Author: United States. Congress. Senate. Committee on Governmental Affairs. Subcommittee on Intergovernmental Relations
Publisher:
ISBN:
Category : Gambling
Languages : en
Pages : 640
Book Description
State Lotteries
Author: United States. Congress. Senate. Committee on Governmental Affairs. Subcommittee on Intergovernmental Relations
Publisher:
ISBN:
Category : Gambling
Languages : en
Pages : 640
Book Description
Publisher:
ISBN:
Category : Gambling
Languages : en
Pages : 640
Book Description
The Minnesota State Register
Author:
Publisher:
ISBN:
Category : Delegated legislation
Languages : en
Pages : 978
Book Description
Publisher:
ISBN:
Category : Delegated legislation
Languages : en
Pages : 978
Book Description
Lottery Master Guide
Author: Gail Howard
Publisher:
ISBN: 9780945760115
Category : Lotto
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9780945760115
Category : Lotto
Languages : en
Pages : 0
Book Description
The Lottery
Author: Shirley Jackson
Publisher: The Creative Company
ISBN: 9781583415849
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
A seemingly ordinary village participates in a yearly lottery to determine a sacrificial victim.
Publisher: The Creative Company
ISBN: 9781583415849
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
A seemingly ordinary village participates in a yearly lottery to determine a sacrificial victim.
State Register
Author:
Publisher:
ISBN:
Category : Delegated legislation
Languages : en
Pages : 476
Book Description
Publisher:
ISBN:
Category : Delegated legislation
Languages : en
Pages : 476
Book Description
Official Gazette of the United States Patent and Trademark Office
Author:
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 836
Book Description
Publisher:
ISBN:
Category : Trademarks
Languages : en
Pages : 836
Book Description
THE SOCIOLOGY OF GAMBLING
Author: Mikal Aasved
Publisher: Charles C Thomas Publisher
ISBN: 0398084122
Category : Social Science
Languages : en
Pages : 459
Book Description
This is the second in a series of books intended to review and evaluate the most popular and influential explanations for gambling and the many research studies that have been conducted to confirm or refute them. This book focuses on the contributions of specialists in the social sciences, most of whom are convinced that gambling is a consequence of the social or subcultural environment in which the gambler lives. To further the understanding of why people gamble, investigators went to places where gambling occurred and spent time among and interacted with the gamblers. Some attended Gamblers Anonymous meetings and others became participant observers in gambling establishments by becoming employed as roulette croupiers or card dealers. Topics covered include the gambler’s point of view, the researcher’s point of view, social structure, economics, statistical tests of earlier ideas, special populations, ‘‘armchair’’ theories, gambling and the public, problem correlates, and risk factors. In addition, a critique of the qualitative and quantitative studies involving survey research methods and interview research methods is given that provides theoretical explanations for why people gamble. Numerous results from geographical surveys are provided, as well as tables that examine the research of problem gambling.
Publisher: Charles C Thomas Publisher
ISBN: 0398084122
Category : Social Science
Languages : en
Pages : 459
Book Description
This is the second in a series of books intended to review and evaluate the most popular and influential explanations for gambling and the many research studies that have been conducted to confirm or refute them. This book focuses on the contributions of specialists in the social sciences, most of whom are convinced that gambling is a consequence of the social or subcultural environment in which the gambler lives. To further the understanding of why people gamble, investigators went to places where gambling occurred and spent time among and interacted with the gamblers. Some attended Gamblers Anonymous meetings and others became participant observers in gambling establishments by becoming employed as roulette croupiers or card dealers. Topics covered include the gambler’s point of view, the researcher’s point of view, social structure, economics, statistical tests of earlier ideas, special populations, ‘‘armchair’’ theories, gambling and the public, problem correlates, and risk factors. In addition, a critique of the qualitative and quantitative studies involving survey research methods and interview research methods is given that provides theoretical explanations for why people gamble. Numerous results from geographical surveys are provided, as well as tables that examine the research of problem gambling.
Gaming Regulatory Act Amendments Act of 1995
Author: United States. Congress. Senate. Committee on Indian Affairs (1993- )
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 546
Book Description
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 546
Book Description
Clones, Cats, and Chemicals
Author: Irwin L. Slesnick
Publisher: NSTA Press
ISBN: 0873552377
Category : Education
Languages : en
Pages : 81
Book Description
Does human cloning present a threat or an opportunity? Do common cats constitute a major threat to wildlife? Will the development of new chemical and biological weapons deter war or lead to it? If you want students to think, really think, about the science behind some of today's toughest controversies, this book will give you the facts and the framework to provoke fascinating debates. Clones, Cats, and Chemicals examines 10 dilemmas from the fields of biology, chemistry, physics, Earth science, technology, and mathematics and helps you challenge students to confront scientific and social problems that offer few black-and-white solutions. Each question is presented as a two-part unit: concise scienttific background with possible resolutions and a reference list for further teacher reading, and a reproducible essay, questions, and activities to guide students in debating and decision making.
Publisher: NSTA Press
ISBN: 0873552377
Category : Education
Languages : en
Pages : 81
Book Description
Does human cloning present a threat or an opportunity? Do common cats constitute a major threat to wildlife? Will the development of new chemical and biological weapons deter war or lead to it? If you want students to think, really think, about the science behind some of today's toughest controversies, this book will give you the facts and the framework to provoke fascinating debates. Clones, Cats, and Chemicals examines 10 dilemmas from the fields of biology, chemistry, physics, Earth science, technology, and mathematics and helps you challenge students to confront scientific and social problems that offer few black-and-white solutions. Each question is presented as a two-part unit: concise scienttific background with possible resolutions and a reference list for further teacher reading, and a reproducible essay, questions, and activities to guide students in debating and decision making.
Innovation and Marketing in the Video Game Industry
Author: David Wesley
Publisher: CRC Press
ISBN: 131711650X
Category : Business & Economics
Languages : en
Pages : 279
Book Description
Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.
Publisher: CRC Press
ISBN: 131711650X
Category : Business & Economics
Languages : en
Pages : 279
Book Description
Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.