Every so often, an advert pops up in the popular video game FIFA 13 that calls on players to gamble. And gambling is what players all over the world have been doing.
A new service known as Virgin Gaming (aligned with Richard Branson's Virgin mega-brand) allows players to bet real money playing their favourite game against opponents around the globe. So far, $23 million has been won by players via the service. And $23 million has been lost.
Communications Minister Stephen Conroy today talked up the benefits of allowing more locally-based online gaming websites to stop punters being ripped off on overseas sites as he confirmed the government was considering issue.
His comments came after The Daily Telegraph today revealed an email from a gaming analyst saying the industry had been briefed by government officials that locally-based online poker and live online "in-play" betting would be rolled out in the next year.
In-play sports betting is currently allowed on the telephone and in-person but not online. The industry expects a trial of Australian online poker websites out of the government's review of online gaming laws.
"This is something that we need to seriously consider," Senator Conroy told The Today Show.
"The thing is you can pick up a phone and make a bet but you can't go online and make a bet. So you've got a situation where if you make the phone call it's legal but you try and do it online it's illegal and that seems an anomaly."
Learning to gamble and become a "pro" poker player by playing pkr poker
Old (2007) interview regarding PKR.com
Welcome to the website of the Centre for Gambling Education and Research (CGER). Established in 2003 as a research centre at Southern Cross University, the CGER conducts research and consulting, and provides educational programs in gambling operations, management, policy and impacts.
You feel really happy when you're online or when you're playing games, but as soon as you have to stop, you get angry or upset.
You think about going online or playing when you are supposed to be focusing on other things, like doing school work or having dinner with your family.
You spend more time with your keyboard or controller than physically hanging out with your friends.
Your friends or parents ask what you spend all your time doing, and you lie about it or laugh it off, but inside you know they may have a point.
You get up in the middle of the night to check your e-mail or your MySpace comments because you're having a hard time sleeping.
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In the DSM-IV, pathological gambling (PG) was classified under the section titled, “Impulse Control Disorders Not Elsewhere Classified,” along with Compulsive Hair Pulling (Trichotillomania); Intermittent Explosive Disorder; Kleptomania; and Pyromania. The DSM-5 work group proposed that PG be moved to the category Substance-Related and Addictive Disorders.
To clarify the various revisions in the American Psychiatric Association’s fifth edition of the Diagnostic and Statistical Manual (DSM-5) relating to gambling disorders, the National Center for Responsible Gaming (NCRG) authored a white paper, titled “The Evolving Defintion of Pathological Gambling in the DSM-5.” Below is an excerpt of that white paper that outlines the specific changes. For a free download of the white paper, visit www.ncrg.org/resources/white-papers.
CHANGES FOR PG IN DSM-5
Reclassification: From Impulse Control Disorder to Addiction
In the DSM-IV, pathological gambling (PG) was classified under the section titled, “Impulse Control Disorders Not Elsewhere Classified,” along with Compulsive Hair Pulling (Trichotillomania); Intermittent Explosive Disorder; Kleptomania; and Pyromania. The DSM-5 work group proposed that PG be moved to the category Substance-Related and Addictive Disorders
if you do something for a reward then you must like that reward
rather than dopamine it seems that other neurotransmitters, such as opioids (Endorphins! Remember when they were trendy to talk about?) and cannabinoids are actually more often involved in ‘liking’ a reward
The $2.9B (2013e) worldwide social casino market is one of the fastest growing segments of digital gaming. However, it is also becoming increasingly saturated on both the social and mobile platforms. And recent legalization of real-money online gambling in several US states paints a more complicated picture. Understanding the players that drive this emergent category is key to success.
Did you know? 83% of social casino players frequents land-based casino at least once a year.
In this article, we summarize the research on the
positive effects of playing video games, focusing on four
main domains: cognitive, motivational, emotional, and social.
By integrating insights from developmental, positive,
and social psychology, as well as media psychology, we
propose some candidate mechanisms by which playing
video games may foster real-world psychosocial benefits.
Our aim is to provide strong enough evidence and a theoretical
rationale to inspire new programs of research on
the largely unexplored mental health benefits of gaming.
Finally, we end with a call to intervention researchers and
practitioners to test the positive uses of video games, and
we suggest several promising directions for doing so.