• Title/Summary/Keyword: Gambling experience

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Convergence Study on the Effects of Stress and Gambling Change Motivation on Gambling Abstinence Self-Efficacy among College Students Using Gambling (대학생 도박경험자의 스트레스 및 도박변화동기가 단도박 자기효능감에 미치는 융복합 영향 연구)

  • Choi, Jung-Hyun;Kim, Jeong-Suk;Kim, Seong-Ui
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.19-25
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    • 2019
  • This study was attempted to identify the convergence factors that affected the gambling abstinence self-efficacy among college students using gambling. The participants were 134 students with gambling experience at two universities in C city and G city. The results of this study are as follows. Stress(r=-.314, p<.001) and gambling change motivation(r=.272, p=.001) showed a significant correlation with gambling abstinence self-efficacy in correlation analysis. The greatest influence on gambling abstinence self-efficacy in multiple regression analysis was identified in order of stress(${\beta}=-.29$, p<.001), gambling change motivation (${\beta}=.25$, p=.003). The results of this study suggest that a gambling prevention education program which can manage stress and strengthen the gambling change motivation of college students using gambling is needed to improve the gambling abstinence self-efficacy.

A Qualitative Study on the Gambling Experiences of delinquents Juvenile Dropouts (학교 밖 비행청소년의 도박경험에 관한 질적연구)

  • Kim, Jin-Woong;Kim, Ju-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.229-238
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    • 2019
  • The purpose of this study is to understand in depth the gambling experiences of delinquent juveniles who have dropped out of school and analyze the content and meaning of gambling experiences. Thus, utilized a Giorgi's phenomenological research method. Data was gathered through in-depth interviews, and the gambling experiences of six youths who are under juvenile law protective disposition were examined through a four-step analytic process. From the results, 6 parent components and 18 sub-components were derived. That is, "the temptation of close gambling", "trapped in the bridle of gambling", "deterioration of life", "damaged of non-official networks relationship", "corruption of existence" and "attempts to escape gambling" were appeared. These results are meaningful because they have allowed researchers to identify the essential meaning and experiential structure of delinquents juvenile' gambling experiences outside of school, which has not been studied thus far. Further, this study has empirical value as its framework includes a joint analysis in terms of welfare and gambling addiction and focuses on a precarious population-delinquent juveniles who have dropped out of school. The results provide a foundation from which practical implications and policy alternatives for the prevention and treatment of gambling problems in delinquent juveniles dropped out of school.

The Research on the Lived Experiences of Gambling Addicts who stay near the Casino (카지노 인근에 머무는 도박중독자가 체험한 공간성)

  • Song, Jin-Ah;Kim, Sun-Min;Kim, Yong-Geun;Shin, Heang-Ho
    • Korean Journal of Social Welfare Studies
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    • v.44 no.1
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    • pp.193-216
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    • 2013
  • The aim of this study is to reveal the lived experience of gambling addicts who have chosen to move near to a casino area to live. Thus, the researchers interviewed four gambling addicts (who live in the vicinity of the casino)and analyzed what spatiality they experienced and what it meant by using the van Mannen's hermeneutics phenomenological approach. The result revealed that what affected and constituted their lived experiences essentially was not where they came from or where there are now but the phenomenon itself which they stayed close to the casino. Even though they escaped their own living space for themselves and flowed into the casino vicinity, they seemed to live only for today, however they lived to make up the past loss or dream for better future through beating the odds of gambling. Therefore they did not make an ontological living. Thus, they were experiencing an existential anxiety as a 'Sandwich Being' between the outside world and somewhere else in the world.

Qualitative Research on Gambling Experience of Male College Students -Focused on Sports Toto- (남자 대학생의 도박 경험에 관한 질적 연구 - 스포츠토토를 중심으로 -)

  • Choi, Jung-Hyun;Yang, Young-Mi;Kim, Seong-Ui
    • Journal of Convergence for Information Technology
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    • v.9 no.3
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    • pp.44-55
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    • 2019
  • The purpose of this study was to investigate the experiences of male college students through sport toto gambling and to provide basic data on the prevention program for male college gambling addicts. Participants in the study were eight male college students who were interviewed in depth and analyzed according to Colaizzi's phenomenological study method. As a result of this study, four categories of experiences were derived as follows: Like the wind that rushes to the sea, Tears of remorse, A locked down life and On a dream day. Research shows that sports toto is easy to access and has a lot of interesting factors, however it has been found out that male college students have a great risk of falling into addiction aiming to win at once like ordinary gamblers. Therefore, this study suggests that gambling preventive education and counseling are necessary for male college students who like sports.

The Qualitative study about Recovery Process of the Spouses of Gambling Addicts. - Hermeneutical grounded theory methodology - (도박자 배우자들의 회복경험에 대한 질적연구 : 해석학적 근거이론 방법)

  • Kim, Jin Sook;Lee, Keun-Moo;Lee, Hyuk Koo
    • Korean Journal of Social Welfare Studies
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    • v.42 no.1
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    • pp.83-115
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    • 2011
  • This research is to study the psychological, emotional, physical pains of the spouses of gambling addicts and the recovery process from the suffering. From this, we expect to propose a supportive program to help the recovery. Nine of the spouses of gambling addicts joined this research and the hermeneutical grounded theory methodology was applied to interpret it. Data were collected by the depth interview and various written records and they were analyzed by Rennie(2007)'s methodology. We could construct 20 categories by analyzing and categorizing meaningful units of the data. The core theme of the recovery experience was presented as "Stopping rolling the Sysyphus's boulder, and returning to the routine peace." Based upon the research outcomes, we suggested a supportive program considering male and female differences and a way to improve the accessibility to the therapy system for the spouses of gambling addicts and the need for a meaning therapy.

