The Hunt for Loot: Proposed Solutions to More Effectively Regulate Addictive Gambling Mechanics in Video Games
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Wetlands Mapper Frequently Asked Questions
Frequently Asked Questions: Wetlands Mapper December 2015 Mapper Content and Display How does the public access the new Mapper? The Wetlands Mapper can be found at: http://www.fws.gov/wetlands/ Does the updated mapper display all wetland polygons from the Wetlands Geodatabase? Yes. All available wetland map data both vector and raster scanned images are on the Mapper. Does the updated mapper display all wetland labels? Yes. Larger polygon labels will display right away. Smaller polygon labels will display at larger scale and appear inside the feature. At what scale do the Wetlands display on screen? Wetlands first display at 1:144,448 scale. The nominal scale for wetland data is 1:12,000 or 1:24,000 although higher resolution is possible. How is the display scale determined? Display scales are pre-determined intervals. The maximum zoom scale is 1:71. ESRI base maps will not display below 1:1,128 scale resolution for the contiguous United States and Puerto Rico, 1:9,028 for Alaska, and 1:4,514 for Hawaii, and the Pacific Trust Islands. Can I minimize the Available Layers Window? Yes. Click on minimize + or – symbol in the upper right hand corner of the Available Layers Window. Can I zoom to locations? How do I find the Pacific Trust Islands? Yes. Use the “Zoom to” tool to quickly go to Alaska, Hawaii, Puerto Rico and Virgin Islands or the Pacific Trust Islands. Enter the name, address, or zip code into the “Find Location” tool to go to a specific location. Latitude and longitude coordinates may also be entered using the format [longitude, latitude]. -
Gambling Commission Submission to the Australian Online Gambling Review
Gambling Commission submission to the Australian online gambling review Inquiry by Joint Select Committee on Gambling Reform into Interactive Gambling – Further Review of Internet Gaming and Wagering June 2011 Contents 1 Introduction 3 2 The Gambling Commission 3 3 The Gambling Act 2005 4 4 Remote gambling 5 5 The Gambling Act 2005: Definition of gambling 5 6 The Gambling Act 2005: Definition of remote gambling 5 7 Licence Conditions and Codes of Practice 5 8 Remote technical standards 6 9 Betting exchanges 7 10 Developments in remote gambling 7 11 Betting Integrity 10 12 Conclusion 14 2 1 Introduction 1.1 This document provides information in response to questions outlined in the 17 May 2011 annoucement by the Joint Select Committee on Gambling Reform on the further review of internet gaming and wagering. 1.2 The responses to the questions in the paper are covered throughout this document and the following highlights the sections in which the answers can be found: (a) the recent growth in interactive sports betting and the changes in online wagering due to new technologies – covered in section 10 (b) the development of new technologies, including mobile phone and interactive television, that increase the risk and incidence of problem gambling – covered in section 10 (c) the relative regulatory frameworks of online and non-online gambling – covered in sections 2 – 8 (d) inducements to bet on sporting events online – covered in section 7.3 (e) The risk of match-fixing in sports as a result of the types of bets available online, and whether -
Full Version
Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com. -
Letter to the Gambling Commission
Sarah Gardener Committee of Advertising Practice Executive Director Castle House, 37-45 Paul Street Gambling Commission London EC2A 4LS Telephone 020 7492 2200 Email [email protected] [email protected] www.cap.org.uk 22 October 2020 Dear Sarah Update on CAP and BCAP’s response to the GambleAware research I’m pleased to inform you that CAP and BCAP have today published a consultation proposing significant new restrictions on the creative content of gambling and lotteries advertising. This is an important step in meeting our commitment to respond in full to the emerging findings of the GambleAware research and ensuring that the UK Advertising Codes remain up to date with the evidence base in protecting under-18s and other vulnerable groups. The consultation will run until 22 January and we hope to announce the outcome in the first half of 2021, introducing any changes to the Codes by the end of the year. As well as introducing the consultation, this letter comments on several of the GambleAware recommendations directed at industry or where we have been carrying out policy and enforcement activity separate to the consultation. You’ll be aware that several of the recommendations have been carried over from GambleAware’s Interim Synthesis Report, published in July 2019 Restrictions on adverting volumes We address in the consultation the GambleAware question of whether to strengthen the existing policy (CAP’s ‘25% test’) on where, in non-broadcast media, it is acceptable to place a gambling ad. But, we also note the separate recommendation, directed at industry, to reduce the overall volume of gambling advertising and marketing messages reaching children, young people and vulnerable adults. -
October Packet -Public.Pdf
STATE OF WASHINGTON GAMBLING COMMISSION “Protect the Public by Ensuring that Gambling is Legal and Honest” Hampton Inn and Suites 4301 Martin Way E. Olympia, WA 98516 Thursday, October 10, 2019 Please note, agenda times are estimates only. Items may be taken out of sequence at the discretion of the Chair. Commissioners may take action on business items. Administrative Procedures Act Proceedings are identified by an asterisk (*) PUBLIC MEETING 9-11:30 Executive Session - Closed to the Public Bud Sizemore, Chair Discuss Pending Criminal Investigations, Tribal Negotiations, and Litigation 11:30-12:30 Break/Lunch Tab 1 Call to Order Bud Sizemore, Chair 12:30 Welcome and Introductions • Moment of Silence Consent Agenda (Action) • September 12, 2019 Commission Meeting Minutes • New Licenses and Class III Employees* Class III Employees/Snoqualmie & Cowlitz Tribes* (Action) Director’s Report David Trujillo, Director Tab 2 Sports Gambling Discussion and Presentation Marquest Meeks, Senior Counsel, Major League Baseball Fred Rivera, General Counsel, Seattle Mariners Brian Considine, Legal and Legislative Manager Tab 3 *Petition for Review Saechin (Action) Kellen Wright, Assistant Attorney General Tab 4 *Petition for Review Yan Li agreed order presentation (Action) Brian Considine, Legal and Legislative Manager Tab 5 *Rocky Mountain Elk Foundation (Action) • Request to exceed 300k limit in raffle prizes Jim Nicks, Agent in Charge Tab 6 *Staff Proposed Rule Changes (Action) • Fee Simplification Amendments Ashlie Laydon, Rules Coordinator Tab 7 *Staff Proposed Rule Changes (Action) • Fee Simplification Repeals Ashlie Laydon, Rules Coordinator Tab 8 *Staff Proposed Rule Making (Action) Brian Considine, Legal and Legislative Manager Tab 9 Raffle Work Session Sonja Dolson, Special Agent Supervisor Dan Frey, Special Agent Supervisor Public Comment Adjourn Upon advance request, the Commission will pursue reasonable accommodations to enable persons with disabilities to attend Commission meetings. -
May Your Drug Price Be Evergreen
Journal of Law and the Biosciences, 590–647 doi:10.1093/jlb/lsy022 Advance Access Publication 7 December 2018 Original Article May your drug price be evergreen ∗,1 Robin Feldman Downloaded from https://academic.oup.com/jlb/article/5/3/590/5232981 by Elsevier user on 30 October 2020 Hastings College of the Law, University of California, 200 McAllister St. San Francisco, CA 94102, USA Corresponding author. E-mail: [email protected] ABSTRACT Presenting the first comprehensive study of evergreening, this article ex- amines the extent to which evergreening behavior—which can be defined as artificially extending the protection cliff—may contribute to theprob- lem. The author analyses all drugs on the market between 2005 and 2015, combing through 60,000 data points to examine every instance in which a company added a new patent or exclusivity. The results show a startling departure from the classic conceptualization of intellectual property pro- tection for pharmaceuticals. Rather than creating new medicines, pharma- ceutical companies are largely recycling and repurposing old ones. Specifi- cally, 78% of the drugs associated with new patents were not new drugs, but ∗ Robin Feldman is the Arthur J. Goldberg Distinguished Professor of Law and Director of the Institute for Innovation Law at the University of California Hastings. Her most recent books in the life sciences are Drug Wars (Cambridge) and Rethinking Patent Law (Harvard). Professor Feldman also has published more than 50 articles in law journals including at Harvard, Yale, and Stanford, as well as in the American Economic Review and the New England Journal of Medicine. Professor Feldman’s empirical work has been cited by the White House and numerous federal agencies. -
The Tragedy of the Gamer: a Dramatistic Study of Gamergate By
The Tragedy of the Gamer: A Dramatistic Study of GamerGate by Mason Stephen Langenbach A thesis submitted to the Graduate Faculty of Auburn University in partial fulfillment of the requirements for the Degree of Master of Arts Auburn, Alabama May 5, 2019 Keywords: dramatism, scapegoat, mortification, GamerGate Copyright 2019 by Mason Stephen Langenbach Approved by Michael Milford, Chair, Professor of Communication Andrea Kelley, Professor of Media Studies Elizabeth Larson, Professor of Communication Abstract In August 2014, a small but active group of gamers began a relentless online harassment campaign against notable women in the videogame industry in a controversy known as GamerGate. In response, game journalists from several prominent gaming websites published op-eds condemning the incident and declared that “gamers are dead.” Using Burke’s dramatistic method, this thesis will examine these articles as operating within the genre of tragedy, outlining the journalists’ efforts to scapegoat the gamer. It will argue that game journalists simultaneously engaged in mortification not to purge the guilt within themselves but to further the scapegoating process. An extension of dramatistic theory will be offered which asserts that mortification can be appropriated by rhetors seeking to ascend within their social order’s hierarchy. ii Acknowledgments This project was long and arduous, and I would not have been able to complete it without the help of several individuals. First, I would like to thank all of my graduate professors who have given me the gift of education and knowledge throughout these past two years. To the members of my committee, Dr. Milford, Dr. Kelley, and Dr. -
The Effects of Latency on Player Performance and Experience in A
The Effects of Latency on Player Performance and Experience in a Cloud Gaming System Robert Dabrowski, Christian Manuel, Robert Smieja May 7, 2014 An Interactive Qualifying Project Report: submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Approved by: Professor Mark Claypool, Advisor Professor David Finkel, Advisor This report represents the work of three WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract Due to the increasing popularity of thin client systems for gaming, it is important to un- derstand the effects of different network conditions on users. This paper describes our experiments to determine the effects of latency on player performance and quality of expe- rience (QoE). For our experiments, we collected player scores and subjective ratings from users as they played short game sessions with different amounts of additional latency. We found that QoE ratings and player scores decrease linearly as latency is added. For ev- ery 100 ms of added latency, players reduced their QoE ratings by 14% on average. This information may provide insight to game designers and network engineers on how latency affects the users, allowing them to optimize their systems while understanding the effects on their clients. This experiment design should also prove useful to thin client researchers looking to conduct user studies while controlling not only latency, but also other network conditions like packet loss. Contents 1 Introduction 1 2 Background Research 4 2.1 Thin Client Technology . -
Ethereum Crypto-Games: Mechanics, Prevalence and Gambling Similarities
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/335202888 Ethereum Crypto-Games : Mechanics, Prevalence and Gambling Similarities Conference Paper · October 2019 DOI: 10.1145/3311350.3347178 CITATIONS READS 6 1,512 6 authors, including: Oliver J. Scholten Nathan GJ Hughes The University of York The University of York 10 PUBLICATIONS 7 CITATIONS 2 PUBLICATIONS 6 CITATIONS SEE PROFILE SEE PROFILE Sebastian Deterding Anders Drachen The University of York The University of York 88 PUBLICATIONS 9,049 CITATIONS 177 PUBLICATIONS 3,241 CITATIONS SEE PROFILE SEE PROFILE Some of the authors of this publication are also working on these related projects: Games User Research and Game Analytics View project PAnDA Architecture View project All content following this page was uploaded by Nathan GJ Hughes on 28 October 2019. The user has requested enhancement of the downloaded file. Paper Session 6: Broader Reflections CHI PLAY'19, October 22–25, 2019, Barcelona, Spain Ethereum Crypto-Games: Mechanics, Prevalence and Gambling Similarities Oliver James Scholten Nathan Gerard Jayy Hughes Sebastian Deterding University of York University of York University of York York, UK York, UK York, UK [email protected] [email protected] [email protected] Anders Drachen James Alfred Walker David Zendle University of York University of York York St. John University York, UK York, UK York, UK [email protected] [email protected] [email protected] ABSTRACT of real-money gaming [26] and, due to their chance-based Ethereum crypto-games are a booming and relatively unex- mechanics, of the recent convergence of gaming and gam- plored area of the games industry. -
Writing “Gamers”: the Gendered Construction of Gamer Identity in Nintendo Power (1994-1999) Amanda C
Running head: WRITING GAMERS Writing “Gamers”: The Gendered Construction of Gamer Identity in Nintendo Power (1994-1999) Amanda C. Cote This is an Accepted Manuscript of an article published by Sage in Games and Culture on July 1, 2018, available online: https://journals.sagepub.com/doi/10.1177/1555412015624742. Abstract In the mid-1990s, a small group of video game designers attempted to lessen gaming’s gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining “gamers” as male. A detailed content analysis of Nintendo Power issues published from 1994-1999 shows that mainstream companies largely ignored the girls’ games movement, instead targeting male audiences through player representations, sexualized female characters, magazine covers featuring men, and predominantly male authors. Given the mutually constitutive nature of representation and reality, the lack of women in consumer press then affected girls’ ability to identify as gamers and enter the gaming community. This shows that, even as gaming audiences diversify, inclusive representations are also needed to redefine “gamer” as more than just “male”. Keywords: media history, video games, gender, consumer press, critical content analysis WRITING GAMERS Introduction Following the success of the Nintendo Wii in the mid-2000s and the subsequent spread of mobile gaming, popular and industry media have paid significant attention to casual games’ potential to broaden the video game audience (Mindlin 2006, Kane 2009, “U-Turn” 2012). Played frequently or even primarily by women, casual and mobile offerings break the stereotypical view of games as a masculinized technology primarily consumed by men and boys. -
Steam Und Die Plattformisierung Virtueller Güter. Eine Analyse Der
Repositorium für die Medienwissenschaft Tim Glaser Steam und die Plattformisierung virtueller Güter. Eine Analyse der Waffenskin-Ökonomie in COUNTER STRIKE: GLOBAL OFFENSIVE 2020 https://doi.org/10.25969/mediarep/14338 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Glaser, Tim: Steam und die Plattformisierung virtueller Güter. Eine Analyse der Waffenskin-Ökonomie in COUNTER STRIKE: GLOBAL OFFENSIVE. In: Navigationen - Zeitschrift für Medien- und Kulturwissenschaften. SPIEL|MATERIAL, Jg. 20 (2020), Nr. 1, S. 111–131. DOI: https://doi.org/10.25969/mediarep/14338. Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Weitergabe unter gleichen Bedingungen 4.0/ Attribution - Share Alike 4.0/ License. For more information see: Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz http://creativecommons.org/licenses/by-sa/4.0/ finden Sie hier: http://creativecommons.org/licenses/by-sa/4.0/ SPIEL|MATERIAL STEAM UND DIE PLATTFORMISIERUNG VIRTU- ELLER GÜTER Eine Analyse der Waffenskin-Ökonomie in Counter-Strike: Global Offensive VON TIM GLASER ABSTRACT Zufallsbasierte Belohnungsmechanismen, wie Lootboxes, Crates oder Cases, wer- den in den letzten Jahren verstärkt von Computerspiel-Firmen implementiert, um zusätzliche Inhalte zu monetarisieren. Zunehmend werden diese Mechanismen kri- tisiert, insbesondere als digitale Form von Glücksspiel. In diesem Zusammenhang sind bereits verschiedene psychologische und soziologisch-empirische Studien durchgeführt worden. Dieser Artikel betrachtet das Phänomen jedoch aus einer medienökonomischen und kulturwissenschaftlichen Perspektive. Analysiert wird dabei, inwieweit zufallsbasierte Belohnungsmechanismen als Plattformisierung (nach Helmond, Niebog und Poell) von Spielkultur betrachtet werden kann. Bei- spielhaft wird dies anhand der Waffenskin-Ökonomie in Counter-Strike: Global Of- fensive verhandelt. -
Exploring Motivations for Virtual Rewards in Online F2P Gacha Games: Considering
Exploring motivations for virtual rewards in online F2P Gacha games: Considering income level, consumption habits and game settings In Partial Fulfillment of the Requirements for the Bachelor of Science in Global Business by DONG Yulai 1025594 May, 2020 ABSTRACT The objective of this study is to figure out players’ motivation on paying for virtual rewards in online F2P Gacha games. Based on the previous studies and primary survey, this paper will draw a conclusion with a primary survey collection which covered more than 3700 adept Gacha game players. Possible factors including income level, consuming habits and game settings which may be players’ paying motivations are analyzed to weigh their dependency about how they sustain and influence players’ playing and consuming behaviors. The correlation analysis and regression analysis will be used to measure the relationship between these factors and payment for Gacha games. As a result, players’ income level has a significant correlation with their payment in Gacha games while their consuming habits in other virtual goods doesn’t have a significant positive correlation with paying for Gacha games. Keywords: F2P Gacha game; virtual goods; consumer behavior; online payment INTRODUCTION Gacha game is generated from Gashapon, a kind of capsule toy derived from Japanese Bandai company that consumers can get a random one from a sets of given toys in a loot box (Toto, 2012). The system of Gashapon and loot box are applied to the initially Free-to-Play on- line game no matter PC games or mobile games since 2010s. However, the loot box system in these so-called “free-to-play” game lures players to spend a lot on in-game virtual currency for the possibility of getting random virtual rewards such as rare items or game characters (Nieborg, 2016).