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Martignoni-Hutin, Jean-Pierre. "Jeux, joueurs, espaces de jeu et formes ludiques : sociologie de certains jeux de hasard et d'argent (paris hippiques de chevaux, loteries, machines à sous ...)". Lyon 2, 1992. http://www.theses.fr/1992LYO20007.
Pełny tekst źródłaAGames of chance and gambling ( such as backing horses, raffles, slot machines represent an important phenomen in our society. A sociological analysis which connects the objective data of socially discriminated gaming procedures with the connotations involved in the act of gambling shows that such games reactivate behaviours in which belief, specific rationalities and peculiar symbolizations intertwine. If indeed different types prevail among the range of the observed behaviours and representations ( notably the purpose of winning money, or the superstitions attitude towards chance) the gambler's conduct reveals a more essential quest which allows the link between the practice of ordinary game and that of the subject's existential game face to the world and the human condition. At the same time, if a historical approach forbids us to impute the present gaming inflation to strictly circumstantial causes, we are witnessing a particular setting up which brings about a new definition of the notion of game
Valin, Audrey. "Le hasard en sociologie : autour des pratiques quotidiennes des jeux d'aléa". Thesis, Besançon, 2013. http://www.theses.fr/2013BESA1024/document.
Pełny tekst źródłaChance is a classic and recurring theme in social sciences but does not really, by itself, constitute a sociological research topic. The term is generally used in the study of other subjects. For instance, fields such as the “sociology of risks” moved the issue of chance forward by using it in analyses, but these fields do not focus research on chance by itself. To understand the reasons for this, this study views chance as a sociological subject, and investigates it from its theoretical and empirical perspectives. The objective is to discover its usefulness in society, for the members and institutions which form that society, in order to expose the functions of chance.In order to achieve this, the first part of the study explores the different fields of knowledge which study chance in their respective theories, using a multidisciplinary logic (philosophy, mathematics, physics, biology, economics, anthropology and sociology.) Then, a specific field is selected to report ways of living this random and practice chance in everyday life. Because of their popularity, games of chance are studied in a second part of related investigations conducted in the three traditional sectors of games of chance in France: “Française des Jeux” (“French Games,”) casinos, and “Pari Mutuel Urbain” (“Urban Pari-Mutuel Betting.”) In going back-and-forth between theoretical and empirical research, the role of chance is finally understood: both in concept and as a motivation to act, chance is part of an imaginary dynamic that appears in its representations. A third section analyzes this process of creating and understanding the social world by linking the knowledge gained during the previous two parts. Finally, the place and the role of random in our contemporary society are better understood
Amadieu, Thomas. "Sociologie des jeux de hasard. Croyances et rationalité". Thesis, Paris 4, 2013. http://www.theses.fr/2013PA040187.
Pełny tekst źródłaThis PhD thesis intends to provide explanation to the consumption of gambling including its most extreme forms, in spite of the transgression of norms framing the uses of free time and money that contribute to the vision of the phenomenon as irrational and illegitimate. The research is based on interviews with gamblers in Paris (n=51), quantitative data and the analysis of gambling carriers of gamblers, treated in the Nantes addiction center (n=84). The ambition of this work is to show that gamblers conceive their activity as an alternative mean of enrichment in a context of restricted opportunities. Their actions are composed with voluntary risk-taking allowing to regain a sense of control over their future. Excessive consumptions, labeled nowadays as brain-diseases or weaknesses of will, are in reality the result of the shortening of time-perceptions due to precariousness and degradation of living conditions of the dependent person. The addicted gambler is driven into an attitude of a permanent seeker of short term solutions that allow him to gain access to wellness. Gambling appears to represent an escape from frustration or insecurity. This fact invalidates the psycho-medical conception that legitimates the gambling market by imposing new norms of “responsible” gambling
Juneau, Sandra. "Motivation et persévérance au traitement : le cas des joueurs pathologiques du Saguenay-Lac-St-Jean /". Thèse, Chicoutimi : Hull : Université du Québec à Chicoutimi. Université du Québec en Outaouais, 2006. http://theses.uqac.ca.
Pełny tekst źródłaLa p. de t. porte en outre: Mémoire présenté à l'Université du Québec à Chicoutimi comme exigence partielle de la maîtrise en travail social. CaQCU Bibliogr.: f. [161]-182. Document électronique également accessible en format PDF. CaQCU
Fiset, Nadine. "Impact des quasi-succès à la roulette informatisée auprès de joueurs occasionnels et de joueurs pathologiques". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape10/PQDD_0004/MQ41899.pdf.
Pełny tekst źródłaChallet-Bouju, Gaëlle. "Les jeux de hasard et d'argent : vers une approche spécifique des différentes formes de jeux". Nantes, 2014. http://archive.bu.univ-nantes.fr/pollux/show.action?id=dd546b3b-14a0-4999-9725-e92bbcf16dea.
Pełny tekst źródłaPathological gambling is an addictive disorder characterized by loss of control over gambling behavior and its continuation despite negative consequences. As in other addictive disorders, gambling addiction is the result of the encounter between an object more or less addictive, a personality more or less predisposed, and a particular context that promotes more or less the gambling practice. The subject of this thesis has been developed to address a paradox between on the one hand a scientific gap in the literature focused on the subject of addiction, and on the other hand a strong clinical impression suggesting that gamblers playing different games have very different psychopathological profiles and gambling practices. The overall objective of this work was to explore the specificities of trajectories, gambling habits and psychopathology of gamblers of different types of gambling, to allow the development of best suited therapeutic and preventive approaches. The studies successively presented indicate that this is not simply the encounter between an individual and a gambling activity that guides the player's choice for his chosen game, but that it is a specific profile of gamblers who is attracted by a particular gambling activity. It is thus possible to identify specific gambler profiles according to their game of choice, with prospects of application in prevention, research and care. The works presented in this thesis demonstrate the importance to focus on the interaction gambler-game rather than separately to one or the other
Savard, Cathy. "Les adolescents à risque de développer un problème aux jeux de hasard et d'argent". Thesis, Université Laval, 2012. http://www.theses.ulaval.ca/2012/28887/28887.pdf.
