Academic literature on the topic 'Electronic gaming machines (EGMs)'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Electronic gaming machines (EGMs).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Electronic gaming machines (EGMs)"

1

Holmes, Scott, Kathryn Holmes, and Mark Sargent. "Raising the Stakes: More Electronic Gaming Machines equals how many more problem gamblers?" Journal of Gambling Business and Economics 8, no. 2 (July 8, 2014): 16–33. http://dx.doi.org/10.5750/jgbe.v8i2.806.

Full text
Abstract:
In the administration of the New South Wales Gaming Machines Act 2001, a small ‘industry’ developed around the preparation and appraisal of Social Impact Assessments (SIAs) required to accompany any application for additional Electronic Gaming Machines (EGMs) in clubs or hotels. The two-tiered structure permitted a simple process, known as Class 1, for small-increase applications. However the more complex Class 2 process required for larger applications was slow, costly and contentious. One of the key points of contention in this process was assessing the extent of problem gambling impacts that might be associated with a localised increase in EGMs, ordinarily expressed as an estimate of the increase in problem gamblers. As a consequence of this inefficient process, subsequent legislation sought to eliminate these contested aspects. This paper examines the available evidence on this policy approach and its effectiveness, focusing on the specific aspect of estimating incremental impacts arising from regulatory decisions, which serve to demonstrate the shortcomings of the system. The evidence presented extends to the application of a mathematical model developed for assessing outcomes in the SIA process. This model has some value as a tool in assessing regulatory outcomes in situations where marginal changes can alter externalised impacts.
APA, Harvard, Vancouver, ISO, and other styles
2

Lee, Timothy Jeonglyeol, and Hwa-Kyung Kim. "Popularity and Risks of Electronic Gaming Machines (EGMS) for Gamblers: The Case of Australia." Tourism Analysis 19, no. 2 (June 20, 2014): 233–40. http://dx.doi.org/10.3727/108354214x13963557455847.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Monaghan, Sally, and Alex Blaszczynski. "Recall of electronic gaming machine signs: A static versus a dynamic mode of presentation." Journal of Gambling Issues, no. 20 (June 1, 2007): 253. http://dx.doi.org/10.4309/jgi.2007.20.8.

Full text
Abstract:
This study compared differences in rates of free and cued recall for messages displayed on electronic gaming machines (EGMs) delivered in one of two display modes: static or dynamic. Rates of recall were investigated in a laboratory setting using 92 university students (75.0% female) with a mean age of 19.3 years (SD = 2.4 years). The static mode consisted of a fixed government-mandated message placed on the frame of an EGM directly next to the gaming buttons. In the dynamic mode, an identical message was presented in the form of a translucent display scrolling across the screen during play. Results showed that significantly more of the information presented in dynamic mode was recalled, and with greater accuracy, in both free recall and cued recall conditions compared with static government-mandated messages. It was concluded that the method of displaying signs influences awareness and recall of harm minimization messages.
APA, Harvard, Vancouver, ISO, and other styles
4

Howat, Peter, Bruce Maycock, and Terry Slevin. "Community health advocacy to prevent social and health problems associated with gambling - a case study." Australian Journal of Primary Health 11, no. 1 (2005): 32. http://dx.doi.org/10.1071/py05005.

Full text
Abstract:
Federal and state elections provide opportunity for health advocacy. Prior to the elections political parties reformulate their policies, many of which are relevant to public health. The adverse effects of gambling have been minimised in Western Australia (WA) compared to other states and territories in Australia due to strict policies that limit the availability of electronic gaming machines (EGMs). In the lead-up to the 2001 state election, aggressive lobbying of politicians was undertaken in an attempt to allow the expansion of poker machines to hotels and licensed clubs throughout the state. The proponents of this were representatives of the hoteliers and licensed clubs who claimed their continued economic viability was dependent on such a move. Opponents consisted of a coalition of community groups and professional associations. This paper is a summary of the approach taken by health advocates that ultimately contributed to written endorsement of the two main political parties to maintain the moratorium on the expansion of poker machines in WA. Focus of the paper is given to one approach involving direct contact with political candidates. This approach holds promise for effective advocacy for other public health issues.
APA, Harvard, Vancouver, ISO, and other styles
5

