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1.
As gaming culture continues to marginalize women and people of color, other gamers are also highlighting the inequalities they face within digital gaming communities. While heterosexism and homophobia are commonplace within gaming culture, little is known about the actual experiences of “gaymers” and even less about “gaymers” of color. As such, this article seeks to explore lesbians of color and their experiences “gayming” out and online. Exploring identity development, community building, and connectivity via social networking, the women within this study articulate what it means to be lesbian online and how this impacts their physical and digital experiences. The private spaces within gaming culture that many marginalized groups inhabit are the few spaces that value the articulation of marginalized interests and viewpoints. Ethnographic observations reveal how supportive communities can improve resilience by mitigating the effects of stereotyping, microaggressions, and other discriminatory practices in online gaming.  相似文献   

2.
吴伟东 《城市观察》2013,(6):96-102
现代劳动力市场一般通过劳动力素质与工作收入的对应性安排,推动劳动力资源的开发。作为澳门经济的主导行业,博彩业的发展显著地改变了澳门劳动力市场的对应性安排,也由此影响到了当地的劳动力资源开发。澳门的博彩业发展前景存在很多的不确定性,一旦陷入困境将很可能导致大规模的裁员和失业问题。在这种情况下,劳动力资源开发的不足,很可能会形成再就业困难等问题,给澳门经济社会的稳定与发展带来严重的影响。  相似文献   

3.
Self-exclusion is a programme utilized by the gaming industry to limit access to gaming opportunities for problem gamblers. It is based on the following principles: (1) The gaming industry recognizes that a proportion of community members gamble excessively and have difficulty controlling gambling behaviours; (2) The gaming industry has a responsibility to provide a safe gaming environment and to assist in minimizing the negative impact on individuals displaying problem gambling behaviours; (3) Individuals must accept personal responsibility for limiting gambling behaviours to affordable levels; and (4) Self-exclusion is not a treatment designed to address psychological processes. The objective of the present paper is to propose a unifying structure for self-exclusion programmes as a gateway to treatment based on a system operated by independent ‘educators’ whose roles and responsibilities include informing individuals of the purpose of self-exclusion, establishing links and a gateway for access to supplementary services and monitoring and reporting the effectiveness of the overall programme.  相似文献   

4.
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   

5.
In this paper, the Chief Executive of Christchurch Casino indicates the need to conduct gaming in a socially responsible manner. Even though there are other forms of gambling, Casinos attract greater amounts of media attention and political advocacy. And while governments have become silent partners to legalised gaming, there are areas where governments fall short of their financial or legislative obligations to the community. In contrast, there are actually sound economic reasons for casinos to be responsive to community concerns about gambling.  相似文献   

6.
Cyberbullying is an emerging issue within our society, particularly among adolescents. The phenomenon is similar to traditional bullying in that it is hurtful, repetitive behavior involving a power imbalance, often causing psychosocial issues. With the availability of cell phones, Internet, and video gaming systems, adolescents are constantly plugged into technology and therefore at risk of being a victim or a perpetrator of cyberbullying. Both physical and mental health problems can result from cyberbullying, which, in turn, can affect an adolescent's performance in school and other crucial areas of life. Legal action is an option, but many times the law is not clear. Psychiatric-mental health nurses are in a position to help educate children about resources to prevent or cope with cyberbullying in a way that will help not only the patients themselves but also parents, teachers, school administrators, and the community.  相似文献   

7.
8.
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   

9.
This paper considers the popularity and social significance of the gaming series Championship Manager/Football Manager. Sport-related games continue to be one of the most popular forms of digital gaming, and the series has proved to be one of the most successful of all time. Drawing on 32 interviews with game players and developers of this series, this paper argues that this series has proved particularly popular due to its 'intertextual' links to the sport of football, which allows this game to be drawn on as a resource in conversations and social networks. In particular, this paper argues that aspects of gaming, such as performativity and control, extend and cross-cut with wider social formations. Hence, the author argues that it is crucial that considerations of digital games seek to locate these within wider social and cultural patterns.  相似文献   