Pełny tekst źródłaVercher, Elizabeth Tétu Jean-François. "La transformation des jeux de casino industrialisation d'une pratique culturelle /". [S.l.] : [s.n.], 2000. http://demeter.univ-lyon2.fr:8080/sdx/theses/lyon2/2000/vercher_e.
Pełny tekst źródłaCloutier, Martin. "Messages correcteurs ciblés et pauses : des outils efficaces à l'atteinte du jeu responsable?" Master's thesis, Université Laval, 2004. http://hdl.handle.net/20.500.11794/45014.
Pełny tekst źródłaLambert, Marie-Renée. "Les conceptions erronées de jeu chez les joueurs de loterie". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ60727.pdf.
Pełny tekst źródłaMangel, Anne-Claire. "Analyse de la construction sociale de la notion de "jeu pathologique" et de ses effets sur les représentations et pratiques des joueurs de la Française des Jeux". Paris 5, 2009. http://www.theses.fr/2009PA05H029.
Pełny tekst źródłaThis research is based on two different fieldworks, one realized with about fifty gamblers of la Frangaise des Jeux, and the other one realized with politico-administrative actors, medical actors, social actors and economic actors. This thesis has a double objective which consists, on one hand, in reviewing and analyzing the process which led the issue of "pathological gambling" to be registered on the political agenda and on the other hand, in understanding how the increasing visibility of this issue among the political sphere may impact the practices and the representations of the gamblers of la Frangaise des Jeux. The underlying idea is to understand how the medicalization of the excesses of gambling can, while being essential, constitute a supplementary stigmatization of an activity, already negatively connoted
Poupard, Maude. "Problèmes de jeu chez les aînés : l'influence perçue des évènements de vie". Thesis, Université Laval, 2013. http://www.theses.ulaval.ca/2013/29695/29695.pdf.
Pełny tekst źródłaDemers-Labonté, Bianca. "Synthèse des connaissances sur l'abandon d'un traitement par les joueurs de jeux de hasard et d'argent". Doctoral thesis, Université Laval, 2017. http://hdl.handle.net/20.500.11794/27881.
Pełny tekst źródłaVercher, Elizabeth. "La transformation des jeux de casino : industrialisation d'une pratique culturelle". Lyon 2, 2000. http://theses.univ-lyon2.fr/documents/lyon2/2000/vercher_e.
Pełny tekst źródłaSince 1987, casino games and the general image of casinos have gone through a profond change. Where previously, this type of activity was stigmatized by the potential damage it could lead to, it has now become an individual or collective leisure, socially acceptable. The slot machines legalization in 1987 brought about an industrialisation of casinos and this underlined a turning point for these firms. They became places that develop a specific form of sociability. The casino layout is now organized using appropriate marketing techniques which can also be found in the recreation parks or clubs for example. These marketing techniques are building the casino as a new place for communication. But casinos represent high economic stakes and an important source of income for the public finances. This is the main reason why governements legalize them despite the moral and social objections. Last but not least, casino has become instrumental in local development as it is now part of the tourist industry ; Where more often they are considered as a means to promote the area where they are established
Grimard, Geneviève. "Intervention visant le jeu contrôlé chez les joueurs à risque". Master's thesis, Université Laval, 2003. http://hdl.handle.net/20.500.11794/44491.
Pełny tekst źródłaMartinez, Frédéric. "Lien entre l'annonce du résultat d'autrui, l'illusion de contrôle et la prise de risque dans un jeu de hasard et d'argent : Validation expérimentale, Modélisation, Application". Toulouse 2, 2004. http://www.theses.fr/2004TOU20084.
Pełny tekst źródłaThe aim of this work is to test the impact of another person's gain or losses on the risk taking in a gamble. First of all, it is suggested such a notification constitutes an interpersonal reference point when coding the various options of bets. Results show that being notified of another person's gains or losses increases risk taking - riskier bets are chosen. This increase in risk taking is in direct relation with the notified amount of gains or losses. Then, the causal model wherein the effect of this announcement on risk taking is mediated by thez illusion of control. Risk taking is measured by investment ratio and by the winning odds of the chosen bets. Illuson of control is measured by a subjectives estimations, and by duration of betting decision. Lastly, the findings may suggest a first theoretical and applied implication of this causal model
Benhsain, Karim. "Conceptions erronnées des jeux de hasard selon le niveau de connaissances en statistiques". Master's thesis, Université Laval, 2002. http://hdl.handle.net/20.500.11794/46801.
Pełny tekst źródłaFaucher-Gravel, Andréanne. "Comment favoriser l'utilisation des ressources d'aide chez les joueurs problématiques?" Doctoral thesis, Université Laval, 2016. http://hdl.handle.net/20.500.11794/26670.
Pełny tekst źródłaHamel, Alexandre. "Exploration de l’effet de la privation de sommeil sur les comportements de jeu chez les joueurs de poker en ligne". Doctoral thesis, Université Laval, 2020. http://hdl.handle.net/20.500.11794/67404.
Pełny tekst źródłaFortin, Josée Mélanie. "Les jeux de hasard et d'argent chez les adolescents en difficulté". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ60718.pdf.
