Asian National Adolescent Gambling Surveys: Methodological Issues, Protocols and Advice
In: Asian Journal of Gambling Issues and Public Health, Band 1, Heft 1, S. 4-18
ISSN: 2195-3007
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In: Asian Journal of Gambling Issues and Public Health, Band 1, Heft 1, S. 4-18
ISSN: 2195-3007
In: Technology in society: an international journal, Band 78, S. 102588
ISSN: 1879-3274
In: International journal of manpower, Band 45, Heft 2, S. 217-236
ISSN: 1758-6577
PurposeWorking from home (WFH) was one of the major changes that occurred in many organizations during the COVID-19 pandemic. This also led to online training being conducted during this WFH period. The present study investigated the role of technology, manager support and peer support on self-efficacy and job outcomes (i.e. training transfer, work engagement and job satisfaction) of employees while WFH.Design/methodology/approachThe study framework incorporated Bandura's self-efficacy theory. Data were collected from 852 employees in India, and structural equation modeling was used to analyze the data.FindingsThe study found positive relationships between ease of technology use, manager support and peer support on self-efficacy and a negative relationship between self-efficacy and technostress. The study also found significant positive relationships between self-efficacy and training transfer, work engagement and job satisfaction. Moreover, the study also identified the moderating effects of WFH and technical issues in the relationships of self-efficacy with training transfer, work engagement and job satisfaction.Originality/valueThe study is novel in that it extended self-efficacy theory regarding the WFH context with influencers such as technology, managers and peers as organizational factors. It also demonstrated the effectiveness of remote working and online training considering the potential antecedents while WFH. Moreover, the study highlighted the simultaneous role of technology and people (managers and peers) in enhancing job outcomes by increasing self-efficacy among employees.
In: Journal of Financial Education (accepted 2020)
SSRN
In: Social Sciences: open access journal, Band 7, Heft 4, S. 66
ISSN: 2076-0760
Back in 2004, Google Inc. (Menlo Park, CA, USA) began digitizing full texts of magazines, journals, and books dating back centuries. At present, over 25 million books have been scanned and anyone can use the service (currently called Google Books) to search for materials free of charge (including academics of any discipline). All the books have been scanned, converted to text using optical character recognition and stored in its digital database. The present paper describes a very precise six-stage Boolean date-specific research method on Google, referred to as Internet Date Detection (IDD) for short. IDD can be used to examine countless alleged facts and myths in a systematic and verifiable way. Six examples of the IDD method in action are provided (the terms, words, and names 'self-fulfilling prophecy', 'Humpty Dumpty', 'living fossil', 'moral panic', 'boredom', and 'selfish gene') and each of these examples is shown to disconfirm widely accepted expert knowledge belief claims about their history of coinage, conception, and published origin. The paper also notes that Google's autonomous deep learning AI program RankBrain has possibly caused the IDD method to no longer work so well, addresses how it might be recovered, and how such problems might be avoided in the future.
In: Journal of risk research: the official journal of the Society for Risk Analysis Europe and the Society for Risk Analysis Japan, Band 21, Heft 3, S. 269-289
ISSN: 1466-4461
In: SAGE Research Methods. Cases
Over the last decade, the amount of gambling advertising has increased substantially both in the United Kingdom and elsewhere in the world. One growing area of research in the gambling studies field concerns the content of gambling advertisements (henceforth ?adverts) and how the narrative strategies used by the advertising industry may influence individuals to gamble on their products. This case study examines research we have carried out into the potential psychosocial impact and narratives of online sports betting adverts. This involved the analysis of 135 online sports betting adverts collected over a 2-year period. The case study highlights a number of different ways in which the data were analyzed to provide new insights in an area with few published studies. The types of data analysis that were employed by the research team included (1) content analysis, (2) grounded theory analysis, and (3) conceptual metaphor analysis.
In: Journal of family theory & review: JFTR, Band 16, Heft 3, S. 525-562
ISSN: 1756-2589
AbstractSharenting, the practice of parents publicly sharing information about their children on social media, has become increasingly prevalent in recent years. The purpose of this study was to conduct a systematic literature review in order to evaluate existing publications that have empirically investigated the sharenting phenomenon and conceptualized its characteristics and possible consequences. Following Preferred Reporting Items for Systematic Reviews and Meta‐Analysis guidelines, 61 studies were reviewed. Based on the point of view and focus of the studies, six themes emerged: characteristics of sharenting, children's privacy, professional sharenting, children's perspectives, factors affecting sharenting, and social media dilemmas. The review highlights the growing prevalence of sharenting and provides a comprehensive overview of the empirical investigations and conceptualizations of the phenomenon. The findings have implications for parents, professionals, and policymakers, and opportunities for future research to further understand the complex and multifaceted nature of sharenting.
