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1.
This paper presents the Hierarchy of Gambling Choices (HGC), which is a consumer-oriented framework for understanding the key environmental and contextual features that influence peoples’ selections of online and venue-based electronic gaming machines (EGMs). The HGC framework proposes that EGM gamblers make choices in selection of EGM gambling experiences utilising Tversky’s (Psychol Rev 79(4):281–299, 1972). Elimination-by-Aspects model, and organise their choice in a hierarchical manner by virtue of EGMs being an “experience good” (Nelson in J Polit Econ 78(2):311–329, 1970). EGM features are divided into three levels: the platform—including, online, mobile or land-based; the provider or specific venue in which the gambling occurs; and the game or machine characteristics, such as graphical themes and bonus features. This framework will contribute to the gambling field by providing a manner in which to systematically explore the environment surrounding EGM gambling and how it affects behaviour.  相似文献   

2.
EGMs are a form of entertainment, and the gambling environment is an important contributor to the overall experience. Logically, to select a play-environment, EGM gamblers must choose the platform through which to access the EGM (e.g., internet, mobile application or land-based venue), a particular provider (e.g., specific website, app vendor or branded casino), and the game itself (e.g., based on graphical theme or bonus features; Thorne et al. in J Gambl Stud, 2016. doi: 10.1007/s10899-016-9601-2). A discrete choice experiment was conducted to identify the features of the platform, provider and game that are most strongly preferred by EGM gamblers. Participants were 245 EGM gamblers from clubs in Victoria, Australia and 7516 EGM gamblers from an Australian online panel. Results indicate that the ideal environment for the average gambler consists of: gambling at a club that is close to home; with a group of friends; in a relatively quiet place that has air conditioning, cheap food and a large space to play in; on a classic game with quality animations and small bet sizes; where you feel safe and secure; and where there is a wide variety of other games to play when you are done. Segmenting these results by problem-gambler status highlights important differences in preferences between problem and non-problem gamblers. Problem gamblers are less likely to give weight to the company they share and have a preference for larger venues. Using a powerful paradigm from marketing research, the present study was able to determine the relative value of different features of the EGM gambling environment, and also contributes important insight towards what constitutes a safer environment for recreational play.  相似文献   

3.
4.
In their review of Internet gambling studies, Auer and Griffiths (J Gambl Stud 30(4), 879–887, 2014) question the validity of using bet size as an indicator of gambling intensity. Instead, in that review and in a response (Auer and Griffiths, J Gambl Stud 31(3), 921–931, 2015) to a previous comment (Braverman et al., J Gambl Stud 31(2), 359–366, 2015), Auer and Griffiths suggested using “theoretical loss” as a preferable measure of gambling intensity. This comment extends and advances the discussion about measures of gambling intensity. In this paper, we describe previously identified problems that Auer and Griffiths need to address to sustain theoretical loss as a viable measure of gambling intensity and add details to the discussion that demonstrate difficulties associated with the use of theoretical loss with certain gambling games.  相似文献   

5.
This study examined whether distinct subgroups could be identified among a sample of non-treatment-seeking problem and pathological/disordered gamblers (PG) using Blaszczynski and Nower’s (Addiction 97:487–499, 2002) pathways model (N = 150, 50% female). We examined coping motives for gambling, childhood trauma, boredom proneness, risk-taking, impulsivity, attention-deficit/hyperactivity disorder (ADHD), and antisocial personality disorder as defining variables in a hierarchical cluster analysis to identify subgroups. Subgroup differences in gambling, psychiatric, and demographic variables were also assessed to establish concurrent validity. Consistent with the pathways model, our analyses identified three gambling subgroups: (1) behaviorally conditioned (BC), (2) emotionally vulnerable (EV), and (3) antisocial-impulsivist (AI) gamblers. BC gamblers (n = 47) reported the lowest levels of lifetime depression, anxiety, gambling severity, and interest in problem gambling treatment. EV gamblers (n = 53) reported the highest levels of childhood trauma, motivation to gamble to cope with negative emotions, gambling-related suicidal ideation, and family history of gambling problems. AI gamblers (n = 50) reported the highest levels of antisocial personality disorder and ADHD symptoms, as well as higher rates of impulsivity and risk-taking than EV gamblers. The findings provide evidence for the validity of the pathways model as a framework for conceptualizing PG subtypes in a non-treatment-seeking sample, and underscore the importance of tailoring treatment approaches to meet the respective clinical needs of these subtypes.  相似文献   

