• Title/Summary/Keyword: Winning Money

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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 Roles of Money's Pride and Surprise Tag on the Use of Money

  • Liu, Cong;Choi, Nak Hwan
    • Asia Marketing Journal
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    • v.17 no.3
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    • pp.1-31
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    • 2015
  • The present research examined the interesting but less attended effects of pride- and surprise-tagged money on consumers' spending decisions. Focusing on the unexpected money received in their daily life, we explored recipient's judgments and responses toward pride-tagged money versus surprise-tagged, and identified differences in types of recipient's consumption and spending behaviors between the pride- tagged money and the surprise-tagged money. Consumers tend to use the money associated with pride (vs. surprise) to reward their invested effort; as a result, they were more likely to buy a personal gift. Moreover, in the context of self-gift, consumers with pride-tagged money have showed a bigger positive difference between the intent to buy individual self-expressive products and the intent to buy social self-expressive products than those with surprise-tagged money. And the receipt of pride-tagged money activates motivation to express one's individual self. Consumers who have received a sum of extra money tend to add the money into the current spendable income account and broaden the array of product category. And consumers with high arousal level of surprise triggered by receiving a sum of unpredictable money because of good luck show a smaller difference between the intent to buy individual self-expressive product and the intent to buy social self-expressive product than those with low level arousal in pride. Therefore, marketers should advertise their products in the respects of individual self-expression when their customers have pride-tagged money, and should advertise their products in the respects of social self-identity when they have surprise-tagged money by winning a large sum of unpredicted money like lottery winning.

Consumer's Attitude and Behavior about the Internet Premium Advertisement and Its Application (인터넷 경품광고 및 응모에 대한소비자태도와 행동)

  • 이민선;이은희
    • Journal of the Korean Home Economics Association
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    • v.40 no.12
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    • pp.85-108
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    • 2002
  • The objectives of this study were to investigate the trend of the attitude and the behavior about consumer's internet premium advertisement and its application and the factors which influence on the attitude and the behavior about consumer's premium advertisement and its application; the demographic variables, internet communication-environment variables and variables in relation to consumer's premium advertisement application. For these purpose, the data collected two way: internet survey and questionnaire survey. The data used in this study included people who have looked an internet Premium Advertisement more than once during internet use. Major findings were as following: (1) The attitude of internet premium advertisement and its application could be described as the mean 34.16 md 24.61 separately(3.11 and 2.73 point on 5.00 points scale). The behavior of application about internet premium advertisement was measured as a behavior of application whether or not; application 18.7% and unapplication 81.3%. (2) The attitude of application about internet premium advertisement was significantly different according to age, joining frequency on internet, past experience of winning a premium, purchasing information search, interesting connection on the internet, the risk about the money loss and negative evaluation of other persons, the economical values of premiums, winning possibility, and preferable premiums. The behavior of application about internet premium advertisement, the behavior of application whether or not was significantly different according to sex, age, school career, a circuit speed, a period of using, joining frequency and a using place, past experience of winning a premium, purchasing information search, interesting connection on the internet, the risk about the negative evaluation of other persons, the economical values of premiums, winning possibility, and preferable premiums. (3) When looking at the influence of variables about the attitude of application about internet premium advertisement, the most influence variables was the past experience of winning a premium, and next was winning possibility, sex, the interest about the premiums which made the consumer want to apply, the economical values of premiums, the purpose of purchase information search and the using time. The explanation of those variables were 22.6%. As the result of the Logistic analysis, it was found that the frequency of the internet connection, the past experience of winning premiums, the risk about the outflow of credit information, interesting premiums, and premium advertisement were the most important variables to affect the possibility of the behavior of application about internet premium advertisement critically.

The Blackjack Game Strategy Using the True Count Method (True Count 기법에 의거한 블랙잭 게임 전략)

  • Kim, Byung-Soo
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.11-18
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    • 2005
  • The effort to win the blackjack game in the casino has been taken globally. This article presents a game strategy to win the game based on the high-low rue count technic. This article will also identify the necessity of Kelly criterion and the betting strategies based on the standard is applied to the blackjack rules of Kangwon Land. By the way, bettings are distinguished as aggressive and conservative one and the simulations more than 2 million shoes has been performed. As a result, it is revealed that the aggressive betting is most advantageous in winning money while it implies the biggest risk.

