 31 responses on the experiment. Online availability was enticing among the gambling consumers, being able to play at any time. According to the consumers they gamble for the excitement of it and to win money. There were also gambling consumers who stated that they are professional poker players and that poker is their only source of income. Conclusion: Even though consumers believe the gambling commercials are misleading and frustrating they still feel the urge to gamble online. This is most likely because the companies show off with a glamorous fantasy world of winning money in their commercials. The gamblers are relatively easy influenced by the commercials which are the main reason why gamblers end up with gambling issues/addictions.
Problembakgrund: Spelindustrin på nätet har exploderat och antalet konsumenter som spelar casinospel har ökat markant de senaste årtiondena. I Sverige har staten monopol på spelverksamheten och det är inte tillåtet att marknadsföra kasinospel, men de utländska spelbolagen utnyttjar detta genom att sända sin reklam via kanaler från andra länder. Forskningsfrågor:- Vad är de svenska spelkonsumenternas reaktioner till spelbolagens marknadsföring?- Vad är det som avgör för när svenska spelkonsumenter väljer att spela på nätet?- Vilka konsekvenser kan uppstå för spelkonsumenterna av spelbolagens marknadsföring? Syfte: Huvudsyftet med studien att ge en klarare bild över hur Svenska spelkonsumenters beteende och reaktioner av spelbolagens marknadsföring. Delsyftet är att ta reda på vad det är som gör att spelkonsumenter väljer att nyttja spelbolagens tjänster samt vilka konsekvenser som kan uppstå av spelbolagens marknadsföring. Metod: I denna uppsats har vi valt att tillämpa kvantitativa undersökningar genom att utforma en webbaserad enkät- och ett experiment. Empiri: Totalt deltog 119 respondenter i enkätundersökningen och experimentet, 88 respektive 31 stycken. Tillgängligheten på nätet var lockande bland spelarna, att kunna spela när som helst. Många spelare tycker att spel på nätet är spännande och spelar gärna för att vinna extra pengar. En del spelkonsumenter uppgav att de är professionella pokerspelare samt att poker är deras enda inkomstkälla. Slutsats: Slutligen kom vi fram till att även då spelkonsumenterna anser att spelbolagens marknadsföring är missvisande och frustrerande lockas dem ändå till att spela på nätet. Troligtvis eftersom spelbolagen framhäver en glamorös fantasivärld och att det är lätt att vinna på deras spelsidor. Spelkonsumenterna är relativt lättpåverkade av spelbolagens marknadsföring vilket är den främsta anledningen till att spelkonsumenter hamnar i ett spelproblem/spelberoende.
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19

Kalkan, Bilal. "Problematic Internet Use, Online Gaming, and Online Gambling, and Their Relationships with Depression and Quality of Life among College Students." Ohio University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1494012918329096.

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20

Auer, M. "Behavioural tracking and the effects of responsible gaming tools and personalized feedback in online gambling." Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/29002/.

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Interactive technology has helped online gambling to become a more popular leisure time activity over the last decade. Alongside this development, new forms of Responsible Gaming tools such as voluntary limit setting and personalized feedback have been introduced. These interventions require a gambling environment with identified play such as online gambling and card-based land-based gambling. This thesis investigates the effects of personalized Responsible Gaming tools on subsequent gambling behaviour and also introduces a novel measure of monetary gambling involvement (i.e., 'theoretical loss'). Following reviews of the relevant literature and methodologies used, Studies 1 and 2 in Chapters 4 and 5 introduce the concept of theoretical loss, a monetary measure of gambling intensity. Study 1 utilised a simulation experiment and concluded that the theoretical loss is advantageous over bet-size with regard to measuring monetary involvement. Study 2 validated the results of Study 1 based on real-world gambling data from a large sample of 100,000 online players. Study 3 is also based on a sample of players from a real-world gambling environment and concluded that the setting of voluntary time and money limits lead to positive changes in gambling behaviour. It was also shown that the effect of time and money limits depended upon the types of games played. For instance, slot players benefited from money limits whereas poker players spent less money playing if they set time limits. Studies 4 and 5 investigated the effects of a pop-up message that appeared after 1,000 consecutive slot games. Both studies showed that only a minority of playing sessions lasted longer than 1,000 consecutive games. Study 4 compared the number of sessions that lasted 1,000 games before the pop-up was introduced with the number of sessions that lasted 1,000 games after the pop-up was introduced. Results demonstrated that the pop-up prompted a small minority of players to cease their playing session. Study 5 investigated a modified pop-up message that was formulated in a motivational way and contained normative information. Almost twice as many players ceased to play as a consequence of the enhanced pop-up message compared to the previous simple pop-up message. This led to the conclusion that the way a message is formulated is a crucial aspect of behavioural change. The hypothesis that self-appraisal messages and normative feedback have an effect on behavioural change was supported. In Study 6, players of an online gambling website who had voluntarily signed up to a behavioural feedback system (i.e., mentor) where subject to analysis. These players received elaborate visual and numerical information concerning the past six months of their gambling behaviour. The player front-end – which displayed various types of information (losses, types of games played, playing duration, etc.) – was in line with Human-Computer-Interaction (HCI) principles. Results indicated that the personalized feedback system achieved the anticipated effect and that the time and money spent gambling was significantly reduced compared to that of the control group. The main results were also validated by additional analysis showing that the individual players reacted similarly with respect to time and money spent when provided with personalized feedback. The studies in this thesis demonstrate for the first time that voluntary limit setting, interactive pop-up messages, and personalized feedback can affect player behaviour positively in a real-world environment. The studies also demonstrate differences among subpopulations of players. It is almost impossible to uncover such insights in laboratory settings or with self-recollected information because a longer history of playing behaviour is necessary in order to extract player profiles. However, this thesis did not consider cognitive information as it was purely based on behavioural tracking data. Also, the data mostly came from one operator and players were not randomly assigned to experimental conditions. Consequently, future research should try to overcome these limitations and combine cognitive and behavioural data.
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21

Gottmann, O. F. "A study into the driving forces behind strategic decision-making in the online gambling industry." Thesis, University of Liverpool, 2018. http://livrepository.liverpool.ac.uk/3020315/.

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This thesis explores decision-making at the senior management level in the online gambling industry. The aim being to understand corporate decision making during key strategic events for companies within this industry, to discover the thinking around these decisions, the assumptions made and their influences, and to make recommendations for practice. The theoretical context is that of an increasing complex industry and the inability of the decisions-makers to adapt. The main literary strands drawn upon are that of heuristic-based reasoning and bias, intuition, tenure and ethics. The analysis focuses upon three companies within the online gambling industry and strategic decisions made by each. My own experiences in this study are also prevalent.
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22

Werle, Nicolas, and Liina Lehtonen. "Hedging Your Bets: The Prospects of Cryptocurrency Use in Online Gambling : A Mixed-Methods Study." Thesis, Umeå universitet, Företagsekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149457.