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This paper introduces the special issue and explains the diversity as well as common features of mobilization practices present in cities around the world. The paper starts with presenting the specificity and history of urban movements worldwide, as well as the development of ‘right to the city’ frame. Drawing on the existing literature, it focuses on presenting different forms of urban activism and interpretations of ‘right to the city’ slogan. This paper strives to fuse the framework of social movements as networks (Diani, in: Diani, McAdam (eds) Social movements and networks, Oxford University Press, Oxford, pp 299–318, 2003) of challengers (Gamson in The strategy of social protest, Wadsworth Publishing, Belmont, 1990) with the concepts of diffusion and translation of ideas, borrowed from Finnemore and Sikkink (Int Org 52(4):887–917, 1998). It also illustrates the application of the theoretical concepts of incumbents and challengers (Gamson 1990), organizational platform and norm life cycle (Finnemore and Sikkink 1998) as well as the development on movement networks within and between localities (Diani in The cement of civil society: studying networks in localities, Cambridge University Press, New York, 2015). The theoretical model helps to explain the rapid global spread of the notion of the ‘right to the city.’ The paper concludes with a discussion of the urban context, both ‘glocal’ and global, as an arena of social mobilization around different aspects of the ‘right to the city.’  相似文献   

8.
In order to deal with “wicked problems” like inequality and social exclusion, one needs the support of committed citizens (Brandsen et al. in Manufactured civil society: practices, principles and effects, Palgrave, London, 2014). A promising setting to examine to what extent this is the case is that of community development projects in derelict neighbourhoods where the largest representation of ‘marginalised’ citizens can often be found (Head in Community development: theory and method of planned change, Vikas Publishing House, New Delhi, 1979; Needham in Personal co-production, 2009). In this article, we examine to what extent citizens are actually involved in local co-productive community development projects (in the city of Ghent, Belgium), and how professional field workers influence this engagement. We focus on three different potential effects of co-productive community development (inclusion and empowerment of citizen co-producers and the equity in the benefits they receive), and whether professional support can influence these effects. We find that co-production in community development projects may lead to more inclusion, empowerment and equity. Moreover, it is posited that the presence of professionals in their different roles does have a positive impact on co-productive community development.  相似文献   

9.
This paper examines the empirical relevance of recent methodological refinements to the “counting approach” to multidimensional poverty measurement. It provides an empirical illustration based on data available in the Demographic and Health Surveys of Egypt and Jordan. The paper relies on the general framework proposed by Silber and Yalonetzky (2013) to compare multidimensional poverty measures, such as the Multidimensional Poverty Index (MPI) and others that are sensitive to the distribution of deprivation counts among individuals. It thus computes the measures introduced by Chakravarty and D’Ambrosio, 2006 and Rippin (2010) as well as indices based on the extension of the Aaberge and Peluso (2012), suggested by Silber and Yalonetzky (2013). It appears that it is useful to consider several multidimensional poverty measures when analyzing national poverty trends and when making a distinction between urban and rural areas.  相似文献   

10.
The origin of gambling disorders is uncertain; however, research has shown a tendency to focus on specific types of games as a potential important risk factor. The principal aim of this study is to examine the relationships between types of gambling practices and gambling disorder. The data were extracted from IPSAD-Italia® 2010–2011 (Italian Population Survey on Alcohol and other Drugs), a survey among the Italian general population which collects socio-cultural information, information about the use of drugs, legal substances and gambling habits. In order to identify the “problem gambler” we used the Problem Gambling Severity Index. Three groups are considered in this analysis: no-risk gamblers, low-risk gamblers, moderate-risk/problem gamblers. Type of gambling practice was considered among two types of gambler: one-game players and multi-games players. 1.9 % of multi-game players were considered problem gamblers, only 0.6 % of one-game players were problem gamblers (p < 0.001). The percentage of players who were low and moderate-risk gamblers was approximately double among multi-game players, with 14.4 % low-risk and 5.8 % moderate-risk; compared with 7.7 % low-risk and 2.5 % moderate risk among one-game players. Results of ordinal logistic regression analysis confirmed that higher level of gambling severity was associated with multi-game players (OR = 2.23, p < 0.0001). Video-poker/slot-machines show the highest association with gambling severity among both one-game players and multi-game players, with scores of OR equal to 4.3 and 4.5 respectively. These findings suggest a popular perception of risk associated with this type of gambling for the development of gambling problems.  相似文献   