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Typology of Gambles: A Study of Gambling Behaviors and Problems (도박유형에 따른 도박행동과 도박문제의 차이)

  • Hoon Jang ;Sangyeon Yoon ;Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.16 no.3
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    • pp.331-354
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    • 2010
  • Previous psychological studies in gambling have mainly focused on the characteristics of gamblers. the purpose of the present study was to categorize gambles in Korea into subtypes based on winning probability and money and to examine variations of gambling behaviors and problems across the gamble subtypes. A survey on 1,304 gamble participants were conducted, of their gambling behaviors, personal and social problems, and CPGI. First, factor analyses on perceived winning probability and money revealed 6 subtypes of gambles: amusement type, lottery type, internet type, slot-machine type, racing type and casino type. Secondly, comparisons among gamble subtypes revealed the differences in gambling behaviors, gambling-related cognitions, emotional experiences during gambling, and personal/social problems related to gambling. The gambling behaviors in slot-machine type, racing type, and casino type were more negative than those in amusement type, and lottery type. Gamblers in internet type were found to have potential for latent problems of gambling. In discussion, the academic and practical values and implications of typology of gambles were further discussed.

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An Empirical Study on the Detection of Phantom Transaction in Online Auction (온라인 경매에의 카드깡 탐지요인에 대한 실증적 연구)

  • Chae Myeong-Sin;Jo Hyeong-Jun;Lee Byeong-Chae
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.68-98
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    • 2004
  • Although the internet is useful for transferring information, Internet auction environments make fraud more attractive to offenders because the chance of detection and punishment are decreased. One of fraud is phantom transaction which is a colluding transaction by the buyer and seller to commit illegal discounting of credit card. They pretend to fulfill the transaction paid by credit card, without actual selling products, and the seller receives cash from credit card corporations. Then seller lends it out buyer with quite high interest rate whose credit score is so bad that he cannot borrow money from anywhere. The purpose of this study is to empirically investigate the factors to detect of the phantom transaction in online auction. Based up on the studies that explored behaviors of buyers and sellers in online auction, bidding numbers, bid increments, sellers' credit, auction length, and starting bids were suggested as independent variables. We developed an Internet-based data collection software agent and collect data on transactions of notebook computers each of which winning bid was over 1,000,000 won. Data analysis with logistic regression model revealed that starting bids, sellers' credit, and auction length were significant in detecting the phantom transaction.

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An Empirical Study on the Detection of Phantom Transaction in Online Auction (온라인 경매에서의 신용카드 허위거래 탐지 요인에 대한 실증 연구)

  • Chae Myungsin;Cho Hyungjun;Lee Byungtae
    • Korean Management Science Review
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    • v.21 no.2
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    • pp.273-289
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    • 2004
  • Although the Internet is useful for transferring information, Internet auction environments make fraud more attractive to offenders, because the chance of detection and punishment is decreased. One of these frauds is the phantom transaction, which is a colluding transaction by the buyer and seller to commit the illegal discounting of a credit card. They pretend to fulfill the transaction paid by credit card, without actually selling products, and the seller receives cash from the credit card corporations. Then the seller lends it out with quite a high interest rate to the buyer, whose credit rating is so poor that he cannot borrow money from anywhere else. The purpose of this study is to empirically investigate the factors necessary to detect phantom transactions in an online auction. Based upon studies that have explored the behaviors of buyers and sellers in online auctions, the following have been suggested as independent variables: bidding numbers, bid increments, sellers' credit, auction lengths, and starting bids. In this study. we developed Internet-based data collection software and collected data on transactions of notebook computers, each of which had a winning bid of over W one million. Data analysis with a logistic regression model revealed that starting bids, sellers' credit, and auction length were significant in detecting the phantom transactions.

