Running head: ANNOTATED BIBLIOGRAPHY 1
ANNOTATED BIBLIOGRAPHY 2
Book
Problem gambling and gaming machine density: Socio-spatial analysis of three Victorian localities
McMillen, J., & Doran, B. (2006). Problem gambling and gaming machine density: Socio-spatial analysis of three Victorian localities. International Gambling Studies, 6(1), 5-29.
The author here describes how the government in 1999 tried to tackle the gambling that had resulted from the gaming environment in the country. It was worked on how to tackle the problem and implement measures to minimize the negative effects of gaming .This measures included limiting the number of gaming machines per area. They wanted to create a regulated environment. They chose regions that were most likely to be affected and resulted in the removal of over four hundred machines. In some areas gaming activities reduced due to the measures while is some, they did not have a huge impact on existing gamers.
Newspaper
Gaming health disorders
John Erica Webber (2018), The Guardian dangerous gaming: is the WHO right to class excessive video game play as a health disorder? Retrieved from https://www.theguardian.com/games/2018/feb/05/video-gaming-health-disorder-world-health-organisation-addiction
The Guardian discusses how the electronic gaming has led to a disorder which the World Health Organization has recognized as The Gaming Disorder. The gaming disorder is characterized by symptoms such as; prioritizing games over all other activities. The gaming disorder negatively impacting the study life, family life, and careers of those who were affected.
There is a lot of debate from various sectors on the issue but gambling is also an issue which is very addictive and needs to be addressed. Some argue that it is not an addiction but a form of enthusiasm. Patrick Markey a researcher said that many issues always arise from how the word addiction is used. In some cases, people have played games that have led to death. The statistics have shown that 1-10% in the west suffer from the gaming disorder.
Most parents are also concerned that their kids may be addicted to games because of the amount of time spent playing as opposed to doing meaningful activities.
Journal/article
Patent and trademark office
Anthony, A. M. I. (1995). U.S. Patent No. 5,393,057. Washington, DC: U.S. Patent and Trademark Office.
The author here describes the gaming apparatus. Where there is a gaming device and a secondary device. The primary device is connected to the secondary one electronically and the primary one responds to selected activities by the player. The process of playing the electronic game is comprised of steps playing a primary game. Each machine has different behavior according to the parameters configured such as speed, appearance, payback percentage among others. Commands issued as the game is played are changed as the game is played. Variables that change in response to commands issued are the status of the player, rate of play, specific date time and month. Payback percentage is determined by the play table for the machines that have been selected.
Internet site
Electronic Gaming Law and Legal Definition
Electronic Gaming Law and Legal Definition Retrieved from
https://definitions.uslegal.com/e/electronic-gaming/
According to this website, electronic gaming is described as any game that is played by means of electronic devices. It’s operated by computer circuits where computers consoles, video consoles are connected to television sets and handheld machines. This includes electronic handheld games that all made in a way a single unit has all controls. The output varies from lights such as LED to numeric screens. Another electronic game is a pinball machine that is seen as a table but through a glass. Slot machines are also popular especially in casinos where there is a slot which detects currency depending on the symbols that appear in the machine when the game is over. There are also some games played in personal computers .audio games also exist in the modern gaming world.
My source
US Patent and Trademark Office
Ornstein, M. A. (1996). U.S. Patent No. 5,570,885. Washington, DC: U.S. Patent and Trademark Office.
Electronic gaming has become popular over the years and has generated thousands of dollars income. It usually entertains one by challenging one to use mental a hand and eye coordination to win a game. This is usually achieved by the systems created by having sounds which resemble the movies, lights flashing among others. Some are handheld that can be attached to various devices such as computers or televisions. It may include several players or even one depending on the game. Types of games include football, chess, slot machines, racing, and adventures among others.