This study aimed to replicate previous Oregon adolescent gambling behavior studies from 1998 and 2008. It surveyed 1500 adolescents aged 12-17 and their parents via telephone interviews. The study found that 76% of adolescents had gambled in their lifetime, with social gaming being very common. Estimated rates of problem and disordered gambling were low. Adolescents were more likely to gamble if their parents gambled. Most preferred getting gambling information online. The study provides updated data on adolescent gambling behaviors and attitudes in Oregon.
Dr. Irwin Cohen and Jennifer Keim: Voluntary Self-Exclusion: BC Longitudinal ...Horizons RG
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What the public thinks (and why it matters)Horizons RG
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Findings on the B.C. Lottery Corporation (BCLC) voluntary self-exclusion programHorizons RG
Findings on the B.C. Lottery Corporation (BCLC) voluntary self-exclusion program
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Don Feeney, Minnesota Lottery
Keith Whyte, National Council of Problem Gambling
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Don Feeney: What the Public Thinks (and Why it Matters)Horizons RG
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Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
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Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
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Manager and Senior Project Officer,
Office of Gaming and Racing Research
Presentation given at:
The New Game: Emerging technology and responsible gambling
This forum was hosted by the Victorian Government's Office of Gaming and Racing on 23 May 2011, as part of Responsible Gambling Awareness Week.
Measuring the effectiveness of responsible gambling strategy: Introducing the...Horizons RG
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Dr Jeffrey Derevensky, Professor of Psychiatry and Director, International Centre for Youth Gambling Problems and High-Risk Behaviors, Canada
Presentation given at:
The New Game: Emerging technology and responsible gambling
This forum was hosted by the Victorian Government's Office of Gaming and Racing on 23 May 2011, as part of Responsible Gambling Awareness Week.
David Bird. Interweaving Culture into Responsible GamingHorizons RG
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Presented at the New Horizons in Responsible Gambling Conference in Vancouver, January 27-29, 2014
Mr Paul Marden and Ms Rosa Billi
Manager and Senior Project Officer,
Office of Gaming and Racing Research
Presentation given at:
The New Game: Emerging technology and responsible gambling
This forum was hosted by the Victorian Government's Office of Gaming and Racing on 23 May 2011, as part of Responsible Gambling Awareness Week.
Measuring the effectiveness of responsible gambling strategy: Introducing the...Horizons RG
Measuring the effectiveness of responsible gambling strategy: Introducing the Positive Play Index
Dr. Richard Wood, GameRes
Presented at the New Horizons in Responsible Gambling Conference in Vancouver, February 1-3, 2016
Dr Jeffrey Derevensky, Professor of Psychiatry and Director, International Centre for Youth Gambling Problems and High-Risk Behaviors, Canada
Presentation given at:
The New Game: Emerging technology and responsible gambling
This forum was hosted by the Victorian Government's Office of Gaming and Racing on 23 May 2011, as part of Responsible Gambling Awareness Week.
A series of practical resources to enable leaders and professionals with direct reach to communities and an established, trusted relationship, for example community leaders, social prescribing link workers and faith leaders, to support their communities to reduce their risk of becoming seriously ill from Covid-19
Gaming and Gambling Addiction ("'App'rehesive"Julie Hynes
Workshop Description: In this presentation, we will examine the rapidly-shifting world of technology that has outpaced even many experts’ abilities to keep up. From video games to social network gaming, we will look into recent trends with regard to online and mobile technology and play, and how the lines have become blurred between traditional “games” and gambling. We will look into specifics such as development of games that are more attractive to younger populations laws (and how kids work around them), similarities and differences between various platforms and game play, different methods of incentives and forms of payment. We will examine the research on gaming disorders and gambling disorders—including similarities, differences and common risk factors and vulnerable populations (and discuss the DSM-5). And we won’t just stay stuck in the problem: you will be equipped with practical and evidence-based tips and tools that aim at protecting, and advocating for, vulnerable populations – with a special focus on youth and those in addictions recovery.
Learning Objective 1: Identify several recent trends, technological issues and parallels related to gambling and social gaming.
Learning Objective 2: Identify which populations present the greatest risk for harmful consequences related to excessive online behavior.
Learning Objective 3: Name at least four tools that can be used to help reduce the risk of harmful consequences of electronic games/gambling.