Pełny tekst źródłaTrespeuch, Marie. "Le secteur français des jeux d’argent à l’heure numérique : émergence et transformation d’un marché contesté". Thesis, Cachan, Ecole normale supérieure, 2011. http://www.theses.fr/2011DENS0011.
Pełny tekst źródłaHistorically in France, PMU (Pari Mutuel Urbain), the casinos and Française des Jeux have exclusive rights to operate gambling and betting on horse racing and sports events. This dissertation thesis deals with both the moral justifications, the social structure and the fiscal devices that led to monopolies (part 1), but also with changes brought about by the arrival of Internet gambling (part 2). We show that some web entrepreneurs appeared in the 1990’s, have gradually contested the unstable equilibria constructed in the twentieth century. Building on the European Treaty, these actors have raised the question of the legitimacy of exclusive rights held by the incumbents, whom have had therefore to review their strategies to maintain their dominant position. The liberalization of the french online gambling sector in May 2010 - treated in the last part - came after a period of criticism of the role of the French state in managing the sector (by online challengers, the European Commission, public health concerned actors ...) and is the result of technological, legal and economic evolutions but also of a transformation of representations in respect of gambling. The dissertation tries to enlighten all these complex interactions to finally answer two main questions :- Market liberalization is it synonymous with a weakening of legal and moral rules that organize the market?- What role has played technology innovation in the transformation of the French gambling market?
Giroux, Isabelle. "Les fausses croyances et les pertes perçues comme étant presque gagnantes à la loterie vidéo". Doctoral thesis, Université Laval, 2003. http://hdl.handle.net/20.500.11794/44394.
Pełny tekst źródłaCaron, Anne. "Verbalisations erronées et prise de risques des joueurs de loterie vidéo". Master's thesis, Université Laval, 2000. http://hdl.handle.net/20.500.11794/42040.
Pełny tekst źródłaCantinotti, Michael. "Can gamblers beat randomness? : an experimental study on sport betting". Master's thesis, Université Laval, 2002. http://proquest.umi.com/pqdweb?did=766575321&sid=17&Fmt=2&clientId=9268&RQT=309&VName=PQD.
Pełny tekst źródłaFerland, Francine. "Évaluation d'un programme de prévention des habitudes de jeu". Doctoral thesis, Université Laval, 2002. http://hdl.handle.net/20.500.11794/46781.
Pełny tekst źródłaParadis, Geneviève. "La superstition et les habitudes de jeu au bingo". Master's thesis, Université Laval, 2003. http://hdl.handle.net/20.500.11794/62160.
Pełny tekst źródłaLévesque, David. "Personnalité, symptômes anxio-dépressifs et distorsions cognitives : comparaison de joueurs de poker et de joueurs d'appareils de loterie vidéo". Doctoral thesis, Université Laval, 2017. http://hdl.handle.net/20.500.11794/28015.
Pełny tekst źródłaCurrently, there exists no psychological theory or multifactorial model that adequately explains the causal factors that contribute to the development of gambling disorder. Progress in this domain is hindered by the fact that there is no scientific consensus about the conceptualization of this disorder. Blaszczynski and Nower (2002) were among the first to state that gamblers are a heterogenous group and to study subgroups of pathological gamblers. Their work and that of their successors has shown that the popular hypothesis according to which pathological gamblers are a homogenous group is false, and that treatments derived from these models cannot be uniformly applied to all gamblers without consideration for certain crucial aspects, such as type of gambling game, gender, developmental history and neurobiology. Comprised of two studies, the current thesis aims to further the knowledge in this vein of work. Inspired by the Pathways model of pathological gambling (Blaszczynski, & Nower, 2002), and by the psycho-structural interaction theory (Griffiths, 1993), this thesis aims to develop a better understanding of the influence of the structural characteristics of gambling games on gambling behaviours by comparing individuals who gamble on video lottery terminals (VLT) or at poker. More specifically, the first study aims (1) to compare poker gamblers and VLT gamblers with respect to the severity of the gambling problem and psychological characteristics related to gambling behaviours, such as narcissism, sensation-seeking, depressive or anxiety symptoms, and cognitive distortions, (2) to test a predictive model of gambling problem severity and verify its invariance with respect to the type of gambling game, and (3) to test a mediating effect of cognitive distortions between psychological characteristics and gambling problem severity. The results indicate that in comparison to VLT gamblers, poker players present significantly higher levels of narcissism and sensation-seeking, and significantly lower levels of depression and gambling problem severity. Bootstrap analyses reveal that cognitive distortions have a mediating effect on gambling problem severity for both groups of gamblers. In addition, the level of depression in VLT players significantly predicts gambling problem severity both directly and indirectly via the mediating effect of cognitive distortions. Multigroup invariance analyses reveal a non-invariance in the configuration of the predictive model of the gambling problem between the two groups. These profiles could be linked to the player's interest for a specific type of gambling game, but also to problem gambling. The second study aims to assess the reliability of a French adaptation of a self-report measure of cognitive distortions, the Gambling Related Cognitions Scale (GRCS; Raylu, & Oei, 2004, French version: Grall-Bronnec et al., 2012), by comparing the answers of poker players to those of VLT players. Depending on the method used, nearly half of the GRCS items were flagged as showing differential item functioning (DIF) with a medium to large effect. The five items with most significant DIF were more positively endorsed by poker players as compared to VLT gamblers, independent of their total score. These items were related to skill, knowledge, learning and probabilities. This artefact in the instrument consequently increases the total score of poker players, thus suggesting a higher level of cognitive distortions in this group, and has the reverse effect with VLT players. Clinical and theoretical implications derived from these findings are discussed.