An Analysis on the Sports Ethics Awareness of University Student Athletes (대학 학생선수의 스포츠윤리 인식 분석)

  • Choi, You-Lee;Lee, Yong-Kuk
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.569-576
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    • 2019
  • The purpose of this study was to analyze the sports ethics awareness of college student athletes. To this end, data was collected from 312 college student athletes. The collected data were analyzed by descriptive statistic and chi-square analysis by the experience of college student athlete's intentional defeat, recognition of intentional defeat, cause of match-fixing, and necessity of sports ethics education. The conclusions are as follows. First, 7.1% of the college students had experienced losing intentionally. Second, 16.3% of the college student athletes did not perceive intentional losses irrelevant to gambling as match-fixing. Third, the college student athletes perceived that the causes of match-fixing included illegal pursuit of profits, environmental factors, human relationships, lack of education, etc. Fourth, 8.1% of the college student athletes viewed that sports ethics education is necessary. This study can be used as a basic data of sports ethics education for student athletes and it is expected to grow as a student player who can maintain moral character.

Integrated Study on Hospitalization Stress Experience of Schizophrenic Patient (조현병 환자의 입원스트레스 경험에 대한 융합연구)

  • Park, Sun Ah;Park, Keun Woo
    • Journal of the Korea Convergence Society
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    • v.9 no.4
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    • pp.397-408
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    • 2018
  • The purpose of this study is to understand and describe the hospitalization stress experience of patients with schizophrenia. The subjects of this study were 15 inpatients who were hospitalized in three psychiatric hospital closure wards. As a result of the study, the contents of hospitalized stress were classified into five categories, 17 sub-categories and 58 meaningful contents. The five top categories were 'missing and guilt for family', 'discomfort due to poor therapeutic environment', 'not respected of rights Patient's, 'anxiety about life after discharge', 'social prejudice and self-perceived stigma. This study has significant implications for the provision of basic data to mediate hospitalization stress of patients with schizophrenia.

Contexts and Directions of the Collaboration between Public Health Centers and Community Partners for Health Promotion (보건소의 지역사회 건강증진 협력 모색)

  • Yoo, Seunghyun;Kim, Kwang Kee
    • Korean Journal of Health Education and Promotion
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    • v.30 no.4
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    • pp.77-85
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    • 2013
  • Objectives: This paper discusses the current contexts of the collaboration between public health centers(PHCs) and community partners for health promotion. Then it suggests directions for the development and enhancement of the collaboration. Methods: The discussion in this paper is based on key literature on community health promotion, including literature reviews and case reports. Results: PHCs are mostly engaged in networking and cooperation rather than collaboration with the community. A typical pattern of cooperation is where PHCs provide healthy-setting types of programs to the community in single-partnered relationships. Current cooperation rarely involves co-planning by a multi-partnered partnership, and is greatly influenced by the interest of PHC directors and PHC performance evaluation indicators. Systems change is recommended to foster collaboration for community health promotion. Such change involves: shared understanding of health promotion and collaboration, inclusion of collaboration mechanism in public health governance, leadership development, capacity enhancement of all partners. role definition of PHCs for community collaboration, and development of collaborative system, at the least. Conclusions: At this point where collaboration should be more than rhetoric, multi-faceted, intersectoral, and concurrent approaches are required to create discourses, to develop cases, and to share experience for actual realization of collaboration for community health promotion.

An Empirical Study on the Effects of Regulation in Online Gaming Industry via Vector Autoregression Model (벡터자기회귀(VAR) 모형을 활용한 온라인 게임 규제 영향에 대한 실증적 연구: 웹보드 게임을 중심으로)

  • Moonkyoung Jang;Seongmin Jeon;Byungjoon Yoo
    • Information Systems Review
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    • v.19 no.1
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    • pp.123-145
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    • 2017
  • This study empirically examines the effects of regulation on online gaming. Going beyond ad hoc heuristic approaches on individual behavior, we investigate the effects of regulation on dynamic changes of games or service providers. In particular, we propose three theoretical perspectives: social influence to investigate the regulation effect, the role of prior experience to determine the difference in the regulation effect size through users' prior experience, and network externalities to discover the difference in the regulation effect size according to the number of users on an online gaming platform. We use the vector autoregression methodology to model patterns of the co-movement of online games and to forecast game usage. We find that online gamers are heterogeneous. Therefore, policy makers should make suitable regulations for each heterogeneous group to effectively avoid generating gaming addicts without interrupting the economic growth of the online gaming industry.

A Study on Interaction Design for Improving Usability of Random item box in Korean Mobile Game (국내 모바일 게임의 확률형 아이템 사용성 개선을 위한 인터랙션 디자인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.137-143
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    • 2018
  • This study is an interaction design study which can improve the usability of random item boxes that are used as in - game contents in Korean mobile games. Currently, Korean mobile game sales continue to rise. Sales of random item boxes are the main reason for the increase in sales. Problems with the use of random item boxes have been continuously raised, and legal regulations are currently in place. When using random item boxes, the user can not know the exact percentage information. There is a concern that this expresses gambling. In this context, we have studied interaction design to improve the usability of random item boxes, and conducted user online surveys and in - depth interviews to provide users with a better game experience. As a result, it is shown that providing percentage information intuitively when using random item boxes can enhance user experience. Through this study, it is expected that interaction design research will be actively conducted to provide a better user experience when using random item boxes.