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

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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.

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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.
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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.

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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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Donati, Maria Anna, Silvia Cabrini, Daniela Capitanucci, Caterina Primi, Roberta Smaniotto, Maurizio Avanzi, Eleonora Quadrelli, Giovanna Bielli, Alfredo Casini, and Alessandra Roaro. "Being a Gambler during the COVID-19 Pandemic: A Study with Italian Patients and the Effects of Reduced Exposition." International Journal of Environmental Research and Public Health 18, no. 2 (January 7, 2021): 424. http://dx.doi.org/10.3390/ijerph18020424.

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The COVID-19 pandemic, with the consequent lockdown of about 3 months, can be viewed as an experimental model to observe the impact of the depletion of environmental factors that stimulate gambling, particularly electronic gambling machines (EGMs) that were set to zero. The effects of some structural characteristics of gambling activities that increase gambling behavior were studied among disordered gamblers in treatment in this unique scenario. In fact, studies investigating the effects of the lockdown on problem gamblers (PGs) under treatment are missing. The aims of this study were to analyze patients’ gambling behavior and craving during the lockdown and to conduct a comparison between gambling disorder (GD) symptoms at the beginning of the treatment and during lockdown. The study was conducted in Italy, the European country with the largest gambling market and the first to be affected by the virus. Data were collected through a semi-structured telephone interview conducted by healthcare professionals. Participants were 135 PGs under treatment (109 males, mean age = 50.07). Results showed that most PGs achieved a significant improvement in their quality of life, with less gambling behavior, GD symptoms, and lower craving. No shift toward online gambling and very limited shift towards other potential addictive and excessive behaviors occurred. The longer the treatment, the more monitoring is present and the better the results in terms of symptoms reduction. Individual and environmental characteristics during the lockdown favored the reduction in symptoms. Consideration for prevention and treatment are discussed.
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Donati, Maria Anna, Silvia Cabrini, Daniela Capitanucci, Caterina Primi, Roberta Smaniotto, Maurizio Avanzi, Eleonora Quadrelli, Giovanna Bielli, Alfredo Casini, and Alessandra Roaro. "Being a Gambler during the COVID-19 Pandemic: A Study with Italian Patients and the Effects of Reduced Exposition." International Journal of Environmental Research and Public Health 18, no. 2 (January 7, 2021): 424. http://dx.doi.org/10.3390/ijerph18020424.

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The COVID-19 pandemic, with the consequent lockdown of about 3 months, can be viewed as an experimental model to observe the impact of the depletion of environmental factors that stimulate gambling, particularly electronic gambling machines (EGMs) that were set to zero. The effects of some structural characteristics of gambling activities that increase gambling behavior were studied among disordered gamblers in treatment in this unique scenario. In fact, studies investigating the effects of the lockdown on problem gamblers (PGs) under treatment are missing. The aims of this study were to analyze patients’ gambling behavior and craving during the lockdown and to conduct a comparison between gambling disorder (GD) symptoms at the beginning of the treatment and during lockdown. The study was conducted in Italy, the European country with the largest gambling market and the first to be affected by the virus. Data were collected through a semi-structured telephone interview conducted by healthcare professionals. Participants were 135 PGs under treatment (109 males, mean age = 50.07). Results showed that most PGs achieved a significant improvement in their quality of life, with less gambling behavior, GD symptoms, and lower craving. No shift toward online gambling and very limited shift towards other potential addictive and excessive behaviors occurred. The longer the treatment, the more monitoring is present and the better the results in terms of symptoms reduction. Individual and environmental characteristics during the lockdown favored the reduction in symptoms. Consideration for prevention and treatment are discussed.
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Rockloff, Matthew, Neda Moskovsky, Hannah Thorne, Matthew Browne, and Gabrielle Bryden. "Electronic Gaming Machine (EGM) Environments: Market Segments and Risk." Journal of Gambling Studies 33, no. 4 (March 3, 2017): 1139–52. http://dx.doi.org/10.1007/s10899-017-9681-7.

