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Open Access
Article
Publication date: 2 July 2018

Karen Kelly, Carl James Schwarz, Ricardo Gomez and Kim Marsh

The purpose of this paper is to present an empirical study on the time needed to load and disburse cash using bill validators on slot machines and stand-alone cash dispensers in…

2199

Abstract

Purpose

The purpose of this paper is to present an empirical study on the time needed to load and disburse cash using bill validators on slot machines and stand-alone cash dispensers in casinos in British Columbia under a Ticket In Ticket Out (TITO) system.

Design/methodology/approach

Testing took place over two days, using 18 machines. The results were extrapolated to estimate the approximate time required to process $1,000,000 with different average bill amounts in the cash mix and three different bill validator machines in common use. The average value per bill using the cash mix used by the public in the casino was $33.11 [standard error (SE) $2.11].

Findings

The mean time/accepted note ranged from 4.12 to 9.65 s, depending on bill validator type. This implies that the time needed to load $1,000,000 onto credit slips using bill validators on slot machines ranges from 35 to 81 h, excluding rest breaks and other breaks. The time needed to redeem $1,000,000 is estimated to be 3 h.

Practical/implications

The implications of these finding for illicit actors to successfully launder large amounts of cash are discussed. Given the time needed to physically handle the cash, and other control systems currently in use in casinos in British Columbia, processing large amounts of cash using bill validators on slot machines would require a highly organized team that would find it difficult to elude detection.

Originality/value

The trial results provide a baseline estimate to be used going forward when investigating or proposing money laundering methodologies that include slot machines.

Details

Journal of Money Laundering Control, vol. 21 no. 3
Type: Research Article
ISSN: 1368-5201

Keywords

Abstract

Details

Sameness and Repetition in Contemporary Media Culture
Type: Book
ISBN: 978-1-80455-955-0

Open Access
Article
Publication date: 3 February 2020

Hangjing Zhang, Yan Chen and H. Vicky Zhao

The purpose of this paper is to have a review on the analysis of information diffusion based on evolutionary game theory. People now get used to interact over social networks, and…

Abstract

Purpose

The purpose of this paper is to have a review on the analysis of information diffusion based on evolutionary game theory. People now get used to interact over social networks, and one of the most important functions of social networks is information sharing. Understanding the mechanisms of the information diffusion over social networks is critical to various applications including online advertisement and rumor control.

Design/methodology/approach

It has been shown that the graphical evolutionary game theory (EGT) is a very efficient method to study this problem.

Findings

By applying EGT to information diffusion, the authors could predict every small change in the process, get the detailed dynamics and finally foretell the stable states.

Originality/value

In this paper, the authors provide a general review on the evolutionary game-theoretic framework for information diffusion over social network by summarizing the results and conclusions of works using graphical EGT.

Details

International Journal of Crowd Science, vol. 4 no. 1
Type: Research Article
ISSN: 2398-7294

Keywords

Open Access
Article
Publication date: 13 October 2021

Sonja Cindori

The purpose of this paper is to present the risk of the non-financial sector in Croatia concerning the threats of money laundering through the prism of national and supranational…

Abstract

Purpose

The purpose of this paper is to present the risk of the non-financial sector in Croatia concerning the threats of money laundering through the prism of national and supranational risk assessment. In addition to a brief overview of the financial sector, the specifics of the non-financial sector have been highlighted. This paper aims to emphasize the peculiarities of the non-financial sector, focusing on the consequences of arbitrary application on the right to professional secrecy and independence.

Design/methodology/approach

Specifics of the national risk assessment in Croatia have been analyzed using deductive and inductive methods. To provide an overview of the non-financial sector, the risk assessment at the supranational level has been discussed and compared with the national one. Particular attention has been paid to the areas of increased risk.

Findings

The effectiveness of risk assessment depends on several factors such as the characteristic of the sector being observed, the specifics of each profession or business, changes at the level of awareness-raising and efficient and coherent supervision. Most deficiencies were observed in the area of beneficial ownership identification, conducting due diligence, awareness of the risk exposure and permanent education.

