Download or read book Gaming Research Review Journal written by and published by . This book was released on 1999 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Casinonomics written by Douglas M. Walker and published by Springer Science & Business Media. This book was released on 2013-05-15 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: Casinonomics provides a comprehensive analysis of the economic and social impacts of the casino industry. Examining the latest cutting-edge research, with a mix of theory and empirical evidence, Casinonomics informs the reader on the most important facets at the forefront of the public policy debate over this controversial industry. While the casino industry has continued to expand across the United States, and around the world, critics argue that casinos bring negative social impacts that offset any economic benefits. Casinonomics examines the evidence on the frequently claimed benefits and costs stemming from expansions in the casino industry, including the impact on economic growth, consumer welfare, and government tax revenues, as well as gambling disorders, crime rates, and the impact on other businesses. Readers will come away with a better-informed opinion on the merits of these arguments for and against public policies that would expand casino gambling.
Download or read book Challenging Corporate Social Responsibility written by Jessalynn R. Strauss and published by Routledge. This book was released on 2015-05-01 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: The concept of Corporate Social Responsibility (CSR) has become increasingly widespread, as businesses seek to incorporate socially responsible behaviors while still being accountable to shareholders. Indeed some research has suggested that CSR in itself can form the basis of good PR by promoting consumers’ purchase decisions. Arguing that this approach is a dangerous oversimplification, this book takes a deeper look at the concept of CSR in a particularly challenging context - casino gaming. Originally the province of seedy, backdoor establishments in isolated cities, casino gaming has become a multibillion-dollar global industry. Drawing on in-depth research in Las Vegas, this unique study examines how and why corporations in the casino industry interpret and engage in CSR through community support, environmental issues, labor rights, and corporate governance. Through in-depth analysis of CSR in this industry, this book adds a new dimension to the debate on the role of CSR and public relations in business. Given the burgeoning relationship between CSR and corporate PR, the book seeks to illuminate CSR’s complexities, contradictions, and moral obligations. It will be of interest to all scholars of public relations, corporate communications, and corporate reputation.
Download or read book Dual Markets written by Ernesto U. Savona and published by Springer. This book was released on 2017-11-14 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive volume analyzes dual markets for regulated substances and services, and aims to provide a framework for their effective regulation. A “dual market” refers to the existence of both a legal and an illegal market for a regulated product or service (for example, prescription drugs). These regulations exist in various countries for a mix of public health, historical, political and cultural reasons. Allowing the legal market to thrive, while trying to eliminate the illegal market, provides a unique challenge for governments and law enforcement. Broken down into nine main sections, the book studies comparative international policies for regulating these “dual markets” from a historical, legal, and cultural perspective. It includes an analysis of the markets for psychoactive substances that are illegal in most countries (such as marijuana, cocaine, opiods and amphetimines), psychoactive substances which are legal in most countries and where consumption is widespread (such as alcohol and tobacco), and services that are generally regulated or illegal (such as sports betting, the sex trade, and gambling). For each of these nine types of markets, contributions focus on the relationship between regulation, the emerging illegal market, and the resulting overall access to these services. This work aims to provide a comprehensive framework from a historical, cultural, and comparative international perspective. It will be of interest to researchers in criminology and criminal justice, particularly with an interest in organized crime, as well as related fields such as sociology, public policy, international relations, and public health.
Download or read book Games written by David William Blagden and published by Cambridge University Press. This book was released on 2018-11 with total page 175 pages. Available in PDF, EPUB and Kindle. Book excerpt: Prominent public intellectuals offer their expertise on the games that shape aspects of all of our lives.
Download or read book Handbook of Research on Improving Learning and Motivation through Educational Games Multidisciplinary Approaches written by Felicia, Patrick and published by IGI Global. This book was released on 2011-04-30 with total page 1374 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
Download or read book Cities and Fascination written by Wolf-Dietrich Sahr and published by Routledge. This book was released on 2016-05-23 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bringing together leading urban scholars, this book discusses the linkages between the economic, social and psychological factors of the urban environment. It focuses on the growth of private urbanity that has led to a 'spectactularization' of the city, the most extreme component of attention being the fascination which is aroused by attractions and state-managed events. The complex characteristics of this fascination are examined under the dimensions of aesthetics, emotions, lived experiences and power structures and governance. The interdisciplinary nature of this collection has wide international appeal and will be of interest to academics of social and cultural geography and cultural and media studies.
Download or read book Gender Considerations and Influence in the Digital Media and Gaming Industry written by Prescott, Julie and published by IGI Global. This book was released on 2014-06-30 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.
Download or read book Digital Games and Learning written by Nicola Whitton and published by Routledge. This book was released on 2014-03-26 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.
Download or read book Qualitative Research in Gambling written by Rebecca Cassidy and published by Routledge. This book was released on 2013-10-30 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Open Access version of this book, available at http://www.tandfebooks.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 3.0 license. Gambling is both a multi-billion-dollar international industry and a ubiquitous social and cultural phenomenon. It is also undergoing significant change, with new products and technologies, regulatory models, changing public attitudes and the sheer scale of the gambling enterprise necessitating innovative and mixed methodologies that are flexible, responsive and ‘agile’. This book seeks to demonstrate that researchers should look beyond the existing disciplinary territory and the dominant paradigm of ‘problem gambling’ in order to follow those changes across territorial, political, technical, regulatory and conceptual boundaries. The book draws on cutting-edge qualitative work in disciplines including geography, organisational studies, sociology, East Asian studies and anthropology to explore the production and consumption of risk, risky places, risk technologies, the gambling industry and connections between gambling and other kinds of speculation such as financial derivatives. In doing so it addresses some of the most important issues in contemporary social science, including: the challenges of studying deterritorialised social phenomena; globalising technologies and local markets; regulation as it operates across local, regional and international scales; and the rise of games, virtual worlds and social media.
