scholarly journals Market Cannibalization Within and Between Gambling Industries: A Systematic Review

Author(s):  
Virve Marionneau ◽  
Janne Nikkinen

In economics, cannibalization refers to a process in which a new product or service partly or completely substitutes for those in existing markets. This systematic review analyses the existing evidence on cannibalization within gambling markets to determine whether such substitution takes place between different types of gambling. The analysis shows that new gambling products substitute to a certain extent for existing gambling products. The sector in which the evidence is most convincing is the casino industry, which cannibalizes lotteries and pari-mutuel racing. There is also evidence that casinos substitute for other casinos and for non-casino electronic gaming machines. Lotteries substitute for casinos, other lotteries, sports betting, and pari-mutuel or racing industries. In other cases, the evidence is less conclusive and sometimes non-existent, or industry relationships are more complicated. This review also found that even in cases where substitution does occur, it is incomplete, and thus the introduction of new products tends to expand the overall gambling market. We discuss these market dynamics and identify gaps in the available research.  RésuméEn économie, on entend par cannibalisation un processus par lequel un nouveau produit ou service se substitue partiellement ou complètement à des produits ou services existants. Cet examen systématique analyse les données dont on dispose sur la cannibalisation dans les marchés du jeu pour déterminer si une telle substitution a lieu entre différents types de jeux de hasard. L’analyse montre que les nouveaux produits de jeux de hasard remplacent, dans une certaine mesure, certains produits de jeu existants. La preuve la plus convaincante est celle portant sur le secteur du casino qui cannibalise les loteries et les courses de pari mutuel. Il est également prouvé que les casinos accaparent légèrement le marché d’autres casinos et d’appareils de jeu hors casino. Les loteries s’approprient une part de marché des casinos, d’autres loteries, de paris sportifs et mutuels ou des secteurs de la course. Dans d’autres cas, les preuves sont moins concluantes, voire inexistantes, ou les relations entre les divers secteurs sont plus compliquées. Cet examen a également révélé que, même dans les cas où il y a un accaparement du marché, il n’est pas total et, par conséquent, le lancement de nouveaux produits tend plutôt à élargir le marché global du jeu. Nous abordons ces dynamiques de marché et cernons les lacunes dans la recherche disponible.

Author(s):  
Virve Marionneau ◽  
Janne Nikkinen

In economics, cannibalization refers to a process in which a new product or service partly or completely substitutes for those in existing markets. This systematic review analyses the existing evidence on cannibalization within gambling markets to determine whether such substitution takes place between different types of gambling. The analysis shows that new gambling products substitute to a certain extent for existing gambling products. The sector in which the evidence is most convincing is the casino industry, which cannibalizes lotteries and pari-mutuel racing. There is also evidence that casinos substitute for other casinos and for non-casino electronic gaming machines. Lotteries substitute for casinos, other lotteries, sports betting, and pari-mutuel or racing industries. In other cases, the evidence is less conclusive and sometimes non-existent, or industry relationships are more complicated. This review also found that even in cases where substitution does occur, it is incomplete, and thus the introduction of new products tends to expand the overall gambling market. We discuss these market dynamics and identify gaps in the available research.  RésuméEn économie, on entend par cannibalisation un processus par lequel un nouveau produit ou service se substitue partiellement ou complètement à des produits ou services existants. Cet examen systématique analyse les données dont on dispose sur la cannibalisation dans les marchés du jeu pour déterminer si une telle substitution a lieu entre différents types de jeux de hasard. L’analyse montre que les nouveaux produits de jeux de hasard remplacent, dans une certaine mesure, certains produits de jeu existants. La preuve la plus convaincante est celle portant sur le secteur du casino qui cannibalise les loteries et les courses de pari mutuel. Il est également prouvé que les casinos accaparent légèrement le marché d’autres casinos et d’appareils de jeu hors casino. Les loteries s’approprient une part de marché des casinos, d’autres loteries, de paris sportifs et mutuels ou des secteurs de la course. Dans d’autres cas, les preuves sont moins concluantes, voire inexistantes, ou les relations entre les divers secteurs sont plus compliquées. Cet examen a également révélé que, même dans les cas où il y a un accaparement du marché, il n’est pas total et, par conséquent, le lancement de nouveaux produits tend plutôt à élargir le marché global du jeu. Nous abordons ces dynamiques de marché et cernons les lacunes dans la recherche disponible.


2017 ◽  
Vol 33 (4) ◽  
pp. 1241-1260 ◽  
Author(s):  
K. R. Barton ◽  
Y. Yazdani ◽  
N. Ayer ◽  
S. Kalvapalle ◽  
S. Brown ◽  
...  

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.