Armstrong, Tess, Matthew Rockloff, and Phillip Donaldson. "Crimping the Croupier: Electronic and mechanical automation of table, community and novelty games in Australia." Journal of Gambling Issues, no. 33 (August 1, 2016): 103. http://dx.doi.org/10.4309/jgi.2016.33.7.

Full text
Abstract:
Technological innovation has increased electronic and mechanical automation to traditional games that replace or augment human croupiers, and also change how the games are enjoyed. Little is known about how these automated products may influence people's gambling or entice new players to try these table and community games. Research regarding the characteristics of electronic gaming machines (EGMs) has provided insights into the potential consequences associated with technological enhancements. However, without knowing how these products differ to their traditional counterparts, it is difficult to begin to understand their implications on player expenditures and product safety. An Australian national environmental scan of these electronically and mechanically enhanced table-game and community-game products was conducted to identify the characteristics of these automated products Australia-wide. Based on EGM research (Armstrong & Rockloff, 2015), the "VICES" framework was identified as an appropriate organising principle for surveying the features of automated products. The VICES acronym specifies 5 criteria by which automated products might differ from traditional table-games: (v)isual and auditory enhancements, (i)llusion of control, (c)ognitive complexity, (e)xpedited play, and (s)ocial customisation. The findings suggest that automation provides the potential for the provision of products that intensify gambling engagement with the attendant potential for gambling-related harm. Further research, however, is needed to find if this potential harm is manifest in real-world gambling environments.
APA, Harvard, Vancouver, ISO, and other styles
6

Xouridas, Stergios, Johannes Jasny, and Tilman Becker. "An Ecological Approach to Electronic Gambling Machines and Socioeconomic Deprivation in Germany." Journal of Gambling Issues, no. 33 (August 1, 2016): 82. http://dx.doi.org/10.4309/jgi.2016.33.6.

Full text
Abstract:
In Germany, gambling research has primarily focused on the broader population in prevalence studies, neglecting the importance and influence of the local socioeconomic context in the development and maintenance of gambling disorders. To analyze the interplay between contextual and compositional factors in the market for electronic gambling machines (EGMs) in Germany, we assessed the EGM densities and socioeconomic deprivation in 244 local communities within Baden-Wuerttemberg. Our results suggest that EGM density is statistically associated with 3 socioeconomic determinants: The shares of migrants, unemployed, and high-school-educated people in the communities are statistically significant variables in our linear regression model, whereas younger age, male gender, and marital status exhibit no statistical associations with EGM density. The share of unemployed people is the only variable of statistical and practical significance. Our analysis advocates area-based policy measures to minimize gambling-related harm. By decreasing EGM densities in communities with high levels of unemployment, we expect to protect at-risk population strata that are most vulnerable to gambling exposure.
APA, Harvard, Vancouver, ISO, and other styles
7

Young, Martin. "Towards a Critical Geography of Gambling Spaces: The Australian Experience." Human Geography 4, no. 3 (November 2011): 33–47. http://dx.doi.org/10.1177/194277861100400302.