11.
Social enterprise and innovation are inextricably linked in the literature (Chell et al. in Entrepr Reg Dev 22(6):485–493, 2010; Dees in Harv Bus Rev 76:54, 1998; Light in Stanf Soc Innov Rev 4(3):47–51, 2006). To date, research on social enterprise innovation has predominantly focused on micro-level factors, such as the social entrepreneur or organizational attributes. Inversely, recent empirical advances on social enterprise find a country’s social enterprise sector is influenced by macro-institutional factors, including form of government, stage of economic development, culture and model of civil society (Monroe-White and Coskun, in: Shaping social enterprise: understanding institutional context and influence, Emerald Publishing Limited, London, pp 27–48, 2017). Given the link between social enterprise and innovation, recent empirical findings around social enterprise beg the question, do macro-institutional factors similarly predict innovation by social enterprises? This paper uses a hierarchical linear model to examine the influence of national-level variables on social enterprise innovation. Results indicate that similar to social enterprise, macro-institutional factors predict social enterprise innovation. More specifically, macro-institutional factors influence the various types of innovations (product, process and marketing) differently. Moreover, country-level innovation is traditionally defined by economic factors, such as R&D funding and STEM workforce, however, these factors do not help explain social enterprise innovation. Given the social aspects of social enterprise innovation, to capture the full scope of innovation within countries, expanded definitions of national-level innovation should be considered.  相似文献   

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The proliferation of gambling opportunities in Canada, coupled with an aging population, has led to an increased prevalence of gambling among older adults. Encouraged by this trend, gambling industries have modified their activities to attract and market to this group. Yet, older adults are not a homogeneous group. The life experiences, values, and attitudes shared by generations make a cohort-specific analysis of gambling among older adults a worthwhile pursuit. Drawing from the Dualistic Model of Passion (Vallerand et al. in J Pers Soc Psychol 85(4):756–767, 2003), we discuss the role of passion in shaping gambling behaviours, and the implications of a harmonious or obsessive passion on the benefits and risks to two distinct generations of older adults. Based on their generational attributes, we posit that members of the Silent Generation (those born between 1925 and 1942) stand to gain more from the benefits of recreational gambling, but also stand lose more from problem gambling, than their children’s generation, the Baby Boomers (those born between 1942 and 1964). Preventative strategies to assist problem gambling seniors, along with recommendations for further research, are discussed.  相似文献   

14.
Motives for gambling have been shown to be associated with gambling involvement, and hence important in the understanding of the etiology of problem gambling. The aim of this study was to describe differences in gambling motives in different subgroups of lifetime risk gamblers, categorized by: age, gender, alcohol- and drug habits and type of game preferred, when considering the level of risk gambling. A random Swedish sample (n = 19,530) was screened for risk gambling, using the Lie/Bet questionnaire. The study sample (n = 257) consisted of the respondents screening positive on Lie/Bet and completing a postal questionnaire about gambling and motives for gambling (measured with the NODS-PERC and the RGQ respectively). When considering the level of risk gambling, motives for gambling were not associated with gender, whereas younger persons gambled for the challenge more often than did older participants. Card/Casino and Sport gamblers played to a greater extent for social and challenge reasons then did Lotto/Bingo-gamblers. EGM-gamblers played more for coping reasons than did Lotto/Bingo gamblers. However, this association turned non-significant when considering the level of risk gambling. Moderate risk gamblers played for the challenge and coping reasons to a greater extent than low risk gamblers motives for gambling differ across subgroups of preferred game and between gamblers with low and moderate risk. The level of risk gambling is intertwined with motives for gambling and should be considered when examining gambling reasons.  相似文献   

15.
Previous research using the Gambling Outcome Expectancies Scale (GOES; Flack and Morris in J Gambl Stud, 2015. doi: 10.1007/s10899-014-9484-z) revealed the instrument has excellent psychometric properties and differentially predicts gambling frequency and problem gambling scores. However, like the existing gambling motivation scales, the GOES psychometric properties and predictive utility have not been tested outside of cross sectional studies. The current study used a prospective survey design to redress this issue. Eight hundred and ninety-three participants, drawn from the general community, completed the second wave of the gambling survey. Temporal invariance testing revealed the GOES was reliable. Furthermore, the ability of the GOES to predict gambling behaviour using baseline and concurrent measures of gambling outcome expectancies was demonstrated. Specifically, consistent with the Wave 1 results, the gambling outcome expectancies that reflect diverse reasons for gambling (e.g., social, escape, and money) preferentially predicted gambling frequency whereas the narrower range of emotion focused reasons (e.g., excitement, escape, and ego enhancement) predicted gambling problems. Considered in light of the Wave 1 findings, these results underscore the need for gambling harm minimisation initiatives to take into account the emotion-oriented reasons for gambling.  相似文献   

16.
The most common type of employer for social workers is a private, nonprofit, or charitable organization (34.3% of all social workers); however 41% of social workers work for the government when combining together federal, state, and local governments (The George Washington University Health Workforce Institute, Profile of the social work workforce, http://www.socialserviceworkforce.org/resources/profile-social-work-workforce, 2017). Given these organizations focus on individuals who are indigent, have serious behavioral health challenges and are typically covered through Medicaid and/or Medicare, ensuring social workers know how to supervise within public sector limitations while simultaneously being steeped in compliance related material, such as medical necessity, is vital to their success. However, most social work schools fail to offer targeted classes in these areas, often leaving graduates to learn from those with little or no formal training in key subject areas. While it may appear that addressing these concerns is relatively simple, there are many obstacles to doing so, including faculty having a lack of familiarity with new content and a distrust of public mental health systems (Hoge et al., in Clin Supv 30:184, 2011). Establishing a core set of public sector-based knowledge areas that build on the Council on Social Work Education nine competencies should be a priority, as otherwise social work education and its future utility may be drawn into question (Council on Social Work Education, Educational policy and accreditation standards for baccalaureate and master’s social work programs, https://www.cswe.org/getattachment/Accreditation/Accreditation-Process/2015, 2015).  相似文献   

