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Casino gaming law in Macau

Pereira, Alexandre Libório Dias
Fonte: Institute for the Study of Commercial Gaming, University Publicador: Institute for the Study of Commercial Gaming, University
Tipo: Conferência ou Objeto de Conferência
ENG
Relevância na Pesquisa
47.72%
The specific legal framework of casino gaming in Macau is laid down by several special laws. Law 16/2001 provides the general framework for the operation of casino games of fortune. This general framework has been implemented by administrative Regulation 26/2001 (amended by Administrative Regulation 4/2002), concerning the regulation of the public bidding of the gaming concession contracts. Moreover, Administrative Regulation 6/2002 defines the eligibility of the Junket promoter of casino games of fortunes, Law 5/2004 establishes the legal framework of casino gaming credit operations, and Law 8/96/M of July 22 provides for several criminal offences and administrative infractions to gaming activities. Macau casino gaming law follows a restrictive regulatory model, according to the theory of gaming as a ‘privileged business’, but at the same time it seems to be influenced by the transformation of the gaming industry into a ‘tourism enterprise’. Casino gaming is a legal monopoly of the Executive of Macau SAR, and the exploitation of this activity is only available to concessionaires that comply with strict requirements concerning the suitability of actors and financial capacity. In return for gaming concessions, the concessionaires pay significant premiums...

Casino Gaming Law in Macau

Pereira, Alexandre L.D.
Fonte: Institute for the Study of Commercial Gaming, University of Macau Publicador: Institute for the Study of Commercial Gaming, University of Macau
Tipo: Artigo de Revista Científica
POR
Relevância na Pesquisa
47.65%
Macau tornou-se um dos maiores mercados do jogo a nível mundial com um específico quadro jurídico renovado. Baseado na teoria do ‘privileged business’, a exploração de jogos de fortuna e azar é um exclusivo do Executivo da RAE Macau (China), e a exploração desta actividade é realizada apenas por alguns concessionários que cumpram requisitos rigorosos relativamente à idoneidade dos operadores e à sua capacidade financeira. Em troca pelas concessões de jogo, os concessionários pagam prémios, taxas e impostos significativos, e estão vinculados à realização de um programa de relevantes investimentos na Região. Os concessionários dos casinos estão sujeitos a um elevado nível de controlo pelo Executivo no quadro de uma relação reguladas pelo princípio da absoluta transparência (full disclosure) e estreita cooperação, e têm que cumprir leis e regulamentos contra o branqueamento de capitais. Além disso, de modo a assegurar o cumprimento das suas obrigações para com a Região, os concessionários prestam garantias financeiras significativas. Não obstante um enquadramento regulamentar restritivo, no sentido de que o jogo ainda permanece um monopólio público, o novo regime jurídico do jogo em casinos introduziu concorrência no mercado do jogo. O anterior monopólio de exploração foi substituído pelo oligopólio e...

O jogo na atividade de ensino: um estudo das ações didáticas de professores em formação inicial; Gaming in the teaching activity - a study on teachers didactic initiatives in the initial teacher training.

Ritzmann, Camilla Duarte Schiavo
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Dissertação de Mestrado Formato: application/pdf
Publicado em 04/12/2009 PT
Relevância na Pesquisa
37.49%
A pesquisa, mobilizada pelo desejo de contribuir com a criação de condições de ensino que potencializassem ações educativas com o jogo (ações de ensino por parte dos educadores e ações de aprendizagem por parte dos estudantes), baseou-se na convicção de que o jogo é um valioso instrumento de ensino ao possibilitar o desenvolvimento cultural dos educandos. Os principais referenciais teóricos utilizados foram: Vygotsky, no que se refere ao papel do brinquedo e do brincar para o desenvolvimento; Elkonin, ao tratar sobre a psicologia do jogo; e Leontiev, com a Teoria da Atividade. Além desses autores e dos conceitos desenvolvidos por eles, utilizamos nessa pesquisa o conceito de Atividade Orientadora de Ensino, cujos pressupostos, foram fundamentais para o desenvolvimento deste trabalho. Destacamos como elementos centrais da Atividade Orientadora de Ensino a importância das situações-problema, típicas do fazer pedagógico, a definição dos conceitos nos conteúdos a serem ensinados, a criação de situações desencadeadoras de aprendizagem, o planejamento de ações e a avaliação contínua das ações didáticas. Assim, à luz dos referenciais teóricos da psicologia histórico-cultural, buscamos entender como se dá o desenvolvimento da compreensão do jogo na Atividade de Ensino...

