Dissertations / Theses on the topic 'Online gambling'
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Xia, Lin. "Factors influencing people's intention towards online gambling." Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1872928.
Full textMcCormack, A. "The psychosocial impact of online problem gambling." Thesis, Nottingham Trent University, 2011. http://irep.ntu.ac.uk/id/eprint/279/.
Full textWoodford, 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.
Full textMorgan, Kirsty Kate. "The legalisation and regulation of online gambling in South Africa." University of the Western Cape, 2017. http://hdl.handle.net/11394/6092.
Full textSimon, 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.
Full textRosenberg, 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.
Full textChebli, 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.
Full textStanley, Matt. "Predictor Variables of Online Sports Problem Gambling by College Fraternity Members." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/897.
Full textPavlovic, Dusan <1981>. "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.
Full textHÄHLE, 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.
Full textMcGivern, 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.
Full textAlbarrán-Torres, César Alberto. "Encoding chance: a technocultural analysis of digital gambling." Thesis, The University of Sydney, 2014. http://hdl.handle.net/2123/13061.
Full textBermell, 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.
Full textEzrapour, Shawn. "Structures, the construction of meaning, and subsequent strategies in online poker." Diss., Connect to the thesis, 2007. http://hdl.handle.net/10066/1251.
Full textWalderstedt, 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.
Full textTurner, Wesley. "SLOTZ: A Game-Based Measure of Problem Gambling." Thesis, Griffith University, 2018. http://hdl.handle.net/10072/380999.
Full textThesis (Professional Doctorate)
Doctor of Philosophy in Clinical Psychology (PhD ClinPsych)
School of Applied Psychology
Griffith Health
Full Text
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.
Full textIn 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.
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.
Full textProblembakgrund: 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.
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.
Full textAuer, 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/.
Full textGottmann, 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/.
Full textWerle, 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.
Full textRafajlovič, 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.
Full textClayton, 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.
Full textHedberg, 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.
Full textDomm, 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.
Full textSvedhag, 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.
Full textDenna 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.
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.
Full textLondo, 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.
Full textM.A.
Nicholson School of Communication
Arts and Sciences
Communication
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.
Full textDissertation (MCom)--University of Pretoria, 2010.
Taxation
unrestricted
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.
Full textNew 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.
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.
Full textNygren, 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.
Full textSvensson, 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.
Full textThis 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.
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.
Full textThis 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.
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.
Full textO 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.
info:eu-repo/semantics/publishedVersion
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.
Full textHolts, 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.
Full textShwan, 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.
Full textOnline 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.
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.
Full textHedbeck, 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.
Full textJohnsson, 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.
Full textThis 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.
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.
Full textVincent, 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.
Full textLarsson, 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.
Full textPresentation 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
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.
Full textThe 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.
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.
Full textABSTRACT 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.
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.
Full textThe 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.
Nahas, Imad. "Le jeu et le pari en droit." Thesis, Paris 2, 2014. http://www.theses.fr/2014PA020017/document.
Full textGames 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
Gonçalves, Miriam Cristiana Meireles Campos. "Online Gambling Analysis Report Automation." Master's thesis, 2019. https://hdl.handle.net/10216/122861.
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