Bitcoin Cryptocurrency: Its Cryptographic Weaknesses and Remedies

  • Anindya Kumar Biswas;Mou Dasgupta
    • Asia pacific journal of information systems
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    • v.30 no.1
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    • pp.21-30
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    • 2020
  • Bitcoin (BTC) is a type of cryptocurrency that supports transaction/payment of virtual money between BTC users without the presence of a central authority or any third party like bank. It uses some cryptographic techniques namely public- and private-keys, digital signature and cryptographic-hash functions, and they are used for making secure transactions and maintaining distributed public ledger called blockchain. In BTC system, each transaction signed by sender is broadcasted over the P2P (Peer-to-Peer) Bitcoin network and a set of such transactions collected over a period is hashed together with the previous block/other values to form a block known as candidate block, where the first block known as genesis-block was created independently. Before a candidate block to be the part of existing blockchain (chaining of blocks), a computation-intensive hard problem needs to be solved. A number of miners try to solve it and a winner earns some BTCs as inspiration. The miners have high computing and hardware resources, and they play key roles in BTC for blockchain formation. This paper mainly analyses the underlying cryptographic techniques, identifies some weaknesses and proposes their enhancements. For these, two modifications of BTC are suggested ― (i) All BTC users must use digital certificates for their authentication and (ii) Winning miner must give signature on the compressed data of a block for authentication of public blocks/blockchain.

The Study on the Representation of the Times in the Sports Films of the 1980s (1980년대 스포츠영화의 시대적 표상 연구)

  • Im, Jeong-Sig
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.315-347
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    • 2019
  • (1986) and (1987) represent the society of 1980s in which the professional baseball game was initiated to cover the irrational military culture. The love and marriage of sports players were the headlines of the media, and the yearly salary of the players was the hottest issue of conversation. The military culture is represented in the scenes where the coaches train the failures and inapt players in extreme drills. The films pinpoint the absurdity of military culture and win-at-all-costs mentality. The collapse of the dictatorial leadership at the end of the films is a metaphor for the collapse of the fifth Republic of Korea. The episodes where the players talk about contract money, and the trade of players and sports business were a new phenomenon of the 1980's. The fact that Oh Hyesung of chooses love instead of victory deals a big blow to the secular ambition for money, victory and dictatorial leadership. His option provides catharsis for an audience oppressed under military leadership and success driven ideology. On the other hand, Oh Hyesung of dies right at the moment of winning the world champion. He achieves neither love nor success. While Oh Hyesung of is a symbol of pure love and gives spiritual comfort to the audience, Oh Hyesung of gives a sense of hopelessness to the audience. Both of the two sports films reflect the representation of the 1980's but received opposing reviews from audiences.

Study on Perceptions through Big data Analysis on Gambling related News in Korea (한국 사행산업 관련 뉴스의 빅데이터 분석을 통한 인식 연구)

  • Moon, HyeJung;Kim, SungKyung
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.438-447
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    • 2017
  • The purpose of this study is to understand the recognition of gambling industry through the semantic analysis of news data on lottery, sports betting, horse racing and casino that was reported between 1990 to 2015 in South Korea. This paper revealed the difference between journalists' intention and public's perception about news by analyzing the frequency and connectivity of news with framing and public's interest through semantic network analysis and explored the policy characteristics and innovation task. The result of analysis, news on lottery game mainly has been reported social issue related with win such as 'winning number', 'prize money', 'suspicion of manipulation' and etc. News on sports betting has been reported mandatory information related with business project and illegal site such as 'bidding', 'illegal site', 'sales target' and etc. News about horse racing has been reported the information about the business advertisement such as 'online race track' and 'promotion'. Lastly, casino related news has been reported 'major information' such as illegality', 'gambling place' and 'foreigner'. As a result of times series analysis, news about casino in the 1990s, news about lottery in the 2000s and news about horse racing in 2010s have been increased. Public's interest also has been moved to 'business scandal', 'winning game', 'citizens' campaign' and etc. Gambling related news has been classified by four types, 1. advertising publicity(horse racing), 2. mandatory information(sports betting), 3. social issue(public agenda, lottery), 4. major information(casino). We could get the insight that news can be formed a public agenda, when news is reported as a social issue with high frequency and public's interest like lottery related news.