16,577 research outputs found
Contextualizing Indian Gaming for the National Gambling Impact Study Commission
This paper discusses the Indian Gaming Subcommittee of the National Gambling Impact Study Commission (NGISC). It illustrates the efforts tribes made to educate members of the NGISC about the positive impacts of Indian casino gaming, and it also highlights the resistance tribes faced from the NGISC
Exploring social gambling: scoping, classification and evidence review
The aim of this report is to speculate on the level of concern we might have regarding consumer risk in relation to ‘social gambling.’ In doing so, this report is intended to help form the basis to initiate debate around a new and under-researched social issue; assist in setting a scientific research agenda; and, where appropriate, highlight concerns about any potential areas that need to be considered in terms of precautionary regulation. This report does not present a set of empirical research findings regarding ‘social gambling’ but rather gathers information to improve stakeholder understanding
Out Online: The Experiences of Lesbian, Gay, Bisexual and Transgender Youth on the Internet
This report examines the online experiences of LGBT students in 6-12th grade. LGBT youth experience nearly three times as much bullying and harassment online as non-LGBT youth, but also find greater peer support, access to health information and opportunities to be civically engaged
Media Ecologies
In this chapter, we frame the media ecologies that contextualize the youth practices we describe in later chapters. By drawing from case studies that are delimited by locality, institutions, networked sites, and interest groups (see appendices), we have been able to map the contours of the varied social, technical, and cultural contexts that structure youth media engagement. This chapter introduces three genres of participation with new media that have emerged as overarching descriptive frameworks for understanding how youth new media practices are defi ned in relation and in opposition to one another. The genres of participation—hanging out, messing around, and geeking out—refl ect and are intertwined with young people’s practices, learning, and identity formation within these varied and dynamic media ecologies
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Adolescent gambling and gambling-type games on social networking sites: issues, concerns, and recommendations
Research indicates that compared to the general population, teenagers and students make the most use of social networking sites (SNSs). Although SNSs were originally developed to foster online communication between individuals, they now have the capability for other types of behaviour to be engaged in such as gambling and gaming. The present paper focuses on gambling and the playing of gambling-type games via SNSs and comprises a selective narrative overview of some of the main concerns and issues that have been voiced concerning gambling and gambling-type games played via social network sites. Overall, there is little empirical evidence relating to the psychosocial impact of adolescents engaging in gambling and gambling-type activities on SNSs, and the evidence that does exist does not allow definitive conclusions to be made. However, it is recommended that stricter age verification measures should be adopted for social games via SNSs particularly where children and adolescents are permitted to engage in gambling-related content, even where real money is not involved
Building on the Promise: State Initiatives to Expand Access to Early Head Start for Young Children and Their Families
Discusses twenty states' approaches to expanding and enhancing Early Head Start services, opportunities and challenges for state initiatives, and recommendations for building on existing services for at-risk children. Calls for increased federal funding
Operator-based approaches to harm minimisation in gambling: summary, review and future directions
In this report we give critical consideration to the nature and effectiveness of harm
minimisation in gambling. We identify gambling-related harm as both personal (e.g.,
health, wellbeing, relationships) and economic (e.g., financial) harm that occurs from
exceeding one’s disposable income or disposable leisure time. We have elected to use the
term ‘harm minimisation’ as the most appropriate term for reducing the impact of
problem gambling, given its breadth in regard to the range of goals it seeks to achieve,
and the range of means by which they may be achieved.
The extent to which an employee can proactively identify a problem gambler in a
gambling venue is uncertain. Research suggests that indicators do exist, such as sessional
information (e.g., duration or frequency of play) and negative emotional responses to
gambling losses. However, the practical implications of requiring employees to identify
and interact with customers suspected of experiencing harm are questionable,
particularly as the employees may not possess the clinical intervention skills which may
be necessary. Based on emerging evidence, behavioural indicators identifiable in industryheld
data, could be used to identify customers experiencing harm. A programme of
research is underway in Great Britain and in other jurisdiction
Alternative Modes for Teaching Mathematical Problem Solving: An Overview
Various modes are proffered as alternatives for teaching mathematical problem solving. Each mode is described briefly, along with general purposes, advantages and disadvantages. Combinations of modes are suggested; general issues identified; recommendations offered; and feedback from teachers summarized
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