17.
Nonprofits have unique strategic concerns, including their dependence on external resources, the management of multiple stakeholders, perceptions about their organizational legitimacy as well as their primary focus on the social value of their organizational mission (Stone and Brush 1996). For shared Jewish–Arab organizations in Israel that are seeking to promote a ‘shared society,’ the obstacles in navigating these various challenges are particularly pronounced and require a very unique kind of adaptive capacity (see Letts et al. 1999; Connolly and York 2003; Strichman et al. 2007). Often operating outside of the general consensus, these organizations are faced with the significant challenge of promoting values of partnership, equality and mutual interests among two populations that are often at odds. This research seeks to shed light on how shared Arab–Jewish nonprofits are continually working to strengthen organizational capacities to more effectively carry out their particular organizational mission, given the myriad of challenges they face.  相似文献   

18.
Although research suggests that approximately 1 in 4 college students report having gambled online, few laboratory-based studies have been conducted enlisting online student gamblers. Moreover, it is unclear the extent to which differences in gambling behavior exist between online and non-online student gamblers. The current study examined if online gamblers would play more hands, commit more errors, and wager more credits than non-online student gamblers in a controlled, laboratory environment. Online (n = 19) and non-online (n = 26) student gamblers played video poker in three separate sessions and the number of hands played, errors committed, and credits wagered were recorded. Results showed that online student gamblers played more hands and committed more errors playing video poker than non-online student gamblers. The results from the current study extend previous research by suggesting that online gamblers engage in potentially more deleterious gambling behavior (e.g., playing more hands and committing more errors) than non-online gamblers. Additional research is needed to examine differences in the gambling behavior of online and non-online gamblers in a controlled, laboratory environment.  相似文献   

19.
The study investigated Internet gambling involvement and pathological gambling among Hong Kong adolescents aged 12–19 years. The diagnostic and statistical manual (4th edition) multiple response format for juveniles (DSM-IV-MR-J) (Fisher in J Gambl Stud 16:253–273, 2000) was filled by 1,004 students (597 boys, 407 girls) recruited by random selection of classes. The response rate was 86.6 %. Results indicate that more respondents participated in land-based gambling than Internet gambling (63.5 vs. 3.5 %) but online gamblers are 1.5 and 3.2 times more likely to develop pathological and at-risk gambling than non-Internet gamblers. Using the DSM-IV-MR-J criteria, 5.7 and 22.9 % of the Internet gamblers could be classified as at-risk gamblers and pathological gamblers, respectively. Majority (94.3 %) wagered online at home, and 91.4 % made their first bet before 18 years. Many perceived Internet gambling as a trendy (71.4 %) and safe entertainment (54.3 %). Problematic Internet gambling was significantly associated with the male gender, school grades, online gambling frequency, amount wagered and a gambling family environment. Survey results have implications for gambling research and preventive programs.  相似文献   

20.
This study assessed adherence to the law of contagion by 118 undergraduate students (39 males). Participants were students who played a slot machine game after viewing a prior player who seemed to be winning (“lucky” condition) or losing (“unlucky” condition). Adherence to the law of contagion was assessed by the selection of the coin holder used by a “lucky” prior player and the avoidance of the coin holder used by an “unlucky” prior player. Contagion varied directly with scores on the Problem Gambling Severity Index and scores on the Luck/Perseverance subscale of the Gamblers’ Belief Questionnaire (Steenbergh et al. in Psychol Addict Behav 16(2):143–149, 2002). Gamblers high in problem severity chose the “lucky” coin holder and avoided the “unlucky” coin holder significantly more than gamblers low in problem severity. Problem gamblers, therefore, exhibit evidence of magical thinking related to the transfer of a “lucky” essence. The same was the case for individuals with a strong level of belief that sheer continuation in gambling (luck perseverance) results in success and for individuals who believe that luck is a personal rather than a situational characteristic. All three variables (problem gambling severity, luck perseverance and personal luck) had direct effects on behavior reflecting irrational magical thinking. A belief that knowledge or skill has a role in successful gaming was unrelated to magical thinking. These findings suggest potential foci for cognitive interventions with problem gamblers and those with non-skill based evidence of irrational thinking.  相似文献   

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