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Since its initial inception, cryptocurrency has hit the world with both intrigue and skepticism. It was acting as an alternative form of currency that people could use that required no regulative authority to back it. As such, people had the option to make purchases in anonymous manners, leading to what most would consider unethical behaviours, and ultimately resulted in cryptocurrency gaining a poor reputation. However, specific trends in society have helped cryptocurrency growth to continue. A societal loss of trust in the traditional banking system and the positive perception towards the blockchain technology, which is a peer-to-peer system that cryptocurrencies, such as Bitcoin, operate on are two such trends. Furthermore, recent years have witnessed exponential increases in the prices of cryptocurrencies, such as Bitcoin. This has led to widespread stories of people getting rich through cryptocurrency ownership, having been “wise-enough” to buy in on the cryptocurrency trend early enough to reap in the rewards of such as decision. And as a result, leading to more people wanting to be the next big success story and buying in on the cryptocurrency trend. This growing trend has also gained the attention of several multi-national companies, such as Expedia, Subway and Microsoft, who have begun accepting cryptocurrency as a form of payment. Even though specific cases have seen this strategy implemented successfully, the volatility of cryptocurrency still poses a risk that has hindered the ability of cryptocurrency to become a widespread payment option.   Given the current trend surrounding cryptocurrency, this thesis serves the purpose is to investigate another alternative option for cryptocurrency use. That option being the potential for cryptocurrency to be used as an alternative payment option in the online gambling industry. Where it has been used as a payment option in other areas, it would be interesting to identify whether there is potential for the cryptocurrency to be adopted and used in this particular industry as well. In order to investigate this phenomenon from both the consumer and industry point-of-views, this thesis used a mixed-methods study, which consisted of a qualitative study and quantitative study. Our qualitative study focused on the industry side of the phenomena. To carry it out, we conducted a series of semi-structured interviews with managers of a large online gambling company in order to gain deeper knowledge on their perspectives regarding their perceptions towards how cryptocurrency adoption would affect the online gambling industry. Based on the information gained from the interviews, specific themes were identified and further analyzed through a thematic analysis. Those themes included blockchain in online gambling, holding cryptocurrency, regulation and the reputation of cryptocurrency. Our results indicated that managers did not believe the industry was ready to adopt cryptocurrency due to specific regulatory factors, but that it had future potential, mainly regarding its association to blockchain. Our quantitative study focused on interpreting the perceptions of online gamblers regarding cryptocurrency use in online gambling. Specifically, identifying what would motivate them to use cryptocurrency in online gambling and if they were willing to accept it as a payment option. Based on the results obtained through a survey we distributed, we used linear regression to identify if online gamblers were willing to accept cryptocurrency. The resulting outcome was a moderate level of rejection towards cryptocurrency acceptance. The linear regression model also allowed us to interpret which predictor variables held the greatest level of importance towards predicting cryptocurrency acceptance. Those specific variables included cryptocurrency anonymity, usability, ownership, and belief in the future of cryptocurrency.   When comparing the results from both studies through triangulation, we were able to conclude that both consumers and the industry were not ready to fully accept cryptocurrency usage in online gambling. However, both sides indicated positive outlooks towards its future potential as a payment method.
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Rafajlovič, Konštantín. "Obchodně ekonomické srovnání on-line a tradičního sázení." Master's thesis, Vysoká škola ekonomická v Praze, 2009. http://www.nusl.cz/ntk/nusl-15910.

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The aim of this paper is to compare two forms of gambling: traditional and online. Gambling is characterized by the involvement of the government because of specific aspects of gambling. These include economic gain for the state's treasury, possible negative social impacts or money laundering. According to these aspects, the paper compares the legislation and economic specifics of both forms of gambling, but also focuses on e-commerce and how gambling went online.
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24

Clayton, Sarah Jacqueline. "Childhood experiences of adults with sexual, gambling, drug and/or alcohol difficulties : an online retrospective study." Thesis, University of Essex, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.528869.

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Hedberg, Joel, and Jack Liikanen. ""If you're gonna play the game, you gotta learn to play it right" : Relationship marketing in the online gambling industry." Thesis, Linnéuniversitetet, Ekonomihögskolan, ELNU, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21389.

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Background: The expansion of the Internet has created nearly endless possibilities for innovations in regards to the e-commerce environment. However, as new technologies emerges, so do the competition on the market. The online gambling industry is not an exception to this notion, characterized by numerous providers with more or less identical market offerings. In order to create competitive advantage to ensure economical growth, a need for customer retention instead of acquisition has been identified. Research question: How can the utilization of relationship marketing foster long-lasting and value-bonded relationships between an online gambling company and its customers? Purpose: The purpose of this thesis is to enhance the understanding of relationship marketing and its endorsement in the process of creating long-lasting and value-bonded relationships, and how the concept can be utilized by online gambling companies. The purpose will be achieved by examining,  how online services correlates with online gambling services, and  in which way online gambling companies are actuating the concept of relationship marketing, and  by mapping values which active customers in the industry desires when gambling online. Method: The applied methodology is based on an inductive approach in coherence with the qualitative research method. The primary data which aims to enable the achievement of the stated purpose have been collected through the conducting of three focus groups consisting of online gambling customers in addition to a individual interview representing the online gambling industry perspective. Conclusion: The findings from the empirical data have identified that the online gambling customer has hard to identify the very purpose of a potential relationship with an online gambling company. However, much of the value strived for by the customer can be generated by the successful implementation of an relationship marketing approach. Hence, relationship marketing can be a useful approach for online gambling companies in order to foster long-term and value-bonded relationships, with the simple understanding that the approach itself can generate desired customer values, and that relationships as such does not represent a value strived by the online gambling customer. Suggestion for further research: See section 5.2 page 58 Keywords: Services, Online gambling industry, Relationship marketing, Customer value
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Domm, Maryanne. "Mathematical programming in data mining: Models for binary classification with application to collusion detection in online gambling." Diss., The University of Arizona, 2003. http://hdl.handle.net/10150/280270.

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Data mining is a semi-automated technique to discover patterns and trends in large amounts of data and can be used to build statistical models to predict those patterns and trends. One type of prediction model is a classifier, which attempts to predict to which group a particular item belongs. An important binary classifier, the Support Vector Machine classifier, uses non-linear optimization to find a hyperplane separating the two classes of data. This classifier has been reformulated as a linear program and as a pure quadratic program. We propose two modeling extensions to the Support Vector Machine classifier. The first, the Linearized Proximal Support Vector Machine classifier, linearizes the objective function of the pure quadratic version. This reduces the importance the classifier places on outlying data points. The second extension improves the conceptual accuracy of the model. The Integer Support Vector Machine classifier uses binary indicator variables to indicate potential misclassification errors and minimizes these errors directly. Performance of both these new classifiers was evaluated on a simple two dimensional data set as well as on several data sets commonly used in the literature and was compared to the original classifiers. These classifiers were then used to build a model to detect collusion in online gambling. Collusion occurs when two or more players play differently against each other than against the rest of the players. Since their communication cannot be intercepted, collusion is easier for online gamblers. However, collusion can still be identified by examining the playing style of the colluding players. By analyzing the record of play from online poker, a model to predict whether a hand contains colluding players or not can be built. We found that these new classifiers performed about as well as previous classifiers and sometimes worse and sometimes better. We also found that one form of online collusion could be detected, but not perfectly.
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Svedhag, Carl, and Jonathan Öderyd. "Analys av positiv auditiv feedback och dess koppling till ökat risktagande hos nätpokerspelare." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231610.