Originality/value

By recognizing the risk profile faced by the non-financial sector, this paper seeks to point out their role as “Gatekeepers” that is far from being negligible. By analyzing the risk of money laundering in Croatia, the tendencies of harmonization with international standards are pointed out along with the occurrences indicated by the practice.

Open Access
Article
Publication date: 24 July 2020

Valtteri Kaartemo, Suvi Nenonen and Charlotta Windahl

This study aims to identify institutional work mechanisms that public actors employ in market shaping.

2119

Abstract

Purpose

This study aims to identify institutional work mechanisms that public actors employ in market shaping.

Design/methodology/approach

The paper uses an abductive theorizing process, combining a literature review with an empirical exploration of three different market-shaping contexts.

Findings

The study identifies 20 granular mechanisms of institutional work that market-shaping public actors employ. These mechanisms are all potentially employable in creating, maintaining or disrupting markets. Institutional work vis-à-vis individual institutions may differ in direction from the institutional work vis-à-vis the market system. Public actors are not a homogeneous group but may have different values and support competing institutional logics even when operating in the same market.

Research limitations/implications

The empirical data were limited to three cases in three small open economies. Data collected from other markets and with other methods would provide more rigorous insight into market-shaping public actors.

Practical implications

The findings revealed institutional work mechanisms that public actors can use to shape markets. Companies wanting to engage public actors in market shaping should be aware of the values and institutional logics that influence market-shaping public actors.

Originality/value

The paper unites and expands on the scattered knowledge regarding institutional work in market shaping. It illuminates and dissects the role of public actors in market shaping, challenging the reactive stance that is often assigned to them. The study provides a better understanding of how conflicting market views affect markets. It also brings insights into the interplay between market-shaping actions and the multiple levels of market systems.

Details

Journal of Service Theory and Practice, vol. 30 no. 4/5
Type: Research Article
ISSN: 2055-6225

Keywords

Open Access
Article
Publication date: 27 July 2023

Harshal Pandurang Gund and Jay Daniel

The purpose of this study is to systematically review available state-of-the-art literature on comparative studies on Quick Commerce (Q-commerce) and E-commerce and their…

1940

Abstract

Purpose

The purpose of this study is to systematically review available state-of-the-art literature on comparative studies on Quick Commerce (Q-commerce) and E-commerce and their greenhouse gas (GHG) emissions.

Design/methodology/approach

The literature survey methodology is based on the funneling approach of Kitchenham (2004), where results are obtained according to inclusion and exclusion criteria. The literature review methodology used for this study covers the period from 2016 to 2022. The areas considered for the survey are operations, logistics and supply chain network design for the distribution of goods in e-business. After deciding on the criteria, a total of 140 articles were extracted from 9 journal articles that study e-commerce and environmental emissions.

Findings

The result of this study reveals that GHG emissions from both modes of shopping depend on various parameters such as speed of delivery, last-mile depot locations, logistics and vehicle efficiency, customers’ order patterns and average basket size. Furthermore, the findings also highlight the difference between Q-commerce and E-commerce supply chain networks.

Research limitations/implications

This study only accounts for GHG emissions from logistics activities, but there are other sources of GHG emissions in the overall supply chain that are not taken into consideration. Supply chain/business analysts in Q-commerce companies might refer the findings from this study to measure GHG emissions from their operations.

Originality/value

This is the first study in the Q-commerce field that uses a structured approach to find relevant literature from the years 2016 to 2022 and focuses on GHG emission measurement.

Details

International Journal of Industrial Engineering and Operations Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2690-6090

Keywords

Open Access
Article
Publication date: 7 August 2018

Søren Kristiansen, Maria Camilla Trabjerg, Nanna Reventlov Lauth and Anders Malling

The study aims to explore the types of simulated games and gambling platforms used by adolescents, adolescent’s experiences, motivations and behaviors vis-à-vis simulated gambling…

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Abstract

Purpose

The study aims to explore the types of simulated games and gambling platforms used by adolescents, adolescent’s experiences, motivations and behaviors vis-à-vis simulated gambling and the potential interrelationships between simulated and monetary forms gambling.

Design/methodology/approach

Data was obtained from a qualitative longitudinal panel study with three waves of individual interviews. A cohort of 51 young Danes, with varying levels of gambling involvement, were interviewed three times, with a 10-12 frequency from 2011 to 2014. In total, 149 interviews were conducted over the 4-year period.

