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Your search keyword '"Rockloff, M"' showing total 14 results

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14 results on '"Rockloff, M"'

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1. Skill-Based Electronic Gaming Machines: Features that Mimic Video Gaming, Features that could Contribute to Harm, and Their Potential Attraction to Different Groups.

2. Order of first-play in simulated versus monetary gambling.

3. Electronic gaming machine accessibility and gambling problems: A natural policy experiment.

4. Self-Generated Motives of Social Casino Gamers.

5. Skin Gambling Contributes to Gambling Problems and Harm After Controlling for Other Forms of Traditional Gambling.

6. Not all games are created equal: Adolescents who play and spend money on simulated gambling games show greater risk for gaming disorder.

7. Adolescents Who Play and Spend Money in Simulated Gambling Games Are at Heightened Risk of Gambling Problems.

8. Adolescent betting on esports using cash and skins: Links with gaming, monetary gambling, and problematic gambling.

9. Offering small tangible rewards within social casino games increases in-play bets but does not impact real-money gambling.

10. Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia.

11. Mobile EGM Games: Evidence That Simulated Games Encourage Real-Money Gambling.

12. Encouraging Gamblers to Think Critically Using Generalised Analytical Priming is Ineffective at Reducing Gambling Biases.

13. Electronic Gaming Machine (EGM) Environments: Market Segments and Risk.

14. Rise of the Machines: A Critical Review on the Behavioural Effects of Automating Traditional Gambling Games.

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