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; Bartram, 2001 ; Clark & Brock, 1994 ; Johnston & Dark, 1986 ; Parke, Harris, Parke, Rigbye, & Blaszczynski, 2014 ). In the context of electronic gaming machines, the use of pop-up responsible gambling messages to break-up play has been successfully used

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amongst loyalty card members. This was also observed in a study involving a convenience sample of 1,463 Electronic Gaming Machine (EGM) gamblers in Australia tracked over 18 months ( Van Dyke et al., 2016 ). This study showed that loyalty card use was

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Personal choice is a nuanced concept – Lessons learned from the gambling field

Commentary on: Problematic risk-taking involving emerging technologies: A Stakeholder framework to minimize harms (Swanton et al., 2019)

Journal of Behavioral Addictions
Author:
David C. Hodgins

-based animation and monetary limit setting pop-up messages among electronic gaming machine players . Journal of Gambling Studies , 29 ( 4 ), 703 – 717 . https://doi.org/10.1007/s10899-012-9340-y . World Commission on the Ethics of Scientific Knowledge and

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. Lal , A. & Siahpush , M. ( 2008 ). The effect of smoke-free policies on electronic gaming machine expenditure in Victoria, Australia . Journal of Epidemiology and Community Health , 62 ( 1 ), 11 – 15

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, loss of relationship). This argument holds, notwithstanding, the recognition that regular participation in some forms of gambling (e.g. electronic gaming machines) can often be associated with quite high rates of problem gambling (estimates in the order

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common responses for most problematic gambling form were: electronic gaming machines (EGMs; n  = 98), sports betting ( n  = 25), and race betting ( n  = 25), so this variable was recoded into three dummy variables: other versus EGM, other versus sports

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self-efficacy and/or deterioration of skills. Such experiences appear to share some similarities with gambling, particularly on activities such as electronic-gaming machines, where players can sometimes report entering into a “zone” ( Schüll, 2012

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Journal of Behavioral Addictions
Authors:
Nerilee Hing
,
Matthew Rockloff
,
Alex M. T. Russell
,
Matthew Browne
,
Philip Newall
,
Nancy Greer
,
Daniel L. King
, and
Hannah Thorne

similar to that used in electronic gaming machines (EGMs) and is known to encourage rapid uptake and persistent repetitive behaviour in the hope of being rewarded ( Ferster & Skinner, 1957 ; Griffiths, 2018 ). Loot boxes in games use other psychological

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table games, private betting for money, slot machines/pokies/electronic gaming machines (EGMs), keno, and fantasy sports. A high proportion of esports bettors bet on sports regularly (72.8%), although still significantly less than the specifically

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of gambling was electronic gaming machines (EGMs; 32.9%), followed by sports betting (21.2%), blackjack (17.1%) and poker (16%). EGMs were also the mode of gambling on which players spent the most time (31%), and money (30.9%). Measures Gambling

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