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This study has experimentally determined the effects of reinforcing positive auditory feedback within online gambling. The effects were measured in respect to bet sizing and the pace of gameplay. Higher bet sizes and a faster pace of gameplay signify a higher gambling stake taken by gamblers. The aim of this report has therefore been to settle whether the presence of positive auditory feedback within online gambling could result in greater risk taking amongst online gamblers. To examine this, 41 students of the Royal Institute of Technology in Stockholm participated in this study by each of them playing 15 rounds of virtual Blackjack. 21 of these students received positive auditory feedback on winning rounds. 20 students did not receive any positive auditory feedback on winning rounds. Previously made research has reported reinforcing sound effects in online gambling to cause a physiological arousal within online gamblers. The results of this study suggest that a physiological arousal caused by positive auditory feedback after winning rounds increases the size of bets being placed amongst low experienced male online gamblers. However, the pace of gameplay is not affected by positive auditory feedback after winning rounds amongst male online gamblers. This study also suggests that a physiological arousal caused by positive auditory feedback after winning rounds does not increase the risk taking amongst female online gamblers. An increase in the size of bets being placed or an increase in the pace of gameplay has not been recorded amongst the female online gamblers of this study whom received positive auditory feedback on winning rounds.
Denna studie har experimentellt fastställt effekterna av uppmuntrande positiv auditiv feedback inom penga- och kasinospelande online, med hänsyn tagen till satsningars storlek samt till speltempo. Satsningar av högre värde samt ett högre speltempo kännetecknar högre risktagande hos kasinospelare. Målet med denna rapport har därför varit att fastställa huruvida närvaron av en positiv auditiv feedback inom penga- och kasinospel online kan resultera i ett ökat risktagande bland kasinospelare online. För att fastställa detta så har 41 studenter från den Kungliga Tekniska Högskolan i Stockholm deltagit i denna studie genom att var en av dessa har spelat 15 omgångar virtuell Blackjack. 21 av dessa studenter mottog positiv auditiv feedback vid vinstomgångar. 20 av dessa studenter mottog ej någon positiv auditiv feedback vid vinstomgångar. I relation till tidigare forskning som rapporterad att uppmuntrande ljudeffekter inom penga- och kasinospel online påverkar kasinospelare till ett uppspelt psykofysiologiskt tillstånd, så föreslår resultaten från denna studie att ett uppspelt psykofysiologiskt tillstånd orsakat av positiv auditiv feedback vid vinstomgångar ökar de placerade satsningarnas storlekar bland lågerfarna manliga penga- och kasinospelare i onlinemiljö. Dock, så påverkas ej speltempo av positiv auditiv feedback vid vinst bland manliga penga- och kasinospelare i onlinemiljö. Denna studie föreslår också att ett uppspelt psykofysiologiskt tillstånd orsakat av positiv auditiv feedback vid vinstomgångar ej påverkar risktagandet bland kvinnliga penga- och kasinospelare i onlinemiljö. Ökningar i satsningars storlek eller ökningar i speltempo har ej noterats bland denna studies kvinnliga kasinospelande försökspersoner, vilka mottog positiv auditiv feedback vid vinstomgångar.
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Keramidas, Cathy Galyon, Cindy Chambers, Tina Hudson, and Lori J. Marks. "Gambling on Technology: Setting up Technology for Supervision at a Distance." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/526.

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This presentation will review technology used in programs that have successfully supervised students at a distance. Additionally, one university will outline their path to provide distant supervision. Participants will learn of technologies available along with struggles and successes of supervising students in rural placements.
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29

Londo, Marc. "A SOCIAL COGNITIVE APPROACH TOWARDS UNDERSTANDING THE EFFECTS OF POPULAR POKER TELEVISION SHOWS ON COLLEGE STUDENTS." Master's thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2414.

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Tournament poker shows have become a leading ratings draw on American television. Since ESPN and the Travel Channel began airing their innovative poker shows in 2003, the game has reached a new following, particularly among college students. There are unique and psychologically significant factors that characterize the college population that make students particularly receptive to popular characterizations in media. This study investigates the potential exacerbating effect that these widely popular poker television shows have on the gambling behavior of college students. 444 college students completed a survey designed to assess gratifications sought through media along with measures of attitudes, gambling behavior, and social systems. Using Social Cognitive Theory as a framework of influence, exposure to these shows – ranging from the individual student to the overall college environment – was assessed and evaluated. Results indicated that student gambling is strongly correlated to viewership of poker shows, particularly among younger students. This was especially seen among students who utilized the online gambling option. Gambling behavior of peers wasn't shown to be a strong influence for student gambling. However, excitement was shown to be a strong variable that should be looked at closer.
M.A.
Nicholson School of Communication
Arts and Sciences
Communication
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30

Van, Deventer Hendrik Johannes Marthinus. "A critical analysis of the taxation of interactive gambling income earned by resident South African individuals." Diss., University of Pretoria, 2010. http://hdl.handle.net/2263/26443.

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There has been a continuous increase in the popularity of interactive gambling in South Africa due to the wide range of channels in which the public can now quickly and easily access gambling opportunities. Although there is uncertainty related to whether or not interactive gambling is considered to be legal in South Africa, the total value of income earned from interactive gambling by South African residents is conservatively estimated to be between R4 billion and R10 billion per year. Unfortunately, due to the fact that interactive gambling does not have national boundaries, it is difficult to determine the true worth of the industry. There appears to be no academic research which has examined whether income received from interactive gambling qualifies to be taxed in terms of the Income Tax Act 58 of 1962. This study will contribute to an academic understanding of the interactive gambling industry in South Africa and an understanding of the South African Revenue Service’s (SARS’s) policies and practices relating to the taxation of income earned from interactive gambling by resident South African individuals. The purpose of this study was to critically analyse whether income earned from interactive gambling by resident South African individuals should be taxed by SARS. This study also investigated which laws currently regulate the interactive gambling industry within South Africa and how the regulation and taxation of interactive gambling in South Africa compares to that of other developing and developed countries. This study also investigated the legality and estimated value of interactive gambling income earned in South Africa by resident South African individuals. This study concluded that income earned from interactive gambling should be subject to either normal income tax or to capital gains tax (CGT), depending on the intention of the taxpayer. This study noted that enforcing regular reporting from local licensed interactive gambling service providers would be the best method of effectively collecting tax that is owed by interactive gamblers on income generated from this form of gambling in South Africa. This study further concluded that the most appropriate regulatory model to be applied in South Africa would be a protectionist model. This model protects the residents of a country by having a regulated interactive gambling industry that is protected from outside intruders. A regulated industry will result in economic benefits such as taxation, investment and employment within South Africa. The difficulties associated with electronic-commerce could be overcome through regulation of the industry which would be beneficial to SARS. AFRIKAANS : Inter-aktiewe dobbel onder die Suid-Afrikaanse publiek is baie populêr en het ‘n voortgesette toename vanweë die beskikbaarheid en toeganklikheid wat deur tegnologie daargestel word. Alhoewel daar onsekerheid is aangaande of inter-aktiewe dobbel wettig is al dan nie, word die inkomste wat deur Suid Afrikaanse inwoners verdien word konserwatief geraam en beloop tussen R4 en R10 biljoen per jaar. Aangesien die toeganklikheid wat deur die internet gebied word nie net tot Suid-Afrika beperk is nie, maar wêreldwyd strek, is dit feitlik onmoonlik om die waarde van die industrie te bepaal. Daar is tot op hede geen akademiese navorsing gedoen om te bepaal of inkomste verdien uit inter-aktiewe dobbel belasbaar is ingevolge die Inkomstebelastingwet 58 van 1962. Hierdie studie sal bydra tot ‘n akademiese begrip van SARS se beleid en die toepassing daarvan op inkomste verdien uit inter-aktiewe dobbel deur Suid-Afrikaanse individue. Dus was die doel van hierdie navorsingstudie om te bepaal of inkomste verdien uit interaktiewe dobbel deur ‘n Suid Afrikaanse individu deur SARS belasbaar is of nie en die aspekte krities te analiseer. Hierdie studie ondersoek ook die wette wat huidiglik die belasbaarheid van inkomste uit inter-aktiewe dobbel in Suid Afrika reguleer asook hoe die regulasies vergelyk met die van ander ontwikkelende en onwikkelde lande. Verder word ondersoek ingestel om die wettigheid van inter-aktiewe dobbel en die waarde daarvan te bepaal. Die gevolgtrekking is dat inkomste verdien uit inter-aktiewe dobbel onderhewig moet wees aan of normale belasting of kapitaalwinsbelasting. Die navorsing en studie toon ook dat daar gelisensieerde inter-aktiewe dobbel diensverskaffers moet wees wat dan die invordering van die inkomste uit hierdie tipe dobbel kan beheer en dat inter-aktiewe dobbelaars wel die nodige belasting oorbetaal uit inkomste verdien in Suid-Afrika op hierdie manier. Ter afsluiting van die navorsing word daar ‘n model voorgestel wat toegepas moet word in Suid-Afrika, eerstens om die inwoners van die land te beskerm deur ‘n goed-gereguleerde inter-aktiewe dobbel stelsel daar te stel en tweedens moet daar ook die nodige beskerming verleen word teen buitelandse indringers. ‘n Goed gereguleerde model vir die industrie sal voordelig wees vir Suid Afrika deurdat die belasbaarheid van die inter-aktiewe dobbelinkomste ‘n inspuiting vir die ekonomie kan wees, sowel as werkskeppingvoordele bied. Wetstoepassing en regulering van die industrie sal ook voordelig wees vir SARS aangesien die probleme wat nou geassosieer word met elektroniese-handel voorkom en tot die minimum beperk kan word.
Dissertation (MCom)--University of Pretoria, 2010.
Taxation
unrestricted
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31

Bjarre, Hanna, and Matilda Richardsson. "Visuell återkoppling i casinospel : Visuell återkoppling påverkar spelandet i casinospel." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254181.

