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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
51

Yavapai Indians Circle Their Wagons: Indians to Arizona: "It's a Good Day to Declare War

January 2011 (has links)
abstract: Indian gaming casinos are now a common sight around Arizona. The study of the history of the Arizona Indian Gaming establishments is the topic of my thesis which focuses on the conflicts in 1992, between J. Fife Symington, governor of the State of Arizona, and the Arizona Indian tribes, particularly the Fort McDowell Yavapai Indian Community. In order to learn more about this small band of Yavapai, my thesis examines the early history of the Yavapai and some of its remarkable leaders, along with the history of Indian Tribal gaming in America and Arizona following the blockade by the Yavapai. My thesis examines how the Modern Political Economy Theory (MPET) framed Yavapai survival and identity along with their determination to achieve economic self-sufficiency. My research extended into use the legal court system the by American Indian Tribes to achieve their economic goals, that culminating in the Supreme Court ruling in California v. Cabazon Band of Mission Indians (1987) confirming the rights of Indian tribes to conduct gaming on tribal reservation lands. Congress followed with the "Indian Gaming Regulatory Act" of 1988, (IGRA) to regulate the conduct of gaming on Indian lands, including the stipulation that states negotiate in good faith with the state's Indian tribes. Arizona Governor Symington refused to negotiate the necessary compacts between the State of Arizona and the Arizona Indian tribes. The dispute reached a climax on May 12, 1992, when Attorney General of the U.S., Linda A. Akers, ordered a raid on Arizona Indian gaming casinos and the Fort McDowell Yavapai countered with a blockade to prevent the removal of their gaming machines. The result of this action by the Yavapai blockade opened compact negotiations between Governor Symington and the Arizona Indian tribes. This resulted in the growth in tribal gaming casinos along with increased political and economic influence for the Arizona Indian tribes. My conclusion explains the current state of the Fort McDowell Yavapai Indian Nation and describes the benefits from Indian casino gaming in the greater Phoenix area. / Dissertation/Thesis / M.A. History 2011
52

