• Title/Summary/Keyword: 도박

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Depression, Anxiety and Stress in Pathological Gambling (우울, 불안, 스트레스와 병적 도박)

  • Shin, Young-Chul;Choi, Sam-Wook
    • Anxiety and mood
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    • v.2 no.2
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    • pp.86-93
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    • 2006
  • Depression, anxiety and stress are important components of theories of pathological gambling and are often foci of treatment with patients with gambling problems. In the present review we attempt to examine the relationship between anxiety, depression, stress and pathological gambling. Although the previous studies on this subject are limited and the relationship is unclear and complex, our review on the previous studies and clinical experiences on this subject could offer new insights for the assessment and treatment of pathological gamblers.

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Gambler's Fallacy Bias on the Supply Chain (도박사 오류 바이어스가 공급사슬에 미치는 영향에 관한 연구)

  • Moon, Seong-Am;Park, Young-Il;Seok, Sun-Bok
    • Korean System Dynamics Review
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    • v.12 no.4
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    • pp.157-175
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    • 2011
  • The purpose of this paper is to find out the effects of the gambler's fallacy bias on the supply chain. For this study, the simulation was based on a casual structure of the Beer Distribution Game from Sterman(2000)'s Business Dynamics and designed into 2 different models : the first model carries the exact same structure as the reference mentioned above and for the second model, the comparison model is used reflecting gambler's fallacy bias. Each model has 2 different demand patterns. The 4 cases of models was tested with 1,000 different random number seeds. The results for the simulation are following : In the aspect of the inventory and out of stock, the basic model resulted better than the comparison. However, in the bullwhip effect, the comparison model has less than the basic in terms of the level demand pattern. But there was no significant difference in the cycle demand.

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도박인가 명절유희인가?--송·원대 '관박(關撲)'에 대한 고찰 --《동락원연청박어(同樂院燕靑博魚)》를 중심으로

  • Lee, Geum-Sun
    • 중국학논총
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    • no.66
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    • pp.145-159
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    • 2020
  • 宋元时期, 游戱的风气较为盛行。本人想通過考察'關撲'而要了解這時期的民間遊戲文化. 尤其賭博遊戲文化. 所以, 本論文主要針對《燕靑博魚》第二節中的有關'博魚'部分探討. 考察當中除了元雜劇《燕靑博魚》這一作品分析之外, 以宋孟元老的《東京夢華錄》爲主要參考資料. 通過燕靑'博魚'有現實感豐富的具體內容, 能够瞭解到當時節日游戱民俗的一種'關撲'盛行的風氣與城市社會經濟的種種面貌.

The Effects of Bicycle Racing Spectator Motivation on Stress : Focusing the Mediating Effect of Flow (경륜 관람 참여 동기가 스트레스에 미치는 영향 -몰입의 매개효과 중심으로-)

  • Maeng, Seong-Jun;Lee, Dong-Jun;Kang, Jun-Hyeok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.311-321
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    • 2019
  • This study was conducted to investigate the relationship between motivation, stress and flow in bicycle race gambling. To accomplish this, data were collected from gambling users of a bicycle velodrome. A total of 347 samples were employed for analysis. The collected data were analyzed through multiple regression analysis. The results of the analysis were as follows. First, the level of flow increased as the motivation for participating in the contest increased. Second, the influence of the motivation to participate in the race on immersion showed that a higher motivation to participate in the race was associated with a higher level of stress. Third, verification of the motive for participating in the race and the mediated effect of immersion between stress revealed that immersion had a mediated effect on stress. Based on the results of these analyses, practical and policy implications were suggested. Accordingly, there is a need to identify the motivation for career participation in counseling of experienced gamblers. Moreover, it is important to establish a system to prevent excessive gambling flow.

Exploring the Nature of Cybercrime and Countermeasures: Focusing on Copyright Infringement, Gambling, and Pornography Crimes (사이버 범죄의 특성과 대응방안 연구: 저작권 침해, 도박, 음란물 범죄를 중심으로)

  • Ilwoong Kang;Jaehui Kim;So-Hyun Lee;Hee-Woong Kim
    • Knowledge Management Research
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    • v.25 no.2
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    • pp.69-94
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    • 2024
  • With the development of cyberspace and its increasing interaction with our daily lives, cybercrime has been steadily increasing in recent years and has become more prominent as a serious social problem. Notably, the "four major malicious cybercrimes" - cyber fraud, cyber financial crime, cyber sexual violence, and cyber gambling - have drawn significant attention. In order to minimize the damage of cybercrime, it's crucial to delve into the specifics of each crime and develop targeted prevention and intervention strategies. Yet, most existing research relies on indirect data sources like statistics, victim testimonials, and public opinion. This study seeks to uncover the characteristics and factors of cybercrime by directly interviewing suspects involved in 'copyright infringement', 'gambling' related to illicit online content, and 'pornography crime'. Through coding analysis and text mining, the study aims to offer a more in-depth understanding of cybercrime dynamics. Furthermore, by suggesting preventative and remedial measures, the research aims to equip policymakers with vital information to reduce the repercussions of this escalating digital threat.

Game Developer / 리딩 에지 디자인’의 창립자 레리 데마르

  • Everard Strong
    • Digital Contents
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    • no.12 s.127
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    • pp.149-150
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    • 2003
  • 비디오 기반의 카지노게임 시장은 그 규모가 수십만 혹은 수백만달러에 이를 정도로 성장하고 있기 때문에 경쟁이 치열하다. 레리 데마르(Larry DeMar)가 창립한‘리딩에지디자인(Leading Edge Design)’은‘멀티 스트라이크 포커(Multi-Strike Poker)’를 출시해 상을 수상한 바 있다. 레리가 이 시장에서 어떻게 살아남았는지, 그리고 어떤 성장을 이뤄낼 수 있었는지, 그의 비디오게임과 핀볼, 카지노 도박 디자인에 대한 경험담을 들어봤다.

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화투' 명절 놀이문화의 대명사 인쇄도 명품.신기술 있다

  • Park, Seong-Gwon
    • 프린팅코리아
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    • v.8 no.1
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    • pp.100-103
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    • 2009
  • 도로를 꽉 메운 귀성 행렬, 오랜만에 만나 더 반가운 가족 친지들, 떡국과 차례음식, 세뱃돈, 가족 친지들과 함께하는 윷놀이 등등. 이런 익숙한 설날 풍경에 빼놓을 수 없는 것이 바로 화투놀이. 특히 게임방식의 하나지만 일반명사처럼 쓰이는 '고스톱'이다. 상습도박이 아니라면 명절 때 가족들과 즐기는 '고스톱'은 무료한 시간을 달래며 얼마간의 판돈에 걸린 스릴까지 만끽하는 인기 놀이다.

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Testing an Explanatory Model for Preventing College Students' Problem Gambling (대학생의 문제도박 예방에 대한 설명모형 구축 및 검증)

  • Park, Hyangjin;Kim, Suk-Sun
    • Research in Community and Public Health Nursing
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    • v.29 no.1
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    • pp.97-107
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    • 2018
  • Purpose: A mediated model of Korean college students' problem gambling based on Blaszczynski and Nower's pathway model is developed and tested to explore mediating roles of self-control and irrational gambling beliefs in the association between emotionally vulnerable variables and problem gambling. Methods: 273 student participants recruited from 4 universities in Seoul and Gyeonggi, Korea responded. Data were collected with a structured self-report questionnaire comprising measures of problem gambling, depression, anxiety, coping styles, irrational gambling belief, and self-control. Results: The modified research model provides a reasonable fit to the data. Depression, anxiety, reflective coping, irrational beliefs, and self-control turned out to have direct effects on problem gambling, while indirect effects were reported in some suppressive and reactive styles. These predictors account for 38% of the college students' problem gambling. Conclusion: The findings suggest that developing intervention programs for reducing depression, anxiety, irrational gambling beliefs, and increasing reflective coping and self-control are needed to prevent Korean college students'problem gambling.