Findings

Enjoying social interactional effects appeared to be the main reasons young people engage in simulated gambling games. The study documented characteristics of both a catalyst pathway and a containment pathway emphasizing that for some young people simulated gambling may increase the likelihood of involvement in real money gambling while it may decrease it for others.

Research limitations/implications

The sample was relatively limited and it involved participants from only one of the five Danish regions. The sample reflects the culture, rural/urban configuration and gambling market of a specific geographic region.

Practical implications

Some forms of simulated digital gambling may provide players with excitement and unrealistic conceptions of winning chances, which, in turn, may encourage participation in real forms of gambling. This may call for regulatory policies aiming at the structural features of simulated gambling products and their rapid global spread. Consumer campaigns aimed at both young people themselves and their parents may be considered.

Originality/value

Few studies have provided insights into the meanings and motivations of young people engaged in simulated gambling. The current study is among the first to explore adolescent’s experiences, motivations and behaviors vis-à-vis simulated gambling and the potential interrelationships between simulated and monetary forms gambling.

Details

Young Consumers, vol. 19 no. 3
Type: Research Article
ISSN: 1747-3616

Keywords

Open Access
Article
Publication date: 3 July 2020

Mila Bujić, Mikko Salminen, Joseph Macey and Juho Hamari

This study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to…

13687

Abstract

Purpose

This study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to empathize with others could be overcome by stepping into another's shoes. “Immersive journalism” has been postulated as being able to place us into the shoes of those whose feelings and experiences are distant to us. While virtual reality (VR) and 360-degree news videos have become widely available, it remains unclear how the consumption of content through immersive journalism affects users' attitudes.

Design/methodology/approach

Utilizing a between-subject laboratory-controlled experiment (N = 87) this study examined participant scores on the Human Rights Questionnaire before and after consuming 360-degree video immersive journalism content via VR (n = 31), 2D (n = 29), and Article (n = 27) formats. Collected data were analysed using statistical inference.

Findings

Results indicate that immersive journalism can elicit a positive attitudinal change in users, unlike an Article, with mobile VR having a more prominent effect than a 2D screen. Furthermore, this change is more strongly affected by users' higher Involvement in the content.

Originality/value

These findings are relevant for grasping the distinct effects novel and recently popularized technologies and media have on attitudinal change, as well as inform the current debate on the value of VR as “empathy machines”.

Details

Internet Research, vol. 30 no. 5
Type: Research Article
ISSN: 1066-2243

Keywords

Open Access
Article
Publication date: 3 April 2017

Hermann Maurer

The idea to use computers for teaching and learning is over 50 years old. Numerous attempts to use computers for knowledge dissemination under a variety of names have failed in…

33768

Abstract

Purpose

The idea to use computers for teaching and learning is over 50 years old. Numerous attempts to use computers for knowledge dissemination under a variety of names have failed in many cases, and have become successful in others. The essence of this paper can be summarized in two sentences. One, in some niches, applications tend to be successful. Second, attempts to fully eliminate humans from the educational process are bound to fail, yet if a large number of aspects is handled well, the role of teachers can indeed be much reduced. The paper aims to discuss these issues.

Design/methodology/approach

Report on experimental results.

Findings

In some niches, applications of e-Learning technology tend to be successful. However, attempts to fully eliminate humans from the educational process are bound to fail, yet if a large number of aspects is handled well, the role of teachers can indeed be much reduced.

Research limitations/implications

A number of features that seemed essential in earlier e-Learning systems turn out to be superfluous.

Practical implications

New e-Learning systems have to concentrate on quality of content, not complex technology.

Social implications

E-Learning the right way helps learners, teachers and institutions.

Originality/value

Experiments reported verify or do the opposite of often loosely stated opinions.

Details

Journal of Research in Innovative Teaching & Learning, vol. 10 no. 1
Type: Research Article
ISSN: 2397-7604

Keywords

Open Access

Abstract

Details

The Social, Cultural and Environmental Costs of Hyper-Connectivity: Sleeping Through the Revolution
Type: Book
ISBN: 978-1-83909-976-2

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