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Nya casinon dyker upp allt oftare och spelberoende är ett återkommande ämne i nyheterna. Trots alla nya onlinecasinon finns det inga studier idag som undersöker hur den visuella aspekten av dessa onlinespel påverkar spelarna. Denna studie undersöker hur visuell återkoppling påverkar individernas spelande och risktagande när de spelar på onlinecasinon. För att studera dessa effekter genomfördes en studie på 45 studenter som delades in i två grupper. Båda grupperna blev ombedda att spela en prototyp av en enarmad bandit skapad för denna studie som heter "Casino Slotmachine". En grupp såg en vanlig grå pop-up ruta med resultat, medan den andra gruppen utsattes för animeringar i form av fallande konfetti när de vann och en mer estetiskt tilltalande popup-box i en ljusgul ton med resultat. Under spelet registrerades deltagarnas satsningar per runda, tid per runda samt antalet klick per runda. Varje deltagare spelade 20 rundor av spelet. Efter spelet svarade deltagarna på en enkät om deras spelupplevelse. Resultaten visar att deltagarna som fick visuell återkoppling tog större risker under sessionen än gruppen som inte fick visuell återkoppling. Visuell återkoppling kan därför vara en underliggande faktor till varför vissa spelare i onlinecasinon tar större risker idag. Undersökningen visar också på att de som fick visuell återkoppling blev mindre stressade av spelet än de som inte gjorde det. Både män och kvinnor påverkades på samma sätt av den visuella återkopplingen.
New casinos appear online constantly, and gambling addiction is a recurring subject in the news. Despite all the new online casinos, there are no studies today that investigate how the visual aspect of these online games affects the players. This study examines how visual feedback affects individuals' gambling and risk-taking when gambling on online casinos. To study these effects, a study was conducted on 45 students who were divided into two groups. Both groups were asked to play a prototype of a slot machine created for this study called "Casino Slotmachine". One group saw a regular gray pop-up box displaying net profit, while the other group was exposed to animations in the form of falling confetti when winning, and a more aesthetically pleasing pop-up box in a light yellow tone displaying net profit. During the game, the participants' bet per round, time per round and the amount of clicks per round was recorded. Each participant played 20 rounds of the game. After playing, the participants responded to a survey about their gaming experience. The results show that the participants who received visual feedback took more risks during the session than the group that did not receive visual feedback. Visual feedback can therefore be an underlying factor to why some players in online casinos are taking greater risks today. The survey also shows that those who received visual feedback became less stressed by the game than those who did not. Both men and women were similarly affected by the visual feedback.
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Wahlgren, Agnes, and David Lundgren. "Måttfull Marknadsföring : En studie om den nya spellagens inverkan på marknadsföring för svenska online casinon." Thesis, Umeå universitet, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160502.

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Along with an increased online presence, as well as expanded trade agreement between EU countries, the Swedish online gambling market has been facilitated and made more accessible than ever before. As a consequence, this growing gambling market has also correlated with increased gambling-related health- and economical issues amongst Swedish gamblers. At the same time online gambling companies keep increasing their investments in external communication and marketing activities. In order to protect the public, the governmental initiative “Spelinspektionen” initiated the new law, spellagen (2018:1138), which from the 1st of January 2019 is supposed to regulate marketing from online gambling companies. Based on a multimodal critical discourse analysis, the purpose of this study is to examine how spellagen (2018:1138) has affected marketing strategies from three different gambling companies; Leovegas, Ninja Casino and No Account Casino. The analysis studies a material based on six movies before the introduction of spellagen, and six movies after the introduction. Four central discourses has been identified, called The Hero, Action, Escapism, and Alonetime. Based on these discourses, the analysis used different tools from a multimodal discourse analysis in order to distinguish the strategies upon which the hidden- or open message was communicated. The analysis found that the gambling companies regularly used Per Binde ́s motives for gambling in their commercials. At least three out of five motives were identified through identity-creating strategies and emotional strategies which could be connected to Bindes motives “chances of winning”, “the jackpot-dream” and “moodswings”. The most prominent strategy for all of the commercials was the use of symbols and representation, which allows the company to communicate hidden or subtle meanings through connotations the company know that their target group will make. This main strategy did not make any drastic changes after the introduction of spellagen (2018:1138). The same message was still communicated, but now more often through visual elements rather than linguistic ones. The conclusion pointed out that in order for spelinspektionen to protect Swedish gamblers, spellagen (2018:1138) must be more concrete and descriptive, so that no alternative interpretations can be made. Other measures for spelinspektionen to consider is the amount of gambling commercials which the Swedish public are exposed to today.
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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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Svensson, Dana, and Emil Gusteus. "Minderårigt nätpokerspelande : En explorativ studie om minderårigas reflektioner och upplevelser av nätpoker." Thesis, University of Kalmar, School of Human Sciences, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2514.

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This study represents seven adolescents’ perspective on online poker gambling. The purpose of this study is to analyze and describe adolescents’ thoughts and experiences of online poker gambling, thus gaining a deeper knowledge and understanding of how gambling affects youths in their living conditions and in their identity development. This was done by studying the symbolism and meaning that gambling has in these youths every day live and in their identity development. Interviews with one female and six male teenagers age fifteen to seventeen were made, using a qualitative approach. The empirical data were analysed through previous research and by using several theoretical perspectives that were found to be relevant for this study’s purpose and questions.

 

Results of the study show that friends and media have a significant meaning for youths’ introduction to online poker gambling. The adolescents’ gambling has been variable and can be seen as part of their identity development as they experiment with different roles and lifestyles. The study shows that it’s not just one quality of online poker that attracts young people, but a combination of various qualities that are closely intertwined and together contribute to the game experience the young seek. This study also shows that young people find strategies to manage risks tied to online poker gambling. In addition, the study shows that online poker as a typical male arena strengthens and verifies the male adolescent boys in this study in their identities as young men. Notions of gender in online poker gambling consequently contribute to that young people reproduce gender specific gambling patterns that exist in society.

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Eriksson, Daniel, and Erik Nilsson. "Lek och allvar : Om pokerspelande på nätet." Thesis, Södertörn University College, School of Communication, Technology and Design, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-575.

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This study explores the relatively new phenomenon of online poker. More specifically, it elaborates on who the online poker player is, why s/he plays online poker, what the fascination of the game is, why s/he continues to play, and what the experience is. The study is delimited to focus on individuals who mainly play Texas hold’em online. The empirical material is based on semi-structured interviews with active online poker players, as well as on secondary data such as articles and literature. Both professional and amateur players are included among the respondents. The material has been coded and qualitatively analyzed. Earlier studies in the same field have also been brought to light and discussed, among which we especially centered on Reith’s theories about gambling and the gambler. Finally, the study concludes that the four factors primarily motivating the online poker player are excitement, money, social interaction, and the aspect of skill.

