20,587 research outputs found

    Continuous-time Casino Problems

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    Rating the Suitability of Responsible Gambling Features for Specific Game Types: A Resource for Optimizing Responsible Gambling Strategy

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    A Delphi based study, rated the perceived effectiveness of 45 responsible gambling (RG) features in relation to 20 distinct gambling type games. Participants were 61 raters from seven countries,including responsible gambling experts (n = 22), treatment providers (n = 19) and recovered problem gamblers (n = 20). The most highly recommended RG features could be divided into three groups 1) Player initiated tools focused on aiding player’s behaviour 2) RG features related to informed-player-choice 3) RG features focused on gaming company actions. Overall, player control over personal limits were favoured more than gaming company controlled limits, although mandatory use of such features was often recommended. The study found that recommended RG features varied considerably between game types, according to their structural characteristics. Also,online games had the possibility to provide many more RG features than traditional (offline games). The findings draw together knowledge about the effectiveness of RG features for specific game types. This should aid objective, cost-effective, evidence based decisions on which RG features toi nclude in an RG strategy, according to a specific portfolio of games. The findings of this study will be available via a web-based tool, known as the Responsible Gambling Knowledge Centre (RGKC)

    Do Job, Age, and Place of Residence Matter for Gaming Activity? A Study of the Mid-Colorado River Communities

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    A household survey in the mid-Colorado River communities of Laughlin, Nevada and Bullhead City, Arizona examined local residents\u27 gaming activities. A censored regression analysis distinguished between factors affecting gaming participation versus expenditures. Results suggest that gaming behavior can often be predicted with knowledge of individuals\u27 residence, workplace, and other household demographic characteristics. Both local government agencies and casino managers can use the results to make better-informed decisions

    The EVF Model: A Novel Framework for Understanding Gambling and, by Extension, Poker

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    There are several senses in which the term gambling is used. All have liabilities, problems that have muddied the waters in scientific research, generated conflicting legal decisions, compromised debates over ethical and moral issues, and have led to uneven legislation. Here, a novel framework for the term is offered, based on two continuous variables: a) the Expected Value (EV) of any arbitrary game and, b) the inherent Flexibility (F) of that game. This EVF model produces a classification system for all the enterprises that can or have been called gambling. It is one that allows for more measured decisions to be made and provides a more coherent platform on which to deliberate the many significant issues that have been raised over the years. It also permits a sensible answer to the question of the nature of games like the stock market, opening a small business, and especially, poker

    Why They Say No (Casi— No ): Countries that Reject Legalized Casino Gambling

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    Most world venues have legalized casino gambling. Indeed, the numbers of venues has been growing rapidly. In 1986, seventy-seven nations permitted legal casino gambling; in 1996, 109; while recent reports indicate 132 countries have casinos. Nonetheless, there are several cases of jurisdictions rejecting the legalization of casinos. This article seeks to find common reasons for the rejections, and examines the following ten venues: Bhutan, Brazil, Japan, Liechtenstein, Iceland, India, Ireland, Israel, Mexico, and Norway. The study utilizes a framework from the book The Last Resort: Success and Failure in Campaigns for Casinos, by John Dombrink and William N. Thompson. The authors developed a “Veto Model” for explaining why American states rejected casinos in the decades before 1990. Major veto factors influencing casino campaign outcomes included: (1) the economic conditions and state experiences with gambling, (2) the position of political and business elites, and other gaming interests; (3) campaign sponsorship; and (4) whether the dominant issue in a campaign was economics or crime and social problems. For successful campaigns (e.g. Atlantic City, 1976), all factors had to be supportive of casinos
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