scholarly journals The Musings of ‘Evil Bastards’: Perspectives from Social Casino Game Professionals

2021 ◽  
Vol 2 (1) ◽  
pp. 13-20
Author(s):  
Jennifer Reynolds

Technology has blurred the lines between gambling and gaming. While the convergence can be witnessed on many different levels, social casino games on social networking sites and mobile apps illustrate just one example. Much of what we currently know about social casino games focuses on player behaviour, with little understanding about this genre from the perspective of social game professionals. This paper aims to fill the gap in our understanding of social casino games through interviews with the professionals who design them. In-depth interviews were conducted with 14 professionals from the social casino games industry. Interviews were analyzed using thematic analysis. Findings illustrate tensions that exist between the two fields of gambling and gaming; however, both are trying to separate themselves from the stigmatized ‘dirty secret’ that is gambling. Further, as a result of social casino games residing, for the most part, in an unregulated ‘grey area,’ findings illustrate the ethical struggle felt by social casino game professionals. This convergence has significant consequences, not only for players, but for game developers, designers, and researchers, and highlights the importance of game designer education.

2018 ◽  
Author(s):  
Tanjir Rashid Soron

UNSTRUCTURED Though health and shelter are two basic human rights, millions of refugees around the world are deprived of these basic needs. Moreover, the mental health need is one of least priority issues for the refugees. Bangladesh a developing country in the Southeast Asia where the health system is fragile and the sudden influx of thousands of Rohingya put the system in a more critical situation. It is beyond the capacity of the country to provide the minimum mental health care using existing resource. However, the refuges need immediate and extensive mental health care as the trauma, torture and being uprooted from homeland makes them vulnerable for various mental. Telepsychiatry (using technology for mental health service) opened a new window to provide mental health service for them. Mobile phone opened several options to reach to the refugees, screen them with mobile apps, connect them with self-help apps and system, track their symptoms, provide distance intervention and train the frontline health workers about the primary psychological supports. The social networking sites give the opportunity to connect the refugees with experts, create peer support group and provide interventions. Bangladesh can explore and can use the telepsychiatry to provide mental health service to the rohingya people.


2021 ◽  
Vol 13 (7) ◽  
pp. 3879
Author(s):  
Olabisi S. Obaitor ◽  
Taibat O. Lawanson ◽  
Marion Stellmes ◽  
Tobia Lakes

Different slums exhibit different levels of resilience against the threat of eviction. However, little is known about the role of the social capital of the slum community in this context. This study investigates the factors contributing to slum resilience in the Lagos Metropolis, Nigeria, through a social capital lens. This study first investigates land allocation in slums, then the available social capital, and subsequently how this capital influences resilience to the threat of eviction in slums. Data were collected in two slum communities, in Lagos, through in-depth interviews and focus groups discussion. This study shows that land allocation is done by the traditional heads, contrarily to the mandate of the Nigeria Land Use Act of 1978. Furthermore, there is a form of structural social capital through the presence of government registered community development associations in the slums; however, their activities, decision-making process and the perception of the residents’ towards their respective associations, differs. This led to differences in trust, social cohesion and bonding ties among residents of the slum, thereby influencing resilience to the threat of eviction in slums. Since community group associations, through the appointed executives, drive the efficient utilization of social capital in slums, this study therefore recommends their restructuring in order to support a sustainable solution to the threat of eviction in slums in Lagos.


2020 ◽  
Author(s):  
David Zendle

Social casino games are video games that consist of simulations of gambling products and activities. Players of social casino games may pay money to gamble. However, they are unable to ‘cash out’ their winnings, allowing these games to be commonly regulated as video games rather than gambling products.There is concern that exposure to social casino games may lead to problem gambling. However, key questions regarding the past and future growth in prevalence of social casino games remain unanswered. Furthermore, it is unclear how much innovation in terms of products on the market have occurred in recent years, and how available these products are to children. The practical importance of the relationship between social casino play and gambling is therefore unclear.In order to address this, we analysed the monthly estimated installs of all social casino games (n=2344) on Android phones from March 2012 to February 2020. Results suggested that social casino games increased in prevalence from 33.30 million estimated installs in 2012 to 1.39 billion in 2020, projected to increase to 1.73 - 2.03 billion by February 2022. This expansion appears linked to a related expansion of mobile phone gaming. Indeed, analysis of the entire Android gaming market (n=75168) indicated that the prevalence of social casino games relative to the overall market diminished during the period under test from 2.54% of all game installs to 1.56%, and projected that this metric is unlikely to rise importantly in future.Analysis suggests a high level of churn and innovation in the social casino game market, with new products continually emerging and old ones being constantly retired: For example, of the 1166 social casino games available in February 2020, only 47 were on the market in 2012. Finally, an analysis of the age ratings of social casino games currently available to download on Android reveals a market overwhelmingly available to children: Of the 1132 games whose ratings were extracted, 1107 (97.7%) bore an age rating of 12+ or younger.When taken together, these results suggest that social casino games constitute a dynamic genre of gambling-like products that are experiencing continual and important growth, are forecasted to continue growing, and are highly available to children.


