233 research outputs found
ACCELERATION OF ELITE ICE HOCKEY PLAYERS
The ability to accelerate quickly from a stationary or "gliding" position is an important element of Ice Hockey performance.
American skaters have typically been characterized as "slow" relative to their international opponents and therefore, this study was undertaken to identify the biomechanical factors which contribute to acceleration performance
Are Sports Bettors Looking at Responsible Gambling Messages? An Eye-Tracking Study on Wagering Advertisements
Background and aims: The broadcast of wagering advertisements during televised sports matches has been associated with various adverse outcomes. In order to counter these effects, legislative bodies require wagering operators to include responsible gambling messages in their advertisements; however, the effectiveness of these messages is unclear. This study sought to examine the extent to which responsible gambling messages are looked at, in the wider context of gambling advertisements. Methods: Forty-nine regular sports bettors and 10 non-gamblers viewed a series of sports betting advertisements, while an eye-tracker recorded the number of fixations placed on responsible gambling messages, as well as other text-based wagering content. Results: Responsible gambling messages were, generally, presented in a non-conspicuous manner. Eye-tracking data revealed that significantly fewer fixations were placed on responsible gambling messages, compared to wagering information (pâ<â.001); however, this effect did not differ according to level of gambling risk (pâ=â.169). The number of fixations placed on the different types of responsible gambling messages was found to vary, based on gambling risk (pâ=â.006), as well as, what appears to be, the physical characteristics of these messages. Discussion: Very few fixations were placed on, or near, responsible gambling messages, compared to other wagering information, meaning that, in their current form, they are unlikely to be effective in protecting against gambling harm. Preliminary evidence shows that presenting messages on a high-contrast/block-color background increases the number of fixations on these. Conclusion: Further research is needed to identify ways of increasing the effectiveness of responsible gambling initiatives in the sports betting context
Order of first-play in simulated versus monetary gambling
Background and aimsSimulated gambling products, like loot boxes and social casino games, contain gambling elements, but are not classified as gambling. They are available to minors, raising concerns about a âgateway effectâ into gambling. This study examined the time course of young people's engagement in simulated and monetary gambling, and associations between simulated gambling and gambling problems and harm. A necessary, although not sufficient, condition for simulated games leading to real money gambling is that simulated play must come first.MethodParticipants were 1,026 young adults (aged 18â25 years) who played video games in the last year. They reported the age at which they first took part in seven simulated and twelve monetary gambling products, and current gambling problems and harm.ResultsFirst use of loot boxes and video games with gambling content tended to precede monetary gambling. Forms where gambling is a core gameplay element, such as social casino and demonstration games, tended to follow some monetary gambling forms. Engagement in most simulated gambling products was associated with greater harm from monetary gambling.DiscussionThe findings leave open the possibility of a catalyst pathway from youth engagement in loot boxes and games with gambling content to later monetary gambling, but causal psychosocial mechanisms remain unclear. However, a pathway from social casino and demonstration games to monetary gambling appears less likely, which may instead reflect containment or substitution effects. Simulated gambling disproportionately attracts youth who are vulnerable to gambling problems and harm, indicating the need for consumer protection measures
Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective
Video games as a consumer product have changed significantly with the advent of in-game purchasing systems
(e.g., microtransactions, âloot boxesâ). This review examines consumer protections related to in-game purchasing
by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior.
Attention was directed towards the analysis of patents for potential in-game purchasing systems, with 13
identified on Google Patents. The design features were analysed in relation to the consumer rights and guarantees
described in the terms of use agreements of the patent assignees. The analysis revealed that some in-game
purchasing systems could be characterized as unfair or exploitative. These systems describe tactics that capitalize
on informational advantages (e.g., behavioral tracking) and data manipulation (e.g., price manipulation) to
optimize offers to incentivize continuous spending, while offering limited or no guarantees or protections (e.g.,
refund entitlement), with the potential to exploit vulnerable players (e.g., adolescents, problematic gamers).
