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1.
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   

2.
The field of gambling studies has been remarkably silent on loyalty programmes in the gambling industry. This article reviews the scant empirical literature, with an aim to stimulate discussion and research about the impact of loyalty programme membership on players. Preliminary evidence suggests that disordered gamblers are more apt to join a loyalty programme and be disproportionately rewarded (due to the amount of money they spend gambling) relative to recreational and at-risk gamblers. As such, loyalty programmes in the gambling industry may generate harms in vulnerable individuals. However, loyalty programmes may also be well positioned to facilitate harm-minimization by promoting behavioural tracking that is collected on every member – information that can be provided to players to advance responsible gambling. Additionally, members could be rewarded for engagement with responsible gambling tools, which may increase the currently low rate of tool use. That said, structuring loyalty programmes to reward the use of responsible gambling instruments with time on device or even non-monetary prizes may be incompatible with harm-minimization efforts. There exists a need for empirical research on the antecedents and consequences of loyalty programme membership as well as the possibility that loyalty programmes have some responsibility gambling utility.  相似文献   

3.
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   

4.
ABSTRACT

This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games, and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.  相似文献   

5.
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   

6.
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   

7.
ABSTRACT

In this article, we argue that to extend the research on performance management we need to examine further how organisational members interweave the technology of such management into their work. Using Maurice Merleau-Ponty’s philosophy, we question the notion that technology acts on bodies in a linear manner as ‘meat’ to be manipulated. His reversible ontology suggests that these materials can be woven into the flesh of organising in a multitude of ways. Specifically, we refer to professional rugby, and the manner in which its players utilise the technology of performance management, to forge a localised expression of sacrifice. We suggest that this expression provides a means for players to define and evaluate themselves against ‘good rugby’. As forms of evaluation may vary in organisations, we recommend that researchers do not solely associate performance management with metrics but also look to other, more localised, expressions to inform their work.  相似文献   

8.
ABSTRACT

Seldom has leisure as a cultural activity been used to examine the boundary-work and lived realities of black middle-class men in the UK. Drawing on ethnographic data taken from a three-year study of one East-Midlands based African-Caribbean founded football club c.1970-2010, the article addresses these points. It widens existing knowledge on the British black middle-classes in three ways. (1) It indicates that the emergence of the black middle-classes in Leicester is discontinuous, and connected to wider social policies designed to improve the effectiveness of front-line services and pacify urban black youth in the 1980s. (2) Using Lacy’s black Lower and Upper middle-class (BLMC and BUMC) schemata, the paper sketches-out the boundary-work which exist between the club’s black working-class and BLMC and BUMC members, and between the BLMC and BUMC men within the club. (3) That sport possesses its own class-dimensions which further divided black men in Leicester during this period.  相似文献   

9.
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   

10.
ABSTRACT

Objective: Participation in recreational sport clubs on campus is a popular student activity nationwide. These sport-based organizations provide a host of benefits within recognized dimensions of health and wellness. Understanding participants’ motives for engaging in these types of activities can provide insight in design and delivery and enhance participant health. This study focuses on outcomes related to the social motivations for participation in a recreational sport swim club and their potential relationship to social health. Participants: Current members of recreational swimming clubs were contacted for participation in the study from March-April 2016. Methods: A Leisure Motivation Scale (LMS) survey was sent electronically to 196 collegiate swim clubs nationwide. Aggregate and multivariate analyses from 1011 responses were conducted to examine the social motivation and motivational differences of participants. Results: Social motivations emerged as the predominate motivational construct, indicating important implications for social health improvement through participation. Demographically, results indicated no statistically significant differences in social motivation factors based on participant gender, and statistically significant differences within participant race, university affiliation and practice frequency. Conclusions: Impacts of these findings are important for practitioners and participants when evaluating the potential these programs have to influence participant social health.  相似文献   

11.
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   

12.
Membership‐based associations are critical to their local communities and the overall social impact of the nonprofit sector. This study examines how organizational social responsibility within nonprofit membership associations influences positive member involvement behaviors, including volunteering, speaking positively about the club, and member loyalty. Self‐administered online questionnaires were completed by 735 members within seven grassroots membership associations in Ontario, Canada offering community‐based sport programs. Results show that members are somewhat aware of and felt positively about their organization's socially responsible efforts. Awareness of these efforts had a positive direct effect on the involvement behaviors of members, including intention to stay involved with their club and speaking positively about their club to others (i.e., word of mouth). Members' level of social consciousness was found to have a positive direct effect on word of mouth. Furthermore, members' positive evaluation of sport clubs' socially responsible initiatives was found to partially mediate the positive relationship between social consciousness and involvement behavior, as well as partially mediate the positive relationship between awareness of those efforts and involvement behavior. Results of this research provide grassroots membership associations with an in‐depth understanding of how their organization's efforts toward social responsibility influence member perceptions and behaviors, which may help them focus their efforts and more effectively manage their social change agenda moving forward.  相似文献   

13.
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   

14.
Underlaid by a long-term case study in a professional football club, this analysis of the social conditions that led these players to temporarily stop work when their physical integrity was impaired focuses on relations within the work group. It describes how this process fits into the framework of social relations between various categories of workers who adjust individually and collectively to occupational requirements. While inquiring into the conditions of bringing players physically into play, it focuses on the practices of members of the medical staff whose position within the group is awkward.  相似文献   