Full text
Abstract:
I attempt to develop a critical geography of gambling in Australia with particular reference to the proliferation of electronic gaming machines (EGMs), the Australian variant of the Vegas-style ‘slot-machine’, devices that have infiltrated nearly all settlements in the country over the past two decades. As a starting point, I borrow from David Harvey's analysis of the dual logics of power within ‘capitalist imperialism’ to reveal the dialectical relations between the state and capital that have been responsible for the mass-production of local EGM spaces of consumption. I develop the argument that EGM gambling, through its reproduction of bounded spaces, represents a new wave of global capital accumulation where local citizens are reconstituted according to the imperative of global aleatory consumption. The overlay of the postmodern on the logic of capital accumulation amounts to a stunningly efficient form of exploitation where consumption has been reduced to the pure cash nexus. A new set of dependencies has emerged in that the state, social service sector, and gambling industry have become terminally reliant on the most disadvantaged members of society to resolve their internal contradictions. Thus, there exists a continued need for capital and the state to resolve the contradictions between the consumer and citizen, modern and postmodern, leisure and harm, private sector income and public service provision, local markets and global products, individual harm and community benefit. Given this dialectical relationship between state and industry, and the level of dependency its development has engendered, we may expect the continued expansion of EGM gambling spaces as long as capital accumulation is the key goal in the neoliberal economy of Australia.
APA, Harvard, Vancouver, ISO, and other styles
8

Castrén, Sari, Maria Heiskanen, and Anne H. Salonen. "Trends in gambling participation and gambling severity among Finnish men and women: cross-sectional population surveys in 2007, 2010 and 2015." BMJ Open 8, no. 8 (August 2018): e022129. http://dx.doi.org/10.1136/bmjopen-2018-022129.

Full text
Abstract:
ObjectiveThe aim of this study is to evaluate trends in past-year gambling participation and gambling severity among Finnish men and women from 2007 to 2015.DesignCross-sectional population surveys from years 2007, 2011 and 2015.SettingData were drawn from the population register and collected using computer-assisted telephone interviews.ParticipantsRepresentative random samples of Finns aged 15–74 were drawn in the study in 2007 (n=5008), 2011 (n=4484) and 2015 (n=4515) with response rates of 58%, 40% and 62%, respectively.Outcome measuresThe outcome measures were gambling versatility, type of games, gambling intensity and gambling severity. Significance (p) between time points was determined using χ2tests. All temporal comparisons between 2007–2011, 2011–2015 and 2007–2015 were performed separately for all respondents aged 15–74 and for women and men.ResultsGambling participation overall showed a rising trend (6.6 percentage points, 95% CI 4.9 to 8.3) from 2007 to 2015. In 2007–2011 women’s gambling participation increased more (7.8 percentage points, 95% CI 5.5 to 10.4) than men’s (5.4 percentage points, 95% CI 3.2 to 7.6). The most popular game types since 2007 have been lottery games, scratch cards and electronic gaming machines (EGMs). EGM gambling, on the other hand, has decreased since 2007. Online gambling has increased significantly from 2007 to 2015 in both genders. Men’s at-risk gambling decreased from 2007 to 2011, while women’s at-risk gambling and problem gambling increased from 2011 to 2015.ConclusionsWomen’s increasing gambling participation is causing gender differences in gambling behaviour to narrow. The article concludes with a discussion of the need for gender-specific interventions aimed at preventing gambling-related harm and ultimately at protecting the most vulnerable groups.
APA, Harvard, Vancouver, ISO, and other styles
9

Ólason, Daníel Thor, Guđmundur A. Skarphedinsson, Johanna Ella Jonsdottir, Mikael Mikaelsson, and Sigurdur J. Gretarsson. "Prevalence estimates of gambling and problem gambling among 13- to 15-year-old adolescents in Reykjavík: An examination of correlates of problem gambling and different accessibility to electronic gambling machines in Iceland." Journal of Gambling Issues, no. 18 (October 1, 2006): 39. http://dx.doi.org/10.4309/jgi.2006.18.7.