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Jesus, Danny Emmanuel da Silva de. "Análise da proposta de valor potencial na aplicação do blockchain à indústria de jogo online em Portugal." Master's thesis, Instituto Superior de Economia e Gestão, 2019. http://hdl.handle.net/10400.5/19709.

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Mestrado em Gestão e Estratégia Industrial
O objetivo da presente dissertação consiste em analisar o impacto da implementação do Blockchain no modelo de negócio dos operadores licenciados no mercado português e definir os atributos que poderão estar na base da criação de uma nova proposta de valor na indústria de jogos online. Neste âmbito, foram contactados alguns operadores licenciados na indústria de jogos online em Portugal e profissionais da área de gambling, cuja contribuição foi determinante para avaliar a necessidade e a potencial importância estratégica do Blockchain no modelo de negócios. A problemática levantada pela aplicação da nova tecnologia a uma indústria recentemente regulamentada deu origem a duas questões de investigação 1) A tecnologia Blockchain é aplicável à indústria de jogo online atualmente? 2) Quais os benefícios expectáveis ou contributos para os jogadores e operadores? A metodologia de estudo utilizada foi a Delphi, que consiste num processo estruturado para recolher ?conhecimento? de um grupo de especialistas (Adler & Ziglio, 1996). Os resultados obtidos permitiram identificar os principais desafios na potencial implementação, dos quais se destaca a regulamentação, o investimento, o estado embrionário da tecnologia e a regulamentação. Porém, identificou-se a transparência como a principal vantagem na potencial aplicação do Blockchain no modelo de negócios dos operadores. O estudo permitiu verificar também que existe ainda alguma dificuldade por parte dos gestores e outros profissionais com cargos relevantes na hierarquia oganizacional, em percepcionar a potencialidade da tecnologia e dos seus atributos, à semelhança do que acontece em outros setores.
The objective of this dissertation is to analyze the impact of the implementation of Blockchain in the business model of licensed operators in the Portuguese market and to define the attributes that may be the basis of the creation of a new value proposition in the online gambling industry. Some licensed operators in the online gambling industry in Portugal and gambling professionals were contacted, whose contribution was crucial in assessing the need and potential strategic importance of Blockchain in the business model. The problem raised by applying new technology to a newly regulated industry has given rise to two research questions 1) Is Blockchain technology currently applicable to the online gambling industry? 2) What are the expected benefits or contributions to players and operators? The study methodology used was Delphi, which is a structured process for gathering ?knowledge? from a group of experts (Adler & Ziglio, 1996). The results obtained allowed us to identify the main challenges in the potential implementation, such as regulation, investment, embryonic state of technology and regulation. However, transparency was identified as the main advantage in the potential application of Blockchain in the operators business model. The study also showed that there is still some difficulty on the part of managers and other professionals with relevant positions in the organizational hierarchy, in perceiving the potential of technology and its attributes, similarly to what happens in other sectors.
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Humienny, Raymond Tyler. "Content Analysis of Video Game Loot Boxes in the Media." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1546434312362585.

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Holts, Kaire. "Management of the self in virtual work : self-organisation and control among professional online poker players." Thesis, University of Hertfordshire, 2018. http://hdl.handle.net/2299/20194.

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This study is set in the broad context of the changing world of work that is characterised by the dissolution of full-time stable employment and the emergence of precarious, insecure forms of work (see e.g. Gorz, 1999, Hardt and Negri, 2005, Huws, 2016, Lorey, 2015, Ross, 2003, Ross, 2009, Smith, 2001, Standing, 2011). As a response to these labour market uncertainties a growing number of individuals are managing multiple areas of the self as part of their work or occupation. This trend has been termed 'the new worker-subjectivity' or 'the entrepreneurial self' that is formed through practices of self-management (Bührmann, 2005, Lorey, 2009). Despite increasing awareness of the emergence of the entrepreneurial worker-subjectivity, research into practices of self-management has only focused on occupational groups in formal work. Knowledge about the trend in the context of virtual workers who operate outside of conventional working relations and have no publicly recognised work identity is largely missing. In order to address this gap, this study explores how entrepreneurial worker-subjectivities manifest in professional online poker players as an emerging online occupation. It investigates how these workers manage themselves in the absence of formal organisational control and socially recognised occupational norms, and asks what are the effects of this self-management on the quality of their working lives? The study is based on 39 in-depth interviews with people involved in online poker or other similar activities such as online gaming or trading. The interviews were conducted either face-to-face in Estonia, Bulgaria, Romania and UK or over Skype between December 2012 and May 2014. The study develops an analytical framework for researching entrepreneurial worker-subjectivities in the context of an emerging occupation and a three-stage-model of the trajectory that provides a basis for exploring the career paths of professional online poker players. Using these framework, the study finds that professional online poker players manage various areas of the self by following informal occupational rules and that their sense of professionalism is largely derived from various practices of self-management that help them distinguish from recreational players. The study also discovers conflicting relations of autonomy and control among the workers and a range of negative effects that self-management practices have on professional online poker players. It concludes that professional online poker is not a sustainable long-term career option. These findings contribute to a better understanding of virtual work, the emergence of online poker playing as a form of work and the development of the entrepreneurial worker-subjectivity.
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Shwan, Aziz Sivar, and Taha Mustafa. "Varningssignaler om spelmissbruk." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20251.

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Online casino var tillgängligt för 10 år sedan men inte i samma utsträckning. Samtidigt harspelindustrin expanderat och onlinespel har blivit mer tillgängligt genom teknikutvecklingenför telefoner och surfplattor. Online casinos prioritet är att få nöjda kunder som tycker omspel och plattformen de använder. För att uppnå detta måste webbplatserna ha höganvändbarhet och användarupplevelse. Spelberoende är ett stort problem för många individeri dagens samhälle och detta måste lösas genom att hjälpa de personerna som behöver hjälp.Det faktum att en individ har utvecklat ett spelberoende innebär fara och risker för individenoch för individens omgivning. Marknadsföring är mycket mer vanligt och tydligt på TV,telefoner, tidningar och reklam utomhus, men det som sällan finns är hur riskabelt det kanvara att börja spela online casino. Denna forskning syftar till att undersöka förhållandetmellan användarupplevelser i online casino och spelberoende. Användarupplevelsen kanbidra med olika intryck och känslor som uppstår när de interagerar med en digital produkteller tjänst. Syftet med användarupplevelsen är att involvera design och samtidigttillhandahålla en upplevelse där resultatet är att få användarna att känna något unikt ochspeciellt. En viktig sak att notera är att spelberoende kan vara närvarande trots att det inteorsakar problem och kan utlöses genom marknadsföring exempelvis. Denna studie innefattarockså att granska och mäta användarupplevelse för spel webbapplikationer med Nielsensheuristik / grundprinciper. Tidigare studier och relaterade arbeten om användarupplevelse ochspelberoende är en del av denna studie. Denna studie inkluderar tolv semistruktureradeintervjuer där informanterna är eller var spelberoende i online casino. Informanterna ombadsatt förklara för tidigare och nuvarande erfarenhet av online casinospel som exempelvisvadslagning, brädspel och spelautomater. Ett syfte med dessa semistrukturerade intervjuer varatt undersöka och försöka förstå om användarupplevelse påverkar utvecklingen avspelberoende. Ett annat syfte med denna studie och med dessa intervjuer är att hitta ett sättför online casino att minska spelberoende för en positiv förändring i det svenska samhället.
Online casino was available 10 years ago but not in the same extent. At the same time theOnline gambling industry has expanded and online gambling has become more accessiblethrough the development of technology for phones and apps. Online casino priority is to getsatisfied customers who enjoys gambling. To achieve this the websites need to have highusability and user experience. Gambling addiction is a social problem which need to improveand help those who need help. The fact that an individual has developed a gambling addictioninvolves danger and risks for the individual and people who are related. Marketing is verycommon and clear on television, telephones, newspapers and advertising outdoors, howeverwhat is rarely found is how risky it can be to start playing online casino. This research aims atexploring the relationship between user experiences in online casino and gambling addiction.User experience could make all the impressions and emotions that occur while interactingwith a digital product or service. The purpose of user experience is to involve designing andat the same time provide an experience where the result is to make the users feel somethingunique and special. One important thing to note is that gambling addiction can be presentdespite it not causing a problem and can be triggered thru marketing for example orsomething else. This study involves reviewing and measuring an gambling web applicationsuser experience with Nielsen's heuristics / foundational principles. With previous studies andrelated studies about user experience and gambling addiction being a part of this study. Thisstudy includes twelve semi-structured interviews where the informants is or was gamblingaddicts in online casino. The informants was asked to explain for past and present experiencewith online casino games such as betting, board games and slot machines. One purpose withthese semi-structured interviews were to investigate and try to understand if user experienceaffect the development of gambling addiction. Another purpose with this study and with theseinterviews is to find a way for online casino to reduce gambling addiction for a positivechange in the Swedish society.
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Bochkareva, Anastasiya, and Karina Petrova. "Motivations of females to play poker online : (Business study of Swedish women)." Thesis, Mälardalens högskola, Akademin för hållbar samhälls- och teknikutveckling, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-12432.

