首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 687 毫秒
1.
New South Wales, Australia, is one of the major markets in the world for machine gaming, with its 1,441 registered clubs holding the dominant share of the state's machines. This study examined machine gambling behavior amongst a random sample of 3,000 club members from six of the largest clubs in Sydney, the capital city of New South Wales. The findings identify their machine gambling preferences and participation levels, isolate significant sociodemographic and other differences between gaming machine and non-gaming machine players, measure the prevalence of probable pathological gambling associated with machine gambling, and identify certain characteristics which differ significantly between probable pathological and non-pathological machine gamblers amongst the respondents.  相似文献   

2.
Abstract

This paper helps address a deficiency of gender specific research into gambling. Using predominantly non‐parametric tests, the paper analyses data from 1,257 female and 1,743 male respondents in a telephone survey of 3,000 members selected randomly from six large Sydney clubs. The results support female gambling stereotypes of lower individual bets and lower overall expenditure, but not of lower participation and frequency of play, and shorter duration of gambling sessions. Further, regular female gaming machine players appear more likely than non‐regular female players to be migrants, either young or old, and from lower socio‐economic groups. Regular female gaming machine players also appear to forgo the social side of playing machines, to spend more overall and to be more at risk of problem gambling than non‐regular female players. Finally, the distinguishing socio‐demographic characteristics and machine playing behaviours of regular male gaming machine players are very similar to those for regular female gaming machine players.  相似文献   

3.
This paper helps to address a deficiency of gender-specific research into gambling. It focuses on gambling participation, gaming machine play, and problem gambling amongst 1,257 female respondents to a telephone survey of 3,000 members selected randomly from the membership lists of six of the largest clubs in Sydney, Australia. Using predominantly non-parametric tests, results identify a range of behaviors that characterize the gambling activities of female club members when compared to their male counterparts. Testing four hypotheses revealed that, when compared to male club members, the females had a higher preference for bingo, lotto, lotteries, pools, and gaming machines; they gambled less frequently on off-course and on-course betting, casino table games and hotel gaming machines, but more frequently on bingo; they were more likely to display patterns of gaming machine play that maximize playing time; and they experienced problem gambling at levels comparable to males. Further research questions arising from the study's findings are discussed.  相似文献   

4.
Although there has been much speculation about the possible links between gambling and crime rates, relevant quantitative evidence has been practically non-existent in Australia to date. This paper reports the results of research that utilised a model designed to investigate the potential relationship between electronic gaming machine expenditures and property (income-generating) crime rates reported to police in local areas in South Australia in 2002–2003. The research found that the higher the expenditures on gaming machines in a particular local area per adult, the higher the income-generating crime rate in that area. No such relationship was found between gaming machine expenditure and non-income-generating crime rates. However, further research is required before any policy-relevant conclusions can be drawn.  相似文献   

5.
Abstract

This study evaluated the impact of three specific modifications to the structural design of electronic gaming machines proposed by the New South Wales Liquor Administration Board, on player satisfaction. These modifications: reduction in reel spin speed, maximum bet limited to A$1.00 and removal of high denomination bill acceptors; were recommended as putative harm minimisation strategies within a larger government responsible gaming policy framework. Participants were a total of 363 patrons attending either a club or hotel venue in Sydney. Gambling behaviour and responses to a brief satisfaction questionnaire were obtained under conditions of play on modified and unmodified electronic gaming devices. Responses to satisfaction measures varied between hotel and club patrons and recreational and problem gamblers. Problem gamblers consistently reported less satisfaction and enjoyment playing machines. Overall, little effect on satisfaction or enjoyment was found for either social or problem gamblers in respect to concurrent modifications limiting maximum bet size and reducing high denomination bill acceptors. Slower machines were rated as less satisfying to play, but effects were small and did not appear to influence player’s stated intentions. It is yet to be determined if changes to structural characteristics of electronic gaming machines are associated with harm reduction.  相似文献   

6.
This paper examines the debate about possible relationships between problem gambling and accessibility to electronic gaming machines (EGMs), in the context of the Victorian Government's policy that imposed a ‘cap’ on EGMs in disadvantaged communities. Using GIS (Geographical Information Systems), the spatial distribution of social disadvantage in three ‘capped’ localities was compared with the spatial distribution of gaming venues and patterns of concentrated EGM expenditure during 2001–2005, including seasonal trends. Research revealed different relationships between spatial and social categories in the study localities, indicating the need for more systematic local area analysis. This research raises questions about the limitations of conventional methodologies and regulatory strategies based on simple measures such as gaming machine density. We propose improvements to the methodology to better measure the changing level of local supply and demand for machine gaming.  相似文献   

7.
In Australia, there is evidence to suggest that there is a positive association between the geographical accessibility of electronic gaming machines (EGMs) and the frequency and intensity of gambling in local areas. Evidence such as this has been used to introduce regulatory policies to reduce the geographical accessibility of EGMs through the reduction of gaming machine numbers in venues. The aim of this paper was to describe the process involved in the 15 per cent reduction in gaming machine numbers in the state of South Australia and the apparent effects on gaming revenue and gambling behaviours. Detailed analysis of objective EGM data as well as survey-based interviews with 400 regular EGM players provided only limited evidence of behavioural changes or significant reductions in gaming revenue. The paper describes the nature of industry responses to circumvent the effects of the reduction in machine numbers and the implications of these findings for future regulatory policies relating to EGM gambling.  相似文献   