Download or read book Addiction by Design written by Natasha Dow Schüll and published by Princeton University Press. This book was released on 2014-05-11 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: An anthropologist looks at the new "crack cocaine" of high-tech gambling Recent decades have seen a dramatic shift away from social forms of gambling played around roulette wheels and card tables to solitary gambling at electronic terminals. Slot machines, revamped by ever more compelling digital and video technology, have unseated traditional casino games as the gambling industry's revenue mainstay. Addiction by Design takes readers into the intriguing world of machine gambling, an increasingly popular and absorbing form of play that blurs the line between human and machine, compulsion and control, risk and reward. Drawing on fifteen years of field research in Las Vegas, anthropologist Natasha Dow Schüll shows how the mechanical rhythm of electronic gambling pulls players into a trancelike state they call the "machine zone," in which daily worries, social demands, and even bodily awareness fade away. Once in the zone, gambling addicts play not to win but simply to keep playing, for as long as possible—even at the cost of physical and economic exhaustion. In continuous machine play, gamblers seek to lose themselves while the gambling industry seeks profit. Schüll describes the strategic calculations behind game algorithms and machine ergonomics, casino architecture and "ambience management," player tracking and cash access systems—all designed to meet the market's desire for maximum "time on device." Her account moves from casino floors into gamblers' everyday lives, from gambling industry conventions and Gamblers Anonymous meetings to regulatory debates over whether addiction to gambling machines stems from the consumer, the product, or the interplay between the two. Addiction by Design is a compelling inquiry into the intensifying traffic between people and machines of chance, offering clues to some of the broader anxieties and predicaments of contemporary life. At stake in Schüll's account of the intensifying traffic between people and machines of chance is a blurring of the line between design and experience, profit and loss, control and compulsion.
Download or read book Handbook of Research on Applied E Learning in Engineering and Architecture Education written by Fonseca, David and published by IGI Global. This book was released on 2015-12-29 with total page 602 pages. Available in PDF, EPUB and Kindle. Book excerpt: The integration of technology in education has provided tremendous opportunity for learners of all ages. In today?s technology-focused society, the traditional classroom setting is being transformed through online learning platforms, collaborative and experimental methods, and digital educational resources that go hand-in-hand with non-digital learning devices. The Handbook of Research on Applied E-Learning in Engineering and Architecture Education reviews the latest research available on the implementation of digital tools and platforms within the framework of technical education, specifically in the subjects of architecture and engineering. Taking a global approach to the topic of online learning environments for technical education at all grade levels, this comprehensive reference work is ideally designed for use by educators, instructional designers, and researchers from around the world. This handbook contains pertinent research on a variety of educational topics including online learning platforms, mobile and blended learning, collaborative learning environments, gaming in education, informal learning, and educational assessment.
Download or read book Serious Games written by Ute Ritterfeld and published by Routledge. This book was released on 2009-09-10 with total page 553 pages. Available in PDF, EPUB and Kindle. Book excerpt: The central purpose of this book is to examine critically the claim that playing games can provide learning that is deep, sustained and transferable to the "real world."
Download or read book Research Anthology on Developments in Gamification and Game Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Download or read book Handbook of Research on Promoting Economic and Social Development Through Serious Games written by Bernardes, Oscar and published by IGI Global. This book was released on 2022-03-18 with total page 665 pages. Available in PDF, EPUB and Kindle. Book excerpt: While gaming has become an increasingly popular leisure activity in society, the success of the videogame market has also contributed to the application of serious games in many different contexts and most importantly for learning purposes. This technological novelty is the basis for an innovative change in myriad environments such as education, commerce, marketing, healthcare, and many more. It is of great import to understand these applications in order to improve organizational development. The Handbook of Research on Promoting Economic and Social Development Through Serious Games provides reflection on the multidisciplinary applications of serious games. This book contextualizes the importance of serious games in organizational and societal improvement. Covering topics such as cultural heritage, mental health, and tourism, this book is a dynamic resource for policymakers, academicians, interdisciplinary researchers, graduate and post-graduate students, technology developers, faculty of K-12 and higher education, and government officials.
Download or read book Describing and Studying Domain Specific Serious Games written by Joke Torbeyns and published by Springer. This book was released on 2015-09-14 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes research outcomes on domain-specific serious games. The first part of the book focuses on the design and major characteristics of actual (mainly math-related) serious games. The second part of the book presents recent empirical studies on these games, exploring topics such as the effectiveness of serious games for learning and increasing motivation and the influence of learners’ domain-specific and game competencies. The integration of serious games into the curriculum and subsequent performance and motivation outcomes are also presented.
Download or read book Human Factors in Virtual Environments and Game Design written by Tareq Z. Ahram • Christianne S. Falcão and published by AHFE International. This book was released on 2022-07-24 with total page 293 pages. Available in PDF, EPUB and Kindle. Book excerpt: Human Factors in Virtual Environments and Game Design Proceedings of the 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022), July 24–28, 2022, New York, USA