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Title: Motivations of females to play poker online. (Business study of Swedish women) Authors: Anastasiya Bochkareva - 870208 Engelbrektsgatan 8A 72216 Västerås, Sweden aba07001@student.mdh.se Karina Petrova - 880613 Södergatan 22 19547 Märsta, Sweden kpa07001@student.mdh.se Supervisor: Mikael Holmgren Examiner: Ole Liljetors Key Words: Online gambling; Online poker; Swedish women; Motivation; Emotional motivations; Material motivations, Atmosphere; Accessibility; Hypotheses; Regression analysis Institution: Mälardalen University Sweden, School of Sustainable Development of Society and Technology, Box 883, 721 23 Västerås Course: Master Thesis in Business Administration, 15 ECTS-points, spring semester 2011 Problem: What motivates Swedish women to play poker online for money? Purpose: The aim of this study is to investigate the main motives behind Swedish females’ propensity to play poker online by means of hypotheses testing through regression analysis. Method: Method includes collection of the information on definitions, theories and modelsabout gambling, online gambling (precisely online poker) and motivations togamble. Five hypotheses have been constructed based on the collected informationand the survey have been created and conducted among 397 Swedish female onlinepoker players. Further, based on gathered data, hypotheses have been tested bymeans of simple linear and multiple regressions.. Results: Regression analysis revealed that emotional and material motivations together withaccessibility of the game and surrounding atmosphere play a significant role in thereason why Swedish females play online poker for money. It was also found thatemotional motivation was a fundamental factor that triggers Swedish women togamble. Furthermore, research revealed the hypothetical target segment of femaleSwedish online poker players. Average Swedish woman is between 30-40 years oldsingle woman without children, who live high speed, active life (either studying orworking) and who spends around 30.3 hours per months on playing online poker.
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Hedbeck, Ellinore. "Med barnen som insats : En retorisk målgruppsanalys av reklamfilmer för online-casinon." Thesis, Södertörns högskola, Retorik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41499.

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This essay in rhetoric examines TV commercials for some of the biggest online casinos in Sweden. The aim is to identify if these gambling companies are targeting young people under 18 years old in their communication. Therefor I analyzed a total of three commercial movies – one from each gambling company – to determine which audience they are directing their communication to. To be able to do this I used Edwin Blacks theory the second persona and Kenneth Burkes theories identification and dramatism. With the use of the pentadic analysis method I found several factors that young people can identify themselves with. According to my results in the analysis I found that the second persona for each TV commercial was young people. Therefor I determined that some of the biggest gambling companies have young people as one of their target groups. I discuss my result in comparison to earlier research about both gambling commercial and children’s ability to understand and trust TV commercials. I also discuss the problematic of these kinds of commercials that targets young people and I’m therefore trying to create awareness about this issue.
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Johnsson, Mikael, and Joel Eriksson. ""I slutändan så kommer sannolikhetsläran att jämna ut saker och ting." : En kvalitativ studie om kändisars framförande av native advertising i podcast." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, HLK, Medie- och kommunikationsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35054.

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Den här studien har studerat hur kändisar använder native advertising i podcast. Det gjordes genom att studera hur podcastprofilerna Alex Schulman och Sigge Eklund i sin podcast “Alex och Sigges podcast” framför sin reklam för nätkasinoföretaget Maria Casino. Vi ville skapa ny teoretisk kunskap kring området då native advertising är ett nytt fenomen, framför allt i podcast. På det teoretiska planet har vi använt oss av de teoretiska begreppen legitimering, kongruens och autenticitet. Som metod användes kvalitativ innehållsanalys. Vi såg att Schulman och Eklund legitimerar spel om pengar för sina lyssnare. Dessutom skapar de kongruens till Maria Casino och försöker verka autentiska kring spel om pengar. Vi diskuterar i slutet av uppsatsen vad för konsekvenser deras marknadsföring, i slutändan, kan få för lyssnarna.
This research has studied how celebrities use native advertising in podcasts. This was achieved by studying how the podcasters Alex Schulman and Sigge Eklund in there podcast “Alex och Sigges podcast” construct their advertisement for the online casino company Maria Casino. We wanted to create new theoretical knowledge about native advertising as it is a new phenomenon, specially in podcasts. In the theoretical field we use the theoretical terms legitimation, congruence and authenticity. As method qualitative content analysis, was used. We saw that Schulman and Eklund legitimize gambling to their listeners. In addition they create congruence to Maria Casino and try to act authentic about gambling. In the end of the paper, we discuss what consequences their advertising can get for the listeners.
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Carlsson, Evelina. "Gränsöverskridande hasardspel på internet : – kompatibelt med den svenska lotterilagen och EU-rättens bestämmelser om fri rörlighet för tjänster?" Thesis, Linköpings universitet, Affärsrätt, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-111430.

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I Sverige är det förbjudet att både anordna och främja deltagande i hasardspel om inte tillstånd har meddelats. Genom att kontrollera spelverksamheten, eftersträvas en sund och säker spelmarknad utan privata vinstintressen, där de bakomliggande skyddsintressena (att skydda konsumenter, att förhindra brott, att motverka sociala och ekonomiska skadeverkningar samt att styra överskottet) ska tillgodoses. I Sverige är det endast Svenska Spel och ATG som har tillstånd att tillhandahålla hasardspel över internet, men trots det både tillhandahåller och främjar spelleverantörer som är etablerade i andra medlemsstater hasardspel över internet på den svenska marknaden, vilket aktualiserar frågan huruvida EU-rätten ger något stöd för sådant gränsöverskridande hasardspel. Hasardspel faller in under bestämmelserna om fri rörlighet för tjänster förutsatt att spelleverantören är etablerad i en annan medlemsstat än mottagaren av tjänsten. Denna frihet kan begränsas på grund av tvingande skäl av allmänintresse såsom exempelvis konsumentskydd, uteslutande av privata vinstintressen och förhindrande av brott. Med anledning av de kulturella och moraliska skiljaktigheter som föreligger mellan medlemsstaterna, har EU-domstolen tillerkänt de nationella myndigheterna ett stort utrymme att själva avgöra vad som krävs för att skydda medborgarna. Oavsett vilket ändamål som eftersträvas, får inskränkningarna däremot varken vara diskriminerande på grund av nationalitet, eller gå utöver vad som är nödvändigt för att uppnå det eftersträvade målet. Vidare måste regleringarna även tillgodose behovet av att uppnå det eftersträvade målet på ett sammanhängande och systematiskt sätt. I uppsatsen har jag kommit fram till att varken den svenska spelregleringen eller EU-rätten ger något stöd för sådan gränsöverskridande verksamhet. Trots det figurerar spelleverantörer utan tillstånd på den svenska marknaden, vilket möjliggörs bland annat på grund av bristande påföljdsbestämmelser i den svenska regleringen. Eftersom EU-domstolen konsekvent har framhållit att de nationella regleringarna måste vara proportionerliga och tillgodose behovet av att uppnå det eftersträvade målet på ett sammanhängande och systematiskt sätt oavsett hur de är utformade, har jag i analysen även genomfört en sådan granskning. Slutsatsen av arbetet är att den svenska regleringen inte tillgodoser behovet av att uppnå ändamålet på ett sammanhängande och systematiskt sätt. Snarare än att gå utöver vad som är nödvändigt för att uppnå målet, verkar regleringen inte gå tillräckligt långt för att uppnå det bakomliggande ändamålet och tillgodose därmed inte heller de bakomliggande skyddsintressena.
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Vincent, Richard. "A portfolio of academic, therapeutic practice and research work including an investigation into the role of technology within the therapeutic relationship using discursive and phenomenological studies of text-based online counselling for problem gambling." Thesis, University of Surrey, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.600162.

