The research results reported in this article indicate significant relationships between entertainment and gambling behavior and indicate variables which can be used to predict the entertainment-proneness of a visitor. In addition the entertain-ment-prone visitor is described and compared to other visitors. Gambling and entertainment have been joint attractions in casino gambling resorts such as Las Vegas and Atlantic City. The mecca of casino gambling, Las Vegas, has been referred to as the &dquo;entertainment capital of the world&dquo; (Greater Las Vegas-1982). Visitors to Las Vegas and Atlantic City continue to be attracted by a variety of showroom entertainment, such as Frank Sinatra, the Lido de Paris, and illusionists Siegfrie...
The proliferation of gaming is unprecedented. As many states look to gaming as a source of revenue ...
This study provides a first look at the perspectives and profiles of casino problem gamblers. The st...
This article discusses the viability of targeting heavy spenders on non-gaming products and services...
Local gamblers are an important market segment for casino marketers providing a reliable source of r...
This study addressed the indirect effect of entertainment on gaming volume (i.e., coin-in). Specific...
Over the past two decades, 28 states have joined Nevada and New Jersey in legalizing casino gambling...
This study tests a long held anecdotal claim that a poker room draws people into the casino that mig...
The purpose of this exploratory study was to identify any association between the type of game landb...
The Author(s) 2010. This article is published with open access at Springerlink.com Abstract Relative...
Macau surpassed Las Vegas as the top gaming destination many years ago. Entertainment is a crucial e...
This study provides a first look at the perspectives and profiles of casino problem gamblers. The st...
Considering the growing presence of non-gaming amenities in a mature casino market such as the Las V...
This research surveyed 414 Las Vegas visitors and obtained information on smoking status, gambling b...
Gambling has always led to addictive behavior in some individuals. However, the number and types of ...
In the competitive casino market of Las Vegas, casino operators make efforts to lure more visitors t...
The proliferation of gaming is unprecedented. As many states look to gaming as a source of revenue ...
This study provides a first look at the perspectives and profiles of casino problem gamblers. The st...
This article discusses the viability of targeting heavy spenders on non-gaming products and services...
Local gamblers are an important market segment for casino marketers providing a reliable source of r...
This study addressed the indirect effect of entertainment on gaming volume (i.e., coin-in). Specific...
Over the past two decades, 28 states have joined Nevada and New Jersey in legalizing casino gambling...
This study tests a long held anecdotal claim that a poker room draws people into the casino that mig...
The purpose of this exploratory study was to identify any association between the type of game landb...
The Author(s) 2010. This article is published with open access at Springerlink.com Abstract Relative...
Macau surpassed Las Vegas as the top gaming destination many years ago. Entertainment is a crucial e...
This study provides a first look at the perspectives and profiles of casino problem gamblers. The st...
Considering the growing presence of non-gaming amenities in a mature casino market such as the Las V...
This research surveyed 414 Las Vegas visitors and obtained information on smoking status, gambling b...
Gambling has always led to addictive behavior in some individuals. However, the number and types of ...
In the competitive casino market of Las Vegas, casino operators make efforts to lure more visitors t...
The proliferation of gaming is unprecedented. As many states look to gaming as a source of revenue ...
This study provides a first look at the perspectives and profiles of casino problem gamblers. The st...
This article discusses the viability of targeting heavy spenders on non-gaming products and services...