scholarly journals The Impact of Anti-Corruption on Macau’s Gaming Industry: An Externality Analysis

2018 ◽  
Vol 07 (02) ◽  
pp. 144-154
Author(s):  
Chaoqun Chen
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Carlos Noronha ◽  
Jieqi Guan ◽  
Sandy Hou In Sio

Purpose While the COVID-19 virus has been spreading worldwide, some studies have related the pandemic with various aspects of accounting and therefore emphasized the importance of accounting research in understanding the impact of COVID-19 on society as a whole. Recent studies have looked into such an impact on various industries such as retail and agriculture. The current study aims at applying a sociological framework, sociology of worth (SOW), to the gaming industry in Macau, the largest operator of state-allowed gambling and entertainment in China, which will allow for its development during the COVID-19 pandemic to be charted. Design/methodology/approach The study uses the theory of SOW as a framework and collects data from various sources, such as the government, gaming operators and the public, to create timelines and SOW frameworks to analyze the impact of the virus on the gaming industry and the society as a whole. Findings Detailed content analysis and the creation of different SOW matrices determined that the notion of a “lonely economy” during a time of a critical event may be ameliorated in the long term through compromises of the different worlds and actors of the SOW. Practical implications Though largely theory-based, this study offers a thorough account of the COVID-19 incident for both the government and the gaming industry to reflect on and to consider new ways to fight against degrowth caused by disasters or crises. Social implications The SOW framework divides society into different worlds of different worths. The current study shows how the worths of the different worlds are congruent during normal periods, and how cracks appear between them when a sudden crisis, such as COVID-19, occurs. The article serves as a social account of how these cracks are formed and how could they be resolved through compromise and reconstruction. Originality/value This study is a first attempt to apply SOW to a controversial industry (gaming) while the effects of the COVID-19 pandemic are ongoing. It offers a significant contribution to the social accounting literature through its consideration of the combination of unprecedented factors in a well-timed study that pays close attention to analyses and theoretical elaboration.


2021 ◽  
Vol 3 ◽  
Author(s):  
Sarah Kelly ◽  
Janni Leung

Given the rapid evolution of the gaming industry and the rising popularity of a hyper-connected, competitive esports version of online gaming, a meta-review of the impact of online competitive gaming upon health is timely. A scoping meta-review was conducted on 10 reviews that reported on any health consequences (physical, lifestyle, cognitive, mental, or social) of esports, online competitive gaming, or video gaming participation, as a player or spectator. While past reviews have examined health effects of video gaming, few have focused upon the newly evolved gaming context, incorporating both playing and streamed viewing, recognition as a professional sport, and potential career and exponential participation. Most past reviews have focused upon physical health impacts of video gaming among adolescents and young adults, but none have examined impacts of different forms of gaming participation in the new gaming era, and their potential differential health impacts. A scoping meta-review was undertaken on the physical, social, and psychological health outcomes of competitive online gaming and associated screen use, revealing a need for further review and research into lifestyle health outcomes including diet and sedentary behavior among young esports and competitive video gaming participants.


2021 ◽  
Vol 2 ◽  
pp. 45-47
Author(s):  
I.V. Korzhova ◽  

The article deals with intellectual property issues related to the introduction of innovative technologies into games. The author concludes that the impact of a particular technology on the game is predominantly individual and requires independent study in relation to the field of intellectual rights. As private conclusions confirming this thesis, the article substantiates: 1) the specificity of the legal nature of in-game property in crypto games; 2) the peculiarities of the impact of virtual, augmented reality technologies (hereinafter — VR, AR-technologies or VR, AR) on the legal regime of content created by players, as well as the peculiarities of using trademarks in a virtual environment; 3) the need to develop innovative contractual models related to the regulation of intellectual rights between participants in the gaming industry; 4) the importance of ensuring certainty in the rights of subjects of the gaming industry, including when deciding who will own the rights to content created jointly by the player and gaming artificial intelligence, as well as when deciding whether to grant the player exclusive rights to the content created by him in games with VR, AR elements


2016 ◽  
Vol 5 (2) ◽  
pp. 163-180 ◽  
Author(s):  
Hanting Pan ◽  
Meifang Zhang

This article conducts a corpus-based critical discourse analysis of keywords and their translations in Macao’s gaming discourse, with an aim to explore the impact of translation on the construction of gaming discourse and the development of the gaming industry in Macao from 1999 to 2011, the first decade following the region’s sovereignty handover. The corpus consists of texts from 2000 to 2011 concerning three public sectors in Macao: local government, academia and the media. The study finds diachronic as well as synchronic changes in the distribution and translation of certain keywords in the corpus. It argues that shifts in the keyword terminology being used, such as from ‘gambling’ to ‘gaming,’ aim at framing the Macao gaming industry in specific social developmental ways. It also argues that translation plays a crucial role in the construction of a new gaming discourse.


Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 7829
Author(s):  
Rafael Pina ◽  
Haileleol Tibebu ◽  
Joosep Hook ◽  
Varuna De Silva ◽  
Ahmet Kondoz

Reinforcement learning (RL) is a booming area in artificial intelligence. The applications of RL are endless nowadays, ranging from fields such as medicine or finance to manufacturing or the gaming industry. Although multiple works argue that RL can be key to a great part of intelligent vehicle control related problems, there are many practical problems that need to be addressed, such as safety related problems that can result from non-optimal training in RL. For instance, for an RL agent to be effective it should first cover all the situations during training that it may face later. This is often difficult when applied to the real-world. In this work we investigate the impact of RL applied to the context of intelligent vehicle control. We analyse the implications of RL in path planning tasks and we discuss two possible approaches to overcome the gap between the theorical developments of RL and its practical applications. Specifically, firstly this paper discusses the role of Curriculum Learning (CL) to structure the learning process of intelligent vehicle control in a gradual way. The results show how CL can play an important role in training agents in such context. Secondly, we discuss a method of transferring RL policies from simulation to reality in order to make the agent experience situations in simulation, so it knows how to react to them in reality. For that, we use Arduino Yún controlled robots as our platforms. The results enhance the effectiveness of the presented approach and show how RL policies can be transferred from simulation to reality even when the platforms are resource limited.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Tripat Gill ◽  
Zhenfeng Ma ◽  
Ping Zhao ◽  
Yongjian (Ken) Chen

Purpose This study aims to distinguish between the indispensable (software) versus discretionary (accessories) complementary products to a platform. It investigates the impact of accessories on increasing the perceived value and sales of a base platform. In particular, the role of two distinct characteristics of accessories – innovativeness and structural nonalignability – in driving the sales of the base platform. Design/methodology/approach Combining sales data from the US video gaming industry with primary data on the above two aspects of accessories, this study quantifies the effect of accessories portfolio on the sales of three brands of video gaming platforms. Findings A distinct network externality arises from accessories for video gaming platforms, above and beyond the effects of game titles. Importantly, the average level of innovativeness and nonalignability of the accessories portfolio, as well as the frequency of introduction of highly innovative and/or nonalignable accessories positively impact the sales of the platform. Research limitations/implications This research seeks to address the gap in the innovation literature on the role of discretionary complementary products (i.e. accessories) on platform sales. Future research should examine this in other platform contexts as well. Practical implications Managers of platform-mediated products should give due consideration to accessories, as an important driver of the sales of the platforms. Product managers can leverage the advantage of innovative and nonalignable accessories to enhance consumer demand for the platform. Originality/value This study is the first to conceptualize and empirically verify the network externality arising from accessories, a heretofore much neglected component of platform-based markets.


2006 ◽  
Vol 2006 (2) ◽  
Author(s):  
Gertina J. van Schalkwyk ◽  
Emilie Tran ◽  
Kay Chang

2017 ◽  
Vol 6 (11) ◽  
Author(s):  
Andrej Raspor ◽  
Tomislav Rozman

The main goal of the article is to explore the impact of various typesof tipping on the motivation of workers in the Slovenian hospitalityand gaming industry, and to develop a model – on the basis of thefindings – for distributing tips among workers in order to increasetheir motivation.The main finding of the reseach is that employees in the Sloveniancompanies with a regulated system of tip distribution tend to be bettermotivated and treat their guests better than their colleagues in unregulatedenvironments. On the other hand, employees in the hospitalityindustry are less motivated by tips than their colleagues in the gamingindustry, despite receiving individual tips directly.The underlying reason for this difference is that companies in the hospitalityindustry generally do not apply distribution methods for tips,and employees are directly entitled to each tip. Tips are received insmall (daily) amounts. Meanwhile, employees in the gaming industryreceive their tips together with their monthly salaries. Therefore, westate that the model and the process of tips distribution greatly influencethe motivation of the employees.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Chi Chong Tang

PurposeThe purpose of this paper is to investigate the influence of gender characteristics in the labor market of Macao and in gaming companies' employee-selection process.Design/methodology/approachThe paper uses logistic regression to test the statistical significance of gender characteristics in the labor market and the employee-selection process, while data are drawn from the Statistics and Census Service of Macao. The marginal effects of gender characteristics on the probability of working in the gaming sector and non-gaming sector are calculated for practical significance.FindingsGender characteristics are statistically significant in the labor market. For the age groups of 45–54 and 55–64 years, females with educational attainment (senior secondary or below) tend to have a higher probability of working in the gaming industry, while for the young age groups of 25–34 and 35–44 years, the impact of gender characteristics tends to be much smaller, suggesting that gender inequality is less severe in young age groups. This can be explained by the change in focus of the gaming industry from the traditional gaming component in the past to non-gaming components in recent years.Originality/valueThis paper is intended to give information about the impact of gender characteristics on the labor market of Macao, after controlling for age and educational attainment. Scholars may utilize the insights from this paper to make comparisons between different economies and Macao and investigate whether the findings related to gender characteristics are consistent.


Sign in / Sign up

Export Citation Format

Share Document