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This portfolio contains a selection of the work completed and submitted for the Practitioner Doctorate in Psychotherapeutic and Counselling Psychology at the University of Surrey. It is structured in three sections called dossiers. The academic dossier contains three academic essays. The first is on the concepts of containment, engagement and psychological mindedness. The second considers a presenting problem called depersonalisation from a psychodynamic perspective. The third essay considers interpersonal processes and CBT. The second dossier relates to my clinical work and includes a description of the three clinical placements I undertook during the course. It also includes the final clinical paper which explains bow I have come to understand the relationship of theory, research and practice. The third dossier relates to the research conducted whilst on the course. My research area is the role of technology within the therapeutic relationship. There is a broad literature review on the role of technology within the therapeutic relationship. There then follows a discursive study on the sessions of text-based online counselling for 'problem gamblers'. Finally, there is an interpretative phenomenological analysis study on the experience of five counsellors who were purposively recruited from a charity that provides text-based counselling for 'problem gamblers'.
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Larsson, Jennifer, and Johan Jansson. "Varumärkeshantering : Positionera ett varumärke på spelmarknaden." Thesis, Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-8028.

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Problemställning: Syftet med examensarbetet var att bekräfta en position och en tilltänkt målgrupp tilluppdragsgivaren MooreGames som är en ny spelsajt på den svenska spelmarknaden. Studien är även tillför att ta fram en varumärkesplattform som i sin tur sammanfattas i en varumärkesbok. Denna bokkommer internt och externt kommunicera varumärkets värden.Teori: För att kunna få reda på hur vi på ett lyckat sätt skulle identifiera positionen hos varumärketMooreGames studerade vi teorier inom varumärkesutveckling och retorik. Teorierna förvarumärkesutveckling är tagna ur brand managment-området som är en övergripande teori förvarumärkesutveckling. Delarna vi använt oss av inom brand managment-området äridentitetsstrukturen, image hantering, positionering och konsumentens perspektiv. Teorierna omretorik användes för att granska konkurrenternas retorik som sedan ledde till att vi kunde fastställakonkurrenternas positioner.Metod: De empiriska studierna bestod av en enkätundersökning på målgruppen, och en kvantitativinnehållsanalys som mätte konkurrenters användande av retoriska grepp. Den kvantitativainnehållsanalysen bestod av 11 spelsajter som utifrån retoriken analyserats medan enkätundersökningenhar fokuserat på MooreGames tilltänkta målgrupp (killar 18-25år).Resultat: De empiriska studierna visade att den tilltänkta positionen var tillgänglig på spelmarknaden.Denna position innebär att MooreGames skulle kunna ge mer än vinster, i form av pengar, för attkunna särskilja sig från deras konkurrenter. Under målgruppsanalysen såg vi att målgruppen borde ökasmed 5 år, då MooreGames annars kommer förlora en stor del av spelarna på grund av att spelaren ärmellan 23-28 år. Målgruppens intressen är resor, sport, familj och vänner, samt att de ärvinstfokuserade. Den position som föreslås för MooreGames kommer innebära att vinsterna som delasut kommer vara i form av resor och sportevenemang.
Presentation of the problem: The goal of the thesis was to find a position to our client MooreGames,which is a new game site on the Swedish gaming market. Our study will help us develop a brandplatform that will be summarized in a brand book. This book is going to communicate internal andexternal values of the brand.Theory: To learn about how we successfully could find a position to the brand MooreGames westudied the theories of branding and rhetoric. The theories of brand development are taken from theBrand Management area, which is a comprehensive theory of brand development. The parts we usedfrom the Brand Management area are Core Identity, Image Management, Positioning and Consumerbehaviour. The theories of rhetoric were used to examine competitors' rhetoric, which then led us todetermine the positions of the competitors.Method: The empirical studies consist of a survey on the target group and a quantitative contentanalysis that measures the competitors' use of rhetoric. The quantitative content analysis consists of 11gaming sites based on the rhetoric analyzed while the survey has focused on MooreGames intendedtarget group (boys 18-25year).Results: The empirical studies showed that there is a vacant position in the gaming market. Thisposition means that MooreGames could offer more profits in other forms then money to be able todistinguish themselves from their competitors. In the target group analysis, we saw that the targetgroup should be increased with 5 years, or else MooreGames will lose a large part of the playersbecause the average player is between 23-8 years old. Therefore a wider audience in the age 18-30 wasrecommended. The target group interests are travel, sports, party, and that they are profit-focused. Theposition suggested for Moore games will mean that the benefits awarded will be in the form of traveland sporting events.
Den producerade varumärkesboken bifogas som en bilaga
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46

Friis-Liby, Pontus, and Jacob Cressy. "Hur upplever konsumenter spelbolagens marknadsföring? : En kvalitativ studie om spelbolagens marknadsföring och hur den upplevs inom olika generationer." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-24372.

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Syftet med studien var att undersöka hur konsumenter ser på spelbolagens marknadsföring generellt men i synnerhet inom generationerna X&Y. Studien har genomförts med en kvalitativ metod med semistrukturerade intervjuer med åtta informrmanter, fyra från generation X och fyra från generation Y. Det insamlade materialet analyserades sedan med hjälp av tematisk analysmetod. Studien resulterade i att sex av åtta informanter upplever spelreklamen som negativ eftersom den, enligt dem inte är måttfull. Samma sex informanter upplever inte heller att de blir särskilt påverkade av den spelreklam som de utsätts för. Två informanter tillhörande generation Y ansåg att spelreklamen har en positiv påverkan på dem, vilket troligen kan förklaras med att båda informanterna är konsumenter av spel.
The purpose of this thesis is to investigate how consumers view online gambling companies and their marketing generally but in particular within the generations X&Y. This thesis uses a qualitative method with semi structured interviews with eight informants, four from generation X and four from generation Y. The collected material is later analysed with the help of a thematic analysis. The result of this thesis shows that six out of eight informants are experiencing gambling commercial as something negative since it’s, according to them not moderate. The same six informants are also experiencing that the online gambling marketing isn’t affecting them. Two of the informants belonging to generation Y felt that the gambling marketing can have a positive effect on them, which can be explained by the fact that both informants are consumers of online gambling. This thesis is written in Swedish.
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47

Lukic, Zoran. "Betydelsen av förtroende i en onlinekasino kontext : En kvalitativ studie kring vilka faktorer som är viktiga för förtroendeskapande, åtagande samt retention hos onlinekasinon." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89092.