15.
Online competitive gaming has become one of the largest collective human activities globally and understanding motivations and social interaction is still not fully achieved. The aim of this study is to develop a basis for a systematic classification of player-centric networks in competitive online games based on structural network criteria. Using data extracted from League of Legends players, their matches and machine learning techniques, a classification of personal player networks in League of Legends is proposed. Results show the resulting egonets can be potentially grouped in four clusters related to their egos playing habits, ranging from solo to team players.  相似文献   

16.
ABSTRACT

This paper draws on Ian Bogost’s argument that video games constitute a form of ‘procedural rhetoric’, in order to re-examine the representation of heroic madness First-Person-Shooter games. Rejecting the idea that games attempt to recreate the experience of madness to the player through linear representation, the paper instead identifies two persistent commonplace figures which appear within the genre: the monstrous double, and the reaching tentacle. While Bogost’s notion of procedural rhetoric allows analysis to move away from the more facile interpretations of gameplay, the paper argues that these figures also demand an account of the commonplace itself – the rhetorical ‘topic’ – which links the technical structure of gaming procedures with the tropes and figures that enable them to make sense within their wider cultural context and tradition. While the figures of the double and the tentacle purposefully draw on existing tropes and processes associated with the cultural meanings of mental health, a rhetorical analysis of their use of commonplaces suggests that they are not simply recycling older clichés, but constitute a creative ‘reobjectification’ of madness.  相似文献   

17.
Social responsibility in gambling has become a major issue for the gaming industry. The possibility for online gamblers to set voluntary time and money limits are a social responsibility practice that is now widespread among online gaming operators. The main issue concerns whether the voluntary setting of such limits has any positive impact on subsequent gambling behaviour and whether such measures are of help to problem gamblers. In this paper, this issue is examined through data collected from a representative random sample of 100,000 players who gambled on the win2day gambling website. When opening an account at the win2day site, there is a mandatory requirement for all players to set time and cash-in limits (that cannot exceed 800 € per week). During a 3-month period, all voluntary time and/or money limit setting behaviour by a subsample of online gamblers (n = 5,000) within this mandatory framework was tracked and recorded for subsequent data analysis. From the 5,000 gamblers, the 10 % most intense players (as measured by theoretical loss) were further investigated. Voluntary spending limits had the highest significant effect on subsequent monetary spending among casino and lottery gamblers. Monetary spending among poker players significantly decreased after setting a voluntary time limit. The highest significant decrease in playing duration was among poker players after setting a voluntary playing duration limit. The results of the study demonstrated that voluntary limit setting had a specific and significant effect on the studied gamblers. Therefore, voluntary limits appear to show an appropriate effect in the desired target group (i.e., the most gaming intense players).  相似文献   

18.
Abstract

This article explores German-American war relief for Germany during First World War, concentrating on the period of American neutrality, 1914–17. Based on financial ledgers, meeting protocols and the publications of ethnic organisations, it shows how German-American charity served as a force of mobilisation on behalf of the old fatherland after August 1914 even as American public sentiments turned increasingly hostile towards Germany. The article nuances common notions of American humanitarianism during the period of neutrality and broadens our understanding of how German-Americans (and by extension, ethnic groups more generally) tried to balance political loyalty to their ‘hostland’ with emotional attachment to their ‘homeland’.  相似文献   

19.
This article examines the performativity of intellectual property in digital gaming environments, with a focus on Massively Multi-Player On Line Games (MMOGs). The analysis centers on the creation and management of goodwill, an intangible asset of considerable value to corporations based on affective bonds between consumers, corporations, and their commodities in the marketplace. Most critical analyses of intellectual property consider neither the centrality of goodwill to corporate management of their intellectual properties in digital environments, nor the significance of the legal conditions that structure activity in such contexts. We develop a theoretical framework based on cultures of circulation involving network sociality, circuits of interactivity and the extensibility of the computer/user interface. This enables us to better understand shifting relations of power and reciprocity between corporations and consumers in digital gaming contexts, where the division between player-consumption and player-production is increasingly blurred. Technological capacities for consumers to become producers of gaming content changes the terrain upon which conflicts between corporations and consumers about intellectual property are negotiated and enhances the value of goodwill. An examination of Linden Lab's Second Life – one of the fastest growing MMOGs and the first to affirm players’ intellectual property rights in their digital creations – provides an illustration of both the limits and possibilities afforded by goodwill as a form of emerging governance in game worlds.  相似文献   

20.
ABSTRACT

This article analyzes an innovative training program enabling the qualification of peer carers, working within the sector of ‘social inclusion’. Since the French national debate on social work conducted within the ‘Estates General’ of 2015, peer workers have become key players in training programs in virtue of their experiential knowledge and their understanding of issues related to the process of social exclusion. This article addresses the role of peer helpers’ experiential knowledge in the training process. Because of their ‘experiential’ and ‘empirical’ knowledge about questions linked to the process of exclusion, peer helpers have become key players in social work teams and within social institutions, thus contributing to new methods of socio-educational intervention. What impact will this recognition of peer helpers’ and service users’ experiential knowledge have on education in social work? This article gives an account of an 8-month training program for peer helpers examined on the methodological level through a process of Participant observation, and based on data from comprehensive interviews carried out with a panel of peer helpers.  相似文献   

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