Vézina, Émilie. "Trajectoires de jeu d'internautes québécois à la suite de l'inauguration du premier site de jeux de hasard et d'argent légal au Québec". Doctoral thesis, Université Laval, 2016. http://hdl.handle.net/20.500.11794/27170.
Pełny tekst źródłaBrody, Aymeric. "Apprendre à jouer le jeu : une ethnographie réflexive auprès des joueurs amateurs de poker". Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCD042.
Pełny tekst źródłaThis study focuses on the community of amateur poker players in France. Who are they? What do their practices of the game consist in? How do they picture poker? How do they learn to play the game? And what do they learn as they play? Although these research questions mostly refer to practicing and learning the game itself, they do ultimately aim at questioning the learning associated with this practice in the players’ everyday lives. But answering this question involved a previous deconstruction of the idea that the game is an activity apart from everyday life. That was what the first chapter of this dissertation has been about. Based on how the question had been addressed in the history of ideas, we first turned to the socio-anthropological definitions promoting this key idea of a separation between game and everyday life. Then a critical analysis was needed to place the game in the economy of everyday practices. In the second chapter we dealt with how the question of gambling was handled in scientific literature, looking into the way poker was studied there. Unlike various studies approaching the practice of this gambling game from the standpoint of addiction or deviance, our own research with amateur poker players led us to study this practice from the standpoint of the game itself. Thus, in the third chapter, we examined the history of poker to find out how the game had gradually built up its own mythology, culture, media, etc., until it became a mass entertainment for hundreds of thousands of players, especially in France. After this journey deep into the history of the game, in the second part of the dissertation we have set out the process through which our survey with amateur poker players was conducted. As a reflexive ethnography we first went back to the exploratory survey we had performed in 2006-07 with players we knew (chapter 4) at a time when we would play poker ourselves. Then we have successively shown the two surveys we did in 2010-11 about on-line poker sites as well as during a large-scale poker tournament (chapter 5). The third part of the dissertation is based on an analysis of the empirical data from the latter survey in an effort to describe the population of players we met in the field (chapter 6). Through an in-depth analysis of their learning trajectories and accounts of practice we have gradually tried to answer our research questions wondering how these amateur players learn playing poker on the one hand (chapter 7) and what they are gaining from it in their everyday lives on the other hand (chapter 8). Finally our findings led us to challenge the definitions of the game as set out in the first part of the dissertation and to offer a new theoretical framework for considering the practices and learning of the game
Dickler, Maya. "Application de la stimulation transcrânienne en courant continu (tDCS) chez les joueurs pathologiques : effets neurobiologiques et comportementaux". Doctoral thesis, Université Laval, 2017. http://hdl.handle.net/20.500.11794/28125.
Pełny tekst źródłaIntroduction: Gambling Disorder is described by engaging in compulsive and excessive gambling behaviors that can lead to multiple negative consequences for the affected individual, his or her entourage and society. Gambling disorder is now included in the category of "Substance-Related Disorders and Addictive Disorders" in the Diagnostic and Statistical Manual of Mental Disorders-5 (DSM-5), based on shared characteristics with substance use disorders. For example, the use of advanced cerebral investigation methods such as functional magnetic resonance imaging (fMRI) has made it possible to demonstrate the presence of abnormal patterns of resting state functional connectivity, particularly in the fronto-striatal network in individuals with an addictive disorder. Moreover, magnetic resonance spectroscopy (MRS) studies have found abnormally low frontal lobe levels of neuronal metabolites including GABA, glutamate+glutamine (Glx) and N-acetyl-aspartate (NAA) in individuals with an addictive disorder. Finally, individuals with an addictive disorder are described by impaired decision-making as well as high levels of craving towards stimuli related to the desired substance or in this case, gambling. Interestingly, when applied over the prefrontal cortex, transcranial direct current stimulation (tDCS) stimulation has shown to modulate resting state functional connectivity and neuronal metabolites levels in several brain structures as well as improve decision-making in healthy volunteers and decrease levels of craving in substance use disorders but has never been used in gambling disorder. Objectives: Thus, the present doctoral thesis has two main objectives. 1) Evaluate the neurobiological effects of tDCS in subjects with gambling disorder: resting functional connectivity (study 1) and neuronal metabolites levels (study 2). 2) Evaluate the behavioral effects of tDCS in subjects with gambling disorder: craving (study 1). Methods: For both studies, we used a crossover, randomized and blinded at 2-levels study was conducted with subjects with gambling disorder. Each subject participated in two visits. During each of the two visits, a combined MRI/tDCS session took place during which measures of resting functional connectivity and MRS measurements were acquired. tDCS was applied bilaterally over the prefrontal cortex (anode right/cathode left) during 30 min at 1mA. In addition, craving was measured before and after each MRI/tDCS session. Study 1 revealed that active compared with sham tDCS induces a decrease in resting state functional connectivity between distinct frontal structures and over fronto-parietal networks. This study also showed that a single session of active compared with sham tDCS does not modulate craving levels. Study 2 revealed that active compared with sham tDCS increases prefrontal GABA levels but does not modulate prefrontal Glutamate and NAA levels nor striatal Glutamate, GABA or NAA levels. The results of this study also suggest that subjects with gambling disorder who display greater level of risk taking, impulsivity and craving are more likely to respond to tDCS. Conclusion: The two studies included in the doctoral thesis here presented have contributed to a deeper understanding of the neurobiological effects of tDCS in gambling disorder. Indeed, various neuronal substrates known to be associated with the symptoms of pathological gambling were modulated by tDCS, implying that this tool could have a therapeutic interest in this clinical population. Nevertheless, the beneficial effects of applying tDCS in order to reduce risk-taking and craving in this population remain to be demonstrated. Therefore, further studies have to be carried out to verify this hypothesis, as well as clinical trials employing protocols known to have beneficial results in several psychiatric diseases such as repeated tDCS sessions spread over a period of time. Key-words: Gambling disorder - transcranial direct current stimulation - functional magnetic resonance imaging - resting state functional connectivity - magnetic resonance spectroscopy - craving
Rhéaume, Nadia. "Évaluation du South Oaks Gambling Screen-Revised Adolescent : instrument identifiant le jeu pathologique chez les adolescents". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape10/PQDD_0005/MQ41997.pdf.