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ABSTRAKT Onlinekasino är ett snabbt växande område. Dock finns det generellt sett en negativ uppfattning bland allmänheten gentemot onlinekasino där det råder ett bristande förtroende. Det har i denna studie uppstått en önskan att förstå anledningen bakom detta. För att anskaffa data gällande ämnet har en kvalitativ studie utförts i forma av semistrukturerade intervjuer med tidigare samt nuvarande spelare. Vars syfte handlar om att belysa de faktorer som anses vara viktiga för förtroendeskapande, åtagande samt retention i en onlinakasino kontext. Detta för att ta reda på vad onlinekasino-företag behöver arbeta mot för att skapa högre förtroende i den specifika kontexten. Inledningsvis presenteras relevanta teorier om commitment-trust theory samt retention. Den tidigare forskningen används för att visa på de faktorer som tidigare ansetts vara viktiga mot förtroendeskapande samt retention. Utförandet av studien har genomförts av välkända metoder som datatriangulering, semistrukturerade intervjuer, ljudinspelning av intervjuer, transkribering samt kodning och tematisering. Därav har ett resultat framkommit med ett antal faktorer som anses vara viktiga för förtroendeskapande, åtagande samt retention i en onlinekasino kontext. Vidare forskning och tester behövs innan det resultat och de faktorer som framkom kan fastställas som giltiga för förtroendeskapande, åtagande samt retention. Nyckelord: Onlinekasino, hasardspel, förtroende, åtagande, retention, commitment-trust theory.
ABSTRACT Online casino is an ever fast growing area. However, there is generally a negative perception among the public towards online casinos where there is a lack of trust. In this study, a desire has arisen to understand the reason behind this. To obtain data on the subject, a qualitative study has been carried out in the form of semi-structured interviews with previous and current players. This study aims to highlight the factors that are considered important for building trust, commitment and retention in an online casino context. The purpose is to find out what online casino companies need to work towards to build trust in this specific context. Initially, relevant theories on commitment-trust theory and retention are presented. The previous research is used to show the factors that were previously considered important for building trust and retention. The study has been carried out by well-known methods such as data triangulation, semi-structured interviews, sound recording of interviews, transkription, coding and thematization. Hence, a result has emerged with a number of factors that are considered important for building trust, commitment and retention in an online casino context. Further research and tests are needed before the results and the factors that emerged can be determined as valid for building trust, commitment and retention. Keywords: Online casino, gambling, trust, commitment, retention, commitment-trust theory.
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48

Axelsson, Martin. "HR-medarbetares upplevelser kring spelprevention och policyimplementering på arbetsplatsen." Thesis, Stockholms universitet, Psykologiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-154516.

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Skadligt bruk är ett brett begrepp som omfattar många olika former av bruk, till exempel av alkohol, droger eller spel om pengar vilket kan påverka arbetsprestationen negativt hos en arbetstagare. På uppdrag av Folkhälsomyndigheten ville man värdera verkningsgraden av genomförda utbildningsinsatser kopplat till problematiskt spelande. Syftet med den här studien är att kvalitativt utvärdera upplevelser av genomförda utbildningsinsatser som organisationen Alna genomfört kring skadligt bruk med fokus på spelproblem. Tematisk analys användes och datainsamling skedde genom semistrukturerade intervjuer med tio HR-medarbetare, vars fem organisationer ingick i utbildningsprojektet Spel och spelförebyggande insatser för arbetslivet. Resultatet visar att Alnas metoder och verktyg upplevs som effektiva och värdefulla av undersökningsdeltagarna. Vissa hinder för effektiv implementering av uppdaterade policys och riktlinjer identifierades och dessa kunde bestå av tidsbrist, underbemanning eller eftersatt prioritering av spelfrågan. Vidare framgår det att Alnas utbildningsinsatser främjat utformandet av policys och riktlinjer kring skadligt bruk med fokus på spel och spelproblem i organisationerna.
The complex concept regarding harmful use of different nature, could be related to the use of alcohol, drugs or gambling. Such activities could affect the efficiency and productivity of an employee in a workplace environment in a negative way. At the request of the Public Health Agency of Sweden, a group of scientist was given the task to evaluate a project regarding education concerning problematic gambling. The purpose of the current study is to evaluate a project regarding education concerning gambling and gambling prevention, and was carried out by the organization Alna. Thematic analysis was used and collection of data was done with semi structured interviews, with ten HR-employees whose five organisations was included in the project Gambling and gambling preventive efforts directed towards the labour market. The results show that the methods and tools used by Alna is perceived as efficient and valuable by the participants. Some obstacles which works against efficient implementation of updated policies and guidelines were identified and these could consist of time constraints, under staffing or subordinated priority of the gambling issue per se. Furthermore it seems that the education project regarding gambling prevention performed by Alna has contributed to the development of policies and guidelines regarding harmful use of different kinds with focus on the gambling issue.
Utvärdering av projektet Spelförebyggande Insatser för Arbetslivet – Praktisk Tillämpning och utvärdering.
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49

Nahas, Imad. "Le jeu et le pari en droit." Thesis, Paris 2, 2014. http://www.theses.fr/2014PA020017/document.

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Les jeux de hasard furent connus et pratiqués par l’homme depuis les premières civilisations. Mais dès l’Antiquité gréco-romaine, ces jeux se sont attirés les foudres des moralistes, ecclésiastiques, et législateurs, chacun pour ses propres motifs. Des lois sévères furent édictées par les législateurs de l’Antiquité, qui furent par la suite reprises par les canonistes et les juristes de l’Ancien droit, ainsi que par les rédacteurs du Code civil, et ce, dans le but d’éradiquer, ou du moins de cantonner cette pratique ludique. Mais le désir humain de pratiquer ces jeux de hasard fut plus fort que ces lois, et la pratique y a survécu. Au cours du XXe siècle, et alors que certains États de par le monde ont choisi la prohibition absolue, d’autres, comme la France, ont opté pour une autorisation contrôlée sous l’égide de l’État. Ainsi fut créé le triptyque prohibition-exception-monopole, sous lequel le jeu se développa considérablement. Et quand le développement technologique a permis d’offrir les jeux de hasard à travers l’internet, le secteur des jeux d’argent a atteint en France, et de par le monde, des limites jamais connues auparavant au cours de l’histoire. Mais ce développement exceptionnel a amené avec lui des défis nouveaux, notamment au plan financier et sécuritaire, mais aussi au plan européen où le modèle français monopolistique fut critiqué. Pour faire face à ces défis, de nouvelles lois furent promulguées au cours des récentes années. Mais toutes furent en deçà de l’ampleur des défis. La tâche est entamée, mais le gros du travail reste à accomplir
Games of chance were known and practiced by man since the earliest civilizations. But all the way since the greco-roman antiquity, these games have attracted the ire of moralists, clergymen and legislators, each for their own motives. Strict laws were enacted by the Antiquity legislators, laws that were later upheld by canonists and jurists of the Old law, as well as the civil Code editors, in order to eliminate, or at least confine this recreational practice. But the human desire to enjoy these games of chance was stronger than these laws, and the practice survived. Over the course of the 20th century, and while certain States around the world chose absolute prohibition, others, like France, opted for a controlled authorization under the auspices of the State. Thus was created the prohibition-monopoly-exception triptych, under which gambling grew considerably. And when the technological development allowed games of chance to be provided through the internet, the gambling industry reached in France and around the world, limits never known before in the course of the human history. But this exceptional development has brought new challenges along, mainly in the finance and security areas, but also at the European legal level where the French monopoly model was criticized. To take up these challenges, new laws were enacted in recent years. But all fell short of the challenges scale. The task was initiated, but most of the work remains to be done
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50

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

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