2016 ◽  
pp. 52 ◽  
Author(s):  
Samantha J. Hollingshead ◽  
Hyoun S. Kim ◽  
Michael J A. Wohl ◽  
Jeffrey L. Derevensky

Engagement with social casino games (i.e., free online casino-like games available on social networking sites) has been found to be a risk factor for increased gambling behaviours (Kim, Wohl, Salmon, Gupta, & Derevensky, 2015). However, this may not be true for all social casino gamers. In the current research, we tested the idea that motivation to play social casino games will predict changes in self-reported gambling behaviours among disordered gamblers. Results showed that disordered gamblers (N = 140) who were motivated to play social casino games for the social connection it provides or for skill building reported an increase in their gambling. Conversely, playing in order to cope with negative life events or for excitement was not predictive of gambling. However, gamblers who reported playing social casino games to reduce cravings to gamble reported an overall decrease in gambling. The implications of social casino games as a potential harm reduction strategy for some disordered gamblers are discussed.


Author(s):  
Mariusz WOŹNIAKOWSKI ◽  

Purpose: The purpose of the article is to present the assumptions of social media and their values in the communication of local government units on the example of cities in the Lodz region. Design/methodology/approach: The conducted study consisted in analyzing the content of official websites belonging to local governments of individual cities of the Lodz voivodship to see how information about social networking sites used (plug-in location) and the profiles themselves in these media are communicated in order to check what and how is published. The survey was carried out in October 2019. Findings: The study showed that out of the 44 cities analyzed in the Łódź Voivodeship 37 use at least one of the social networking sites. Most often it is Facebook - 36 cities have their profile, then YouTube – 19, Instagram – 7 and Twitter – 6. 9 cities have 3 official profiles on different websites at the same time, and another 13 cities – 2 each. For 7 cities, no profiles were found on social networking sites. Research limitations/implications: The study did not include less popular social networking sites (e.g. TikTok, GoldenLine, Pinterest). The goals of communication activities by the promotion offices of individual cities are unknown. This can be part of further research through in-depth interviews with people responsible for promoting cities. Possible extension of research to cities of other provinces. Practical implications: Based on the author's audit of the communication activity of the cities of the region on social networking sites, this article suggests that the use of social media is an appropriate tactic in promoting cities due to the participative, interactive, open and transparent nature of social media. Originality/value: The publication presents the results of research carried out on the basis of the author's audit of the activity of the cities of the Lodz voivodship in the social media


2020 ◽  
Vol 12 (21) ◽  
pp. 9014
Author(s):  
Katarzyna Bilińska-Reformat ◽  
Anna Dewalska-Opitek ◽  
Magdalena Hofman-Kohlmeyer

A spiking interest in customer’s value co-creation may be observed lately, especially in the gaming industry. The general purpose of this study is to identify the customers’ inclination to perform game modding as a manner of value co-creation which benefits both companies and other game users. The current knowledge regarding the factors determining this behaviour is, relatively speaking, weak. The authors conducted qualitative research in the forms of in-depth interviews and focus groups with Polish game players (including mod users and mod creators). This study provides evidence for the peculiar motives of the customers performing different levels of engagement: mod users are driven by game enjoyment, focusing on the motives and social affiliation of multiplayer groups, while mod creators are mainly motivated by the enjoyment of creation, pride, creativity, and epistemic curiosity; engagement and social affiliation are received by mod creators with unique talents. The paper provides tentative evidence for specific customers’ motivations to co-create, which benefits both companies (game developers) and other game users. The players are perceived as an inseparable part of the gaming industry, who deliver extra value to the market through game modding activities. The paper provides useful, executable guidance on how to encourage and support players to engage in value co-creation in virtual words. The study may enrich our understanding of customers’ inclinations on both theoretical and empirical levels, showing some of the motivations both to use and create mods. In comparison to previous research, mod creators and mod users were researched separately in this study, and thus a distinction of their different sets of motives was enabled. Both practitioners and researchers may find what is uncovered in the paper engrossing.