Pełny tekst źródłaBouchard, Carole. "Compréhension des items du South Oaks Gambling Screen chez des enfants du deuxième cycle du primaire". Master's thesis, Université Laval, 1999. http://hdl.handle.net/20.500.11794/40635.
Pełny tekst źródłaSavard, Annie-Claude. "Habitudes problématiques de jeux de hasard et d'argent à l'adolescence : une analyse axée sur la perspective de l'acteur". Doctoral thesis, Université Laval, 2016. http://hdl.handle.net/20.500.11794/26891.
Pełny tekst źródłaMurray, Vicky. "Vérification de la justesse du NODS téléphonique par une entrevue clinique". Master's thesis, Université Laval, 2003. http://hdl.handle.net/20.500.11794/43105.
Pełny tekst źródłaGilbert, Baril Chanelle. "Prévention de la rechute en réalité virtuelle : stratégies pour faire face aux situations à risque". Doctoral thesis, Université Laval, 2020. http://hdl.handle.net/20.500.11794/67315.
Pełny tekst źródłaBrochu, Priscilla. "Perceptions des joueurs de poker et problèmes de jeu". Doctoral thesis, Université Laval, 2015. http://hdl.handle.net/20.500.11794/26343.
Pełny tekst źródłaAlthough the practice of online poker is associated with high rates of gambling problems, little is yet known about what distinguishes the players with and without problem in that game. The poker differs from several gambling games by the skill component it entails. The latter may influence how problems arise in that game. Therefore, this thesis aims to compare players with different levels of gambling problems at online Texas Hold’em poker on issues identified in the literature as influencing the development and maintenance of gambling problems: the reasons to play, the emotions and the perceptions related to chance and skill (including erroneous perceptions). The first article focuses on the comparison of groups of players with different levels of problem at online Texas Hold’em poker on their reasons to play, their emotions and their perceptions about chance and skill, verbalized during group interviews. The results of the qualitative analysis show that groups of low-risk, at-risk and problem gamblers report similar reasons to play and similar emotions related to the game. A perception is observed in groups of at-risk and problem gamblers compared to low-risk gamblers: the overestimation of personal skill. A second article compares erroneous perceptions verbalized by groups of players with different levels of problem at online Texas Hold’em poker while they play online in a laboratory. Erroneous perceptions related to the illusion of control were found in the three groups of players. The perceptions of at-risk and problem gamblers show a greater influence given to skill on game results, or even a denial of chance. These studies provide a better understanding of some factors related to the presence of problem gambling at online Texas Hold’em poker, particularly regarding the erroneous perceptions.
Théberge, Camille. "Verbalisations associées aux réussites et aux échecs thérapeutiques d'un traitement auto-administré pour les joueurs problématiques". Doctoral thesis, Université Laval, 2021. http://hdl.handle.net/20.500.11794/69251.
Pełny tekst źródłaAuclair-Vaillancourt, Amélie. "La dissociation : un phénomène normal ou pathologique?" Master's thesis, Université Laval, 2003. http://hdl.handle.net/20.500.11794/44504.
Pełny tekst źródłaCoussieu, Wilfried. "La construction sociotechnique des joueurs coproducteurs : Ethnographie des pratiques de modification d’un logiciel de jeu : Kerbal Space Program". Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT031.
Pełny tekst źródłaWhat is the meaning of game software modification practices? What is their role and how do they relate to their development? This thesis studies the way in which the playful and technical modding practices of the commercial game Kerbal Space Program depend as much as they question its design through the user-modder figure that it constructs. We explore this research by doing an ethnography, situated at the crossroads of three conceptual approaches: Science and Technology Studies, Actor-Network Theory and Pragmatic Sociology (Barthe et al., 2013; Lemieux, 2018), by applying them to computer and videogame practices of our fieldwork. We gather a set of qualitative data obtained by participant observation, questionnaire and fifteen in-depth interviews with modders and salaried developers from the company. The survey leads to two research results by mainly proposing to explore a type of action called the “contributive commitment”. First, we show that the development team has designed its software as it must be as playful as it is interesting to change technically. The company applies an innovation strategy based on the stimulation of attentions and passionate interests, tastes and individual needs (Boullier, 2009). They build a sociotechnical device that enrolls critical and suggestive forces from the players to redirect it towards a form of “joint production” (Lallement, 2007). In particular, our ethnography describes how user practices are built around legal and technical standards that allows online collaboration, and are entangled with values of openness, sharing and improvement. Secondly, we question the rationality of these practices, that is to say by seeking the justification (Boltanski, Thévenot, 1991) on behalf of which game users base their pretension to act, to solicit and help each other, as well as to freely delegate practices of reviewing, testing and investigating the software. We propose accordingly that the principles of this mass-distributed work via the Internet blurres the line between classical dichotomies such as: user and designer, producer and consumer, leisure and work…
Kourgiantakis, Toula. "Family involvement in problem gambling treatment". Doctoral thesis, Université Laval, 2017. http://hdl.handle.net/20.500.11794/27651.