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Schellinck, Tony, Tracy Schrans, Heather Schellinck, and Michael Bliemel. "Instrument Development for the FocaL Adult Gambling Screen (FLAGS-EGM): A Measurement of Risk and Problem Gambling Associated with Electronic Gambling Machines." Journal of Gambling Issues, no. 30 (May 1, 2015): 174. http://dx.doi.org/10.4309/jgi.2015.30.8.

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Previous research, based on a survey of 374 electronic machine gamblers living in Ontario, Canada, led to the selection of statements and the creation of ten constructs for the development of a new instrument, the FocaL Adult Gambling Screen for Electronic Gambling Machines (FLAGS-EGM). In this study, we used the Partial Least Squares Path Analysis form of Structural Equation Modelling to produce a hierarchical set of the ten constructs with proven predictive power for problem gambling. Receiver Operating Characteristic analysis identified cut off values for all of the constructs that predicted the target values with the desired degree of accuracy. Active gamblers were placed in five categories: No Detectable Risk, Early Risk, Intermediate Risk, Advanced Risk and Problem Gamblers. As described here, the FLAGS-EGM instrument has the potential to be applied in many situations in which identification of at-risk EGM gamblers is needed.
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Monaghan, Sally, Alex Blaszczynski, and Lia Nower. "Do Warning Signs on Electronic Gaming Machines Influence Irrational Cognitions?" Psychological Reports 105, no. 1 (August 2009): 173–87. http://dx.doi.org/10.2466/pr0.105.1.173-187.

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Electronic gaming machines are popular among problem gamblers; in response, governments have introduced “responsible gaming” legislation incorporating the mandatory display of warning signs on or near electronic gaming machines. These signs are designed to correct irrational and erroneous beliefs through the provision of accurate information on probabilities of winning and the concept of randomness. There is minimal empirical data evaluating the effectiveness of such signs. In this study, 93 undergraduate students were randomly allocated to standard and informative messages displayed on an electronic gaming machine during play in a laboratory setting. Results revealed that a majority of participants incorrectly estimated gambling odds and reported irrational gambling-related cognitions prior to play. In addition, there were no significant between-group differences, and few participants recalled the content of messages or modified their gambling-related cognitions. Signs placed on electronic gaming machines may not modify irrational beliefs or alter gambling behaviour.
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Gainsbury, Sally M., Kahlil S. Philander, and Alex Blaszczynski. "A qualitative study of participant experience with skill gaming machines in comparison to electronic gaming machines." International Gambling Studies 20, no. 3 (July 30, 2020): 452–65. http://dx.doi.org/10.1080/14459795.2020.1789890.

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Jasny, Johannes. "Is Gambling Contagious? An Analysis of Electronic Gambling Machine Clustering in Germany." Journal of Gambling Business and Economics 10, no. 3 (December 19, 2016): 54–70. http://dx.doi.org/10.5750/jgbe.v10i3.1241.

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There are sizeable differences in the Electronic Gambling Machine (EGM) supply among German regions. Furthermore, the EGM supply concentrates in certain regions which results in gambling hot spots. Interestingly the spatial clustering of EGM supply is still observed when we control for agglomeration effects caused by population. This leads to the question why the EGM supply concentrates in some regions and remains low in others. We argue that the concentration of supply can be mostly explained by the socioeconomic characteristics of these regions. This paper makes three central contributions to the location based gambling research. First, it visualizes the absolute and relative supply of EGMs in German communities and highlights the spatial clustering of high and low EGM density regions. Second, it implements socioeconomic and geographical control variables for a more distinct description of regional differences. Third, it employs spatial econometric modelling to quantify and explain the occurrence of EGM hot spots. For our analysis we use census and EGM market data. The main finding implies, that there is a clear clustering of the EGM supply across regions at first, but when considering the socioeconomic characteristics / deprivation of the regions, most of the clustering effect is erased. The model explains most of the clustering effect which appears to exist only when there is no slender consideration of the socioeconomic differences across regions. This result supports the hypothesis that high gambling activity in one region does not affect the gambling activity in neighboring regions.
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Delfabbro, Paul, Daniel King, and Sally M. Gainsbury. "Understanding gambling and gaming skill and its implications for the convergence of gaming with electronic gaming machines." International Gambling Studies 20, no. 1 (September 5, 2019): 171–83. http://dx.doi.org/10.1080/14459795.2019.1662824.