Full text
Abstract:
This paper reports the main findings from a prevalence study of adolescent gambling and problem gambling among Icelandic adolescents. The final sample consisted of 3,511 pupils aged 13 to 15 in 25 primary schools in Reykjavík. The results indicated that 93% of adolescents had gambled some time in their life and 70% at least once in the preceding year. Problem gambling prevalence rates were evaluated with two gambling screens, American Psychological Association Diagnostic and Statistical Manual, 4th edition, Multiple-Response-Junior (DSM-IV-MR-J) and the South Oaks Gambling Screen Revised for Adolescents (SOGS-RA). The DSM-IV-MR-J identified 1.9% as problem gamblers, while SOGS-RA identified 2.8% as problem gamblers. The results also showed that problem gamblers reported more difficulties in school and used alcohol and other drugs more frequently than adolescents who gambled socially or not at all. Finally, evaluation of electronic gambling machine (EGM) accessibility revealed that gambling on low-stakes EGMs in public places was more common than on EGMs in arcades or bars and restaurants. The potential implications of these findings are discussed.
APA, Harvard, Vancouver, ISO, and other styles
10

Bestman, Amy, Samantha L. Thomas, Melanie Randle, Hannah Pitt, Rebecca Cassidy, and Mike Daube. "‘Everyone knows grandma’. Pathways to gambling venues in regional Australia." Health Promotion International 35, no. 6 (December 23, 2019): 1273–82. http://dx.doi.org/10.1093/heapro/daz120.

Full text
Abstract:
Abstract In regional Australia, families (including children), attend community venues that contain gambling products, such as electronic gambling machines (EGMs), for a range of non-gambling reasons. However, there is a gap in research that seeks to understand how these venues may become embedded into family social practices. Drawing on Bourdieu’s concepts of habitus and cultural capital, this paper aimed to explore factors that influence family decisions to attend venues and perceptions of risk associated with children’s exposure to gambling products. Face-to-face qualitative interviews were conducted with 31 parents who attended community gambling venues with their children, in New South Wales, Australia. Families attended venues for three key reasons, first because of the influence of others in their social networks, second for regular social activities and third because of structural factors such as a lack of alternative, affordable, family friendly environments in their local area. Despite recognizing the harm associated with EGMs, parents distanced themselves from EGM harm with all parents perceiving venues to be an appropriate space for families. Research in this study indicates that family social practices within venues affect perceptions of risk associated with community gambling venues. The impact of these practices on longer-term health requires more investigation by public health and health promotion researchers and practitioners. Health promotion initiatives should consider identifying alternative sources of support and/or developing alternative social spaces for families in regional communities that do not contain gambling products.
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Electronic gaming machines (EGMs)"

1

Mack, Hugh Jonathan Devereux. "How has gambling become normalised in New Zealand?" Thesis, University of Canterbury. School of Business and Economics, 2015. http://hdl.handle.net/10092/11033.

Full text
Abstract:
This study investigated the normalisation of gambling within the New Zealand context to explore whether an ausugenic environment exists, using qualitative interviews in combination with a self-ethnography. An ausugenic environment is one where gambling has become embedded in the cultural attitudes and behaviour of a society to the extent that it is no longer considered to be an abnormal or noteworthy activity. In order to investigate this two phases of qualitative interviews were conducted with the first being with members of the public who were also asked to record a diary of gambling related things they noticed over the course of a weekend. To better understand the results for diary participant responses, the researcher underwent the same diary keeping process during the same weekend while also revisiting locations described by the participants to validate their reports. The second phase involved interviews with counsellors from the Problem Gambling Foundation of New Zealand to explore their attitudes towards gambling and experiences that their clients who were most affected by gambling in New Zealand. The outcomes of this research were two conceptual models that propose how individuals normalise gambling behaviour personally as well as how society both creates and perpetuates an ausugenic environment. This study also discusses the concept of environmental normalisation as a development upon advertising wearout theory. It suggests that individuals may become blind to attitudes and stimuli within their environment after prolonged periods of exposure through many different sources. The idea that this may be not simply something that advertisers seek to avoid as is classically thought, but implemented as a deliberate strategy for organisations seeking to gain wide acceptance of their product or service is also proposed. The study ten seeks to make significant contributions towards the betterment of society through use of the findings to recommend policy alterations the New Zealand Government should implement and suggest alternative ways that the treatment of problem gambling is addressed in future.
APA, Harvard, Vancouver, ISO, and other styles
2

McCormick, Jessica E. "Individual vulnerability and dissociative-like experiences in regular and problem gamblers." Thesis, 2009. http://hdl.handle.net/2440/62618.