As capacidades dinâmicas das empresas nacionais de maior sucesso no online gaming:modelo para a indústria nacional

Miranda, Nuno Miguel Vieira
Fonte: Instituto Politécnico de Santarém Publicador: Instituto Politécnico de Santarém
Tipo: Dissertação de Mestrado
Publicado em 18/09/2014 POR
Relevância na Pesquisa
37.24%
Dissertação, Mestrado, Marketing, Instituto Politécnico de Santarém, Escola Superior de Gestão e Tecnologia, 2014; O modelo Resource Based View (RBV) consiste em utilizar os recursos existentes na empresa de forma a atingir a sustained competitive advantage (SCA), ou vantagem competitiva. Para conseguir obter e manter esta é necessário possuir valuable, rare, inimitable and nonsubstituable resources and capabilities (VRIN). No entanto este modelo não explica de forma clara como obter esta SCA em high velocity markets, aqui entram as dynamic capabilities (DC), ou capacidades dinâmicas. As capacidades dinâmicas são um conjunto de capacidades e competências que permitem à empresa criar novos produtos e processos que respondam às necessidades de um mercado em constante mutação. Dentro das capacidades dinâmicas podemos identificar três core processes, aprendizagem, reconfiguração e coordenação e integração. Dado o crescimento exponencial observado nos últimos anos na área do online gaming surgiram várias empresas no mundo e em Portugal, tentando aproveitar este mercado em aberto. Neste trabalho foram selecionadas as três empresas nacionais de online gaming de maior reconhecimento e analisadas as capacidades dinâmicas utilizadas pelas mesmas. De modo a compreender a visão do cliente em relação às empresas foi realizado também um estudo nesse sentido. Destacam-se as incidências de cada empresa em cada um dos três core processes...

Video game playing in high school students: health correlates, gender differences and problematic gaming

Desai, Rani A.; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N.
Fonte: PubMed Publicador: PubMed
Tipo: Artigo de Revista Científica
EN
Relevância na Pesquisa
27.72%
There is concern about the potential for negative impact of video games on youth. However the existing literature on gaming is inconsistent and has often focused on aggression. Health correlates of gaming and the prevalence and correlates of problematic gaming have not been systematically studied. We anonymously surveyed 4,028 adolescents about gaming, reported problems with gaming, and other health behaviors. 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys, and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression, and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however...

Native American Gaming: Promises and Prospects

Pfaffenberg, Carl J.; Costello, Carol A.
Fonte: FIU Digital Commons Publicador: FIU Digital Commons
Tipo: Artigo de Revista Científica Formato: application/pdf
Relevância na Pesquisa
37.6%
The Indian Gaming Regulatory Act of 1988 was intended to provide a statutory basis for the growth of Indian gaming. This article explains that the intentions of the act, when coupled with court decisions and a competitive economic environment, may be the basis for federal intervention in the gaming industry, specifically for Native American gaming. The author reviews the history of programs and promises, the magnitude of the total gaming industry, and the role of Native American gaming.

