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gambling --- gaming --- gambling policy --- gambling culture
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Addiction to technology is emerging as a serious medical condition, not just an exaggeration of everyday social and personal ailments of the 21st century. Technological Addictions provides guidance found nowhere else, guidance that both clinicians and laypeople will find useful and compelling.
Internet Addiction Disorder --- Behavior, Addictive --- Addictive Behavior --- Addictive Behaviors --- Behaviors, Addictive --- Internet Addiction --- Internet Gaming Disorder --- Smartphone Addiction --- Social Media Addiction --- Addiction Disorder, Internet --- Addiction Disorders, Internet --- Addiction, Internet --- Addiction, Smartphone --- Addiction, Social Media --- Addictions, Internet --- Addictions, Smartphone --- Addictions, Social Media --- Disorder, Internet Addiction --- Disorder, Internet Gaming --- Disorders, Internet Addiction --- Disorders, Internet Gaming --- Gaming Disorder, Internet --- Gaming Disorders, Internet --- Internet Addiction Disorders --- Internet Addictions --- Internet Gaming Disorders --- Media Addiction, Social --- Media Addictions, Social --- Smartphone Addictions --- Social Media Addictions
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Against a background of extraordinary growth in the popularity of betting and gaming across many countries of the world, there has never been a greater need for a study into gambling's most important factor - its economics.This collection of original contributions drawn from such leading experts as David Peel, Stephen Creigh-Tyte, Raymond Sauer and Donald Siegel covers such interesting themes as:*betting on the horses*over-under betting in football games*national lotteries and lottery fatigue*demand for gambling*economic impact of casino gamblingThis timely and comp
Gambling. --- Gambling --- Betting --- Chance, Games of --- Games of chance --- Gaming (Gambling) --- Games --- Casinos --- Wagers --- Economic aspects.
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Gambling. --- Gamblers --- Gambling --- Betting --- Chance, Games of --- Games of chance --- Gaming (Gambling) --- Games --- Casinos --- Wagers
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Educational games --- Simulation games in education --- 796.1 --- Concepten --- Spelen --- Spelontwerp --- Spelvormen --- Education --- Educational gaming --- Gaming, Educational --- Instructive games --- Training games --- Games --- Design and construction --- Simulation games --- Simulation methods
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A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games… As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture… Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.
Virtual reality in archaeology. --- Imaging systems in archaeology. --- Video games --- Archaeology --- Archaeologists. --- Digital Heritage. --- Material Culture. --- archaeogaming. --- archaeology. --- digital archaeology. --- digital artifacts. --- gaming studies. --- gaming. --- media studies. --- video games. --- Technological innovations. --- Computer simulation.
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Gambling --- Betting --- Chance, Games of --- Games of chance --- Gaming (Gambling) --- Games --- Casinos --- Wagers --- Economic aspects --- Law and legislation
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Business games --- Industrial gaming --- Industrial management games --- Games of strategy (Mathematics) --- Management. --- Management games --- Industrial management --- Management --- Simulation methods
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In recent years, there has been a substantial rise in interest among academics and policymakers in the economics of gambling. A concomitant trend has been the implementation of major regulatory changes and modifications to the taxation of gambling markets in several nations. Examples include a fundamental change in the U.K. in 2001 from a turnover-based tax on betting operators to a tax based on gross profits, resulting in the effective abolition of taxation levied directly on bettors, followed in 2005 by extensive reforms to the gambling sector resulting from introduction of the Gambling Act. In the U.S., passage of the Unlawful Internet Gambling Enforcement Act of 2006 had profound implications for the global online gambling sector. There have also been numerous regulatory changes to gambling in Europe, Asia, and Australia. These changes and rising concern regarding revenue generated from this activity have heightened interest in understanding the economics of this sector. Despite growing interest in the economics of gambling, there is no comprehensive source of path-breaking research on this topic. The purpose of this handbook is to fill this gap. Specifically, we divide the handbook into sections on casinos, sports betting, racetrack betting, betting strategy, motivation, behaviour and decision-making in betting markets, prediction markets and political betting, and lotteries and gambling machines.
Gambling --- Betting --- Chance, Games of --- Games of chance --- Gaming (Gambling) --- Games --- Casinos --- Wagers --- Economic aspects --- E-books
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Gambling for Profit is unique among studies of gambling's twentieth-century growth thanks to Kerry G.E. Chambers's strong analytical framework - investigating not only the political aspects of legalization, but also the sociocultural factors that influence popular adoption. Chambers provides a useful chronological examination of the electronic gambling phenomenon, as well as comparative data on dates of introduction and revenues across twenty-three countries. Gambling for Profit provides a dynamic model to explore the legalization of gambling and stresses the inadequacy of seeking universal explanations for gambling's entrenchment within particular cultures."--Pub. desc. "Over the past forty years, Western governments have increasingly liberalized and deregulated gambling, which is now used to deliver state revenues and commercial profit in many jurisdictions. Gambling for Profit is a cross-national history of the emergence of legal gambling, including lotteries, gaming machines, and casinos.
Gambling --- Betting --- Chance, Games of --- Games of chance --- Gaming (Gambling) --- Games --- Casinos --- Wagers --- Social aspects. --- Government policy. --- Economic aspects.
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