Sökresultat:
805 Uppsatser om Online gambling - Sida 2 av 54
Spelmarknadens utveckling och relation till spelproblemen i Sverige 1999-2009 med fokus på män i åldern 18-24 år
The share of problem gamblers increased for men between 18-24 years old during the period 1999-2009, while the share were steady or decreased for other classes of population. This study examines the relation between this development of problem gambling and the Swedish gambling market. The factors that are studied are the functioning of the market with a focus on the new Internet market for gambling, the games and the underlying risk factors in those, the marketing and other factors outside the gambling market. First a large literature review was made to map the development as detailed as possible. After that a qualitative analysis of the content in television commercials was done to see if they were made for the problem group.
Spelberoende
We have written this paper about gambling problems with the purpose to give us and all of our readers a sense of understanding. With the term understanding we mean that we all know what type of activity gambling is but not a lot of us know how it feels for individuals that due to their addiction play almost every day and sometimes several times a day. By somehow trying to explain what kind of experiences people who engage in gambling feel, we hope that we somehow can increase our knowledge towards these persons and towards gambling. We are well informed that the content of our particular subject that we?ve chosen is massive and that more research needs to be done about or subject since there are no simple answers that can explain gambling behavior so easily.
All-In: En fallstudie om Betssons spelbutik och dess påverkan på den svenska spelmarknaden.
The company Betsson opened its first physical gambling shop in Sweden in May 2008, thereby defying the Swedish government?s legal gambling monopoly. The legal case that has resulted due to the violation of the Swedish gambling law has attracted immense attention from mass media, thus generating vast amounts of publicity for the company. This paper aims to evaluate and describe the company?s decision to open the store, as well as to examine the relationship between market driving practices and market driven practices.
?? Så kom insikten om att jag var likadan som de. Att jag var spelberoende ?? : ? en kvalitativ studie med fyra före detta spelberoende, deras erfarenheter av att komma ur ett spelberoende
Title: ?? Then came the realization that I was just like them. That I have a gambling addiction?? This is a qualitative study of four former gamblers and their experience of getting out of the gambling addiction. The study is about how individuals have overcome a gambling addiction.
Spelberoende i Västra Götaland, kommunernas inställning till ansvar, hjälp och egen kunskap.
The aim of this essey was to find out what kind of help problem gamblers can get at social service offices in the region Västra Götaland in Sweden. We also examined the knowledge regarding gambling problems at social sevice offices and who the head of the social service offices regarded having the responsibility for the question of helping problem gamblers. As a last question we wanted to know if the size of the population in the community had an impact on these questions. Central questions in our essey asked are:How much help does the social service offices in the region Väsra Götaland offer problem gamblers? Who has the responsabilety to help problem gamblers according to social service offices?What knowledge does the social service offices have concerning problem gambling?Does the population of the community have an impact on theese questions?This is a quantitative study made as a webbservey to the head of the social service offices in the region Västra Götaland.
Spel om pengar bland unga : En diskursanalys av dagspressens framställning av unga somägnar sig åt spel om pengar
The purpose of this study was to examine the media?s portrayal of young people that gamble with money. Young in this study refers to people in the age 13 to 30. The following questions were examined: How does the press, in this case three newspapers, portray young people who gamble with money? What discourses in the selected newspapers, regarding young people who gamble with money, are the most prominent?The method used in this study was Faircloughs three dimensional model for critical discourse analysis which was used together with a social constructionist point of view.
De spelberoendes barn : En kvalitativ studie av nio personers upplevelser av att vara barn till en spelberoende
The aim of this essay was to examine children's experiences of having a pathological gambler as a parent, which consequences this led to socially, economically and emotionally, if those children got any help and in that case where and what kind of help.Central questions asked where:* In what way did the child experience consequences from the parent's gambling?* How did the child experience the gambling parent during the gambling period?* In what way did the gambling affect the relationship between the parent and the child?* How did the parent's gambling affect the child socially, emotionally and economically?* How did the child handle this?* What help did the child itself think it required?* Where did the child got help?This is a qualitative study of nine today adult persons that grown up with a pathological gambler as a parent. The method is qualitative semi structured interviews.The results of the study are that all of them experienced large consequences socially, emotionally and economically. The consequences varied depending on the total situation in the family. The result shows that all of them have got coping abilities and they have applied more to emotion-focused forms of coping than to problem-focused coping..