Full text
Abstract:
Problem EGM gambling is an increasingly prevalent public health concern because of its associated psychological, financial and social problems. In recent years there has been a heightened interest in the psychology of EGM play, and more specifically, why a subgroup of people appears to lose control over their gambling. This thesis has been guided by the literature that suggests a subgroup of people may be more vulnerable to developing gambling problems than others, for example, Durand Jacobs' General Theory of Addiction (1986), and the emotionally vulnerable subgroup of problem gamblers in Blaszczynski and Nower's (2002) Pathways Model of Problem Gambling. The primary goal of the research was to explore people's phenomenological experiences during EGM gambling, in particular, the occurrence of dissociative-like states, and how excessive gambling might be linked to people's psychological states. The first study involved a preliminary investigation of the occurrences of dissociative-like experiences during EGM play. The findings from the study suggested that South Australian gamblers do report having experienced dissociative-like experiences during gambling. In particular, participants were more likely to report dissociative-like experiences during EGM gambling. The findings from the preliminary study provided the basis for subsequent studies. A qualitative study (N=18) was then conducted to explore the phenomenological experiences of problem EGM gambling and was analysed using Interpretative Phenomenological Analysis (IPA). The main findings suggested that the problem gamblers' histories were characterised by traumatic/stressful life experiences, and that they used gambling as a maladaptive form of coping. A survey-based study of regular and problem EGM gamblers (N= 190) was then conducted. The study investigated specific elements of Jacobs' (1986) General Theory of Addictions, more specifically, the emotional and physiological vulnerabilities of EGM gamblers and their within-session experiences of dissociation. The study also examined the links between dissociation and coping styles with impaired control over gambling and a number of hypothesised 'protective' factors. The results demonstrated that problem gamblers were more likely than other categories of gamblers to report psychological and physiological vulnerabilities. The results also highlighted the importance of impaired control and dissociative-like experiences in problem gambling. There was also evidence to suggest that problem gamblers may have lower levels of protective factors such as self-esteem and social support. A final pilot study was based on the thesis' earlier findings that highlighted the importance of 'narrowed' attention in the fulfilment of 'a need to escape' during EGM gambling. This concept of 'narrowed' attention was likened to 'trance' like states or altered states of consciousness. An innovation of the final study was that it attempted to obtain quantitative data on the phenomenological experiences of both regular and problem EGM players. The results from this final study suggested that EGM gamblers may experience alterations in consciousness during play, however, further research is needed to qualify this finding. The findings from each of the studies were then integrated and discussed in terms of the vulnerability model of problem EGM gambling, and particular attention was afforded to the clinical implications of the findings.
Thesis (Ph.D.) -- University of Adelaide, School of Psychology, 2009
APA, Harvard, Vancouver, ISO, and other styles
3

Jensen, Candice. "Winning While Losing on Multiline Slot Machine Games." Thesis, 2011. http://hdl.handle.net/10012/6196.

