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453 results on '"VIDEO gambling"'

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1. Illusions of control: A quasi-experiment comparing skill-based and traditional slot machines.

2. Gaming lounges in India afford socially productive gambling: The moral economy and foundations of play in Udaipur, Rajasthan.

3. ВПЛИВ МІКРОТРАНЗАКЦІЙ НА ГЕЙМБЛІФІКАЦІЮ ЦИФРОВИХ ІГОР.

4. Adolescent Problem Gambling and Gaming in the Hierarchical Structure of Psychopathology.

5. Gaming Between Leisure and Addiction: How Young People Perceive Risk in Video Games.

6. Tracing the Evolution of Video Game Culture in Malaysia: A Sociohistorical Analysis.

7. Heading of the Part: Sports Wagering.

8. How strenuous is esports? Perceived physical exertion and physical state during competitive video gaming.

9. A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence.

10. More than loot boxes: the role of video game streams and gambling-like elements in the gaming-gambling connection among adolescents.

11. Video Games and Gambling.

12. 'I Can Tell You It's a Bit of a Gamble': A Qualitative Analysis of How People Who Engage in Gaming and Gambling Understand a Link Between These Two Behaviours.

13. ÇEVRİMİÇİ KUMARIN SOSYAL MEDYADA TEHLİKELİ YÜKSELİŞİ: YOUTUBE VİDEOLARI ÜZERİNE BİR İNCELEME.

14. THE MULTIPLAYER CLASSROOM – IS MULTIPLAYER MODE PRODUCING BETTER RESULTS THAN SINGLE MODE?

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

16. Operationalization and measurement of compulsivity across video gaming and gambling behavioral domains.

17. A qualitative evaluation of a video gambling campaign among young Australians.

18. The correlation between the socio-economic variants and the EFL educational gain of video gaming in light of the VLT test results of secondary school students.

19. A scoping review of the association between loot boxes, esports, skin betting, and token wagering with gambling and video gaming behaviors.

20. Accessibility in video gaming: An overview and implications for English language arts education.

21. An Eye Tracking Investigation of Young People's Gaze Behaviour to Gambling and Non-Gambling Moving Adverts.

22. Heading of the Part: Video Gaming (General).

23. Torpified by Gaming: Three Ways Video Games Electrified Me into Consciousness.

24. Effect of an Active Video Gaming Classroom Curriculum on Health-Related Fitness, School Day Step Counts, and Motivation in Sixth Graders.

25. Heading of the Part: Video Gaming (General).

26. Heading of the Part: Video Gaming (General).

27. Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy.

28. Milwaukee man charged with stealing from ATMs, video gambling machines.

29. Engagement in New Gambling Practices and its Association with Gambling Disorder, Impulsivity, and Cognitive Distortions: Findings from a Nationally Representative Sample of Spanish Gamblers.

30. Heritage places as the settings for virtual playgrounds: perceived realism in videogames, as a tool for the re-localisation of physical places.

32. Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis.

33. GAMBLING ON VIDEO GAMES: THE GLOBAL ESPORTS BETTING MARKET AND THE DAWN OF LEGALIZED ESPORTS GAMBLING IN THE UNITED STATES.

34. THE NEW SLOT MACHINE: AN INTERNATIONAL PERSPECTIVE ON WHY THE UNITED STATES SHOULD LEARN TO STOP LOVING THE LOOT BOX.

35. ONLINE GAMES: EXPLORING FUTURE POSSIBILITIES.

36. Indian Gaming Zones as Oppositional Subculture: A Norm Incongruity "Cultural Dissonance" Approach to Internet Gaming Pleasure and Distress.

37. ESRB's and PEGI's Self-Regulatory 'Includes Random Items' Labels Fail to Ensure Consumer Protection.

38. Data on Public Health Reported by a Researcher at Swansea University (The feasibility and acceptability of an inoculative intervention video for gambling advertising: a focus group study of academics and experts-by-experience).

39. Is video gambling terminal placement and spending in Illinois correlated with neighborhood characteristics?

40. Between two worlds: Exploring esports betting in relation to problem gambling, gaming, and mental health problems.

41. Menores y publicidad de juegos de azar en internet: nuevos formatos, contenidos publicitarios y retos en la protección de los menores.

42. Learning from eSports: A review, comparison, and research agenda.

43. The gamblification of digital games.

44. Applying Self-Coding to the Measurement of Self-Generated Video Gaming and Gambling Memory Associations.

46. THE HUNT FOR LOOT: PROPOSED SOLUTIONS TO MORE EFFECTIVELY REGULATE ADDICTIVE GAMBLING MECHANICS IN VIDEO GAMES.

47. Validation of the problematic social casino gaming scale.

48. Exploring differences in substance use among emerging adults at-risk for problem gambling, and/or problem video gaming.

50. The Impact of Video Gaming Terminals on Casinos and State and Local Tax Revenue.

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