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Delfabbro, Paul, and Daniel L. King. "Play dynamics on electronic gaming machines: A conceptual review." Journal of Behavioral Addictions 8, no. 2 (June 2019): 191–200. http://dx.doi.org/10.1556/2006.8.2019.20.

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Gainsbury, Sally M., Kahlil S. Philander, and Georgia Grattan. "Skill gambling machines and electronic gaming machines: participation, erroneous beliefs, and understanding of outcomes." International Gambling Studies 20, no. 3 (September 1, 2020): 500–514. http://dx.doi.org/10.1080/14459795.2020.1828991.

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Dowling, Nicki, David Smith, and Trang Thomas. "Electronic gaming machines: are they the ‘crack-cocaine’ of gambling?" Addiction 100, no. 1 (January 2005): 33–45. http://dx.doi.org/10.1111/j.1360-0443.2005.00962.x.

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Blaszczynski, Alex. "A CRITICAL EXAMINATION OF THE LINK BETWEEN GAMING MACHINES AND GAMBLING-RELATED HARM." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): 55–76. http://dx.doi.org/10.5750/jgbe.v7i3.818.

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It remains irrefutable that electronic gaming machines are associated with gambling-related harms. Although research on electronic gaming machines has predominantly focussed on their structural characteristics and to a lesser extent, situational variables contributing to the emergence of gambling-related harms, the precise causal mechanisms of these variables in the aetiology of gambling disorders remains inconclusive. In addition, it remains debatable as to whether or not electronic gaming machines have higher rates of problem gambling as a proportion of participants compared to other forms. Contributing to this state of uncertainty are methodological difficulties related to jurisdictional differences in the geographical location, distribution, density, and configuration of machines (payback percentages and volatility), socio-cultural and demographic features, and availability of and involvement in other gambling modes typically associated with gambling disorders. In addition, questionnaire and survey items have tended to elicit information on preferred or identified problem forms of gambling. Accordingly, gambling-related harms tend to be attributed to such identified forms without taking into consideration intensity (expenditure and frequency) and involvement in gambling modes in aggregate. It is therefore postulated that directing attention to electronic gaming machines over other forms equally capable of causing harm is not an optimal approach to harm minimisation. It may prove to be more fruitful to investigate the complex interaction between cultural/social values, accessibility and availability of all gambling products in aggregate within a community and the factors that promote participation in multiple forms rather than a narrow focus on a limited range of products.
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Mentzoni, Rune A., Jon Christian Laberg, Geir Scott Brunborg, Helge Molde, and Ståle Pallesen. "Tempo in electronic gaming machines affects behavior among at-risk gamblers." Journal of Behavioral Addictions 1, no. 3 (September 2012): 135–39. http://dx.doi.org/10.1556/jba.1.2012.004.

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Rockloff, Matthew J., Nancy Greer, Carly Fay, and Lionel G. Evans. "Gambling on Electronic Gaming Machines is an Escape from Negative Self Reflection." Journal of Gambling Studies 27, no. 1 (February 9, 2010): 63–72. http://dx.doi.org/10.1007/s10899-010-9176-2.

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Pickernell, David, Robyn Keast, Kerry Brown, Nina Yousefpour, and Chris Miller. "Gambling Revenues as a Public Administration Issue: Electronic Gaming Machines in Victoria." Journal of Gambling Studies 29, no. 4 (October 14, 2012): 689–701. http://dx.doi.org/10.1007/s10899-012-9338-5.