Maintaining your loyal customers during hard times: An observation from the gaming industry

Yoo, Myongjee; Kitterlin, Miranda
Fonte: FIU Digital Commons Publicador: FIU Digital Commons
Tipo: Artigo de Revista Científica Formato: application/pdf
Relevância na Pesquisa
37.35%
The Las Vegas gaming arena was one of the most severely affected consumeroriented industries to be impacted by the recent economic recession. The purpose of this study was to investigate the impact of relational benefits on customers’ behavioral loyalty in the Las Vegas gaming industry. This study particularly took a comparative approach and examined the relational impact during the economic recession and after the economic recession. Secondary data was obtained and regression analysis was performed to test the study hypothesis. The findings of this study revealed the economic recession impact on the Las Vegas gaming industry, as well as valuable insights for effective utilization of relational benefits to increase customer loyalty.

The use of ATMS in ACT gaming venues: an empirical study

McMillen, J; Marshall, David; Murphy, L
Fonte: Centre for Gambling Research, ANU Publicador: Centre for Gambling Research, ANU
Tipo: Outros
EN
Relevância na Pesquisa
37.49%
This project has been commissioned by the ACT Gambling and Racing Commission (GRC) and examines the use of cash facilities (ATMs, EFTPOS and note acceptors) for gambling in the ACT. • The study found limited evidence to support the removal of ATMs from gaming venues. Although the convenience of ATMs in gaming venues appears to be related to higher gambling expenditure, on balance the study found that removal of ATMs from gaming venues would inconvenience a proportion of recreational gamblers and non-gambling patrons of gaming venues. • The study did not find an unequivocally strong relationship between problem gambling and the use of ATMs in ACT gaming venues. The research findings indicate that a daily limit on the amount that can be withdrawn from ATMs would be a more effective and acceptable strategy.; "Commissioned by ACT Gambling and Racing Commission"; no

How gaming may become a problem: A qualitative analysis of the role of gaming related experiences and cognitions in the development of problematic game behavior

Haagsma, M.; Pieterse, M.; Peters, O.; King, D.
Fonte: Springer New York LLC Publicador: Springer New York LLC
Tipo: Artigo de Revista Científica
Publicado em //2013 EN
Relevância na Pesquisa
37.65%
This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the development of video game behavior, from normal to problematic behavior. Qualitative interviews were conducted among 21 male gamers between 17 and 28 years of age, to get more of an insight into their excessive gaming patterns. Participants were recruited in several ways such as by distributing flyers and posting messages on gaming websites. Participants were included if they were between 14 and 26 years of age and if they had experienced game related behavior problems at the time of the study or in the past. Two processes emerged from the results that seem to contribute to the transition to an excessive gaming pattern. First, the duration of each single game session may become longer. Second, a game session may be started up more and more frequently. Gamers have several motives and expectancies that play a role in this process of increasing gaming time. Is seems that a combination of these gaming motives can lead to an increase in gaming time. Especially online role playing games were related to excessive gaming and the social mechanisms in these games seem to work as an intensifier for other motives.; Maria C. Haagsma & Marcel E. Pieterse & Oscar Peters & Daniel L. King

The technological convergence of gambling and gaming practices

Griffiths, M.; King, D.; Delfabbro, P.
Fonte: Wiley; United States Publicador: Wiley; United States
Tipo: Parte de Livro
Publicado em //2014 EN
Relevância na Pesquisa
37.53%
In this chapter, several different forms of convergence are reviewed with a particular focus on the relationship between gambling, gaming and other related media content. The chapter shows how the flexibility of the medium, the wide application of the formats, and the immersive and interactive qualities of modern electronic media have allowed considerable crossover between different forms of technology. It will be argued that this cross-over process has not only greatly contributed to the growth and popularity of gaming, gambling and activities that combine elements of both, but now provides one of the likely future sources of growth and expansion for the gambling industry. In the chapter, the nature and likely impacts of different forms of convergence in reference to the relationships and interface are examined between (i) gambling and video gaming, (ii) gambling and social networking, (iii) gambling and interactive television gaming, and (iv) gambling and mobile phone gaming.; Mark D. Griffiths, Daniel L. King, and Paul H. Delfabbro

Instructional Gaming

Crossett, Patricia; Starratt, Gerene
Fonte: FIU Digital Commons Publicador: FIU Digital Commons
Tipo: Artigo de Revista Científica Formato: application/pdf
Relevância na Pesquisa
37.08%
This action research will investigate instructional games as a strategy to increase third grade students’ engagement and motivation. A researcher-created behavior checklist and survey will document students’ behavior and attitudes during baseline, intervention, and post intervention. Analysis will investigate changes in engagement, motivation, and grades due to the gaming intervention.

Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools

King, D.; Haagsma, M.; Delfabbro, P.; Gradisar, M.; Griffiths, M.
Fonte: Pergamon-Elsevier Science Ltd Publicador: Pergamon-Elsevier Science Ltd
Tipo: Artigo de Revista Científica
Publicado em //2013 EN
Relevância na Pesquisa
37.49%
Pathological video-gaming, or its proposed DSM-V classification of "Internet Use Disorder", is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to Cicchetti (1994) and Groth-Marnat's (2009) criteria and guidelines for sound psychometric assessment. A total of 63 quantitative studies, including eighteen instruments and representing 58,415 participants, were evaluated. Results indicated that reviewed instrumentation may be broadly characterized as inconsistent. Strengths of available measures include: (i) short length and ease of scoring, (ii) excellent internal consistency and convergent validity, and (iii) potentially adequate data for development of standardized norms for adolescent populations. However, key limitations included: (a) inconsistent coverage of core addiction indicators, (b) varying cut-off scores to indicate clinical status, (c) a lack of a temporal dimension, (d) untested or inconsistent dimensionality, and (e) inadequate data on predictive validity and inter-rater reliability. An emerging consensus suggests that pathological video-gaming is commonly defined by (1) withdrawal...

Investigating preferences for gaming machine features in problem and non-problem gamblers using a consumer choice methodology

Mills, H.; Delfabbro, P.
Fonte: National Association for Gambling Studies Publicador: National Association for Gambling Studies
Tipo: Artigo de Revista Científica
Publicado em //2008 EN
Relevância na Pesquisa
37.08%
Conjoint analysis is a specialized statistical technique that is used widely in studies of consumer psychology and marketing to determine the relative importance of specific product characteristics in customer choice. In this form of analysis, a finite and pre-determined series of n product characteristics is used to generate sets of product configurations that are then ranked by respondents. Using these rankings, it is possible to generate individualized profiles of the relative proportion of choice governed by each characteristic in the form of 'part-worth' estimates. In this study, a sample of 41 regular EGM gamblers (24 moderate risk and problem gamblers and 17 non-problem gamblers) as classified by the Canadian Problem Gambling Index (CPGI) were asked to rank their preferences for commercially available gaming machines, that varied in terms of the maximum prize, credit denomination, maximum lines, and the availability of free-spin or bonus features. This paper summarises the potential contribution of conjoint analysis to the study of gambling and provides a comprehensive summary of the similarities and differences observed between the choice profiles of problem and non-problem gamblers. The implications of these findings for regulation and responsible gambling are discussed.; Hayley Millhouse & Paul Delfabbro

The influence of gaming expenditure on crime rates in South Australia: A local area empirical investigation

Wheeler, S.; Round, D.; Sarre, R.; O'Neil, M.
Fonte: Human Sciences Press, Inc. Publicador: Human Sciences Press, Inc.
Tipo: Artigo de Revista Científica
Publicado em //2008 EN
Relevância na Pesquisa
37.35%
Although there has been much speculation about the possible links between gambling and crime rates, relevant quantitative evidence has been practically non-existent in Australia to date. This paper reports the results of research that utilised a model designed to investigate the potential relationship between electronic gaming machine expenditures and property (income-generating) crime rates reported to police in local areas in South Australia in 2002–2003. The research found that the higher the expenditures on gaming machines in a particular local area per adult, the higher the income-generating crime rate in that area. No such relationship was found between gaming machine expenditure and non-income-generating crime rates. However, further research is required before any policy-relevant conclusions can be drawn.; Sarah Ann Wheeler, David K. Round, Rick Sarre and Michael O’Neil; The original publication can be found at www.springerlink.com

