نتایج جستجو برای: sum game are simultaneously rejected gambling
تعداد نتایج: 5235059 فیلتر نتایج به سال:
Abstract In October 2021, a majority of the UK gambling industry implemented new safer message, ‘take time to think’, which features on advertising and websites. An effective message could plausibly affect several relevant behaviours, with previous research suggesting that effectiveness is maximised via messages are displayed prominently immediately prior gambling. We experimentally tested this...
Introduction & Objective: Throughout human history, there have been structured games among all cultures. Playing can be enjoyable, fun, and relaxing and can be used as a way to escape from everyday life. In addition to being a fun pastime, gaming is a social activity in which people with common interests interact with each other. With the popularity of computers, tablets, and smartphones and th...
Let γ : E(G) −→ N∗ be an edge colouring of a graph G and σγ : V (G) −→ N∗ the vertex colouring given by σγ(v) = ∑ e3v γ(e) for every v ∈ V (G). A neighbour-sumdistinguishing edge-colouring of G is an edge colouring γ such that for every edge uv in G, σγ(u) 6= σγ(v). The study of neighbour-sum-distinguishing edge-colouring of graphs was initiated by Karoński, Łuczak and Thomason [8]. They conjec...
Pricing and advertising are two important marketing strategies in the supply chain management which lead to customer demand’s increase and therefore higher profit for members of supply chains. This paper considers advertising, and pricing decisions simultaneously for a three-level supply chain with one supplier, one manufacturer and one retailer. The amount of market demand is influenced ...
Cross-sectional studies have established a robust correlational link between loot box engagement and problem gambling, but the causal connections are unknown. This longitudinal study tested for ‘migration’ from use to gambling initiation 6-months later. A sample of gamers (aged 18–26) was stratified into two subgroups at baseline: 415 non-gamblers 221 gamblers. Self-reported with video game mic...
BACKGROUND The purpose of this study was to compare the socio-demographic characteristics of non-problem gamblers, problem gamblers and pathological gamblers, to investigate the association between gambling related factors and perceived health and well-being among the three subgroups of gamblers, and to analyse simultaneously socio-demographic characteristics, gambling related factors and perce...
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