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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.
171

It's not a game: a dramaturgical analysis of an illicit online consumption community

Bahl, Navin 13 October 2011 (has links)
Using a sociocultural approach, we explore an illicit consumption community online. There are several thriving consumption communities that exist online that exchange illicit commodities without scrutiny from regulatory structures. Despite the large sums of money spent on this practice and the potential problems associated with illicit commoditizing, the online environment remains loosely regulated. A netnography of one such community, online poker players, is the central focus of this research. We propose a dramaturgical model that explains the macro-environmental factors of illicit consumption communities and the individual motives of online poker players. The online poker forum selected for this study is vibrant, rich with data and frequented often by online poker community members. By examining discussions held within this online community, we uncover insights on the illicit consumption of online poker players and their motives. We explore these varying factors and motives and discuss the public policy implications of our findings.
172

ICT developments, the evolution of the amorphous supply chain and consequences for corporate strategies, risk and relationships

Brindley, Clare Suzanne January 2000 (has links)
No description available.
173

A qualitative examination of adolescent perceptions of gambling advertisements / / Adolescent perceptions of gambling advertisements

Mansour, Sandra. January 2006 (has links)
Youth problem gambling has become an important social policy issue. Approximately 80% of adolescents report having gambled, while 4--7% of adolescents develop serious gambling problems and another 10--15% remain at-risk for a gambling problem. Revenues in the gambling industry have grown 400% in the past 10 years, partially attributable to a marked increase in gambling advertisements. The objectives of this study are to examine general themes found in gambling advertisements, to determine the characteristics (situational and structural) of advertisements that have an effect on youth, and to determine the extent to which adolescents are influenced by these advertisements. Results from the focus groups suggest that aesthetic characteristics (bright colors, flashing lights) associated with gambling advertisements are influential in capturing and maintaining adolescent's attention and increasing their desire to gamble. Youth also appear to be drawn to advertisements typifying young, happy adults enjoying themselves, engaging in a pleasurable activity with the potential for winning money. Further analyses suggest a number of developmental and gender trends. The results are discussed with respect to the initiation and maintenance of youth gambling behaviours, as well as implications for prevention and future research.
174

The relationship between video game playing and gambling behavior in children and adolescents

Gupta, Rina January 1994 (has links)
It is suggested that commercial video games and gambling activities make use of similar types of intermittent reinforcement schedules. This research seeks to examine the nature of this relationship amongst children and adolescents. One hundred and four children from grades 4, 6, and 8 participated. A questionnaire exploring issues related to video game playing and gambling behavior was completed and a computerized blackjack game was individually administered. High frequency video game players are compared to low frequency video game players with respect to their gambling performance on the blackjack gambling task as well as on information gathered from the questionnaire. Findings suggest that high frequency video game players nor only gamble more than low frequency video game players but report that gambling makes them feel more important. Furthermore, they appear to be taking greater risks on the blackjack gambling task. Males exhibited greater risk-taking tendencies on the blackjack task than did females.
175

Psychosocial factors underlying problem gambling

Marget, Nancy. January 1999 (has links)
The psychosocial correlates of adolescent gambling behavior were assessed among 7th, 9th, and 11 th graders. Participants (N = 587) completed questionnaires concerning their gambling behavior, coping skills, locus of control, depression, and substance use. Adolescents were grouped into 1 of 4 groups based upon their performance on the DSM-IV-J (Fisher, 1992) gambling screen: non-gamblers, social gamblers, problem gamblers, and probable pathological gamblers. This research examined whether individuals belonging to the 4 groups differ with respect to locus of control, coping skills, depression, and substance use. Results indicated that probable pathological gamblers were characterized by an external locus of control and reported higher levels of maladaptive coping styles, depression, and regular substance use than non-gamblers and social gamblers. Logistic regression analyses suggest that coping skills, locus of control, substance use, and depression alone do not adequately predict pathological gambling, but do seem to play an important role in the etiology nonetheless. Implications are discussed.
176

Modifying adolescents' illusion of control : a manipulation of reinforcement schedules

Herman, Jodi. January 2001 (has links)
This research examined adolescent's cognitive perceptions of the amount of skill and luck involved in gambling and whether these perceptions could be modified through differential reinforcement schedules during a game of blackjack. Adolescents (N = 149) from grades 7 and 8 completed a questionnaire and participated in a computerized blackjack game that differed in the rate of success. Perceptions were assessed immediately following the game and one and three weeks later to determine whether any changes were maintained over time. Although not statistically significant, results indicate that repeated losses tended to result in increasing the perception that luck, rather than skill, is involved in the blackjack task. The results are discussed with emphasis on the implications for the development of a cognitive element within gambling prevention programs.
177

Structures, the construction of meaning, and subsequent strategies in online poker

Ezrapour, Shawn. January 2007 (has links)
Thesis (B.A.)--Haverford College, Dept. of Sociology, 2007. / Includes bibliographical references.
178

The implementation and evaluation of telecounselling as a treatment modality for problem gambling /

Coman, Greg J. January 2000 (has links)
Thesis (Ph.D.)--University of Melbourne, Dept. of Psychiatry, 2000. / Typescript (photocopy). Author's name on spine: G. Coman. Includes bibliographical references (leaves 247-271).
179

Wireless handheld solution for the gaming industry

Hyder, Mo T. January 2008 (has links) (PDF)
Thesis (M.S.C.I.T.)--Regis University, Denver, Colo., 2008. / Title from PDF title page (viewed on June 9, 2008). Includes bibliographical references.
180

Becoming pathological casino gamblers in Hong Kong do big winning experiences matter? /

Lam, Hing-po, Sally. January 2004 (has links)
Thesis (M.Soc.Sc.)--University of Hong Kong, 2004. / Also available in print.

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