These findings are critically discussed in relation to behavioral economics, addiction psychology, and the clinical
conceptualization of gaming disorder. Appropriate policy and consumer protection measures, psychologically
informed interventions, and ethical game design guidelines are needed in order to protect the interests and
wellbeing of consumers
Adolescent betting on esports using cash and skins:Links with gaming, monetary gambling, and problematic gambling
Adolescents can easily access esports betting sites and place bets using cash or skins. This descriptive cross-sectional study examined the characteristics of adolescent esports bettors and relationships between their esports betting, video gaming activities, monetary gambling participation, and at-risk/problem gambling. Two survey samples of Australians aged 12â17 years were recruited through advertisements (n = 841) and online panel providers (n = 826). In both samples, gender and parentsâ living situation did not differ by past-month esports cash and skin betting, but recent esports betting was associated with engaging in esports gaming activities such as playing and watching esports, and in monetary gambling activities. Past-month esports betting using cash and skins was significantly associated with at-risk/problem gambling. After controlling for recent monetary gambling, recent esports skin bettors were over 3 times more likely to meet criteria for at-risk/problem gambling. Esports betting using skins appears to pose risks for young people and is easily accessible through unlicensed operators
Adolescents Who Play and Spend Money in Simulated Gambling Games Are at Heightened Risk of Gambling Problems
Simulated gambling, such as playing a virtual slot machine for points rather than money, is increasingly part of the online gaming experience for youth. This study aimed to examine (1) if youth participation in simulated gambling games is associated with participation in monetary gambling; (2) if youth participation in simulated gambling games is associated with increased risk of problematic gambling when controlling for breadth of monetary gambling (i.e., number of gambling forms); and (3) if monetary expenditure and time spent playing simulated gambling games increase the risk of problematic gambling. Two samples of Australians aged 12–17 years were recruited—826 respondents through an online panel aggregator (mean age 14.1 years) and 843 respondents through advertising (mean age 14.6 years). Aim 1 was addressed using chi-square and correlation analyses. Linear multiple regression analyses were conducted to address Aims 2 and 3. The findings in both samples supported the study’s hypotheses—that (1) youth who play simulated gambling games are more likely to participate in monetary gambling, and that (2) participation and (3) time and money expenditure on simulated gambling are positively and independently associated with risk of problematic gambling when controlling for the number of monetary gambling forms, impulsivity, age and gender. To better protect young people, simulated gambling should, at minimum, emulate the consumer protection measures required for online gambling
Thiopalmitoylation of altered peptide ligands enhances their protective effects in an animal model of multiple sclerosis
Previously, we have shown that conjugation of a palmitic chain via a thioester bond to a cysteine residue in weakly or nonencephalitogenic or neuritogenic peptides markedly enhances their ability to induce autoimmune disease in an MHC class IIârestricted manner. From those studies, however, it was not clear whether thiopalmitoylation of the peptides was merely enhancing their disease-inducing potential or whether the lipid was itself playing a pathogenic role. To investigate this further, we have now tested the effects of thiopalmitoylation on MHC class IIârestricted altered peptide ligands (APLs), which are normally protective in experimental autoimmune encephalomyelitis, the animal model of multiple sclerosis. We hypothesized that if thiopalmitoylation of a peptide merely enhances its innate potential, then thiopalmitoylated APLs (S-palmAPLs) should show enhanced protective effects. Alternatively, if thiopalmitoylation itself can make a peptide pathogenic, then S-palmAPLs should have decreased therapeutic potential. We synthesized APLs and corresponding S-palmAPLs and showed that the S-palmAPLs were much more effective than the nonconjugated APL at inhibiting the development of experimental autoimmune encephalomyelitis. This was due to several features of the S-palmAPL:S-palmAPLâprimed cells show an enhanced ability to proliferate and produce the anti-inflammatory cytokine, IL-10, in vitro. Furthermore, the bioavailability of S-palmAPL was greatly enhanced, compared with the nonpalmitoylated APL, and S-palm APL was taken up more rapidly into dendritic cells and channeled into the MHC class II processing pathway. These results show that thiopalmitoylation of MHC class IIârestricted peptides is a simple way to enhance their effects in vivo and could have wide therapeutic application
âImmediate access ⊠everywhere you goâ:a Grounded Theory Study of How Smartphone Betting Can Facilitate Harmful Sports Betting Behaviours Amongst Young Adults
This study explored how the use of smartphones can influence sports betting by young adults, compared to using computers and land-based betting facilities. Interviews with 33 Australians aged 18â29 years, who bet regularly on sports, esports, and/or fantasy sports, were analysed using adaptive grounded theory. Seven major themes related to platform functionality, sourcing betting information, physical accessibility, financial accessibility, social influences, privacy, and marketing. The grounded theory model depicts how features of smartphones, online gambling, and betting apps combine in smartphone betting to provide instantaneous access to betting, anywhere and at any time, to facilitate harmful betting behaviours. These behaviours included increased betting participation, frequency and expenditure, placing a wider variety of bets, impulsive and spontaneous betting, placing riskier bets with longer odds, chasing losses, and acting on social encouragement to bet. These findings can inform harm minimisation measures, regulation, and policy
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