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Gray, Heather M.; Keating, Layne; Shaffer, Howard J.; LaPlante, Debi A. – Health Education Journal, 2020
Objective: To help mitigate potential gambling harm, responsible gambling information centres are launching across casino venues in North America. The launch of the first such centre in the USA provided an opportunity to achieve three goals: (1) document the centre's reach among casino patrons, (2) generate a comprehensive description of services…
Descriptors: Games, Probability, Debt (Financial), Information Dissemination
Boulard, Garry – Diverse: Issues in Higher Education, 2011
Indian gaming has proven to be a very good thing for all students in Oklahoma, but particularly tribal college students. It also has proven to be remarkably popular, even in the face of the national recession. The Creek Nation operates several casinos in the state, the main one being the River Spirit in Tulsa. The performance of any gaming varies…
Descriptors: American Indians, Tribally Controlled Education, American Indian Languages, Games
Weatherly, Jeffrey N.; Thompson, Bradley J.; Hodny, Marisa; Meier, Ellen – Journal of Applied Behavior Analysis, 2009
In a simulated casino environment, 6 nonpathological women played concurrently available commercial slot machines programmed to pay out at different rates. Participants did not always demonstrate preferences for the higher paying machine. The data suggest that factors other than programmed or obtained rate of reinforcement may control gambling…
Descriptors: Behavior Problems, Females, Games, Probability
Johnson, Taylor E.; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2009
Two pathological gamblers could choose between emitting or having the dealer emit the response options when playing each of three casino games. A response-cost procedure was introduced in a multiple baseline design across games in which the participant had to pay to perform the responses himself, which was somewhat effective at reducing many of…
Descriptors: Games, Probability, Debt (Financial), Addictive Behavior