Full text
Abstract:
On multiline slot machine games, small “wins” often amount to less than the spin wager, resulting in a monetary loss to the gambler. Nevertheless, these monetary losses are still accompanied by “winning” (and potentially reinforcing) audio-visual feedback. Dixon, Harrigan, Sandhu, Collins, and Fugelsang (2010) termed these potentially reinforcing losses as losses disguised as wins, or LDWs. Dixon et al. previously showed that novice gamblers appear to somatically miscategorize LDWs as wins rather than correctly categorizing these outcomes as losses. Two studies are presented which investigated whether novice gamblers would psychologically miscategorize LDWs as wins as well. In both studies, we investigated participants’ categorizations of LDWs using two measures. First, we asked participants to recall how many times they had won during a playing session and predicted that if participants miscategorize LDWs as wins, then they should conflate LDWs and wins in memory. In Study 1, participants played 200 spins on a real slot machine game with either relatively fewer or relatively many expected LDWs. We found that participants who experienced more LDWs during the playing session recalled winning significantly more often than participants who experienced fewer LDWs, despite how many actual wins the participant experienced, or how much they won or lost overall. In Study 2, we found that participants recalled winning significantly more often in simulator games with more rather than fewer LDWs, despite identical numbers of real wins and identical payback percentages in both games. We referred to this type of memory error as the LDW overestimation effect. The second measure we used to investigate participants’ categorizations of LDWs was more immediate and direct. We evaluated whether participants would miscategorize LDWs as wins or correctly categorize these outcomes as losses by simply asking them to verbally label slot machine spin outcomes. In both studies, we found that the majority of participants miscategorized LDWs as wins rather than correctly categorizing the outcomes as losses. Implications for problem gambling are discussed.
APA, Harvard, Vancouver, ISO, and other styles
4

Borrell, Jennifer. "Developing a framework for the study of gaming machine & associated problematic gambling phenomena." Thesis, 2008. https://vuir.vu.edu.au/1411/.

Full text
Abstract:
The primary aim of this thesis is to develop a theoretical framework to guide understanding and analysis of problematic gambling phenomena associated with Electronic Gaming Machines (EGMs), with a focus on Victoria, Australia. It is also intended that this framework be applicable to other social phenomena, difficulties and what are generally understood as addictions. Thus, drawing on a range of theorists from physics, biology and social theory and following a critique of positivist trends that have been dominant in the gambling research literature to date, a holistic, process-based, multilayered approach is proposed. The secondary aim of this thesis is to increase our understanding of problematic EGM gambling, through an exploratory and creative application of the proposed framework while, at the same time, testing its plausibility and coherence. This framework is thus deployed at the analytical levels of political-economic acting/structuration, everyday life acting/structuration and mediational acting/structuration. It is concluded that the framework is useful, plausible, applicable and creatively fruitful. Through application of the framework, it is also concluded that the shape, size and directions of the EGM industry in Victoria, Australia and elsewhere, have been primarily determined by corporate principles and imperatives and that these are deeply implicated in problematic gambling phenomena.
APA, Harvard, Vancouver, ISO, and other styles
5

Sargent, Mark. "An examination of the New South Wales electronic gaming machine industry 1995 to 2005 and its historical, regulatory, political and economic contexts." Thesis, 2012. http://hdl.handle.net/1959.13/936130.

Full text
Abstract:
Research Doctorate - Doctor of Philosophy (PhD)
This thesis examines historical, political, regulatory and economic aspects of gambling policy in New South Wales (NSW), with specific emphasis on the evolution of electronic gaming machine (EGM) gambling as a key element of the State’s fiscal policy. This includes analysis of major regulatory initiatives, including a review of contemporary parliamentary and press material surpassing any identified comparable research on gambling and EGM policy in NSW. It was established that although policy has generally been made on isolated, ad hoc bases, precedents and contexts for subsequent legislation have resulted. It is demonstrated that although these events are prima facie unrelated, they collectively form part of an expansionary progression, largely impelled by governments’ pursuits of taxation revenue. In order to investigate outcomes of this progression, empirical research on EGM gambling over the three terms of the Carr Labor Governments (1995 to 2005) was also undertaken. Access to the restricted, comprehensive NSW EGM gambling database for this period permitted a comparatively more detailed and definitive analysis of EGM gambling than has previously been possible. The empirical research adopts two alternative measures of EGM distribution. These are a conventional ‘EGM density’ measure (the ratio of population to EGMs) and the introduction of a concentration measure, the Herfindahl-Hirschman Index (Herfindahl Index). This results in a novel comparative approach to assessing EGM distribution. In addition, regulatory practice and previous studies in the field have customarily relied on the use of one measure of socioeconomic status (SES), ordinarily being the Australian Bureau of Statistics’ Socioeconomic Indexes for Areas (SEIFA), to assess impacts. This study extends its comparative approach by also adopting a second SEIFA index. The application of Repeated Measures Analysis of Variance (RM ANOVA) testing to the data resulted in identification of statistically significant distributional differences among groups of LGAs on the basis of SES.The findings have implications for policy development, regulatory practice and further research on how these differences affect tax impacts. The thesis establishes that assessment of EGM policy and impacts is to some extent contingent on the measures used in the assessment process. This is particularly relevant to the measure of SES adopted, in which distinct differences were detected, based on the SES characteristics employed. Regarding the distributional findings, EGM gambling measures based on the Herfindahl Index approach were also found to behave differently to orthodox metrics. The importance of these methodologies lies in their applicability to the practical regulation of gambling. The thesis is a contribution to the further understanding of how public policy formulation and implementation in a policy field that is central to government fiscal planning has evolved. The findings indicate that alternative policy determinations may have resulted had different, and perhaps more comprehensive, approaches been employed. These are methodological initiatives that may be prospectively applied in the future development of gambling research and policy.
APA, Harvard, Vancouver, ISO, and other styles
6