Pełny tekst źródłaProblem gambling (PG) is a public health concern affecting problem gambling individuals (PGIs) and their families (Afifi, Cox, Martens, Sareen & Enns, 2011). There has been ample research demonstrating that families are adversely affected by PG (Hodgins, Shead & Makarchuk, 2007; Mathews & Volberg, 2013). Although the consequences of PG negatively impact the entire family, the treatment of this behavioural addiction continues to have an individual focus (Orford, Velleman, Natera, Templeton & Copello, 2013). Research on family involvement in PG treatment has been limited, but the studies that have been conducted show that involving families can improve gambling treatment outcomes (Ingle, Marotta, McMillan & Wisdom, 2008), reduce individual distress and improve family functioning (Rychtarik & McGillicuddy, 2006). In this mixed methods study we examined the impact of family involvement in PG treatment using a Stress-Strain-Coping-Support Model (Orford et al., 2010) and Family Systems Theoretical framework (Whitchurch & Constantine, 2009). The study had one general research question: 1) What is the impact of family involvement in PG treatment? There were also three specific research questions: a) What is the impact of family involvement on PG treatment and behaviour? b) How do family members describe family involvement in PG treatment? c) How does family involvement in PG treatment affect individual and family functioning? This doctoral research study used a multiple case study method and examined the experiences of 11 dyads (each consisting of one PG individual and one family member), seeking PG treatment at an addiction and mental health centre in Canada. Dyads were randomly assigned to a treatment or control group and family members in the control group were waitlisted, while the family members in the treatment group and the PG individuals in both groups, received services immediately. All participants completed standardised questionnaires during three study phases – baseline, treatment and post-treatment. At the end of the post-treatment phase there were semi-structured interviews with PG individuals and family members. The results did not show substantive differences between the treatment and control groups. The groups had similar PG treatment attrition and completion rates, reductions in gambling behaviour, decreases in gambling severity and gambling urges. Both groups had decreases in individual distress levels and at the end of the study the highest distress levels for both groups were among family members. Most dyads had improvement in family functioning, but there was a difference between the two groups, with more difficulties in family functioning at post-treatment among families in the control group. The study showed that family involvement was complex as it was influenced by other factors that were unrelated to group assignment and treatment attendance for family members. Families described facilitators and barriers impacting family involvement in PG treatment. Communication, support and coping skills were facilitators to family involvement, while conflict, isolation and mental health and/or substance use concerns were barriers to family involvement in PG treatment. The families in this study also described different types of involvement (high, moderate and low) and this was influenced by the presence or absence of facilitators or barriers to family involvement.
Pin, Anne-Claire. "Prévention de la pratique problématique des jeux de hasard et d’argent : conceptualisation et mesure du risque perçu à adopter un comportement de responsable". Thesis, Lorient, 2016. http://www.theses.fr/2016LORIL422.
Pełny tekst źródłaThis research aims at better understanding the role of the perceived risk in decision-making process to adopt recommended health behavior. Particularly, built on (i) existing gambling studies, the concept of perceived risk both in consumer psychology and in health research, (iii) Rothman and colleagues’ works on health framed-messages and (iv) models of health behavior change, this study contributes to address a specific issue: In what extent does the perceived risk of adopting responsible gambling behavior influence the evaluation and the adoption of such a health behavior? Whereas, to the best of our knowledge, there is no measurement instrument of the perceived risks of adopting responsible gambling behavior, this research aims at developing a measurement index measuring the perceived risks of adopting such a health behavior. Following Churchill’s, Rossiter's, Jarvis and colleagues’ and Mackenzie and colleagues’ recommendations regarding the development of measurement instruments, we conducted a quantitative study (n = 22 gamblers) in order to thoroughly conceptualize the concept of perceived risks of adopting a responsible gambling behavior. Three quantitative studies (n = 605 gamblers) allowed assessing the stability, the predictive and discriminant validity of the measure. Results show that the perceived risks of adopting responsible gambling behavior index is a valid and reliable measure formed of five dimensions: perceived risk of (i) living less excitement, (ii) having less socialization, earning less money, (iv) winning less money and, finally, (v) having less distraction from daily life. Results suggest that gamblers perceive responsible gambling as a risky alternative to gambling because they would not be able to fully satisfy their gambling motivations. Moreover, the perceived risk of adopting responsible gambling behavior play a key role in gamblers' decision to adopt such recommended health behavior
Trespeuch, Marie. "Le secteur français des jeux d'argent à l'heure numérique : émergence et transformation d'un marché contesté". Phd thesis, École normale supérieure de Cachan - ENS Cachan, 2011. http://tel.archives-ouvertes.fr/tel-00618067/en/.
Pełny tekst źródłaMercier, Jonathan. "Cognitions des parieurs sportifs". Doctoral thesis, Université Laval, 2019. http://hdl.handle.net/20.500.11794/33999.
