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Dissertations / Theses on the topic 'Online gambling'

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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
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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 t
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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 a
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6

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 mo
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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 conjunct
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8

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
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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 communic
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10

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 t
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11

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

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This thesis explores how gambling and gambling-like practices are increasingly mediated by digital technologies. Digital gambling brings gambling closer to the practices and features of videogames, as audiovisual simulations structure users’ experiences. New forms of digital gambling have clear political implications and institute new economic dynamics, as operators increasingly rely on the exploitation of constant interaction, as well as fostering compulsive play. By studying digital gambling from media studies, videogame and cultural studies approaches, this thesis offers a new critical pers
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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 hab
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14

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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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
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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.
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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
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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 los
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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 f
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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 bl
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23

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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25

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
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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
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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 th
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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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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
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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
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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 vanl
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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:
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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
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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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<p>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 em
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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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<p>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 c
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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<br>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
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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
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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 f
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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 Techno
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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 iden
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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 si
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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 and
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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 descrip
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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 so
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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&amp;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
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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-föret
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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 intervj
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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 qu
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Gonçalves, Miriam Cristiana Meireles Campos. "Online Gambling Analysis Report Automation." Master's thesis, 2019. https://hdl.handle.net/10216/122861.

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