Nätpoker - En studie av Internets påverkan samt dess konsekvenser

Andersson, Johan, Azadi, Omid, Renström, Henrik January 2005 (has links)
Spelandet om pengar på Internet växer dag för dag. Kasinospel, sportsbetting, lotterier med flera spel finns att spela över Internet. Allt man behöver är en dator med Internetuppkopp-ling och ett kreditkort. Även kortspelet poker har nu etablerat sig på Internet. Detta poker-spel benämns idag i massmedia och folkmun som ”nätpoker”. Nätpoker har nu vuxit fram som ett alternativ till den traditionella livepokern. Syftet med uppsatsen är att redogöra för hur Internet har påverkat formerna för kortspelet poker, samt vilka eventuella konsekvenser det har bidragit till. Vi har gjort en utforskande studie för att lära oss om spel, missbruk och poker. Med stöd av detta utformade vi två hypoteser samt ett antal frågeställningar när det gäller Internets påverkan på poker samt dess konsekvenser. Hypoteserna lyder som följande: Hypotes 1: Internet har fått kortspelet poker att växa i Sverige. Hypotes 2: Nätpoker leder till ett ökat spelberoende. Vår empiriska forskning har skett genom en enkätundersökning. Undersökningen riktade sig till pokerspelare i mellersta Sverige. Vi delade ut 65 enkäter som alla fylldes i av perso-ner som spelar nätpoker. Resultatet från vår empiriska undersökning visar klart och tydligt att Internet har haft en stor inverkan på att kortspelet poker har vuxit och ökat i popularitet i Sverige. Hela 97 % av respondenterna menade på att de inte hade spelat poker ifall det inte hade funnits på In-ternet. Att poker idag finns på Internet har lett till att tillgängligheten har ökat när det gäller att hitta spelare att spela emot samt att utbudet av olika nivåer leder till att olika slags per-soner vänder sig till dessa pokersajter. Vi kan även utifrån vår undersökning se att nätpoker i sig inte bidrar till att spelandet på andra spel om pengar ökar, men dock att nätpoker har lett till att många har blivit spelberoende. Av respondenterna i denna undersökning ansåg sig 30 % vara spelberoende och 75 % av dessa menade att nätpoker har bidragit mycket till detta spelberoende. Nätpoker har även bidragit till att många pokerspelare idag slutat upp med tidigare fritidsintressen samt motionsaktiviteter. / Gambling for money on the Internet is growing every day. Casino gaming, sportsbetting, lotteries and more games are available all over the Internet. All you need to gamble is a computer with Internetconnection and a credit card. Even the card game poker has estab-lished a base on the Internet today. This type of poker is today called “Netpoker” by the media and by common mouth. Netpoker has grown as an alternative to the more tradi-tional livepoker. Netpoker has during the last months become vastly popular and its popu-larity is growing every day in Sweden. The purpose with this thesis is to show how Internet has affected the forms of the game of poker and what the consequences are of this effect. We have conducted an explorative research to learn about gambling, addiction and poker. With this information as a base we formed two hypotheses and few additional questions that we wanted to investigate. Our hypotheses was as followed: Hypothesis 1: Internet has made the card game poker to grow in Sweden. Hypothesis 2: Netpoker leads to an increased addiction in gambling. Our empirical research has been made through a questionnaire survey. Our study was con-centrated to the area of middle Sweden were we handed out 65 questionnaires and all of them were answered by people playing netpoker. The results of our empirical study, clearly shows that Internet has had a big impact on that the card game poker has grown and increased in popularity in Sweden. 97 % of our re-spondents said that they would not have played poker if it was not available on the Inter-net. Netpoker leads to an increased availability and to the ease of finding opponents to play against. Netpoker also offers more cash limits, which in other terms leads to that different kinds of people play poker on the different pokersites. We can also see that netpoker is not contributing to increased gambling on other games but netpoker has led to an increased gambling addiction among our respondents. 30 % of the respondents in this survey consid-ered that they have a gambling addiction problem and 75 % of these respondents ment that netpoker has contributed much to their gambling addictions. The netpoker has also con-tributed to the fact that many netpoker players has finished recreational pursuits and other exercise activities.
53

Kontextfaktorbaserade ljudeffekter i hasardroulette online. : Påverkan på utövare.

Carlbring Alm, Jakob January 2011 (has links)
Denna studie presenterar en ny synvinkel inom ämnet att göra hasardspel online mer realistiska. Fjorton personer spelade i tjugo minuter två versioner av ett välkänt franskt roulettespel där utvalda variabler loggades. Den ena versionen fungerade precis som i ett skarpt läge medan den andra innehöll en implementation av kontextfaktorbaserade ljudeffekter. Utifrån loggningen av variabler, samt en kompletterande enkätundersökning, räknades det sedan ut om det förekom någon skillnad mellan versionerna och, i förlängning, spellupplevelsen. Resultatet jag fick fram redovisade förändringar i några av de variabler som hade valts ut och enkätundersökningen indikerade på att det kan ha varit ljudeffekterna som skapat denna förändring.
54

Retain your gamblers : A study of behavioural loyalty in a market with low switching costs