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Livingstone, Charles, and Richard Woolley. "Risky Business: A Few Provocations on the Regulation of Electronic Gaming Machines." International Gambling Studies 7, no. 3 (October 24, 2007): 361–76. http://dx.doi.org/10.1080/14459790701601810.

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Marshall, David, and Robert Baker. "Unfair odds? Factors influencing the distribution of electronic gaming machines in Melbourne." Urban Policy and Research 19, no. 1 (March 2001): 77–92. http://dx.doi.org/10.1080/08111140108727864.

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Wicaksono, Airlangga Baihaqi, Rendy Munadi, and Sussi Sussi. "Cloud server design for heavy workload gaming computing with Google cloud platform." International Journal of Electrical and Computer Engineering (IJECE) 13, no. 2 (April 1, 2023): 2197. http://dx.doi.org/10.11591/ijece.v13i2.pp2197-2205.

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Cloud servers are generally used for data storage and remote office activities, but it can be applied for gaming purposes, where cloud servers can be paired with virtual machines and gaming platform that can be accessed by users via an internet connection. This makes the device used by user no longer needs to process resources because the workload is carried out by virtual machines on cloud server. The author designs a cloud gaming system using Google cloud platform as a cloud server and parsec as an optimizer that is attached to a virtual machine for game computing purposes. Author takes measurements of the cloud gaming system using 2 test games varying from low to middle specifications. Resource testing on central processing unit (CPU) and random-access memory (RAM) usage on the user side is below 40% when running game 1 and below 44% when running game 2, while on the system it reaches a capacity above 40% for CPU and RAM and 99% maximum on graphics processing unit (GPU). Quality of service testing of the system is carried out at bandwidths of 5, 10, and 30 Mbps with a minimum bandwidth of 10 Mbps. In general, there are a little difference that occurred between test game and different bandwidths.
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Marshall, D. C., and R. G. V. Baker. "Clubs, Spades, Diamonds and Disadvantage: the Geography of Electronic Gaming Machines in Melbourne." Australian Geographical Studies 39, no. 1 (March 2001): 17–33. http://dx.doi.org/10.1111/1467-8470.00127.

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Lin, En-Yi Judy, Sally Casswell, Brian Easton, Taisia Huckle, Lanuola Asiasiga, and Ru Quan You. "Time and money spent gambling and the relationship with quality-of-life measures: A national study of New Zealanders." Journal of Gambling Issues, no. 24 (July 1, 2010): 33. http://dx.doi.org/10.4309/jgi.2010.24.4.

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This study provides quantitative measures of the impacts of gambling from a general population sample exposed to a range of gambling opportunities. New tools to assess the level of gambling participation and quality-of-life measures were used in a telephone survey with 7,010 adults in New Zealand. The findings show that people with higher gambling loss reported significantly poorer physical health, mental health, relationships, feelings about self, quality of life, satisfaction with life, living standards, and study performance. When respondents' reports of quality of life in the various domains were analysed in relation to the time spent gambling in different modes, it was clear that time spent on electronic gaming machines provided the greatest risk for people's quality of life. This study estimated that 2.4% of the population had an inferior state of reported mental well-being as a result of gambling. The main contribution came from the playing of electronic gaming machines.
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Livingstone, Charles. "Desire and the consumption of danger: Electronic gaming machines and the commodification of interiority." Addiction Research & Theory 13, no. 6 (January 2005): 523–34. http://dx.doi.org/10.1080/16066350500338161.

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Hing, Nerilee, and Alex M. T. Russell. "Proximal and Distal Risk Factors for Gambling Problems Specifically Associated with Electronic Gaming Machines." Journal of Gambling Studies 36, no. 1 (June 6, 2019): 277–95. http://dx.doi.org/10.1007/s10899-019-09867-8.

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Clarke, Dave, Justin Pulford, Maria Bellringer, Max Abbott, and David C. Hodgins. "An Exploratory Study of Problem Gambling on Casino Versus Non-casino Electronic Gaming Machines." International Journal of Mental Health and Addiction 10, no. 1 (December 15, 2010): 107–21. http://dx.doi.org/10.1007/s11469-010-9306-1.