Invadörer på svenska spelmarknaden-En statligt reglerad marknads ökade konkurrens från webbaserade företag
In Sweden we have a regulated gambling market which means that there are three gambling companies who are operating under the supervision of the Swedish state. These companies have exclusive rights to the Swedish market, divided between them. AB Svenska Spel is one of them and they control all gambling concerning sporting events and the four casinos in Stockholm, Gothenburg, Malmö and Sundsvall. However, since a few years back several Internet-based companies have entered the Swedish market and the competition has become even fiercer in the last years. Due to numerous marketing restrictions the Internet companies have been forced to find new ways to strengthen their brand.
Den virtuella dejtingvärlden : En studie om användandet av nätdejtingsajter
The purpose of this study has been to investigate the virtual world that people are part of on online dating sites. To do this we have investigated two different research questions, which are the following: What functions do the online dating sites provide? Why and how are the online dating sites being used by their members? In order to gather information about these matters, we have used a qualitative method consisting of participating observation, scrutinizing and single person interviews. Our results indicate that people have different goals with their usage of online dating sites; some are looking for love, a long-term relationship while others are looking for sexual contact. There are many different online dating sites to choose from depending on the users? objective.
En Plats på nätet : Deltagande Observation i den virtuella miljön Ragnarök Online
Ragnarök Online en plats på nätet, ett online-spel, där människor från hela världen möts och samverkar. Det är i detta möte personer emellan som den virtuella miljön Ragnarök Online skapas. Målet med denna uppsats är att visa på hur människor interagerar i, och skapar denna plats på nätet. Varför spenderar folk tid i virtuella miljöer? Är det annorlunda att agera i en virtuell miljö? Dessa är några av de frågor vi kommer att möta i texten.
Bilden av spelaren : En diskursanalys om att göra "problem"
The purpose of this study has been to examine how the image of the gambler is described by studying a report published by Folkhälsoinstituet [FHI] and a number of chosen articles from the Swedish Evening Press. Discourse theory has been used both as theory, together with social constructionism, and as a research method. The main conclusions of the study are that three different discourses can be identified: the normal gambler, the professional gambler and the problem gambler. The image of the problem gambler is described as a deviant and problematic minority characterized by loss of control, irrational thoughts and dissociative behaviour. The construction of the problem gambler fills three possible purposes for the state: As a solvable problem to handle criticism against negative consequences of gambling, as an argument to avoid competition on the market and as an individual characterized by loss of control in order to legitimize and make the construction of the normal gambler possible..
Från TV-TV till Social-TV : En studie av strategier för Webb-TV och Sociala Medier
This study explores how online television works and how it is integrated with social media such as Facebook, Twitter and blogs. Through three qualitative interviews with representants from different fields of work regarding online television, we have concluded how online television is being used in Sweden today and concludes with examples of what the future of online television could look like. Representatives from the following companies have been interviewed: SBS Media Group Sweden, Strix Television and Mediamätning i Skandinavien. The use of social media for marketing of online television is a fact for the companies in this study. However, the result of the study shows that theres room for development in the integration between online television and social media.
Spelets språk : Hur används det engelska språket i onlinespel?
This study aims to research how upper secondary pupils interact while playing online games, how the English language is used within each game and what attitudes these pupils have towards language in school and online gaming respectively. Online gaming sessions have been recorded to analyze the methods of interaction by which people communicate with each other while playing online games. Furthermore, the text-based communication occuring in online gaming is analyzed on a lexical level to find words not defined in legitimate English dictionaries. Interviews with students have been conducted to understand the attitudes held by students towards language in school and online games..
SECOND LIFE: SECOND CHANCE - A netnographical study of the online virtual world Second Life as a place of...
Our study illustrates the nature and characteristics of the virtual world Second Life. We have identified that the online community aims to satisfy hedonistic needs through social and conspicuous consumption, for online use only, concentrating on socially accepted identity construction..
Sms-lån - Färdigreglerat?
Ragnarök Online en plats på nätet, ett online-spel, där människor från hela världen möts och samverkar. Det är i detta möte personer emellan som den virtuella miljön Ragnarök Online skapas. Målet med denna uppsats är att visa på hur människor interagerar i, och skapar denna plats på nätet. Varför spenderar folk tid i virtuella miljöer? Är det annorlunda att agera i en virtuell miljö? Dessa är några av de frågor vi kommer att möta i texten.