2020 ◽  
Vol 45 (1) ◽  
pp. 53-73 ◽  
Author(s):  
Gauze Pitipon Kitirattarkarn ◽  
Theo Araujo ◽  
Peter Neijens

AbstractGiven the increased relevance of social networking sites (SNSs) for consumers around the globe, companies face the challenge of understanding motivations underlying consumers’ interactions with online brand-related content. Cross-cultural research on consumer motivations for online brand-related activities on SNSs, however, is limited. The present study explored, via in-depth interviews, reasons why Facebook users from individualistic (the Netherlands, the United States) and collectivistic (South Korea, Thailand) cultures engage with brand-related content. The findings provide in-depth insights, in particular, with regards to collectivistic consumers, to the varied interpretations of the motivations for COBRAs identified in previous literature. We also identified a new motivation specifically for collectivistic cultures: the desire to share an intention to purchase or try a product. Moreover, while collectivistic motivations were driven by the wish to express a sense of belonging to the social group, individualistic cultures appear to engage with brands mainly for obtaining advantages for themselves.


2017 ◽  
Vol 79 (3) ◽  
pp. 231-259 ◽  
Author(s):  
Jensen Moore ◽  
Sara Magee ◽  
Ellada Gamreklidze ◽  
Jennifer Kowalewski

This article uses grounded theory methodology to analyze in-depth interviews conducted with mourners who used social networking sites during bereavement. The social media mourning (SMM) model outlines how social networking sites are used to grieve using one or more of the following: (a) one-way communication, (b) two-way communication, and (c) immortality communication. The model indicates causal conditions of SMM: (a) sharing information with family or friends and (sometimes) beginning a dialog, (b) discussing death with others mourning, (c) discussing death with a broader mourning community, and (d) commemorating and continuing connection to the deceased. The article includes actions and consequences associated with SMM and suggests several ways in which SMM changes or influences the bereavement process.


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Khafi Maulana Rahman ◽  
Agustina M. Purnomo ◽  
Agustini Agustini

Symbolic interaction between students and teachers as a process of action and reaction involving an exchange of symbols. The symbols are formed and exchanged at the same time as the use of symbols in three levels, namely mind, self and society in symbolic interaction between mentally disabled students and teachers in special schools. The purpose of this study was to determine the use of mental retardation students and teachers in Special Schools. Descriptive qualitative research methods to explain phenomena accurately about existing facts. Data collection techniques through observation and in-depth interviews. Tunagrahita Teachers and Students in Special Schools become key informants in research, parents and closest friends become supporting informants. Data analysis technique is done by presenting data from Creswell. The theoretical foundation used in the research of Symbolic Interactionism from Mead. The results showed that the use of symbols in the mind, self and society level had an important role in the process of using symbols (manipulation and consumption) in the process of symbolic interaction. The conclusion of the research is the process of using symbols influenced by three levels of symbolic interaction, namely mind, self and society. Symbolic interaction at the level of society shows different levels according to the social and cultural background of students. Agreements that are built through symbolic interactions between teachers and students help students understand and understand social structures at school and at home, so they can constrain how they act and behave to suit other individuals. 


2016 ◽  
Vol 6 (2) ◽  
Author(s):  
Rosa Jaitin

This article covers several stages of the work of Pichon-Rivière. In the 1950s he introduced the hypothesis of "the link as a four way relationship" (of reciprocal love and hate) between the baby and the mother. Clinical work with psychosis and psychosomatic disorders prompted him to examine how mental illness arises; its areas of expression, the degree of symbolisation, and the different fields of clinical observation. From the 1960s onwards, his experience with groups and families led him to explore a second path leading to "the voices of the link"—the voice of the internal family sub-group, and the place of the social and cultural voice where the link develops. This brought him to the definition of the link as a "bi-corporal and tri-personal structure". The author brings together the different levels of the analysis of the link, using as a clinical example the process of a psychoanalytic couple therapy with second generation descendants of a genocide within the limits of the transferential and countertransferential field. Body language (the core of the transgenerational link) and the couple's absences and presence during sessions create a rhythm that gives rise to an illusion, ultimately transforming the intersubjective link between the partners in the couple and with the analyst.


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