Affective response to gambling promotions during televised sport: A qualitative analysis

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    Gambling promotions extensively punctuate contemporary televised sport broadcasts and concerns have been raised about their potential impacts on vulnerable groups. Research suggests advertising can shape individuals’ emotions, or affect, towards a product/brand and can subsequently influence purchasing decisions. Consequently, understanding how promotion of gambling influences sport viewers is an important although sparsely addressed area of research. This paper presents exploratory research on affective responses towards gambling promotions displayed during televised sport. Eight online focus groups were conducted with a sample of regular sports viewers in Queensland, Australia. Participants were exposed to a variety of gambling promotions used in National Rugby League match telecasts. Utilising adaptive theory, themes reflecting affective responses to each promotional technique were identified. A range of positive and negative affective responses were identified including arousal, joy, anger and worry. A conceptual model representing emergent affective response categories, message delivery techniques and moderating variables is proposed to inform a broader future research agenda examining how gambling promotions during televised sport influence affective response and concomitant gambling intention.Associated Grant:Queensland Department of Justice and Attorney Genera

    Secure RFID protocol to manage and prevent tag counterfeiting with Matryoshka concept

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    Since the RFID technology has been found couple of decades ago, there was much involvement of this emerging technology in the improvement of supply chain management. As this technology made the industry more reliable and faster to process, yet there were always some technical issues and security threats that emerged from the heavy use of the RFID tags in the SCM, or other industries. Hereby we represent a new protocol based on a new idea that can be used to manage and organize tags as well as the objects attached to them in SCM, to prevent counterfeiting and reduce the security threats taking into consideration the security and privacy concerns that faces the industry today. This new approach will open a new horizon to the supply chain management as well as the RFID systems technology since it will handle multi- tags attached to objects managed in one location as an entity of one in one. We called our approach the MATRYOSHKA approach since it has the same idea of the russian doll, in managing multi-tags as one entity and prevent counterfeiting. We also added extra authentication process based on a mathematical exchange key formation to increase the security during communication to prevent threats and attacks and to provide a secure mutual authentication method

    Electronic gaming machine (EGM) environments: Market segments and risk

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    This study used a marketing-research paradigm to explore gamblers' attraction to EGMs based on different elements of the environment. A select set of environmental features was sourced from a prior study (Thorne et al. in J Gambl Issues 2016b), and a discrete choice experiment was conducted through an online survey. Using the same dataset first described by Rockloff et al. (EGM Environments that contribute to excess consumption and harm, 2015), a sample of 245 EGM gamblers were sourced from clubs in Victoria, Australia, and 7516 gamblers from an Australian national online survey-panel. Participants' choices amongst sets of hypothetical gambling environments allowed for an estimation of the implied individual-level utilities for each feature (e.g., general sounds, location, etc.). K-means clustering on these utilities identified four unique market segments for EGM gambling, representing four different types of consumers. The segments were named according to their dominant features: Social, Value, High Roller and Internet. We found that the environments orientated towards the Social and Value segments were most conducive to attracting players with relatively few gambling problems, while the High Roller and Internet-focused environments had greater appeal for players with problems and vulnerabilities. This study has generated new insights into the kinds of gambling environments that are most consistent with safe play

    Augmenting reality for augmented reality

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    There are two competing narratives for the future of computationally augmented spaces. On the one hand, we have the Internet of Things [1], where the narrative is one of making our environments more aware of us and of themselves, and generally making everything “smarter” through embedded computation, sensing, and actuation. On the other hand, we have current approaches to augmented or mixed reality, in which the space remains unchanged and instead we hack our perception of the space by superimposing a layer of media between us and the world [2,3]. In this article we present examples of three projects that seek to merge these two approaches by creating and fabricating playful material elements that can be integrated with camera-based AR systems but that are independently meaningful objects in their own right. We argue that this new wave of physically grounded AR technologies constitutes the first steps toward a hybridized digital/physical future that can transform our world
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