Markham, Francis. "An investigation of the spatial patterning of gambling-related harm and the total consumption theory of gambling." Phd thesis, 2017. http://hdl.handle.net/1885/147215.

Full text
Abstract:
Gambling is an important public health issue in Australia. According to recent estimates, gambling-related harm is the third largest contributor to the burden of disability in the state of Victoria, measured in terms of disability-adjusted life years. The gambling product most associated with gambling-related harm in Australia is the electronic gaming machine (EGM), which accounts for over half of all Australian gambling expenditure. Around 30 per cent of weekly EGM gamblers experience moderate or severe adverse impacts from their gambling. This thesis consists of six studies on the spatial distribution of the impacts of electronic gaming machines (EGMs) and the relationship between EGM losses and problem gambling. All have been published or were accepted for publication in peer-reviewed academic journals at the time of submission. Jointly, these studies developed theoretical and methodological tools to advance the production of small area estimates of gambling-related harm, as well as beginning the exploration of its consequences. The six studies in this thesis can be grouped into three inter-linked themes that contribute to this aim in different ways. Two studies are concerned with developing the applied and methodological tools for investigating the spatial distribution of problem gambling. The first of these studies presents a calibrated Huff model of the spatial behaviour of gamblers. The second of these uses the Huff model to refine spatial microsimulation derived small area estimates of the prevalence of problem gambling. Together, they provide a toolkit for estimating the local impacts of EGMs. Three studies provide the theoretical underpinning of the thesis by investigating the relationship between gambling losses and problem gambling at the scales of the individual, the EGM venue and state or territory. In order to develop the methods for investigating the spatial distribution of problem gambling, a sustained engagement was required with Total Consumption Theory in the context of gambling. These studies find a consistent relationship between EGM losses and the risk of harm at all spatial scales. At the scale of the individual, there is no evidence to support a J-shaped dose-response relationship, meaning that risk of gambling problems increases monotonically with money lost. A final study estimates the spatio-temporal correlation between EGM accessibility and a single gambling-related harm, domestic violence. Whereas research in the earlier phases of this project sought to estimate the distribution of ‘problem gambling’ as an outcome measure, phase four seeks to measure the relationship between EGM accessibility and specific gambling-related harms directly. In this instance, the spatial association between EGMs and police-recorded domestic violence incidents is investigated in Victorian postcodes over a ten-year period. A significant spatio-temporal association between these two variables is found, providing evidence of a link between EGM gambling and violence. This study concludes that future research might usefully explore the spatio-temporal co-occurrence of EGM gambling and specific gambling-related harms to better understand the social and health impacts of EGM gambling. The research developed in this thesis has contributed toward bringing knowledge of the geography of the impacts of EGMs closer to that of cognate public health issues. While Total Consumption Theory was developed in the context of gambling to underpin the production of local area estimates that incorporate gambling consumption as a risk factor, the findings in this section have broader implications for gambling regulation. More broadly, the approaches developed in this thesis and the research findings have the potential to contribute to improving the regulation of EGMs and thereby reduce the incidence of gambling-related harms.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Electronic gaming machines (EGMs)"