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34

Leino, Tony, Torbjørn Torsheim, Ståle Pallesen, Alex Blaszczynski, Dominic Sagoe, and Helge Molde. "An empirical real-world study of losses disguised as wins in electronic gaming machines." International Gambling Studies 16, no. 3 (September 2016): 470–80. http://dx.doi.org/10.1080/14459795.2016.1232433.

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35

Clark, Luke, and Steve Sharman. "Commentary on Dixonet al. (2014): Understanding the abuse liability of modern electronic gaming machines." Addiction 109, no. 11 (October 8, 2014): 1929–30. http://dx.doi.org/10.1111/add.12697.

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36

Monaghan, Sally. "Review of Pop-Up Messages on Electronic Gaming Machines as a Proposed Responsible Gambling Strategy." International Journal of Mental Health and Addiction 6, no. 2 (October 6, 2007): 214–22. http://dx.doi.org/10.1007/s11469-007-9133-1.

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37

Ladouceur, Robert, Christian Jacques, Serge Sévigny, and Michael Cantinotti. "Impact of the Format, Arrangement and Availability of Electronic Gaming Machines Outside Casinos on Gambling." International Gambling Studies 5, no. 2 (November 2005): 139–54. http://dx.doi.org/10.1080/14459790500303121.

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38

Blaszczynski, Alex, Louise Sharpe, Michael Walker, Kirsten Shannon, and Maree-Jo Coughlan. "Structural Characteristics of Electronic Gaming Machines and Satisfaction of Play Among Recreational and Problem Gamblers." International Gambling Studies 5, no. 2 (November 2005): 187–98. http://dx.doi.org/10.1080/14459790500303378.

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39

Antolak-Saper, Natalia. "The Legal Effect of Voluntary Self-Exclusion Programs for Problem Gambers." Deakin Law Review 15, no. 2 (December 1, 2010): 169. http://dx.doi.org/10.21153/dlr2010vol15no2art123.

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The voluntary self exclusion program has been designed as one attempt to minimise the harm caused by problem gambling and electronic gaming machines. However, the program’s role as a genuine regulatory response is questionable. Few reporting requirements for gaming corporations and a reliance on an unsophisticated method of detecting self-excluded problem gamblers significantly undermine the purpose of the program. This paper considers the liability of gaming venues and corporations in circumstances where a self-excluded problem gambler has not been successfully excluded from the gaming venue. It is suggested that, in entering into the program, a problem gambler may be under a reasonable expectation that the gaming venue will assist in his or her endeavour to control the problematic gambling. Drawing primarily on the laws of Victoria, this article will discuss how the voluntary self-exclusion program is in need of reform so that it can better act as a harm minimisation mechanism. Further, the article will explore possible legal redress in contract, equity and under the Trade Practices Act 1974 (Cth), for problem gamblers who have participated in an ineffective voluntary self-exclusion program.
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40

Buchanan, June. "Loyalty Rewards — Benign Business Practice, or a Potentially Harmful Inducement? The Case of Electronic Gaming Machines." Journal of Business and Economics 6, no. 6 (June 20, 2015): 1116–27. http://dx.doi.org/10.15341/jbe(2155-7950)/06.06.2015/008.

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41

Rockloff, Matthew J., and Nancy Greer. "Never Smile at a Crocodile: Betting on Electronic Gaming Machines is Intensified by Reptile-Induced Arousal." Journal of Gambling Studies 26, no. 4 (January 6, 2010): 571–81. http://dx.doi.org/10.1007/s10899-009-9174-4.

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42

Pickering, Dylan, Kahlil S. Philander, and Sally M. Gainsbury. "Skill-Based Electronic Gaming Machines: a Review of Product Structures, Risks of Harm, and Policy Issues." Current Addiction Reports 7, no. 2 (April 22, 2020): 229–36. http://dx.doi.org/10.1007/s40429-020-00309-9.

