Does Legalized Gambling Industry Substitute Illegal Gambling?: A Case Study on Sports Betting

2018 ◽  
Vol 14 (1) ◽  
pp. 303-319
Author(s):  
Yeonho Lee ◽  
◽  
Taek-Hee Cho ◽  
Young-Mok Bae ◽  
Young-Hwa Park ◽  
...  
2017 ◽  
Vol 23 (4) ◽  
pp. 33-55
Author(s):  
Young Mok Bae ◽  
◽  
Yeonho Lee ◽  

2021 ◽  
pp. 202-211
Author(s):  
Peter Jones ◽  
Daphne Comfort

The emergence and continuing development of digital technologies is disrupting and reshaping traditional business practices throughout the service industries, and the gambling industry is no exception. On the one hand, digital technologies have opened the door to a landscape of new sports betting opportunities. On the other, the introduction of digital technologies brings responsibility challenges for sports betting companies. This policy paper outlines the features of corporate digital responsibility, provides some simple illustrations of digital responsibility issues in sports betting, and offers reflections on how these responsibilities are being discharged.


Author(s):  
Bernardo T. Chagas ◽  
Jorge F. S. Gomes

This paper reviews and analyzes studies that are focused on Internet gambling with the use of behavioural tracking and big data to identify gambling behaviour. The behaviour of gamblers has been extensively studied and much has been published on the subject. The vast majority of research has relied on self-reported gambling behaviour or case study research. With the advent of the Internet, however, it has become possible for researchers to remotely study the real behaviour of gamblers. The goal has been to empirically describe playing behaviour in several conditions and contexts. Existing research, conducted since the 2000s, focuses on several forms of gambling such as sports betting, casino, poker, and lottery, but there is still only a concise body of research on gambling behaviour with the use of Internet gambling tracking data. Most studies are based on the same databases, meaning that a few companies and websites were the basis for most of the research produced so far. It is important to explore new sources of information, methodologies, and approaches to enrich discussion and contribute to a better understanding of this field. The empirical analysis of gambling behaviour with the use of tracking data was found to greatly contribute to the understanding of player behaviour, despite existing limitations and problems. Considering that Internet gambling behavioural tracking is still a fairly recent phenomenon, much can still be done to further develop this field of research.Cet article examine et analyse les études axées sur le jeu en ligne qui recourent au suivi comportemental et aux mégadonnées pour cerner le comportement lié au jeu. Or, on a souvent étudié le comportement des joueurs et on a beaucoup publié sur le sujet, mais jusqu’à présent, la majeure partie de la recherche repose sur le comportement autodéclaré ou la recherche fondée sur les études de cas. Avec l’avènement d’Internet, il est dorénavant possible pour les chercheurs d’étudier à distance le comportement réel des joueurs. L’objectif a donc consisté à décrire de manière empirique le comportement lié au jeu dans plusieurs conditions et contextes. La recherche existante, menée depuis les années 2000, se concentre sur plusieurs formes de jeux de hasard tels que les paris sportifs, le casino, le poker et la loterie. Mais à ce jour, il n’existe qu’un corpus de recherches très concis sur le comportement lié au jeu qui utilise des données de suivi sur le jeu par Internet. La plupart des études sont fondées sur les mêmes bases de données, car seulement quelques entreprises et sites Web ont servi de base à la plupart des recherches produites jusqu’à maintenant. Il est donc important d’explorer de nouvelles sources d’information, méthodologies et approches pour pouvoir enrichir les discussions et améliorer la compréhension de ce domaine. L’analyse empirique du comportement lié au jeu à l’aide de données de suivi a ainsi largement contribué à la compréhension du comportement du joueur en dépit des limites et problèmes existants. Si l’on tient compte du fait que le suivi comportemental du jeu sur Internet est un phénomène encore assez récent, il reste beaucoup à faire pour exploiter davantage ce domaine de recherche.


2020 ◽  
Vol 13 (1) ◽  
pp. 117-133
Author(s):  
John A Fortunato

Sports gambling is a way for people to experience the emotions caused by suspense.  Suspense is predicated and enhanced along the dimensions of outcome uncertainty and a rooting interest in the outcome.  Suspense for a sporting event is increased through gambling by creating outcome uncertainty and a rooting interest beyond the result of an actual game.  The 2018 United States Supreme Court ruling that permits states to legalize wagering on sports games altered the sports gambling industry by giving more people the ability to bet on games.  Several states are facilitating sports betting by allowing wagering through online and mobile platforms.  Beyond what is legally permitted, sports gambling participation is influenced by how the activity is promoted.  State governments, sports leagues and teams, sports gambling operators, and media companies are all in position to capitalize economically on an increase in sports gambling, therefore, their actions in producing and promoting the sports gambling industry since the Supreme Court ruling are in need of study.  The alignment of organizational action with suspense theory lends insight into what is actually occurring in the sports gambling industry and can serve to better anticipate future industry developments.


2019 ◽  
pp. 155541201987238 ◽  
Author(s):  
Kevin Sweeney ◽  
M. H. Tuttle ◽  
M. Douglas Berg

Esports is one of the fastest growing avenues of entertainment in the world today, projected to have revenues approaching US$1.5 billion by year 2020. The large growth of this market has led to similarly large growth in the gambling industry around esports, with some estimates predicting over US$7.4 billion in wagers made in 2018. In this article, we explain the nuances of the esports gambling market that differentiate it from the traditional sports betting market, such as “skins” betting, and empirically examine the biases present in wagering for two different esport titles ( Counter-Strike: Global Offensive and Dota 2) at two esports gambling websites. We find that real money and skins gambling markets have different types of market biases. In particular, we find that bettors in real money markets tend to overbet large underdogs, particularly when those underdogs are European teams playing against non-European teams.


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