Fjätström Zetterberg, Oliver, Schelin, Julia January 2017 (has links)
The iGaming industry has exploded the last decade. With more competitors on the market with low switching costs, retention of players is an issue not yet resolved. Attracting players through offers has made the iGaming industry less lucrative due to its high competition, where a “bonus war” has taken over. This survey aims to find out how iGaming companies can decrease their churn rate through CRM and loyalty programs to increase revenue and thereby creating a long-term relationship with the player. Based on theory of switching costs and loyalty programs, this thesis investigates how different factors influence customer retention. Interviews with four competing casinos were made to see how they are working progressively towards decreased churn rate. The information provided concluded that management sometimes lacked the understanding of how to utilize consumer information and way of communication to increase their revenue. Loyalty programs were used to somewhat extent and correlates partly to what Berman (2006) describes as an important strategy for customer retention in a competitive, homogenous market. Further research is recommended from a legal, ethical and marketing cost perspective. / IGaming-industrin har exploderat det senaste decenniet. Med en marknad med låga bytesbarriärer och fler konkurrerande företag än någonsin är problemet med att behålla kunder ännu inte löst. Att locka spelare genom erbjudanden har gjort iGaming-industrin mindre lukrativ på grund av den höga konkurrensen och ett "bonuskrig" har tagit över. Denna undersökning syftar till att ta reda på hur iGaming-företag kan minska antalet avhoppande spelare genom CRM och lojalitetsprogram för att öka intäkterna och därmed skapa ett långsiktigt förhållande till kunden. Baserat på teorin om byteskostnader och lojalitetsprogram undersöker denna avhandling hur olika faktorer påverkar kundretentionen. Intervjuer med fyra konkurrerande casinon gjordes för att se hur de arbetar gradvis mot en ökad behållningsgrad av kunder. Den information som tillhandahålls leder till slutsatsen att ledningen ibland saknade förståelse för hur man använder konsumentinformation och olika sätt att kommunicera för att öka sina intäkter. Lojalitetsprogram användes i viss utsträckning och överensstämmer delvis med vad Berman (2006) beskriver som en viktig strategi för kundretention på en konkurrenskraftig och homogen marknad. Ytterligare forskning rekommenderas ur ett juridiskt, etiskt och marknadsföringskostnadsperspektiv.
55

A study to determine the probable effects casino gambling might have on the Latin American share of the tourist market located in Miami, Florida

Caponio, Francis Joseph 19 November 1982 (has links)
No description available.
56

Casino Galaxy / Casino Galaxy

Rychlík, Adam January 2017 (has links)
Diploma thesis deals with a Casino Galaxy´s project documentation. this casino is situated in Brno - Přízřenice. The object is designed as a cubic five-storey building without basement and with a flat roof. Whole construction is composed by Sendwix system.
57

Vznik a vývoj českých kasin z pohledu krupiéra / Origin and Development of Czech casinos from the croupier perspective

Skoumalová, Lucie January 2012 (has links)
Thesis using the oral history of attempts based on interviews with dealers to characterize the emergence and development of casinos in the country, focusing on the period 1990-1999. It will further seek to analyze croupiers look for changes in their profession during the nineties, it tries to find out how the company viewed these devices and how their perceptions changed over time. This research will also try to approximate the conditions under which the casino could arise in which sites are placed among these devices, as over time changed their level and quality of services offered and what kind of casino guests attended. Another objektive of this work is to find out what people in the nineties to post dealer reported what they had to comply with the conditions and how their level in the nineties changed. Keywords: 1990 - 1999 - casino -the dealer- oralhistory -biography.
58