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43

Siu, Ricardo Chi Sen, and William R. Eadington. "TABLE GAMES OR SLOTS? COMPETITION, EVOLUTION AND GAME PREFERENCE IN MACAO’S CASINO MARKET." Journal of Gambling Business and Economics 3, no. 1 (January 2, 2013): 41–63. http://dx.doi.org/10.5750/jgbe.v3i1.541.

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The opening of Macao’s casino industry with new legislation passed by the government of the Macao Special Administrative Region (MSAR) in February 2002 has provided the opportunity for new foreign casino operators – Wynn Resorts (Macao) Limited, Las Vegas Sands, Galaxy Casino Company Limited (Hong Kong), MGM Mirage, Melco Crown, and potentially others – to launch casino operations in this territory. One of the strategic decisions that new participants in this market must make is the composition of table games and slot machine offerings, as well as the mix of gaming and non-gaming amenities, to be employed in their new casino properties. The evaluation of the characteristics of, and prospects for table games and slots in the emerging gaming market of Macao is also of considerable interest to the casino operations of SJM – a wholly-owned subsidiary of the previous casino monopoly STDM, and its sub-concessionaires.In comparison with casinos in North America and Europe, table games generate an exceptionally high proportion of casino gaming revenue in Macao. To conduct an objective study over this phenomenon, and to provide a reasonable forecast on future trends, this paper examines and discusses historical, social and economic factors that have driven the relative attraction for table games in Macao’s casinos. The paper also reviews the utilization of electronic gaming devices (slot machines) and their recent developments in Macao’s casinos. A comparison of the key determinants of the demand for table games and slots makes it clear that, at least in the near to intermediate future, the optimal strategy for Macao’s casino operators is to retain a high proportion of table games. This is in spite of the fact that the labor costs and floor space demands of table games are typically much higher than those of slots. Nonetheless, because of player preferences and betting patterns, the average net profit margin per square foot of allocated space from operating table games has so far remained considerably higher than that from slot machines.
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44

Lalander, Philip. "Swedish machine gamblers from an ethnographic perspective." Journal of Gambling Issues, no. 18 (October 1, 2006): 73. http://dx.doi.org/10.4309/jgi.2006.18.5.

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This article presents an ethnographic analysis of the biggest money-maker in Swedish gambling, namely, the state-owned electronic gambling machines, called Jack Vegas machines. The focus is on (1) social dimensions of the game and (2) various gambler types that develop in the Jack Vegas environment. In the section about social dimensions, there is a discussion about social interaction between gamblers and between gamblers and staff/owners of restaurants with the machines. There is a kind of sociality in Jack Vegas environments, but also feelings of irritation and frustration among the players. The text discusses the gambling types developed by Sue Fisher and, to some degree, Robert Custer and relates them to the Swedish ethnographic findings. But the article develops new gambler types as well. The gambler types developed by previous researchers in academic and empirical contexts need to be revitalized and further developed in new gaming environments.
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45

Han, Fuji, and Man Zhou. "Threat Matrix: A Fast Algorithm for Human–Machine Chinese Ludo Gaming." Electronics 11, no. 11 (May 26, 2022): 1699. http://dx.doi.org/10.3390/electronics11111699.