Evaluation of gaming environments for mixed reality interfaces and human supervisory control in telerobotics

Manuaba, Ida Bagus Kerthyayana
Fonte: Universidade Nacional da Austrália Publicador: Universidade Nacional da Austrália
Tipo: Thesis (PhD); Doctor of Philosophy (PhD)
EN_AU
Relevância na Pesquisa
37.49%
Telerobotics refers to a branch of technology that deals with controlling a robot from a distance. It is commonly used to access difficult environments, reduce operating costs, and to improve comfort and safety. However, difficulties have emerged in telerobotics development. Effective telerobotics requires maximising operator performance and previous research has identified issues which reduce operator performance, such as operator attention being divided across the numerous custom built interfaces and continuous operator involvement in a high workload situation potentially causing exhaustion and subsequent operator error. This thesis evaluates mixed reality and human supervisory control concepts in a gaming engine environment for telerobotics. This concept is proposed in order to improve the effectiveness of current technology in telerobotic interfaces. Four experiments are reported in this thesis which covers virtual gaming environments, mixed reality interfaces, and human supervisory control and aims to advance telerobotics technology. This thesis argues that gaming environments are useful for building telerobotic interfaces and examines the properties required for telerobotics. A useful feature provided by gaming environments is that of overlying video on virtual objects to support mixed reality interfaces. Experiments in this thesis show that mixed reality interfaces provide useful information without distracting the operator from the task. This thesis introduces two response models based on the planning process of human supervisory control: Adaptation and Queue response models. The experimental results show superior user performance under these two response models compared to direct/manual control. In the final experiment a large number of novice users...

The Nevada Gaming Debt Collection Experience

Strate, Larry D.
Fonte: FIU Digital Commons Publicador: FIU Digital Commons
Tipo: Artigo de Revista Científica Formato: application/pdf
Relevância na Pesquisa
37.77%
In the discussion - The Nevada Gaming Debt Collection Experience - by Larry D. Strate, Assistant Professor, College of Business and Economics at the University of Nevada, Las Vegas, Assistant Professor Strate initially outlines the article by saying: “Even though Nevada has had over a century of legalized gaming experience, the evolution of gaming debt collection has been a recent phenomenon. The author traces that history and discusses implications of the current law.” The discussion opens with a comparison between the gaming industries of New Jersey/Atlantic City, and Las Vegas, Nevada. This contrast serves to point out the disparities in debt handling between the two. “There are major differences in the development of legalized gaming for both Nevada and Atlantic City. Nevada has had over a century of legalized gambling; Atlantic City, New Jersey, has completed a decade of its operation,” Strate informs you. “Nevada's gaming industry has been its primary economic base for many years; Atlantic City's entry into gaming served as a possible solution to a social problem. Nevada's processes of legalized gaming, credit play, and the collection of gaming debts were developed over a period of 125 years; Atlantic City's new industry began with gaming...

Regulating Casino Gaming: A Checklist for States Considering It

Goodall, leonard E.
Fonte: FIU Digital Commons Publicador: FIU Digital Commons
Tipo: Artigo de Revista Científica Formato: application/pdf
Relevância na Pesquisa
37.65%
In his essay - Regulating Casino Gaming: A Checklist for States Considering It – by Leonard E. Goodall, Professor of Management and Public Administration, College of Business and Econornics, University of Nevada, Las Vegas, Professor Goodall initially states: “Since various states are likely to continue to debate the issue of the establishment of legal casinos, and since states considering legal casinos must also decide how best to regulate them, the author discusses the similarities and contrasts in the regulatory systems already in operation.” Certainly not all states have solicited casino gaming, or what people generally refer to as gambling, but many have and the list is growing. If casinos are to be, and indications are that many more states will endorse gaming as a source of revenue, then regulating them must follow as a matter of due course says the author. Keep in mind this essay was written in 1988, and the actuality of casino gaming has indeed come to fruition in many states. “Nevada, having legalized casino gaming in 1931, has over a half-century of experience with the regulatory process,” Professor Goodall informs. “When New Jersey approved the establishment of casinos in Atlantic City in 1976, state officials studied the Nevada system carefully and adopted many of Nevada's procedures.” Professor Goodall bullet-points at least 7 key elements that states wanting to pursue gaming should...