2013 ◽  
pp. 1 ◽  
Author(s):  
Sophie D. Vasiliadis ◽  
Alun C. Jackson ◽  
Darren Christensen ◽  
Kate Francis

This paper presents the findings of a systematic search undertaken for the period January 1990 to June 2011 of references including original, empirical findings of the relationship between accessibility of electronic gaming machines and rates of gambling involvement, problem gambling, or gambling-related treatment seeking. Titles and abstracts of 2156 references were reviewed, yielding 39 references meeting inclusion criteria. The review has revealed that the relationships between the physical accessibility dimensions of proximity and density and gambling involvement and problem gambling are complex. Research is only beginning to elucidate these dimensions, and many questions and methodological challenges remain to be addressed. The strengths, limitations, and gaps in the literature are discussed, and recommendations are made for future research. Cet article présente les résultats d'une recherche documentaire systématique, effectuée entre janvier 1990 et juin 2011, incluant des résultats empiriques initiaux qui portaient sur la relation entre l'accessibilité aux appareils de jeu électroniques et les taux de participation au jeu, le jeu compulsif ou la recherche de traitement lié au jeu. On a étudié les titres et les résumés de 2 156 références, parmi lesquelles 39 correspondaient aux critères d'inclusion. Cette recherche a révélé la complexité des relations entre les dimensions d'accessibilité physique, c'est-à-dire la proximité et la densité d'une part, et la participation au jeu et le jeu compulsif d'autre part. La recherche commence à peine à élucider ces dimensions et de nombreuses questions et problèmes méthodologiques demeurent en suspens. L'article discute des forces, des limitations et des lacunes de la littérature spécialisée et formule des recommandations pour de futurs travaux de recherche.


2017 ◽  
Vol 33 (4) ◽  
pp. 1261-1261 ◽  
Author(s):  
K. R. Barton ◽  
A. Yazdani ◽  
N. Ayer ◽  
S. Kalvapalle ◽  
S. Brown ◽  
...  

Author(s):  
Maurice Mengel

This chapter looks at cultural policy toward folk music (muzică populară) in socialist Romania (1948–1989), covering three areas: first, the state including its intentions and actions; second, ethnomusicologists as researchers of rural peasant music and employees of the state, and, third, the public as reached by state institutions. The article argues that Soviet-induced socialist cultural policy effectively constituted a repatriation of peasant music that was systematically collected; documented and researched; intentionally transformed into new products, such as folk orchestras, to facilitate the construction of communism; and then distributed in its new form through a network of state institutions like the mass media. Sources indicate that the socialist state was partially successful in convincing its citizens about the authenticity of the new product (that new folklore was real folklore) while the original peasant music was to a large extent inaccessible to nonspecialist audiences.


BMJ Open ◽  
2020 ◽  
Vol 10 (12) ◽  
pp. e040272
Author(s):  
Catherine Laferté ◽  
Andréa Dépelteau ◽  
Catherine Hudon

ObjectiveTo review all studies having examined the association between patients with physical injuries and frequent emergency department (ED) attendance or return visits.DesignSystematic review.Data sourceMedline, Cumulative Index to Nursing and Allied Health Literature (CINAHL) and PsycINFO databases were searched up to and including July 2019.Eligibility criteriaEnglish and French language publications reporting on frequent use of ED services (frequent attendance and return visits), evaluating injured patients and using regression analysis.Data extraction and synthesisTwo independent reviewers screened the search results, and assessed methodological quality using the Joanna Briggs Institute tool for prevalence studies. Results were collated and summarised using a narrative synthesis. A sensitivity analysis was performed to evaluate the repercussions of removing a study that did not meet the quality criteria.ResultsOf the 2184 studies yielded by this search, 1957 remained after the removal of duplicates. Seventy-eight studies underwent full-text screening leaving nine that met the eligibility criteria and were included in this study: five retrospective cohort studies; two prospective cohort studies; one cross-sectional study; and one case-control study. Different types of injuries were represented, including fractures, trauma and physical injuries related to falls, domestic violence or accidents. Sample sizes ranged from 200 to 1 259 809. Six studies included a geriatric population while three addressed a younger population. Of the four studies evaluating the relationship between injuries and frequent ED use, three reported an association. Additionally, of the five studies in which the dependent variable was return ED visits, three articles identified a positive association with injuries.ConclusionsPhysical injuries appear to be associated with frequent use of ED services (frequent ED attendance as well as return ED visits). Further research into factors including relevant youth-related covariates such as substance abuse and different types of traumas should be undertaken to bridge the gap in understanding this association.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Xinchun Wang ◽  
Xiaoyu Yu ◽  
Xiaotong Meng

Abstract New product development (NPD) performance is a key determinant of a new venture’s success. However, compared with established firms, new ventures often suffer from resource constraints when developing new products. Entrepreneurial bricolage is reported in the literature as an alternative strategic option that enables managers to overcome resource constraints when developing new products. However, because new ventures are often founded by an entrepreneurial team, the effectiveness and efficiency of using bricolage to improve NPD performance might be contingent on how the founding team plays its roles in this process. Using data from 323 new ventures in China, we find support for the critical role of entrepreneurial bricolage in improving NPD success under resource constraints. More importantly, our results reveal that the bricolage strategy is more likely to benefit a venture when the founding team is composed of members with diverse functional backgrounds and is not heavily involved in strategic decision-making.


Author(s):  
Gaojian Huang ◽  
Christine Petersen ◽  
Brandon J. Pitts

Semi-autonomous vehicles still require drivers to occasionally resume manual control. However, drivers of these vehicles may have different mental states. For example, drivers may be engaged in non-driving related tasks or may exhibit mind wandering behavior. Also, monitoring monotonous driving environments can result in passive fatigue. Given the potential for different types of mental states to negatively affect takeover performance, it will be critical to highlight how mental states affect semi-autonomous takeover. A systematic review was conducted to synthesize the literature on mental states (such as distraction, fatigue, emotion) and takeover performance. This review focuses specifically on five fatigue studies. Overall, studies were too few to observe consistent findings, but some suggest that response times to takeover alerts and post-takeover performance may be affected by fatigue. Ultimately, this review may help researchers improve and develop real-time mental states monitoring systems for a wide range of application domains.


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