10.
Electronic gambling machines (EGMs) show a strong association with gambling problems. The high speed of gaming offered by modern EGMs allows playing numerous games in a short span of time, which is thought to contribute to attentional distraction, increased spending and prolonged play. However, the relationship between EGM speeds and potentially risk-related gambling behavior remains unclear. We introduce a novel approach to investigating the role of gaming speed in EGM gambling behavior by examining ‘individual rate-of-play’ (I-ROP) during simulated EGM gambling. A community sample of male regular gamblers (N = 72) played virtual slot machines in pairs offering sequentially adjusted game speeds towards the estimation of a behaviorally expressed preference speed, or I-ROP. This initial experiment aimed to explore the variability of I-ROPs during simulated EGM gambling, and examine behavior while playing EGMs at speeds relative to their I-ROP. Estimated I-ROPs ranged from less than one half second to over seven seconds and were negatively associated with cognitive ability, but not related to problem gambling severity, impulsiveness, or gambling-related cognitions. Subsequent gambling sessions on EGMs offering individually calibrated faster and slower gaming speeds were associated with greater and reduced risk-related gambling behaviors respectively. I-ROPs represent a potentially informative construct for exploring influences of gaming speed on gambling behavior, and may lend insight into potential risk-related behavior an individual vulnerability with respect to commercially available EGMs that warrants additional research.  相似文献   

11.
Only recently have researchers begun to study the causes of crime in tourist destinations, particularly in those areas which offer casino gaming. Critics, who cite the high crime rates of Atlantic City, New Jersey and Las Vegas, Nevada, fail to understand the relationship between tourism and crime. Casino gaming is a catalyst for tourism and one of the social consequences of tourism is increased crime.The mean crime rates of three tourist areas (including Atlantic City) and two urban centers in New Jersey were examined to determine if the rates were significantly different. Additionally, the study examined and identified which types of crime have changed since the advent of tourism in Atlantic City.Policy makers who reject gaming in favor of other mechanisms for urban revitalization need to take note. Tourist destinations have mean crime rates significantly different (higher) from urban areas, at least in New Jersey. Gaming-free tourism initiatives will have similar consequences for a community, as gaming has been identified to have had on Atlantic City.  相似文献   

12.
This paper examines the relationship between self-image and political action in the deaf community. Self image has two components: personal identity and social identity. The two are inextricably intertwined. Self image is associated with political action largely through identifying oneself as a member of a particular group and then perceiving that one's group is receiving an inequitable share of resources compared to some other reference group. The deaf community is used as a case in point to illustrate the development and formation of a politically conscious and active community. The effects of ethnocentrism, stereotyping, and inequities in resource distribution on intergroup relations between deaf and nondeaf members of these two communities are analyzed.  相似文献   

13.
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   

14.
Cyberbullying has been recognized as a serious social concern. Considering the varied contexts of online engagement by children and youth is increasingly necessary to adequately understand their experiences and the impact of their participation. An online context which requires further attention is gaming platforms, which are especially popular among boys. Methods: Using a theoretical approach of social dominance, this paper analyzed secondary data drawn from a mixed methods study of cyberbullying to investigate the prevalence and experience of gaming among a quantitative survey sample (n?=?670) of 4th, 7th, and 10th grade students, as well as the experience and impact of gaming on a qualitative interview sub-sample (n?=?57). Gaming prevalence rates are provided. Boys were significantly more likely to engage in internet gaming (though the effect size was small); χ² (1, n?=?669)?=?10.11, p?=?0.001, phi?=??0.123, 95% CI (?0.207, ?0.047). Qualitative content analysis (QCA) identified four themes: (1) aggression (exceeding what was required to achieve game objectives) characterized gaming culture and pervaded gaming platforms; (2) anonymity contributed to the culture of aggression; (3) participants often did not consider aggression cyberbullying, but rather just a part of the culture of gaming platforms; and (4) participants’ responses to aggressive behaviors. Certain behaviors on gaming platforms may not be appropriately recognized as cyberbullying. Implications for social work practice with children and youth are provided.  相似文献   