8.
The present study assessed whether prior reinforcement experiences were related to gaming machine choice and the decision to change gaming machines during a session of gambling. Seventy undergraduate students (48 women, 22 men; mean age = 22.05 years) were presented with two visually identical simulated gaming machines in a practice phase. These simulated machines differed only in the rate of reinforcement. After the practice phase, participants were asked to choose a machine to play in the test phase and were allowed to change machines at will. Two measures of reinforcement were employed; frequency of wins and payback rate. Results indicated that neither measure of reinforcement was related to machine choice, but both were predictors of when participants changed machines. A post-hoc analysis of the 33 participants who changed machines during the test phase found a significant relationship between machine choice and prior reinforcement. For these participants, payback rate was significantly related to machine choice, unlike frequency of wins.  相似文献   

9.
Abstract

Increased prevalence of problem gambling has accompanied the spread of gaming venues in many parts of the world. One intervention to minimise the impact of harmful patterns of gambling behaviours is self-exclusion, where patrons can elect to ban themselves from a gaming venue or its gaming facilities for a specified time period. While self-exclusion programs are widely available, little research has been conducted into their operations and efficacy, particularly from the self-excluders’ perspective. This paper presents findings from 35 survey responses and 23 interviews with gamblers who had self-excluded through a centralised service in South Australia. They identified key program shortcomings as low publicity, limits on how many venues they could self-bar from, and inadequate venue monitoring for breaches of self-barring orders. Nevertheless, the centralised service, staffed by trained psychologists and located away from gaming venues, which allows multiple venue barring in one application, appeared advantageous over programs that require people to self-exclude directly from individual gaming venues. Most respondents (85%) had ceased or lessened their gambling in the 12 months following self-barring. Nevertheless, some continued to struggle to manage their gambling, reflected in breaches of their orders and gambling in venues from which they were not excluded.  相似文献   

10.
Studies attempting to identify the specific ‘addictive’ features of electronic gaming machines (EGMs) have yielded largely inconclusive results, suggesting that it is the interaction between a gambler’s cognitions and the machine, rather than the machine itself, which fuels excessive play. Research has reported that machine players with gambling problems adopt a number of erroneous cognitive perceptions regarding the probability of winning and the nature of randomness. What is unknown, however, is whether motivations for gambling and attitudes toward pre-session monetary limit-setting vary across levels of gambling severity, and whether proposed precommitment strategies would be useful in minimizing excessive gambling expenditures. The current study explored these concepts in a sample of 127 adults, ages 18 to 81, attending one of four gambling venues in Queensland, Australia. The study found that problem gamblers were more likely than other gamblers to play machines to earn income or escape their problems rather than for fun and enjoyment. Similarly, they were less likely to endorse any type of monetary limit-setting prior to play. They were also reticent to adopt the use of a ‘smart card’ or other strategy to limit access to money during a session, though they indicated they lost track of money while gambling and were rarely aware of whether they were winning or losing during play. Implications for precommitment policies and further research are discussed.  相似文献   

11.
This study adds to the limited literature on the demand for casino gaming. The major focus is on the effect of a statewide smoking ban. A system of slot machine demand equations, one each for the three Delaware racinos (racetrack casinos), was developed. The number of slot machines at a racino, at competing in-state racinos, and income were significant demand determinants. Competing out-of-state gaming venues had insignificant effects on gaming demand over the study period. The smoking ban had a significant negative impact on demand, which was not significantly different across the three racinos. The smoking ban reduced gaming demand 15.9%. ( JEL L83)  相似文献   

12.
Learning theory predicts that, given the repeated choice to bet between two concurrently available slot machines, gamblers will learn to bet more money on the machine with higher expected return (payback percentage) or higher win probability per spin (volatility). The purpose of this study was to investigate whether this occurs when the two machines vary orthogonally on payback percentage and volatility. The sample comprised 52 first year psychology students (mean age = 20.3 years, 20 females, 32 males) who had played a gaming machine at least once in the previous 12 months. Participants were administered a battery of questionnaires designed to assess level of knowledge on the characteristics and operation of poker machines, frequency of poker machine play in the past 12 months, personality traits of impulsivity and capacity for cognitive reflection, and gambling beliefs. For the experimental task, participants were instructed to play on two PC-simulated electronic gaming machines (EGMs or slot machines) that differed on payback percentage and volatility, with the option of freely switching between EGMs after a practice phase. Results indicated that participants were able to easily discriminate between machines and manifested a preference to play machines offering higher payback or volatility. These findings diverged from previous findings of no preference for play on higher payback/volatility machines, potentially due to of the current study’s absence of the option to make multi-line and multi-credit bets. It was concluded that return rate parameters like payback percentage and volatility strongly influenced slot machine preference in the absence of betting options like multi-line bets, though more research is needed to determine the effects of such betting options on player distribution of money between multiple EGMs.  相似文献   

