• Title/Summary/Keyword: Betting Games

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A Study on the Internal Characters of Gambling Games (사행성게임의 내재적 특성에 관한 고찰)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.1-12
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    • 2007
  • This paper attempts to pursue the internal characters of gambling games. After examining the concepts of gambling and arranging related theories, we found that gambling games have 3 factors of technical intervention, betting and ratio of payment. The betting is subdivided 3 factors of existence of betting, unit speed of betting and extendibility of betting. These factors may be used to a framework of conceptual analysis to gambling games. If social and cultural factors can be added to these factors, gambling games can be comprehensively and empirically analyzed.

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The Influences of Personal Characteristics and Betting Games on Problem Gambling among Out-of-school Adolescents in South Korea (학교 밖 청소년의 개인 특성 및 돈내기 게임 경험이 문제도박에 미치는 영향)

  • Chang, Hae-Lim;Lee, Jaekyoung;Lee, RaeHyuck
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.558-567
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    • 2018
  • This study was the first attempt to investigate which factors influence problem gambling among out-of-school adolescents in South Korea. Using data from the 2015 Survey on Youth Gambling Problems, this study examined the influences of personal characteristics and betting games on problem gambling among out-of-school adolescents. Regression analyses of personal characteristics on problem gambling showed that being male adolescents, having more allowance, living without parents/guardians, or belonging to probation was associated with higher likelihood of doing problem gambling among out-of-school adolescents. Also, regression analyses of betting games on problem gambling revealed that doing betting games more frequently, doing betting games more time, or spending more money on betting games was associated with higher likelihood of doing problem gambling among out-of-school adolescents. Based on the findings, this study suggested practice and policy implications for addressing problem gambling among out-of-school adolescents.

Comparisons by gender and school type in the association between betting games and problem gambling among adolescents (청소년의 돈내기 게임 경험과 문제도박의 관계에서 성별 및 학교급별 차이 비교)

  • Lee, Jaekyoung;Lee, RaeHyuck;Chang, Hae-Lim
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.523-530
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    • 2018
  • This study aimed to examine the association between betting games and problem gambling among adolescents, with attention paid to comparisons by gender and school level. For this purpose, this study analyzed a sample of 3,653 adolescents from the 2015 Survey on Youth Gambling Problems. The main findings are as follows. First, experiencing online betting games compared to non-online betting games was associated with higher risks of being light and severe problem gambling among adolescents. Second, the associations between online betting games and problem gambling was more pronounced for male adolescents than for female adolescents. Third, the associations between online betting games and problem gambling was more pronounced for high school students than for middle school students. Based on the findings, this study suggested practical strategies to prevent problem gambling among adolescents.

The Association between Modes of Access to Betting Games and Problem Gambling among Adolescents : Focusing on Comparisons between On-line and Land-based Modes (청소년의 돈내기 게임 접촉방식과 문제도박의 관계 : 온라인과 오프라인 방식의 비교를 중심으로)

  • Lee, Jaekyoung;Lee, RaeHyuck;Chang, Hae-Lim
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.139-148
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    • 2020
  • This study examined the modes of access to betting games among adolescents and analyzed the influence of on-line betting games (e.g., legalized gambling, illegal gambling, speculative games) on problem gambling. The raw data from the 2018 Survey on Youth Gambling Problems were used. Using a sample of 5,101 school adolescents who were from first-grade middle school students to second-grade high school students and who experienced betting games during the last three months, this study conducted cross tabulation and logistic regression analyses. Of the adolescents who experienced betting games, 17.8% experienced on-line games that were composed of 4.9% in illegal gambling, 2.4% in speculative games, and 0.4% in legalized gambling. Compared to land-based modes of gambling, on-line illegal gambling, legalized gambling, and speculative games were associated with higher odds of problem gambling. While on-line illegal gambling was associated with higher odds of problem gambling for female adolescents, on-line illegal gambling, legalized gambling, and speculative games were associated with higher odds of problem gambling for male adolescents. This study discussed intervention strategies to address problem gambling and modes of betting games among adolescents.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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Forecasting the Results of Soccer Matches Using Poisson Model (포아송 확률 모형을 이용한 축구 경기 결과 예측)

  • Seong, Hyun;Chang, Woo-Jin
    • IE interfaces
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    • v.20 no.2
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    • pp.133-141
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    • 2007
  • As the sales of the Sports Toto, the Korean lottery on sports games, have increased significantly in recent five years, interest in predicting the various results of sports matches has also been raised. Dixon and Coles (1997) proposed a bivariate Poisson model to predict the results of English soccer league matches. In this paper, we pay attention to the physical condition of players that may affect soccer match results and revise Dixon and Coles' model to consider probable fatigue due to the players' short rest followed by their frequent matches. We observed the fatigue effect in the match results, and found positive betting returns available when using our prediction model. Furthermore, the validity of probability-based odds in European and Korean betting markets is analyzed.

