• Title/Summary/Keyword: Betting

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A Study on the Internal Characters of Gambling Games (사행성게임의 내재적 특성에 관한 고찰)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.1-12
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    • 2007
  • This paper attempts to pursue the internal characters of gambling games. After examining the concepts of gambling and arranging related theories, we found that gambling games have 3 factors of technical intervention, betting and ratio of payment. The betting is subdivided 3 factors of existence of betting, unit speed of betting and extendibility of betting. These factors may be used to a framework of conceptual analysis to gambling games. If social and cultural factors can be added to these factors, gambling games can be comprehensively and empirically analyzed.

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The Influences of Personal Characteristics and Betting Games on Problem Gambling among Out-of-school Adolescents in South Korea (학교 밖 청소년의 개인 특성 및 돈내기 게임 경험이 문제도박에 미치는 영향)

  • Chang, Hae-Lim;Lee, Jaekyoung;Lee, RaeHyuck
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.558-567
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    • 2018
  • This study was the first attempt to investigate which factors influence problem gambling among out-of-school adolescents in South Korea. Using data from the 2015 Survey on Youth Gambling Problems, this study examined the influences of personal characteristics and betting games on problem gambling among out-of-school adolescents. Regression analyses of personal characteristics on problem gambling showed that being male adolescents, having more allowance, living without parents/guardians, or belonging to probation was associated with higher likelihood of doing problem gambling among out-of-school adolescents. Also, regression analyses of betting games on problem gambling revealed that doing betting games more frequently, doing betting games more time, or spending more money on betting games was associated with higher likelihood of doing problem gambling among out-of-school adolescents. Based on the findings, this study suggested practice and policy implications for addressing problem gambling among out-of-school adolescents.

Comparisons by gender and school type in the association between betting games and problem gambling among adolescents (청소년의 돈내기 게임 경험과 문제도박의 관계에서 성별 및 학교급별 차이 비교)

  • Lee, Jaekyoung;Lee, RaeHyuck;Chang, Hae-Lim
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.523-530
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    • 2018
  • This study aimed to examine the association between betting games and problem gambling among adolescents, with attention paid to comparisons by gender and school level. For this purpose, this study analyzed a sample of 3,653 adolescents from the 2015 Survey on Youth Gambling Problems. The main findings are as follows. First, experiencing online betting games compared to non-online betting games was associated with higher risks of being light and severe problem gambling among adolescents. Second, the associations between online betting games and problem gambling was more pronounced for male adolescents than for female adolescents. Third, the associations between online betting games and problem gambling was more pronounced for high school students than for middle school students. Based on the findings, this study suggested practical strategies to prevent problem gambling among adolescents.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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A Study on the Market Efficiency in a Pari-Mutuel Betting Market in Korea (경마 베팅시장의 효율성에 관한 연구)

  • Yu, Woong;Nahm, Jun-woo
    • Review of Culture and Economy
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    • v.20 no.2
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    • pp.149-171
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    • 2017
  • This paper presents empirical findings about the market inefficiency field in the korean horse track. We first use the place betting data instead of the win betting data inevitably depended on by past studies, and discuss the degree of the long shot anomaly and the bettor's risk attitude sequentially in the place betting market. The empirical result of betting simulations using the place winning function in this study reveals persistently higher returns than the expected payoff in korean racetrack betting market. The clear departures from perfect efficiency in horse-racing betting imply that much of the market information is insufficient and less accurate. This market asymmetry aggravates popular speculations exquisitely since people are attracted by the higher odds figures in the racetrack display although those are much uncertain in future. The findings suggest the more objective and credible information of winning possibilities such as the place winning function including the smart information of marginal odds needs to be available to the betting decision of the public, which contributes to reducing the speculative spirit in korean racetrack.

