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List of sources References R Bracken, G. (2016). We hope to be the home of eSports betting Gambling Insider. Available from: https://www. gamblinginsider.com/in-depth/1909/we-hope-to-be-thehome-of-esports-betting Davies, J. (2016). William Hill opts for Google Cardboard in VR experience aimed at reinvigorating sports betting. The Drum, May 10. Available at: http://www.thedrum.com/ news/2015/05/10/william-hill-opts-google-cardboard-vrexperience-aimed-reinvigorating-sports-betting Drayer, J., Dwyer, B., & Shapiro, S. L. (2013). Examining the impact of league entry fees on online fantasy sport participation and league consumption. European Sport Management Quarterly, 13(3), 339-335. Dwyer, B., & Kim, Y. (2011). For love or money: Developing and validating a motivational scale for fantasy football participation. Journal of Sport Management, 25(1), 70-83. Gambling Commission (2015). Explaining our approach to social gaming. Located at: http://www.gamblingcommission.gov.uk/Gambling-data-analysis/Social-media/ Explaining-our-approach-to-social-gaming.aspx Gambling Commission (2016). Annual Report 2015/16. Birmingham: Gambling Commission. Griffiths, M.D. (1996). Gambling on the internet: A brief note. Journal of Gambling Studies, 12, 471-474. Griffiths, M.D. (2001). Sex on the internet: Observations and implications for sex addiction. Journal of Sex Research, 38, 333-342. Griffiths, M.D. (2003). Internet gambling: Issues, concerns and recommendations. CyberPsychology and Behavior, 6, 557-568. Griffiths, M.D. (2015). Adolescent gambling and gambling-type games on social networking sites: Issues, concerns, and recommendations. Aloma: Revista de Psicologia, Ciències de l’Educació i de l’Esport, 33(2), 31-37. Griffiths, M.D. & Carran, M. (2015). Are online penny auctions a form of gambling? Gaming Law Review and Economics, 19, 190-196. Griffiths, M.D., King, D.L. & Delfabbro, P.H. (2014). The technological convergence of gambling and gaming practices. In Richard, D.C.S., Blaszczynski, A. & Nower, L. (Eds.). The Wiley-Blackwell Handbook of Disordered Gambling (pp. 327-346). Chichester: Wiley. 57 Griffiths, M.D. & King, R. (2015). Are mini-games within RuneScape gambling or gaming? Gaming Law Review and Economics, 19, 64-643. Juniper Research (2016). White paper: The rise of virtual reality. Available from: http://www.juniperresearch.com/ document-library/white-papers/the-rise-of-virtual-reality Katz, L., Parker, J., Tyreman, H., Kopp, G., Levy, R., & Chang, E. (2006). Virtual reality in sport and wellness: Promise and reality. International Journal of Computer Science in Sport, 4(1), 4-16. King, D.L., Delfabbro, P.H., Derevensky, J. & Griffiths, M.D. (2012). A review of Australian classification practices for commercial video games featuring simulated gambling. International Gambling Studies, 12, 231-242. Marchica, L., & Derevensky, J. (2016). Fantasy sports: A growing concern among college student-athletes. International Journal of Mental Health and Addiction, 1-15. Epub ahead of print. Martin, R. J., & Nelson, S. (2014). Fantasy sports, real money: Exploration of the relationship between fantasy sports participation and gambling-related problems. Addictive Behaviors, 39(10), 1377-138. McMullan, J. L., & Miller, D. (2008). All in! The commercial advertising of offshore gambling on television. Journal of Gambling Issues, 22, 230-251. Melbourne, K. & Campbell, M. (2015). Professional gaming may have an underage gambling problem. Bloomberg, September 7. Available at: thttp://www.bloomberg.com/ news/articles/2015-09-07/professional-video-gaminghas-an-underage-gambling-problem Pickering, D., Blaszczynski, A., Hartmann, M., & Keen, B. (2016). Fantasy sports: Skill, gambling, or are these irrelevant issues? Current Addiction Reports, 3(3), 307-313. Superdata (2016). eSports Market Report. Available at: https://www.superdataresearch.com/market-data/ esports-market-brief/ Swaddle, P. (2016). Is virtual reality the future of mobile and online gambling? Gambling Insider, 23, 9. Thomas, S., Bestman, A., Pitt, H., Deans, E., Randle, M., Stoneham, M., & Daube, M. (2015). The marketing of wagering on social media: An analysis of promotional content on YouTube, Twitter and Facebook. Victoria, Australia: Victorian Responsible Gambling Foundation Tobias-Webb, J., Limbrick-Oldfield, E. H., Gillan, C. M., Moore, J. W., Aitken, M. R., & Clark, L. (2016). Let me take the wheel: Illusory control and sense of agency. Quarterly Journal of Experimental Psychology, 1-15. Epub ahead of print. Tractica (2015). Virtual reality for consumer markets. Available at: https://www.tractica.com/research/virtualreality-for-consumer-markets/ Wingfield, N. (2014) In e-Sports, video gamers draw real crowds and big money. New York Times, August 30. Available from: http://www.nytimes.com/2014/08/31/ technology/esports-explosion-brings-opportunity-richesfor-video-gamers.html?_r=0 Wood, J. (2016). UK Gambling Commission: We’ll work to minimize risks from emerging esports betting markets. Esports Betting Report, July 19. Available at: http://www. esportsbettingreport.com/uk-regulators-address-esportsbetting/eferenser Sources Authorities and operators The Swedish Gambling Authority survey The General Public on Gambling 2016 Folkhälsomyndigheten [the Public Health Agency of Sweden], SWELOG, Swedish Longitudinal Gambling Study Statistics Sweden Report for State-owned companies January–December 2015 Operators with permit Official publications Alt Ã¥ vinne - Ein ansvarleg og aktiv pengespelpolitikk, Meld. St. 12 (2016-2017) Proposition 2016/17:8 Tydligare tillstÃ¥ndsgivning i lotterilagen Newsletters, etc. eGaming Review Gambling Compliance iGaming Business H2 Gambling Capital Opoint Conferences, partner organisations and other organisations European Association for the Study of Gambling (EASG) European Sports Security Association (ESSA) Gaming Regulators European Forum (GREF) International Association of Gaming Regulators (IAGR) International Masters of Gaming Law (IMGL) World Gambling Briefing (WGB)

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