Varningssignaler om spelmissbruk

Shwan Aziz, Sivar, Mustafa, Taha January 2020 (has links)
Online casino var tillgängligt för 10 år sedan men inte i samma utsträckning. Samtidigt harspelindustrin expanderat och onlinespel har blivit mer tillgängligt genom teknikutvecklingenför telefoner och surfplattor. Online casinos prioritet är att få nöjda kunder som tycker omspel och plattformen de använder. För att uppnå detta måste webbplatserna ha höganvändbarhet och användarupplevelse. Spelberoende är ett stort problem för många individeri dagens samhälle och detta måste lösas genom att hjälpa de personerna som behöver hjälp.Det faktum att en individ har utvecklat ett spelberoende innebär fara och risker för individenoch för individens omgivning. Marknadsföring är mycket mer vanligt och tydligt på TV,telefoner, tidningar och reklam utomhus, men det som sällan finns är hur riskabelt det kanvara att börja spela online casino. Denna forskning syftar till att undersöka förhållandetmellan användarupplevelser i online casino och spelberoende. Användarupplevelsen kanbidra med olika intryck och känslor som uppstår när de interagerar med en digital produkteller tjänst. Syftet med användarupplevelsen är att involvera design och samtidigttillhandahålla en upplevelse där resultatet är att få användarna att känna något unikt ochspeciellt. En viktig sak att notera är att spelberoende kan vara närvarande trots att det inteorsakar problem och kan utlöses genom marknadsföring exempelvis. Denna studie innefattarockså att granska och mäta användarupplevelse för spel webbapplikationer med Nielsensheuristik / grundprinciper. Tidigare studier och relaterade arbeten om användarupplevelse ochspelberoende är en del av denna studie. Denna studie inkluderar tolv semistruktureradeintervjuer där informanterna är eller var spelberoende i online casino. Informanterna ombadsatt förklara för tidigare och nuvarande erfarenhet av online casinospel som exempelvisvadslagning, brädspel och spelautomater. Ett syfte med dessa semistrukturerade intervjuer varatt undersöka och försöka förstå om användarupplevelse påverkar utvecklingen avspelberoende. Ett annat syfte med denna studie och med dessa intervjuer är att hitta ett sättför online casino att minska spelberoende för en positiv förändring i det svenska samhället. / Online casino was available 10 years ago but not in the same extent. At the same time theOnline gambling industry has expanded and online gambling has become more accessiblethrough the development of technology for phones and apps. Online casino priority is to getsatisfied customers who enjoys gambling. To achieve this the websites need to have highusability and user experience. Gambling addiction is a social problem which need to improveand help those who need help. The fact that an individual has developed a gambling addictioninvolves danger and risks for the individual and people who are related. Marketing is verycommon and clear on television, telephones, newspapers and advertising outdoors, howeverwhat is rarely found is how risky it can be to start playing online casino. This research aims atexploring the relationship between user experiences in online casino and gambling addiction.User experience could make all the impressions and emotions that occur while interactingwith a digital product or service. The purpose of user experience is to involve designing andat the same time provide an experience where the result is to make the users feel somethingunique and special. One important thing to note is that gambling addiction can be presentdespite it not causing a problem and can be triggered thru marketing for example orsomething else. This study involves reviewing and measuring an gambling web applicationsuser experience with Nielsen's heuristics / foundational principles. With previous studies andrelated studies about user experience and gambling addiction being a part of this study. Thisstudy includes twelve semi-structured interviews where the informants is or was gamblingaddicts in online casino. The informants was asked to explain for past and present experiencewith online casino games such as betting, board games and slot machines. One purpose withthese semi-structured interviews were to investigate and try to understand if user experienceaffect the development of gambling addiction. Another purpose with this study and with theseinterviews is to find a way for online casino to reduce gambling addiction for a positivechange in the Swedish society.
59

College Student Gambling: Examining the Effects of Gaming Education Within a College Curriculum

Conrad, Maryann 01 January 2008 (has links) (PDF)
The research in this study examined the nature of college student gambling (N=201) and whether general gaming education can influence meaningful changes in college students’ gambling attitudes, behaviors, and perceptions. A group of college students from the University of Massachusetts Amherst, Casino Management class, received general gaming education while two comparison groups, one from the same university and one from Worcester State College, Massachusetts, did not. Assessment of the participants’ attitudes toward gambling, gambling fallacy perceptions, ability to calculate gambling odds, and gambling behaviors were examined before and after exposure to gaming education. Seventy five percent of the students surveyed as the baseline group reported gambling within the past 12 months, with a minority gambling weekly or more, or gambling large amounts of money. At the semester end, follow-up findings showed that the students who received the gaming education intervention demonstrated significant improvement in their ability to calculate gambling odds and resist common gambling fallacies. Unexpectedly however, this improved knowledge was not associated with any decreases in their gambling attitudes or time and money spent on gambling activities. The implication drawn from this research is that knowledge gained from a general gaming class, including gaining improvements in odds calculations and fallacy perceptions, may not be enough of a factor to effect significant changes in college students’ gambling attitudes and behaviors.
60

GAMBLING ON CASINO GAMBLING: EVALUATING LEGALIZED GAMBLING AS A TOOL FOR ECONOMIC DEVELOPMENT - A CASE STUDY OF DEARBORN COUNTY, INDIANA

SANDFOSS, CHRIS 05 October 2004 (has links)
No description available.

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