The Association between Modes of Access to Betting Games and Problem Gambling among Adolescents : Focusing on Comparisons between On-line and Land-based Modes (청소년의 돈내기 게임 접촉방식과 문제도박의 관계 : 온라인과 오프라인 방식의 비교를 중심으로)

  • Lee, Jaekyoung;Lee, RaeHyuck;Chang, Hae-Lim
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.139-148
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    • 2020
  • This study examined the modes of access to betting games among adolescents and analyzed the influence of on-line betting games (e.g., legalized gambling, illegal gambling, speculative games) on problem gambling. The raw data from the 2018 Survey on Youth Gambling Problems were used. Using a sample of 5,101 school adolescents who were from first-grade middle school students to second-grade high school students and who experienced betting games during the last three months, this study conducted cross tabulation and logistic regression analyses. Of the adolescents who experienced betting games, 17.8% experienced on-line games that were composed of 4.9% in illegal gambling, 2.4% in speculative games, and 0.4% in legalized gambling. Compared to land-based modes of gambling, on-line illegal gambling, legalized gambling, and speculative games were associated with higher odds of problem gambling. While on-line illegal gambling was associated with higher odds of problem gambling for female adolescents, on-line illegal gambling, legalized gambling, and speculative games were associated with higher odds of problem gambling for male adolescents. This study discussed intervention strategies to address problem gambling and modes of betting games among adolescents.

The study of application mobile communication technology to horse racing industry and operation achievements on this technology (모바일 통신기술의 경마베팅 적용판단 및 운영에 관한 사례 연구)

  • Park, Chan-Uk;Choi, Heung-Sik
    • The Journal of Society for e-Business Studies
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    • v.10 no.3
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    • pp.159-177
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    • 2005
  • The development of mobile communication technology has brought big changes in all the industry. By applying this technology to horse racing betting system, the technological possibility and the operational achievements could be finally measured. To judge the possibility that this technology can be applicable to horse racing industry, We decide to divide the horse racing course into two side(the inside and outside). And then for the inside of the racecourse, the wireless data technology is chosen and also for the outside of the racecourse, the wireless internet technology is opted. The application of mobile communication technology to horse racing betting is proceeded by the strategic cooperation among betting enterprise , communication enterprise and information supply enterprise. Betting by using mobile instruments in horse racing makes the records of the turnover and the new customer bigger and bigger. Therefore the gambling section can be also new model in the mobile business.

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Forecasting the Results of Soccer Matches Using Poisson Model (포아송 확률 모형을 이용한 축구 경기 결과 예측)

  • Seong, Hyun;Chang, Woo-Jin
    • IE interfaces
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    • v.20 no.2
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    • pp.133-141
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    • 2007
  • As the sales of the Sports Toto, the Korean lottery on sports games, have increased significantly in recent five years, interest in predicting the various results of sports matches has also been raised. Dixon and Coles (1997) proposed a bivariate Poisson model to predict the results of English soccer league matches. In this paper, we pay attention to the physical condition of players that may affect soccer match results and revise Dixon and Coles' model to consider probable fatigue due to the players' short rest followed by their frequent matches. We observed the fatigue effect in the match results, and found positive betting returns available when using our prediction model. Furthermore, the validity of probability-based odds in European and Korean betting markets is analyzed.

The Blackjack Game Strategy Using the True Count Method (True Count 기법에 의거한 블랙잭 게임 전략)

  • Kim, Byung-Soo
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.11-18
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    • 2005
  • The effort to win the blackjack game in the casino has been taken globally. This article presents a game strategy to win the game based on the high-low rue count technic. This article will also identify the necessity of Kelly criterion and the betting strategies based on the standard is applied to the blackjack rules of Kangwon Land. By the way, bettings are distinguished as aggressive and conservative one and the simulations more than 2 million shoes has been performed. As a result, it is revealed that the aggressive betting is most advantageous in winning money while it implies the biggest risk.

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The Influences of Winning Money and Gambling Environments on Problem Gambling among Adolescents in South Korea: Focusing on Gender Differences (청소년의 돈을 딴 경험과 도박 유해환경이 문제도박에 미치는 영향: 성별 비교를 중심으로)

  • Lee, RaeHyuck;Chang, Hae-Lim;Lee, Jaekyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.284-293
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    • 2018
  • This study aimed to examine the influences of winning money from betting games and gambling environments on problem gambling among adolescents in South Korea, with particular attention to gender differences in the influences. This study performed a series of regression analyses by using a sample of 14,008 adolescents from the 2015 Survey on Youth Gambling Problems. The findings are as follows. First, winning money from betting games was associated with higher likelihood of doing problem gambling among adolescents. Second, living in a neighborhood with gamblers or gambling places was associated with higher likelihood of doing problem gambling among adolescents. Third, the influence of winning money from betting games on problem gambling was more pronounced for male adolescents. Fourth, there were no gender differences in the influence of living in a neighborhood with gamblers or gambling places on problem gambling. Based on the findings, implications for addressing problem gambling among adolescents were discussed.