In: International review for the sociology of sport: irss ; a quarterly edited on behalf of the International Sociology of Sport Association (ISSA), Band 53, Heft 7, S. 807-823
ISSN: 1461-7218
Betting on sports via online platforms has rapidly become a popular form of gambling in many countries. Despite the growing body of research investigating the psychosocial and individual psychological factors determining gambling behaviour, much less attention has been devoted to understanding the market characteristics of online sports betting and its intersection with products from adjacent industries. From an economic convergence perspective, the present paper explores the integration of online sports betting within the digital, sporting and gambling sectors, examining how data markets, eSports, virtual sports, social gaming, immersive reality tools, sports media, sport sponsorship, fantasy sports, in-venue and in-stadium betting, poker and trading are all converging around betting activity. Through this convergence process, it is argued that internet-based sports gambling is colonizing different forms of entertainment, and expanding marketing opportunities, as well as raising psychosocial concerns about the influence of such an integration process.
In: The journal of business, Band 78, Heft 4, S. 1337-1364
ISSN: 1537-5374
In: The journal of financial research: the journal of the Southern Finance Association and the Southwestern Finance Association, Band 19, Heft 3, S. 359-376
ISSN: 1475-6803
AbstractThe introduction of futures contracts did not alter the regularity in the cash market that results from the Federal Reserve regulation of the bank‐settlement process. Although we find a positive preholiday effect in the Fed funds futures returns, we do not find evidence that Federal Reserve regulations cause that effect. Contrary to previous observations for other futures contracts, we find Fridays and preholidays have the largest net volume. We suggest this finding of high volume is consistent with hedging activity by financial institutions before market closings.
In: Substance use & misuse: an international interdisciplinary forum, Band 58, Heft 6, S. 746-764
ISSN: 1532-2491
In: Asian journal of social health and behavior, Band 4, Heft 2, S. 51-55
ISSN: 2772-4204
The coronavirus disease 2019 (COVID-19) pandemic has had different effects on different occupations. The present study was designed to systematically review the available evidence to investigate the pandemic on occupational effects. The academic databases of Scopus, PubMed Central, ProQuest, Science Direct, and ISI Web of Knowledge were searched systematically between December 2019 and February 2021. COVID-19-related fear, concern, worry, anxiety, and stress in combination with job-related MeSH terms were used to search the databases. The methodological quality of included papers was assessed using the Newcastle Ottawa Scale checklist. To synthesize data, a qualitative synthesis of findings was performed due to the small number of included studies (n = 4) and the heterogeneity of the assessed outcomes. Four studies were included in the final analysis. All four studies were cross-sectional, collected the data online, and comprised 1654 participants from four different countries. Fear of COVID-19 was associated with increased future career anxiety, perceived job insecurity, organizational and professional turnover intentions, and decreased job satisfaction. COVID-19 Anxiety Syndrome was associated with scores on the Work and Social Adjustment Scale. As so few studies have been conducted, there are no conclusive findings. More studies using valid and reliable measures to assess fear/anxiety related to COVID-19 and its' association with job attributes are needed. It is also recommended that these associations are examined in variety of different jobs.
In: Bulletin of science, technology & society, Band 32, Heft 6, S. 471-479
ISSN: 1552-4183
The present study sought to examine the extent to which the cultural portrayal of online gamers, often in comical, caricatured, or sensational forms, has become transformed into sets of cognitive associations between the category and traits. A total of 342 participants completed an online survey in which they rated how applicable each of a list of traits was to the group of online gamers. Ratings were made for both personal beliefs (how participants themselves see gamers) and stereotypical beliefs (how most others see gamers). While these beliefs were highly consensual as stereotypes, personal beliefs varied, suggesting that the cultural portrayal of online gamers is beginning to shift into cognitive associations. The role of stereotypes in negotiating a group's social position are discussed arguing that these stereotypes currently position online gamers as low in social status and socially peripheral. The function of the media in generating stereotypical representations of social groups and convincing the public of their validity is also discussed.