1

Review of electronic gaming machines in Victoria. Victoria: State Govt. of Victoria, 1994.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Electronic gaming machines (EGMs)"

1

Butler, Matthew, and Vlado Kešelj. "Data Mining Techniques for Proactive Fault Diagnostics of Electronic Gaming Machines." In Advances in Artificial Intelligence, 366–69. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13059-5_48.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Macneil, Ray. "7. Government as Gambling Regulator and Operator: The Case of Electronic Gaming Machines." In Casino State. Toronto: University of Toronto Press, 2009. http://dx.doi.org/10.3138/9781442687547-009.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Popescu, Marius, and Antoanela Luciana Naaji. "Security Issues Detected in the Computer Slot Machine Systems." In Advances in Wireless Technologies and Telecommunication, 45–65. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3355-0.ch003.

Full text
Abstract:
The chapter analyzes three types of computer systems from the hardware and software point of view, slot machines, respectively. The owners of these devices, by different methods of illegal manipulation, can have total control of the chances of winning and losing, and on the other hand, they can determine at will the amounts to be recorded in accounting. The investigation techniques used in the analysis of electronic gaming machines with winnings show that they present particular problems of cyber security. As a result, solutions have been proposed to solve these problems, such as those concerning the verifications that the legal metrology offices must carry out.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Electronic gaming machines (EGMs)"

1

Bagnoli, Mario, and Silvia Cirstea. "Dynamic geometry- and material-dependent simulation of room impulse responses in a virtual gaming environment." In 2017 International Conference on Optimization of Electrical and Electronic Equipment (OPTIM) & 2017 Intl Aegean Conference on Electrical Machines and Power Electronics (ACEMP). IEEE, 2017. http://dx.doi.org/10.1109/optim.2017.7975118.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Islam, Nokibul, Miguel Jimarez, Ahmer Syed, TaeKyeong Hwang, JaeYun Gim, and WonJoon Kang. "Lead Free Flip Chip Reliability for Various Package Types." In ASME 2011 Pacific Rim Technical Conference and Exhibition on Packaging and Integration of Electronic and Photonic Systems. ASMEDC, 2011. http://dx.doi.org/10.1115/ipack2011-52260.

Full text
Abstract:
Flip Chip (FC) technology has now become the mainstream solution for high performance packages. From commercial gaming machines to high reliability servers, the FC package is gaining more market share over traditional packaging technologies, such as wire bond. Extensive research has been carried out to make the flip chip more robust, smaller foot prints, and excellent performance. FC packages are fabricated typically in two main configurations. Bare die FC packages leave the non active side of the die exposed. This allows the customer to apply their preferred heat dissipation scheme during board level attach. Lidded FC packages use a metallic lid attached to the die. Bare die package can be further subdivided into bare die underfilled package and bare die flip chip molded ball grid array (FCmBGA) package. Each of these packaging configurations has advantages as well as disadvantages. FCmBGA uses molding compound or EMC instead of capillary underfill, to protect FC die, and eliminate the need for a lid. Package warpage reduced a lot by adding a lid with the bare die FC package. However, the package and board level reliability for the above package types are still debatable. In this study test vehicles with three package types with bumps and BGAs are daisy chain to measure in situ data during accelerated tests. Impact of standard vs. low CTE (coefficient of thermal expansion) core substrate, accelerated temperature cycle conditions (temperature cycle condition “B”, “H”, and “J” according to JEDEC), and package level vs. package mounted on the board level reliability will be investigated. Comprehensive reliability data will help to select the right package type for next generation large die large body flip chip application.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography