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Hing, N orcid:0000-0002-2150-9784; Russell, AM orcid:0000-0002-3685-7220 ; This research study was commissioned by Gambling Research Australia to investigate how Australians are using interactive gambling services and the impact of interactive gambling on land‐based gambling and gambling‐related problems. A multi‐modal research study was conducted over three years including a nationally representative telephone survey (N=15,006), an online survey of gamblers (N=4,594), interviews with interactive gamblers (N=50) and with interactive gamblers seeking treatment (N=31), and collection of data from gambling help services. Previous Australian and international research has been largely limited by the use of small, non‐representative samples and measurement issues such as considering interactive gambling as a distinct form of gambling, rather than a mode of access, and failing to control for potentially confounding variables, such as overall gambling involvement. The current study defined an interactive gambler as someone who had gambled on at least one interactive form in the past year, not excluding other gambling modes. Taken together, the results suggest that interactive gamblers are most likely to be male and younger than land‐based gamblers, suggesting that this mode may continue to grow in popularity among the next generation of gamblers. Interactive gamblers have more positive views of gambling than land‐based gamblers and were engaged in a significantly greater number of gambling activities. In particular, interactive gamblers were more likely to gamble on sports, races and poker, as compared to non‐interactive gamblers, who were most likely to gamble on electronic gaming machines (EGMs). The most popular online activities were interactive sports and race wagering, and interactive gamblers conducted the majority of their betting online. Overall, convenience and ease of access is driving use of interactive gambling, followed by more competitive products and pricing as well as the comfort of gambling from home. Despite these advantages, substantial minorities of interactive gamblers view this mode as too convenient and have concerns about the security and integrity of interactive sites. Gamblers were most likely to choose an interactive operator based on competitive price and promotions, as well as reputation and products offered and while most preferred domestically regulated sites, at least one‐third of interactive gamblers were not concerned about gambling with offshore providers. Over three‐quarters of interactive gamblers reported using interactive modes for at least half of their gambling and approximately onefifth reported gambling either entirely online or mostly offline, indicating that this mode is used in various ways by gamblers depending on their preferences. The national telephone survey indicated that the past year prevalence of adult gambling participation in Australia was 64% and 8% of adults engaged in at least one form of interactive gambling. The prevalence of problem gambling in the adult population was 0.6% (or 1% of gamblers), although 18.6% of gamblers reported experiencing at least some negative consequences of gambling (12% of the adult population). Interactive gamblers appeared to be at greater risk of experiencing some problems; however, the study did not allow causality to be determined and it is likely that the greater overall gambling involvement and intensity of interactive gamblers plays an important role in the experience of harms. Differences were found in the forms of gambling related to problems, with interactive gamblers most likely to report problems related to race wagering, EGMs and sports betting, while non‐interactive gambling problems appeared mostly related to EGMs. Risk factors for greater problem gambling severity among interactive gamblers included being male, younger, and a non‐English speaker at home as well as greater gambling participation and betting on sports, races and poker. The specific features of interactive gambling which appear to have the greatest negative impact included its constant availability and convenience (combined with isolation, boredom and distress), use of electronic funds, online accounts and gambling with credit, which reduced the salience of losses and wins, ability to play in private and hide betting, and advertisements and promotions, including inducements to gamble. As participation in interactive gambling appears to be relatively recent and increasing, it is possible that related problems might increase over time with increased participation in this activity. However, there is currently insufficient evidence to conclude that interactive gambling is causing higher levels of gambling problems. Around half of the moderate risk and problem interactive gamblers in the online survey reported existing problems before gambling online, and one‐third indicated their problems were related to land‐based forms. Interactive gambling problems accounted for a small proportion of gamblers presenting to help services, indicating that land‐based problems and EGM use in particular remains the dominant form of gambling associated with problems in Australia. However, interactive gamblers were also less likely to report seeking help for gambling problems. These results suggest that for a substantial proportion of interactive gamblers experiencing difficulties, these problems are related to non‐interactive modes. It is important to be mindful of the limitations of this research, including the omission of mobile phones from the telephone survey, reliance on self‐report and the low numbers of interactive gamblers in the population, making comparison of sub‐groups difficult. The cross‐sectional nature of the research does not allow causal inferences to be drawn and further research is recommended, including evaluation of prevention and treatment programs specifically focused on interactive modes of gambling. Despite these limitations, this study is the most comprehensive examination of interactive gambling in Australia, and one of the most extensive studies internationally and makes a significant contribution to the understanding of interactive gambling. The use of multiple complementary research methods enables greater insight into how interactive gambling is changing engagement in gambling. It can be concluded from this research that interactive gamblers are a heterogeneous population, yet there appear to be significant differences between this group and land‐based gamblers. It is likely that participation in this mode will increase and proactive efforts by all key stakeholders should aim to address issues related to the integration of interactive technologies in gambling. ; Associated Grant:Commonwealth, State and Territory Governments
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This book explores a domain of discourse processing referred to as 'interactive grammar', based on an analysis of grammatical descriptions of over 100 languages. Bernd Heine shows that interactive grammar should be treated as a distinct category that contrasts with sentence grammar in both its functions and its structural behavior.
Interactive teaching is an epitomic strategy that engages as many learners as possible, consequently encouraging the gratification of learning, research methods and heuristic. The entertainment process tends to motivate learning, expands communicative skills, stimulates critical thinking and brings academic contentment. Edutainment is designed to educate through entertainment. Recurrently it encompasses content intended to teach but has concomitant entertainment value. It has been produced by academia, corporations, governments, and other establishments in various countries to distribute information in classrooms and/or via television, radio, media, CMCs etc. Interactive teaching strategy focuses on the transition from passive learners to more active ones, facilitating maximum involvement during lectures, thus an academic metamorphosis takes place - info recipients are becoming completely implied peers of the academic affair. Moreover, it is the methodology of combining the practices of teaching and the form of game to enchant the students and make the utmost of the games operational effect to help education.
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In: The Harvard international journal of press, politics, Band 5, Heft 1, S. 82-85
ISSN: 1081-180X
Although the Democratic Party has not yet selected its presidential nominee for the 2000 election, it is obvious that the media will play a vital role in transmitting the party's message & that the nominee will have more media options than ever before. New technologies, especially cable TV & the Internet, will play a significant role in the 2000 presidential election. The Democratic presidential nominee will focus on the average American family, looking at the typical family's concerns & asking how a Democratic president could help them to solve their problems. A. Funderburg
In: The Harvard international journal of press, politics, Band 5, Heft 1, S. 82-85
ISSN: 1531-328X
In: Political geography: an interdisciplinary journal for all students of political studies with an interest in the geographical and spatial aspects, Band 11, Heft 6, S. 526-549
ISSN: 0962-6298
In: Futures: the journal of policy, planning and futures studies, Band 29, Heft 9, S. 769-790
ISSN: 0016-3287
In: Futures, Band 29, Heft 9, S. 769-789
The standard state-spaces of asymmetric information preclude non-trivial forms of unawareness (Modica and Rustichini (Theory Decision 37 (1994) 107-124); Dekel, Lipman and Rustichini (Econometrica 66 (1998) 159-173)). We introduce a generalized state-space model that allows for non-trivial unawareness among several individuals, and which satisfies strong properties of knowledge as well as all the desiderata on unawareness proposed this far in the literature. © 2005 Elsevier Inc. All rights reserved. ; Financial support during the preparation of earlier drafts from the European Union via a Marie-Curie Individual Fellowship (HPMF-2002-02073) is gratefully acknowledged. Financial support by the DFG and DAAD is gratefully acknowledged. ; Peer Reviewed
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Demonstrations ; International audience ; We present a model-based case tool dedicated to the prototyping of highly interactive (also called post-WIMP) applications. Such applications are challenging to model and to prototype, since they require the use of non-standard widgets and interaction techniques and exhibit a complex dynamic behavior. The tool, called PetShop, embodies the results of several years of research about the formal modeling of interactive systems, and its main application domain is safety-critical interactive applications such air-traffic control or military command and control systems. PetShop stands apart from most formal-based tools since it supports and promotes an iterative and user-centered design process, and also stands apart from most model-based tools since it goes beyond WIMP interfaces and does not sacrifice the formal validation of models.
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Demonstrations ; International audience ; We present a model-based case tool dedicated to the prototyping of highly interactive (also called post-WIMP) applications. Such applications are challenging to model and to prototype, since they require the use of non-standard widgets and interaction techniques and exhibit a complex dynamic behavior. The tool, called PetShop, embodies the results of several years of research about the formal modeling of interactive systems, and its main application domain is safety-critical interactive applications such air-traffic control or military command and control systems. PetShop stands apart from most formal-based tools since it supports and promotes an iterative and user-centered design process, and also stands apart from most model-based tools since it goes beyond WIMP interfaces and does not sacrifice the formal validation of models.
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