Pełny tekst źródłaSports betting is the second most frequently form of gambling, after video lottery terminals (VLTs), associated with pathological gambling (PG; Williams et al., 2002). However, little is known about the profile of sports bettors and their cognitions. So far, gambling studies have mainly been conducted with pure chance gamblers. Consequently, skills game gamblers are often evaluated with tools that have not been adapted to the structural characteristics of these games. Considering the frequent associations between gamblers’ cognitions and PG, acquiring further knowledge about the links between sports bettors’ cognitions and their gambling behaviors is essential. Hence, this thesis aims to explore sports bettor’s characteristics and to document the risk factors specific to this form of gambling activity, including their cognitions. The first study of this thesis is a systematic review of studies published between 1980 and 2014 that included a sample of sports bettors. It aims to document their gambling habits, their cognitions, as well as data from studies that aimed to determine whether sports betting skills increase their odds of winning. Of the 991 studies identified in the databases, 31 met the inclusion criteria of this review. The data collected indicate that sports betting studies were primarily conducted among men aged 30 to 50 who bet several times a week and spend about $100 to $200 CAD weekly. Eleven studies reported data on the cognitions of sports bettors. The results suggest that sports bettors believe that their abilities impact their odds of gaining money during a gambling session, and that it is possible to become better at sports betting. Out of five studies reporting results on the impact of skills, three showed that sports bettors predict sporting results better than chance, but they do not make more money than a random selection because of the structure of the game. Clinical recommendations and future research are formulated. Among these, it is proposed to conceptualize the cognitions of sports bettors as "at risk" rather than as erroneous, and to educate sports bettors about current knowledge on the impact of skills on gambling. The second study of this thesis aims to develop and validate the Inventaire des Cognitions à Risque — Loteries Sportives (ICR-LS) as well as (1) to determine the factor structure of the IRC-SL, (2) to verify its convergence validity with the Gambling Related Cognition Scale (GRCS, Raylu and Oei, 2004, French version: Grall-Bronnec et al., 2012), gambling habits and gambling problem severity, and (3) to study the links between monthly hours devoted to the preparation of bets for sports lotteries during betting season and gambling habits of participants. A total of 272 sports bettors, mostly men (86.5%) in their twenties (M = 26.7 years) from the university community (88.3%) compose the sample. Principal component analysis results indicate that the instrument has two factors (superstitions and abilities), strong internal consistency (alphas > .85) and good convergent validity with the GRCS. The associations between the average IRC-SL score, the annual amount spent on lotteries, preparation of bets and gambling problem severity, and monthly playing frequency are, however, negligible. These results could be explained by the practically absent contribution of the superstitions scale to the associations, the use of a five-level Likert scale as well as the absence of others cognitive themes that may have potentially enhanced the instrument. In light of the results obtained, it is suggested to conduct focus groups with sports bettors to identify a maximum of relevant cognitive themes. Subsequently, it would be relevant to improve the instrument by carrying out a new experiment and to evaluate its temporal stability.
Lalande, Daniel. "Le joueur pathologique d'appareils de loterie vidéo : un système non-régulé?" Thesis, Université Laval, 2010. http://www.theses.ulaval.ca/2010/27821/27821.pdf.
Pełny tekst źródłaLemoine, Jérémy. "Jeu de hasard : prise de risque, représentation sociale et addiction". Thesis, Reims, 2014. http://www.theses.fr/2014REIML005.
Pełny tekst źródłaDecision-making, as well as addiction, are influence by a combination of three sets of factors: the situation, the object and individual differences (Appelt, Milch, Handgraaf, & Weber, 2011; Bonnaire, 2009; Einhorn, 1970; Griffiths, 2003). Each of these factors corresponds to a chapter of this thesis. In Chapter 1, the influence of the situation is investigated through the effect of Social Context. The influence of the Social Context is studied through, the Mere Presence of an Audience and through the presence of a Competitive Climate. In Chapter 2, the influence of the object is investigated through the effect of the knowledge of the object: risk-taking behavior is studied when participants are confronted to a known game and when they are confronted to an unknown game. In Chapter 3, the influence of individual differences is investigated through the effect of Self-Esteem on risk-taking behaviors. Two measures of Self-Esteem are used: the first one is a general measure of Self-Esteem while the second one is composed of two dimensions distinguishing Self-Liking and Self-Competence. The Social Representation Theory describes a relation between Social Representation and behavior. In this line, Chapter 4 investigates the Social Representation of risk in a gambling context with two studies. The first study is done via free association tasks and the second study is based on interviews with both gamblers who have gambling disorders and gamblers who do not have gambling disorder
Cantinotti, Michael. "Évaluation de la perception de déficit de contrôle et de l'excès aux appareils de loterie vidéo". Doctoral thesis, Université Laval, 2007. http://hdl.handle.net/20.500.11794/19466.
Pełny tekst źródłaFortin-Gagnon, Émilie. "Évaluation du service de télécounselling offert par la ligne téléphonique "Jeu : aide et référence"". Thesis, Université Laval, 2011. http://www.theses.ulaval.ca/2011/28637/28637.pdf.
Pełny tekst źródłaSwan, Yvik. "On two unsolved problems in probability". Doctoral thesis, Universite Libre de Bruxelles, 2007. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/210695.
Pełny tekst źródłaDans ce travail nous abordons deux problèmes non résolus en Probabilité appliquée. Nous les approchons tous deux sous un angle nouveau, en utilisant des outils aussi variés que les chaînes de Markov, les mouvements Browniens, les transformations de Schwarz-Christoffel, les processus de Poisson et la théorie des temps d'arrêts optimaux.
Problème de la ruine pour N joueurs
Le problème de la ruine pour $N$ joueurs est un problème célèbre dont la solution pour $N=2$ est connue depuis longtemps. Nous l'abordons premièrement en toute généralité, en le modélisant comme un problème d'absorption pour une chaîne de Markov. Nous obtenons les distributions associées à ce problème et nous décrivons un algorithme (appelé {it folding algorithm}) permettant de diminuer considérablement le nombre d'opérations nécessaires à une résolution complète. Cette étude nous permet de mettre en avant un certain nombres de relations de récurrence satisfaites par les probabilités de ruines associées à chaque état de la chaîne de Markov. Nous étudions ensuite une version asymptotique du problème de la ruine pour 3 joueurs. Nous utilisons les propriétés d'invariance des mouvements Browniens par transformations conformes pour décrire une résolution de ce problème via les transformations de Schwarz-Christoffel. Cette méthode dépasse le cadre strict du problème de la ruine pour 3 joueurs et s'applique à d'autres problèmes de temps d'atteinte d'un bord par un mouvement Brownien.