In this presentation, we will examine the rapidly-shifting world of technology that has outpaced even many experts’ abilities to keep up. From video games to social network gaming, we will look into recent trends with regard to online and mobile technology and play, and how the lines have become blurred between traditional “games” and gambling. We will look into specifics such as development of games that are more attractive to younger populations laws (and how kids work around them), similarities and differences between various platforms and game play, different methods of incentives and forms of payment. We will examine the research on gaming disorders and gambling disorders—including similarities, differences and common risk factors and vulnerable populations (and discuss the DSM-5). And we won’t just stay stuck in the problem: you will be equipped with practical and evidence-based tips and tools that aim at protecting, and advocating for, vulnerable populations – with a special focus on youth and those in addictions recovery.
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Julie Hynes, MA, CPS
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Instructor, University of Oregon
Board of Directors, National Council on Problem Gambling
February 10, 2017
KYCPG 20th Annual Education and Awareness Conference
Slides for "Problem Gambling: Hidden Addiction" class on 11/17/10 - Julie Hynes. University of Oregon Substance Abuse Prevention Program course on Addictive Behaviors with George Baskerville.
Gambling is an increasing problem for many children in the UK. Rates of problem gambling have risen massively in the last few years. Often parents feel impotent, but there are things which parents can do to protect their children from harm.
Dr Daniel King
Research Fellow, The University of Adelaide
Presentation given on 23 May 2011 at "The New Game: Emerging technology and responsible gambling" forum hosted by the Victorian Government's Office of Gaming and Racing as part of Responsible Gambling Awareness Week 2011.
Ms Janine Robinson
Advanced Practice Clinician/Educator, Problem Gambling Institute of Ontario, Centre for Addiction and Mental Health
Presentation given on 23 May 2011 at "The New Game: Emerging technology and responsible gambling" forum hosted by the Victorian Government's Office of Gaming and Racing as part of Responsible Gambling Awareness Week 2011.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
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Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
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The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
Digital Artifact 2 - Investigating Pavilion Designs
Oregon Adolescent Gambling Behavior Study
1. OREGON ADOLESCENT
GAMBLING BEHAVIOR STUDY
Problem Gambling Services Regional Conferences
September 2018
Thomas L. Moore, PhD (Herbert & Louis LLC)
Rachel R. Volberg, PhD (Gemini Research, LTD)
Randal Jones, PhD (Southern Utah University)
Debi Elliott, PhD (Portland State University)
Amber Johnson PhD (Portland State University)
Tiffany Conklin, MUS (Portland State University)
Sponsored by the Oregon Council on Problem Gambling
3. Study Purpose
Replicate previous Oregon adolescent studies
(1998, 2008) to assess changes in gambling
behaviors, demographic characteristics of
gamblers, estimated rates of disordered
gambling, and emerging considerations.
4. Study Approach
Randomized statewide paired telephone
interviews of adolescents, between the ages of
12 and 17 years, with a parent or guardian.
Address Based Sampling (ABS) and
Computer Assisted Telephone Interviewing
(CATI).
Initial letters with post cards to opt out sent to
33,345 households in Oregon with a high
probability of having an adolescent. Plus an
additional 7,000 households added later.
Final pool of 35,235 households randomly
assigned across the state
Confidence Level 95%
5. Instrument Domains
Gambling activities, preferred gambling
activities, frequency, location and
environment
Attitudes towards gambling
Wellness factors and high risk activities
including peer influence
Awareness of treatment availability,
perception of treatability, and the perceived
preventability of problem gambling.
Social gaming activities
Demographics
6. Instrument Domains - continued
For the adolescent:
South Oaks Gambling Scale – Revised for
Adolescents (SOGS-RA)
Canadian Adolescent Gambling Inventory
(CAGI) Gambling Problem Severity
Subscale (GPSS)
For the parent and guardian:
Perceptions of adolescents gambling
activities
Average time for completion:
o Adolescent ≈ 11 minutes
o Parent/Guardian ≈ 17 minutes
7. Terminology
Problem gambling: generalized term for
anyone who gambles and has continuing
problems related to gambling regardless of
severity.
Disordered gambling: specific clinical
terminology and criteria relating to the number
of problem areas associated with gambling by
an individual during a defined time period.
Determined by a clinical assessment by a
qualified professional.
At-risk gambling: gambling rates as
determined by non-clinical approaches using
surveys based on clinical assessment
instruments/protocols. Attempts to identify a
category of gamblers who may transition to
more severe problems.
14. Reasons for gambling
Reason All Males Females
(In Percent)
Entertainment/fun 81 86 74 **
For excitement/challenge 58 62 52 **
To socialize 55 59 51 *
To win money 38 41 34
Support worthy causes 34 37 46 **
Curiosity 25 27 23
As a hobby 6 6 6
Distraction from problems 3 4 2
* significant
15. Gambling Activities
88.8% reported “social gaming”; 44.7% four
or more time per week; 22% reported
spending money on social gaming.