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Chinese Ludo, also known as Aeroplan Chess, has been a very popular board game for several decades. However, there is no mature algorithm existing for human–machine gambling. The major challenge is the high randomness of the dice rolls, where the algorithm must ensure that the machine is smarter than a human in order to guarantee that the owner of the game machines makes a profit. This paper presents a fast Chinese Ludo algorithm (named “Threat Matrix”) that we have recently developed. Unlike from most chess programs, which rely on high performance computing machines, the evaluation function in our program is only a linear sum of four factors. For fast and low-cost computation, we innovatively construct the concept of the threat matrix, by which we can easily obtain the threat between any two dice on any two positions. The threat matrix approach greatly reduces the required amount of calculations, enabling the program to run on a 32-bit 80 × 86 SCM with a 100 MHz CPU while supporting a recursive algorithms to search plies. Statistics compiled from matches against human game players show that our threat matrix has an average win rate of 92% with no time limit, 95% with a time limit of 10 s, and 98% with a time limit of 5 s. Furthermore, the threat matrix can reduce the computation cost by nearly 90% compared to real-time computing; memory consumption drops and is stable, which increases the evaluation speed by 58% compared to real-time computing.
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Pickernell, David, Kerry Brown, Andrew Worthington, and Mary Crawford. "Gambling as a Base for Hypothecated Taxation: The UK's National Lottery and Electronic Gaming Machines in Australia." Public Money and Management 24, no. 3 (June 2004): 167–74. http://dx.doi.org/10.1111/j.1467-9302.2004.00414.x.

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47

Sharpe, Louise, Michael Walker, Maree-Jo Coughlan, Kirsten Enersen, and Alex Blaszczynski. "Structural Changes to Electronic Gaming Machines as Effective Harm Minimization Strategies for Non-Problem and Problem Gamblers." Journal of Gambling Studies 21, no. 4 (December 2005): 503–20. http://dx.doi.org/10.1007/s10899-005-5560-8.

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48

Barton, K. R., Y. Yazdani, N. Ayer, S. Kalvapalle, S. Brown, J. Stapleton, D. G. Brown, and K. A. Harrigan. "The Effect of Losses Disguised as Wins and Near Misses in Electronic Gaming Machines: A Systematic Review." Journal of Gambling Studies 33, no. 4 (April 18, 2017): 1241–60. http://dx.doi.org/10.1007/s10899-017-9688-0.

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49

Vasiliadis, Sophie D., Alun C. Jackson, Darren Christensen, and Kate Francis. "Physical accessibility of gaming opportunity and its relationship to gaming involvement and problem gambling: A systematic review." Journal of Gambling Issues, no. 28 (December 1, 2013): 1. http://dx.doi.org/10.4309/jgi.2013.28.2.

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This paper presents the findings of a systematic search undertaken for the period January 1990 to June 2011 of references including original, empirical findings of the relationship between accessibility of electronic gaming machines and rates of gambling involvement, problem gambling, or gambling-related treatment seeking. Titles and abstracts of 2156 references were reviewed, yielding 39 references meeting inclusion criteria. The review has revealed that the relationships between the physical accessibility dimensions of proximity and density and gambling involvement and problem gambling are complex. Research is only beginning to elucidate these dimensions, and many questions and methodological challenges remain to be addressed. The strengths, limitations, and gaps in the literature are discussed, and recommendations are made for future research. Cet article présente les résultats d'une recherche documentaire systématique, effectuée entre janvier 1990 et juin 2011, incluant des résultats empiriques initiaux qui portaient sur la relation entre l'accessibilité aux appareils de jeu électroniques et les taux de participation au jeu, le jeu compulsif ou la recherche de traitement lié au jeu. On a étudié les titres et les résumés de 2 156 références, parmi lesquelles 39 correspondaient aux critères d'inclusion. Cette recherche a révélé la complexité des relations entre les dimensions d'accessibilité physique, c'est-à-dire la proximité et la densité d'une part, et la participation au jeu et le jeu compulsif d'autre part. La recherche commence à peine à élucider ces dimensions et de nombreuses questions et problèmes méthodologiques demeurent en suspens. L'article discute des forces, des limitations et des lacunes de la littérature spécialisée et formule des recommandations pour de futurs travaux de recherche.
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Landon, Jason, Katie Palmer du Preez, Maria Bellringer, Alyssa Page, and Max Abbott. "Pop-up messages on electronic gaming machines in New Zealand: experiences and views of gamblers and venue staff." International Gambling Studies 16, no. 1 (November 11, 2015): 49–66. http://dx.doi.org/10.1080/14459795.2015.1093535.

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