Problème de Robbins
Ce problème s'inscrit dans le cadre de la théorie des temps d'arrêts optimaux. C'est un problème d'analyse séquentielle dans lequel un observateur examine $n$ variables aléatoires indépendantes de manière séquentielle et doit en sélectionner exactement une sans rappel. L'objectif est de déterminer une stratégie qui permette de minimiser le rang moyen de l'observation sélectionnée.
Nous décrivons un modèle alternatif de ce problème, dans lequel le décideur observe un nombre aléatoire d'arrivées distribuées suivant un processus de Poisson homogène sur un horizon fixe $t$. Nous prouvons l'existence d'une stratégie optimale pour chaque horizon, et nous montrons que la fonction de perte associée à cette stratégie est uniformément continue sur $R$. Nous décrivons une fonction de perte restreinte qui permet d'obtenir une estimation de la valeur asymptotique du problème, et nous obtenons la valeur asymptotique associée à des stratégies spécifiques. Nous obtenons ensuite une équation intégro-diffférentielle sur la fonction de perte associée à la stratégie optimale. Finalement nous étudions les valeurs asymptotiques du problème et nous les comparons à celles du problème en temps discret. Nous concluons cette thèse en décrivant des stratégies spécifiques qui permettent d'obtenir des estimations sur le comportement asymptotique de la fonction de perte.
Doctorat en Sciences
info:eu-repo/semantics/nonPublished
Glorieux, Gérard. "L'instabilité sociale et la prise de risques dans le jeu de hasard, les droites parallèles d'un labyrinthe comportemental". Doctoral thesis, Universite Libre de Bruxelles, 2010. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/210047.
Pełny tekst źródłaNous croyons que les prises de risques dans les activités ludiques ne sont pas plus déviantes, répréhensibles ou particulières que celles d’un simple quotidien mais qu’elles sont simplement situées dans un environnement différent. Au terme de notre travail théorique, nous pouvons dire qu’en ce qui concerne la prise de risques, que l’expérience favorise l’acuité d’évaluation du gradient risque. D’autre part, certains individus sont plus prédisposés à prendre d’initiative des risques, alors que d’autres restent soit timorés ou y sont mêmes averses. Cette recherche de sensations stimulantes que certains aiment trouver d’une part, et la réserve des autres ne constituent pas une dichotomie en classes significatives qui permettraient de dresser un profil type du preneur, et non preneur, de risques. Chacun réagit en fonction de son anamnèse particulière, de son état émotionnel du moment, et de ses limitations cognitives d’analyse de la situation.
Par ailleurs, l’illusion de contrôle de la situation accentue la prise de risques. Une idée générale veut que chacun croit faire de meilleurs choix dans ses risques préférentiels, que le voisin. Cette position est erronée, les choix personnels de tout un chacun n’étant pas meilleurs que ceux du prochain mais ils correspondent mieux à celui qui les a posés. La prise de risques est un changement de mode opératoire de nos comportements obligataires. En l’exerçant, nous tentons de surpasser ce que nous croyons être les limites de l’instant ;dépassement de soi illusoire qui fait immédiatement découvrir de nouvelles frontières restrictives de notre potens.
Par ailleurs, tout comme nous avons énoncé qu’il y avait deux formes de jeux de hasard (égocentré et altruiste), il y a deux approches à considérer dans la prise de risques. Les prises de risques, tant sociale que ludique, qui relèvent des prises de risques en tant que jeu d’affirmation et de recherche des limites personnelles, et celles spécifiques aux jeux de hasard qui outre le justificatif précédent, considèrent de plus, le but de la prise de risques ludiques comme le véhicule d’un chemin substitutif aux revenus du labeur. Il y a aussi deux formes d’instabilité :l’instabilité sociale qui confine les individus dans une situation d’état communautaire non associatif et précaire, et l’instabilité émotionnelle qui réduit le ressenti personnel au sentiment d’injustice. Quelle que soit la cause de l’état d’instabilité, qu’elle soit imputable aux manquements de l’individu, ou le résultat du hasard, cet état ressemble souvent à un labyrinthe du désespoir dont l’accès à la sortie impose une énergie et des opportunités qui sont rarement à portée des candidats à un renouveau. Repartir exige de parcourir successivement deux chemins :celui du retour à l’état initial d’équilibre puis celui du nouveau départ vers des objectifs futurs.
Doctorat en Sciences politiques et sociales
info:eu-repo/semantics/nonPublished
Cocq, Mathieu. "Capital communautaire et organisation du travail des joueurs dans l'industrie du jeu vidéo". Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLN053/document.
Pełny tekst źródłaThis thesis frames players' activities in the gaming industry as labor. Based on various qualitative date (field studies, observation, case studies, video analysis, sectoral data), the thesis proposes that firms profitability in the gaming industry is based on the constitution and exploitation of a specific form of intangible capital coined as communitarian capital. The shift from a product to a service industry is described, putting the relationship between the firm and its users and between users themselves at the forefront of firms profit. The concept of community is heavily discussed. Using a framework based on the digital labor theory as well as economics of conventions, the hypothesis of players' labor is formulated. Because players' interactions is so crucial to understanding contemporary business models in the gaming industry, the thesis integrates theses interactions as part of the value production process. The devices used by firms to extract value from players are thoroughly investigated during a long-term field study in a leading french firm of the sector. The thesis concludes by analyzing the case of the Twitch platform, on which some players professionaze and gain revenues by constituting and managing their own communities. The communitarian capital framework this thesis proposes can be applied beyond the case of the gaming industry, and aims at understanding mutations linked to the digital economy, both concerning labor and capital