14.8
13.6 13.1
9.1
7.8
5.4
3.8
1.7 1.1 0.5 0.3 0.1
15.7
0
5
10
15
20
Past Year Gambling by Game
(In Percent)
Percent
19. Attitudes
24.5
37.5
26.3
27.1
32.8
57.6
74.5
1.5
49.6
51.2
58.9
48.8
43.1
25.7
19.8
5.9
21.1
8.9
12.7
19.5
19.2
12.1
4.3
19.8
4.8
2.4
2.2
4.6
4.9
4.7
1.3
72.8
0.0 20.0 40.0 60.0 80.0 100.0
The Majority Of Youth Who Gamble Do It To
Make Money
A Child With A Parent Who Gambles Is More
Likely To Develop Gambling Problems
Youth Who Gamble Might Also Commit Illegal
Acts To Finance Gambling
The Popularity Of Gambling Is Having A Bad
Effect On Young People
Lottery Retailers Do A Good Job Of Making
Gambling Not Accessible To Kids
Schools Do A Good Job Of Making Gambling Not
Accessible To Kids
Your Parents/Guardians Do A Good Job Of
Making Gambling Not Accessible To Kids
In General, Gambling Is A Good Way To Make
Money
Completely Agree Somewhat Agree Somewhat Disagree Completely Disagree
21. Awareness
29.5
4.5
5.3
45.4
46.6
69.5
84.9
93.7
54.2
52.2
1.0
10.6
1.0
0.5
1.2
0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0 90.0 100.0
Gambling Treatment Is Available In Oregon
Gambling Treatment Effective
Gambling Problems Can Be Prevented Through
Education and Awareness
Saw/Heard Ads Problem Gambling Problems &
Where to Go For Help
Aware If There Is A Toll-Free Number To Get Help
For Gambling Problems
No Yes Don’t Know
22. Wellness
97.4% Very happy or happy with life in the past month
13.1% Worried, anxious, or upset always or often in the
past month
1.3% daily, weekly, or monthly nicotine use in past year
2.9% daily, weekly, or monthly alcohol
2.6% daily, weekly, or monthly marijuana
0.3% daily, weekly, or monthly other drug
0.9% gambled rather than going to school or studying
23.2% cut school at least one time
4.7% stole something
5.5% bullied someone at least once in the past year
25.7% were bullied at least once in the past year
2.7% hung out with friends who were in gangs
23. Wellness Support
(In percent)
Talked with:
Parent
Guardian
Teacher
Tobacco 72.2 80.2
Alcohol 81.5 86.4
Marijuana 75.2 81.2
Other Drugs 65.9 80.1
Sex education 75.8 83.6
Gambling 47.3 42.6
Driving Safely 89.0 59.1
None of the above 4.5 4.6
Don't Know 0.1 0.0
24. Adolescents of Parents/Guardians
who gambled are more likely to gamble
than adolescents whose parent/guardian
does not gamble
(Based on Lifetime Activities)
Charitable games (1.6x as likely)
Internet with not spending money (1.8x)
Fantasy Sports (6.0x)
Other games not at a casino (1.8x)
Games of skill (2.2x)
Sports teams (1.8x)
Cards not at a casino (2.7x)
26. Who do you know anyone who has, or may
have, a problem with gambling?
(In percent)
Yes 7.5
Parent 0.7
Sibling 0.2
Another relative 3.7
Family Friend 1.1
Your friend 1.9
Someone else 1.1
27. Preferred method for getting information
Vehicle %
INTERNET 63.9
PARENT 40.5
SCHOOL/TEACHERS 33.1
OTHER INFLUENTIAL ADULTS 25.9
FRIENDS 24.9
TV ADS 21.4
BOOKS 15.8
YOU TUBE 12.8
RADIO ADS 12.7
FACEBOOK 10.8
INSTAGRAM 10.8
MAGAZINES 8.9
TWITTER 7.2
INTERNET ADS/POPUPS 6.5
OTHER (email, phone, text, news papers) 13.3
DON'T KNOW 0.9
28. Social “Gaming”
88.8% “social gaming” during past year
44.7% four or more time per week
22.3% spending money
92.7% playing at home
58.3% playing by self: Males 45.2%; Females 74.3%
35.4% playing with family: Males 45.9%; Females 23.4%
Favorite games:
Shooter/Action Adventure 22.7%: Males 34.2%; Females 8.3%
Strategy 16.0%
Sports 10.0%
Puzzle 9.1%: Females 15.8%; Males 3.7%