The Influences of Winning Money and Gambling Environments on Problem Gambling among Adolescents in South Korea: Focusing on Gender Differences (청소년의 돈을 딴 경험과 도박 유해환경이 문제도박에 미치는 영향: 성별 비교를 중심으로)

  • Lee, RaeHyuck;Chang, Hae-Lim;Lee, Jaekyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.284-293
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    • 2018
  • This study aimed to examine the influences of winning money from betting games and gambling environments on problem gambling among adolescents in South Korea, with particular attention to gender differences in the influences. This study performed a series of regression analyses by using a sample of 14,008 adolescents from the 2015 Survey on Youth Gambling Problems. The findings are as follows. First, winning money from betting games was associated with higher likelihood of doing problem gambling among adolescents. Second, living in a neighborhood with gamblers or gambling places was associated with higher likelihood of doing problem gambling among adolescents. Third, the influence of winning money from betting games on problem gambling was more pronounced for male adolescents. Fourth, there were no gender differences in the influence of living in a neighborhood with gamblers or gambling places on problem gambling. Based on the findings, implications for addressing problem gambling among adolescents were discussed.

The Relationship between Gambling Behaviors and Buying Random Items among Adolescents (청소년의 확률형 아이템 구매경험과 도박행동의 관계)

  • Lee, Jaekyoung;Park, Hyangjin;Park, Ae Ran;Hwang, Sun Young
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.386-396
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    • 2020
  • This study aimed to examine the influences of an experience of purchasing random items and gambling behaviors among adolescents in South Korea. This study performed a series of binominal logistic regression analyses by using a sample of 17,520 adolescents from the 2018 Survey on Youth Gambling Problems. The findings are a follows. First, 49.9% of the adolescents had experience in buying random items. Second, an experience of buying random items among adolescents who have experienced betting games are related to problem gambling(OR=1.48, p<.001). Third, an experience of buying random items among adolescents who have no experienced in betting games are related to intention to participate in legalized gambling(OR=1.89, p<.001). Fourth, there were no gender differences in the influence of an experience of purchasing random items on gambling behaviors. Based on the findings, implications for addressing gambling problems among adolescents were discussed.

The Proposal of Alternative Regulatory Considering Game Mechanism for Game at Game Providers : Focusing on The Reward Ratio for Betting (게임제공업소용 게임물에 대한 게임 메커니즘을 고려한 대안적 규제 제언 : 베팅에 대한 보상 비율을 중심으로)

  • Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.493-519
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    • 2017
  • Looking back at the last 10 years of the enactment of the Game Industry Act, the law was revised as a regulation rather than a promotion of the game. The objective of this study is to investigate where game regulation originated and derived through the history of those, and to find out what areas were missed, and to solve the tangled threads by regulation. For this purpose, we reviewed the implications of 10,000 won per hour, and discussed alternatives. Data were collected and analyzed on the basis of a review of regulatory literature and in - depth interviews with experts. When regulating games, we found that the side effects were further amplified by simply regulating the amount. Especially, we found that the vicious cycle in which functions such as indication, hit repeatedly, and automatic progress are made and immediately following prohibited is repeated. The point at which there is a sharp interest between the game user and the game operator in the game progression is the 'reward ratio for betting'. This is the key to protecting users. This could be a regulation considering the mechanism of the game. If the regulatory paradigm shifts in the future due to game regulations that take into account the 'reward ratio for betting' in the future, it is expected to minimize the side effects of price regulation and create a sound game ecosystem.

The Study on Casinos & Gaming Industry in South America Based on Market Analysis & Implications (남미 카지노 및 게이밍산업의 이해와 시사점)

  • Lee, Seung-Koo
    • Korean Business Review
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    • v.23 no.2
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    • pp.31-52
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    • 2010
  • The casinos and gaming sector consists of all forms of betting, including commercial, state-run, and charitable operations. The casinos segment comprises gambling in casinos, and includes gaming machine gambling where this occurs on casino premises. The gaming segment covers all other forms of gambling, including national and other lotteries, racing and sports betting, bingo, pachinko, and gaming machines where these are not located on casino premises. All values are stated in terms of gross gaming win. This is the total amount waged by customers minus the total amount paid out to customers as winnings, but before the payment of any applicable taxes, disbursements to charitable or other causes by games established for those purposes, or other expenses. The South American casinos & gaming sector posted strong growth in 2009 and this growth is expected to accelerate during the forecast period. The South American casinos & gaming sector generated total revenues of $9.6 billion in 2009, representing a compound annual growth rate(CAGR) of 15% for the period spanning 2005-2009. In comparison, the Argentinian and Chilian sectors grew with CAGRs of 17% and 21.9% respectively, over the same period, to reach respective values of $2.2 billion and $93.7 million in 2009. The other gaming segment was the sector's most lucrative in 2009, generating total revenues of $7.1billion, equivalent to 74.1% of the sector's overall value. The casino segment contributed revenues of $2.5billion in 2009, equating to 25.9% of the sector's aggregate revenues. The performance of the sector is forecast to accelerate, with an anticipated CAGR of 20.4% for the five year period 2009-2014, which is expected to drive the sector to a value of $24.3 billion by the end of 2014. Comparatively, the Argentinian and Chilian sectors will grow with CAGRs of 10.2% and 7.3% respectively, over the same period, to reach respective values of $3.6 billion and $133.6 million in 2014.

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