This article provides a brief history of electronic gaming machines (EGM) in Australia and examines why they are so popular in that country. The components and antecedents that have allowed EGMs to become so popular are highlighted. The risks of this form of gaming to individuals, families, the community and government are evaluated, specifically the costs of problem gambling and the role EGMs have in this addictive behavior. Recommendations are provided that focus on assisting problem gamblers and consider EGM distribution, decreasing EGM revenue, altering payout ratios and implementing harm minimization strategies with investigation of the current legislation. The study contributes to reducing the negative impacts of EGM and strengthening...
© 2016, Centre for Addiction and Mental Health. All rights reserved.The aim of the current study was...
The money generated by state and territory governments from various gambling activities in Australia...
BACKGROUND: There is a general view that electronic gaming is the most 'addictive' form of...
Background and aims: It is well understood that engagement with some forms of gambling, like EGMs, i...
In Australia, there is evidence to suggest that there is a positive association between the geograph...
Although it is often assumed that electronic gaming machines (EGMs) are associated with the highest ...
Gambling activities, and revenues derived, have been seen as a way to increase economic development ...
Wynne and Schaffer (2003) have highlighted both the strong growth of gambling activity in recent yea...
Electronic gambling machines (EGMs) proliferate in Australian club and hotel venues, generating reve...
Abstract Background Electronic gambling machines (EGMs) are in casinos and community venues (hotels ...
New technology is changing the nature of gambling with interactive modes of gambling becoming putati...
This paper investigates consumer perspectives of implemented and proposed gambling harm minimisation...
Australia is known as a nation of gamblers, reflecting its relatively liberal gambling policies and ...
Marketers of legal but potentially harmful products face a number of challenges. This paper examines...
Gambling-related harm results primarily from financial losses. Internationally Australia continues t...
© 2016, Centre for Addiction and Mental Health. All rights reserved.The aim of the current study was...
The money generated by state and territory governments from various gambling activities in Australia...
BACKGROUND: There is a general view that electronic gaming is the most 'addictive' form of...
Background and aims: It is well understood that engagement with some forms of gambling, like EGMs, i...
In Australia, there is evidence to suggest that there is a positive association between the geograph...
Although it is often assumed that electronic gaming machines (EGMs) are associated with the highest ...
Gambling activities, and revenues derived, have been seen as a way to increase economic development ...
Wynne and Schaffer (2003) have highlighted both the strong growth of gambling activity in recent yea...
Electronic gambling machines (EGMs) proliferate in Australian club and hotel venues, generating reve...
Abstract Background Electronic gambling machines (EGMs) are in casinos and community venues (hotels ...
New technology is changing the nature of gambling with interactive modes of gambling becoming putati...
This paper investigates consumer perspectives of implemented and proposed gambling harm minimisation...
Australia is known as a nation of gamblers, reflecting its relatively liberal gambling policies and ...
Marketers of legal but potentially harmful products face a number of challenges. This paper examines...
Gambling-related harm results primarily from financial losses. Internationally Australia continues t...
© 2016, Centre for Addiction and Mental Health. All rights reserved.The aim of the current study was...
The money generated by state and territory governments from various gambling activities in Australia...
BACKGROUND: There is a general view that electronic gaming is the most 'addictive' form of...