13.
Superstitious beliefs, defined as a strong conviction based on the erroneous perception of a cause-effect association between two independent events, are considered to play an instrumental role in the maintenance of gambling behaviour. In this preliminary study, responses to eight items assessing superstitious beliefs were compared among 56 electronic gaming machine (EGM) problem gamblers, 22 non-problem EGM and 23 non-EGM non-problem gamblers. Results suggested that problem gamblers endorsed more superstitious beliefs than non-problem gamblers and that such beliefs were correlated with gambling intensity. Further research is required to determine if superstitious beliefs represent a vulnerability factor for the development of problem gambling or emerge as a consequence of involvement in gambling.  相似文献   

14.
Research has noted many similarities between video gaming and gambling activities. It has been suggested that video game players may also be attracted to gambling, although there is limited research on this possibility. The present study examined concurrent video gaming and gambling habits in a sample of regular video game players in Australia (N = 485, 84 % male, M age = 25.8). Gambling involvement was found to be a generally unpopular activity among regular video game players. No significant association between frequency of video game play and frequency of gambling was found. Although significant correlations between gaming ‘addiction’ scores and gambling frequency were identified, age was the only significant predictor of gambling when controlling for all remaining variables. These findings are critically discussed in the context of past research, and future research directions concerning the link between video gaming and gambling are proposed.  相似文献   

15.
Discrepancy between social demands and public resources has become apparent in many countries worldwide. Institutions and industries involved in public services seek new forms of collaboration and combine all available public and private skills to circumvent problems. Advocates of public-private partnership (PPP) assess the progress as convincing. Reserved observers argue that the technique has immanent weaknesses. Putting the phenomena, experience, and discussion into a wider context of gaming helps to arrive at a better comprehension. The paper focuses on road transportation infrastructure issues but its conclusions are of broader interest. Four perspectives are chosen to discuss PPP as a gaming issue. Linguistics, the mathematical theory of games, experimental psychology and the theory of institutions offer useful analytical concepts, theorems and approaches. The gaming perspective allows us to identify and define more clearly several uncertain or misinterpreted situations or actions experienced in PPP implementations. The conceptual identification of positions, motivations and further characteristics is not only possible but helps all partners to better understand the structure, the rules and roles given in the procedure. Use of the gaming perspective in PPP issues seems to enhance 'fair play'. Expected trends of development and further areas of suggested research are derived from the conclusions and conjectures. Application of the gaming perspective is recommended in the development of project delivery techniques, education and training.  相似文献   

16.
The article presents results of a study that examined the influence of gender role orientations on gaming motivations, game genre preferences, and different play styles. Applying social role theory, it was hypothesized that femininity and masculinity influence gender-typed motivations (social interaction, competition, and challenge) and preferences (role-playing and action games) as well as gender-typed behavior (cooperative play and competitive play). After collecting empirical data through an online survey, hypotheses were tested by structural equation modeling. Moreover, moderating effects of sociodemographic characteristics (biological gender, age, and educational level) were examined. Findings provide evidence for the existence of gender-typed motives of play, genre preferences, and – mediated by motivations and preferences – gaming behavior. Group analyses support a biosocial model of gender-typed gaming behavior because gender-typing of motives, preferences, and play styles varies in strength and direction by biological gender, age, and educational level.  相似文献   

17.
ABSTRACT

This article discusses online gaming in the twenty-first century, describes online gaming, considers negative and positive aspects of gaming, and proposes several possible research, practice, and educational strategies for subsequent development of this genre into a useful tool for human service interventions. Positive characteristics of online gaming environments such as high levels of social interaction and the potential for transformative experiences strongly suggest that many clients will be utilizing such environments. In addition, practitioners must not only learn to assess client use of gaming but also develop the necessary knowledge and skills to utilize online games as therapeutic tools.  相似文献   

18.
19.
Gaming stocks have now been publicly traded on the stock exchange for about twenty years. This study looks at the price movement patterns of gaming stocks compared with the broader market for six stock market cycles between 1973 and 1992. The study suggests that gaming stocks tend to be more volatile than the market as a whole and that this has been true throughout the twenty year period. It also shows that gaming stocks have risen in price during this period at a rate much greater than that for the general market. Special events, such as the establishment of gaming in New Jersey, can cause the gaming stocks to move in a direction opposite to the general market. Finally, the findings indicate that gaming stocks are especially susceptible to stock market declines which are related to concerns about the price or availability of oil.  相似文献   

20.
In 1931, Nevada legalized casino gambling, an act which allowed its gaming industry to develop. Because many jurisdictions outside Nevada are now embracing legalized gambling as a path to a brighter economic future and because this proliferation presents Nevada with new challenges and opportunities, it is a good time to review the Nevada experience. Here, the focus is on gaming revenues and gaming tax collections during the 1945–95 period. We find that the growth rate of Nevada's gaming industry has slowed over time, with the relative importance of gaming in the Nevada economy peaking in the late 1970's. The Nevada economy has since been gradually diversifying, something which will increasingly pressure Nevadans to look for government revenue sources other than gaming if current levels of government services are to be maintained.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号