15.
In Macao, the VIP gaming revenue accounts for over two thirds of the total gaming revenue. Since the VIP gaming market is highly competitive, several incentives such as rebates are used to attract the VIP players. There are two commonly used rebate systems in the VIP gaming market: rebate on buy-in and rebate on actual loss. The analysis of rebate on buy-in is relatively easy. However, the analysis of rebate on actual loss is more complicated, which involves the Unit Normal Linear Loss Integral. Using empirical data, MacDonald derived a simple approximation formula for computing the rebate rate on actual loss. In this paper, we use mathematical analysis to derive more accurate approximation formulas for computing the rebate rate on actual loss. Some practical examples are given to compare the accuracies of these formulas. We also discuss how these two rebate systems affect the fluctuations of the results.  相似文献   

16.
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   

17.
In September, 1988, the 100th Congress passed the Indian Gaming Regulatory Act, concluding five years of debate over the Indian Gaming issue — brought to a head by a Supreme Court decision in February, 1987, that barred states from regulating Indian Gaming. That case (State of California v. Cabazon Band of Mission Indians) forced the legislature to take a serious look at issues of gaming on Indian lands. The result was the creation of a three-tiered system whereby tribes will control ceremonial games, the federal government will control bingo, and the states and tribes will negotiate agreements to cover casino games, parimutuel racing, and jai alai, if such games are legal in that particular state. In light of the case of the Cabazon Indians and the passage of the Indian Gaming Regulatory Act, this paper will address the following competing issues: tribal sovereignty, state interests, federal interests, and states like Nevada, which have a regulated gaming industry.  相似文献   

18.
This article examines online gaming practices of 7‐ to 11‐year‐olds in home settings in the United States. Based on observations and interviews with children and parents, the analysis considers the specificity of preteen experiences within domestic settings. Employing a socio‐cultural approach, the article analyses ways online gaming is strongly shaped by specific social and developmental factors that relate specifically to preteens. Children's online gaming is analysed as a form of independent entertainment time that reflects limitations experienced by preteens in this study as well as developmental characteristics of this age range. Further, the analysis indicates that gaming practices of preteens are embedded in wider transmedia play practices.  相似文献   

19.
Recent interest in identifying and utilizing community assets represents an important shift in paradigms concerning undervalued communities in general, and communities-of-color in particular. The Latino community in the United States serves as an excellent example of how indigenous resources (natural support systems) can be utilized in the planning and delivery of social services. This article will examine one source of resources, food establishments (grocery and restaurants), and the multiple roles they play in helping one Latino group (Puerto Rican).  相似文献   

20.
Macao’s gaming industry has experienced dramatic growth for 8 years, yet with certain social costs due to compulsive gambling. The government has come under pressure for tax cuts even though its gaming receipts are falling relatively to the casino retained revenue. The request for tax relief is triggered by a recent decline in net profit despite fast growing gross gaming revenue under favorable market conditions. This is very likely caused by a substantial hike in casino operating costs due to increased competition and might also signal the presence of the principal-agent problem. Given the regressivity of gaming tax with respect to net profit, it is no surprise that casinos with lower profitability are more prone to seek tax cuts. The source of Macao gaming profit hinges on three distinct factors: rising demand from China, monopoly location for casinos, and market structure of oligopoly. These factors provide economic justifications for the current tax regime of Macao with a strong ability to pass tax burdens on to massive visitors. The government relies on casino tax revenue to deal with gambling related problems and promote local diversified development. Pushing for tax variability may create policy instability, business uncertainty, and unpredictable prosperity in the long term.  相似文献   

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