Current Status of Collectibility of Gaming-Related Credit Dollars

Wenof, Ruth Lida
Fonte: FIU Digital Commons Publicador: FIU Digital Commons
Tipo: Artigo de Revista Científica Formato: application/pdf
Relevância na Pesquisa
37.6%
In her piece entitled - Current Status Of Collectability Of Gaming-Related Credit Dollars - Ruth Lisa Wenof, Graduate Student at Florida International University initially states: “Credit is an important part of incentives used to lure gamblers to gaming establishments. However, a collection problem exists in casinos retrieving gaming-related credit losses of individuals living in states where gambling is illegal. The author discusses the history of this question, citing recent cases related to Atlantic City.” This author’s article is substantially laden with legal cases associated with casinos in New Jersey; Atlantic City to be exact. The piece is specific to the segment of the gaming industry that the title suggests, and as such is written in a decidedly technical style. “Legalized casino gaming, which was approved by the citizens of New Jersey on November 8, 1976, has been used as a unique tool of urban redevelopment for Atlantic City,” Wenof says in providing some background on this ‘Jersey shore municipality. “Since Resorts International opened its casino…revenues from gambling have increased rapidly. Resorts' gross win in 1978 was $134 million,” Wenof says. “Since then, the combined gross win of the city's 11 casinos has been just shy of $7.5 billion.” The author points out that the competition for casino business is fierce and that credit dollars play an integral role in soliciting such business. “Credit plays a most important part in every casino hotel. This type of gambler is given every incentive to come to a particular hotel...

Strategic Approach to Smoking Bans: Delaware Gaming Industry

O'Neill, John W.; Xiao, Qu
Fonte: FIU Digital Commons Publicador: FIU Digital Commons
Tipo: Artigo de Revista Científica Formato: application/pdf
Relevância na Pesquisa
37.35%
A study of Delaware’s statewide smoking ban suggests that it may have had a significant negative economic impact on the state’s gaming industry. However, such impact may vary in different segments of the hospitality industry, and therefore, must be examined strategically and on a case-by-case basis. The specific market environment, including both demand and competition of each state or each municipality, should be carefully analyzed by both governmental decision makers and by hospitality operators who influence these decision makers.

Financial incentives for smoking cessation in pregnancy: a single arm intervention study assessing cessation and gaming

Ierfino, Diana; Mantzari, Eleni; Hirst, Julie; Jones, Tina; Aveyard, Paul; Marteau, Theresa M.
Fonte: Wiley Publicador: Wiley
Tipo: Article; published version
EN
Relevância na Pesquisa
37.35%
This is the final version of the article. It was first published by Wiley at http://onlinelibrary.wiley.com/doi/10.1111/add.12817/abstract; Aims: Financial incentives were the single most effective intervention for smoking cessation in pregnancy in a recent Cochrane Review, but based on a few, small trials in the USA using only 7-day point prevalence measures of cessation. This study estimates (a) prolonged cessation in an unselected population of English pregnant smokers who are offered financial incentives for quitting and (b) ?gaming? i.e. false reporting of smoking status to enter the scheme or gain an incentive. Design: Single arm intervention study Setting Antenatal clinic and community Participants 239 pregnant smokers enrolled in the financial incentive scheme, attending for maternity care at one hospital in an area of high deprivation in England over a 42 week period. Measurements: Smoking cessation at delivery and six months postpartum, assessed using salivary cotinine; Gaming assessed using urinary and salivary cotinine at enrolment, 28, 36 weeks gestation, and two days and six months post-partum. Findings: 39% (239/615) of smokers enrolled on the scheme, 60% (143/239) of whom made a quit attempt. Of those enrolled...