14,094 research outputs found
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What differentiates professional poker players from recreational poker players? A qualitative interview study
The popularity of poker (and in particular online poker) has increasingly grown worldwide in recent years. Some of the factors that may explain this increased popularity
include: (i) an increasing number of celebrities endorsing and playing poker, (ii) an increased number of televised poker tournaments, (iii) 24/7 access of poker via the
internet, and (iv) the low stakes needed to play online poker. This increase in the popularity of poker has led to the increased incidence of the ‘professional poker player’.
However, very little empirical research has been carried out into this relatively new group of gamblers. This research comprised a grounded theory study involving the analysis of data from three professional poker players, one semi-professional poker player and five recreational poker players. Results showed that all players believed that poker was a game of skill. The central theme as to what distinguishes professional poker players from
recreational players was that professional poker players were much more disciplined in their gambling behaviour. They treated their poker playing as work, and as such were
more likely to be logical and controlled in their behaviour, took less risks, and were less
likely to chase losses. Recreational players were more likely to engage in chasing behaviour, showed signs of lack of control, took more risks, and engaged in gambling
while under the influence of alcohol or drugs. Also of importance was the number of games and time spent playing online. Recreational players only played one or two games
at a time, whereas professional poker players were much more likely to engage in multitable poker online, and played longer sessions, thus increasing the potential amount of winnings. Playing poker for a living is very possible for a minority of players but it takes a combination of talent, dedication, patience, discipline and disposition to succeed
Rating the Suitability of Responsible Gambling Features for Specific Game Types: A Resource for Optimizing Responsible Gambling Strategy
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)
ROYALE: A Framework for Universally Composable Card Games with Financial Rewards and Penalties Enforcement
While many tailor made card game protocols are known, the vast majority of those suffer from three main issues: lack of mechanisms for distributing financial rewards and punishing cheaters, lack of composability guarantees and little flexibility, focusing on the specific game of poker. Even though folklore holds that poker protocols can be used to play any card game, this conjecture remains unproven and, in fact, does not hold for a number of protocols (including recent results). We both tackle the problem of constructing protocols for general card games and initiate a treatment of such protocols in the Universal Composability (UC) framework, introducing an ideal functionality that captures general card games constructed from a set of core card operations. Based on this formalism, we introduce Royale, the first UC-secure general card games which supports financial rewards/penalties enforcement. We remark that Royale also yields the first UC-secure poker protocol. Interestingly, Royale performs better than most previous works (that do not have composability guarantees), which we highlight through a detailed concrete complexity analysis and benchmarks from a prototype implementation
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Motivating and inhibiting factors in online gambling behaviour: a grounded theory study
To date, there has been very little empirical research examining why people gamble online or – just as importantly – why they do not gamble online. A grounded theory study examining the motivating and inhibiting factors in online gambling was carried out. The sample comprised 15 online gamblers, 14 offline gamblers, and 11 non-gamblers, and resulted in the identification of one major theme as to why participants were motivated to gamble online (i.e., greater opportunity to gamble) and four sub-themes (i.e., convenience, value for money, the greater variety of games, and anonymity). The main reason that inhibited online gambling was that the authenticity of gambling was reduced when gambling online. Four further sub-themes were identified as inhibitors of online gambling (i.e., the reduced realism, the asocial nature of the internet, the use of electronic money, and concerns about the safety of online gambling websites). Results also indicated that the participants’ perception was that online gambling was more addictive than offline gambling and that online gambling would exacerbate gambling problems in society
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Limit setting and player choice in most intense online gamblers: an empirical study of online gambling behaviour
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 is 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 Euros per week). During a three-month period, all voluntary time and/or money limit setting behaviour by a subsample of online gamblers (n=5000) 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 voluntary limit setting had an appropriate effect in the desired target group (i.e., the most gaming intense players)
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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
Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study
Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology-based games. Given the relationship between gambling and gaming activities, the paucity of research on gambling and gaming behaviors in Portugal, and the potential negative consequences in the lives of young people, the goal of this study was to explore and compare the perceptions of these two behaviors between Portuguese adolescents and young adults. Results from six focus groups (three with adolescents and three with young adults, comprising 37 participants aged between 13 and 26 years) indicated different perceptions for the two age groups. For adolescents, gaming was associated with addiction whereas for young adults it was perceived a tool for increasing personal and social skills. With regard to gambling, adolescents associated it with luck and financial rewards, whereas young adults perceived it as an activity with more risks than benefits. These results suggest developmental differences that have implications for intervention programs and future research
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Online behavioural tracking in Internet gambling research: ethical and methodological issues
In contrast to offline gambling, the use of online behavioural tracking presents an opportunity for researchers in the social sciences to examine the actual and real-time behaviour engaged in by gamblers. If gaming companies can use behavioural tracking to learn more about their clientele, there is no reason why researchers could not adopt the same practice in carrying out their research. After examining why the online medium is a good place to conduct research with online gamblers, the paper examines the (i) methodological issues in online gambling research, (ii) behavioural tracking tools in online gambling, (iii) the ethics of online data collection by the gambling industry, (iv) ethical issues in online behavioural tracking research, and (v) implications of online behavioural tracking for problem gambling screening criteria. In the main, the most salient problems that online researchers in the gambling studies field are likely to face concern ethical issues (informed consent, deception, public versus private spaces, lurking). Despite such ethical dilemmas, these are not insurmountable and can be remedied if careful thought and rationale is provided
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
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