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In recent years a number of studies have used objective gambling data from online gambling operators to study gambling behavior. A few of these studies have compared gamblers' actual gambling behavior (using account-based tracking data) with their subjective gambling behavior (using responses from survey data). The present study extended previous studies by comparing self-reported money deposited with the actual amount of money deposited. The authors were given access to an anonymized secondary dataset of 1,516 online gamblers from a European online gambling operator. After removing those who had not deposited any money in the previous 30 days, the final sample size for analysis was 639 online gamblers. The results indicated that gamblers were able to estimate fairly accurately how much money they had deposited in the past 30 days. However, the higher the amount of money deposited, the more likely gamblers underestimated the actual amount of money deposited. With respect to age and gender, there were no significant differences between male and female gamblers in their estimation biases. However, a significant age difference was found between those who overestimated and underestimated their deposits, with younger gamblers tending to overestimate their deposits. Providing feedback as to whether the gamblers overestimated or underestimated their deposits did not lead to any additional significant changes in the amount of money deposited when considering the overall reduction in deposits after self-assessment. The implications of the findings are discussed.
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Protecting gamblers from problematic gambling behavior is a major concern for clinicians, researchers, and gambling regulators. Most gambling operators offer a range of so-called responsible gambling tools to help players better understand and control their gambling behavior. One such tool is voluntary self-exclusion, which allows players to block themselves from gambling for a self-selected period. Using player tracking data from three online gambling platforms operating across six countries, this study empirically investigated the factors that led players to self-exclude. Specifically, the study tested (i) which behavioral features led to future self-exclusion, and (ii) whether monetary gambling intensity features (i.e., amount of stakes, losses, and deposits) additionally improved the prediction. A total of 25,720 online gamblers (13% female; mean age = 39.9 years) were analyzed, of whom 414 (1.61%) had a future self-exclusion. Results showed that higher odds of future self-exclusion across countries was associated with a (i) higher number of previous voluntary limit changes and self-exclusions, (ii) higher number of different payment methods for deposits, (iii) higher average number of deposits per session, and (iv) higher number of different types of games played. In five out of six countries, none of the monetary gambling intensity features appeared to affect the odds of future self-exclusion given the inclusion of the aforementioned behavioral variables. Finally, the study examined whether the identified behavioral variables could be used by machine learning algorithms to predict future self-exclusions and generalize to gambling populations of other countries and operators. Overall, machine learning algorithms were able to generalize to other countries in predicting future self-exclusions.
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Jogo de Azar , Humanos , Feminino , Adulto , Masculino , Jogo de Azar/psicologia , Pesquisa EmpíricaRESUMO
Online gambling is a socially acceptable means of entertainment, but it can also have a negative impact on many areas of life and lead to problem gambling for a minority of individuals. In recent years, gambling operators have increasingly implemented responsible gambling tools to help at-risk gamblers control and limit their gambling. One such tool is voluntary self-exclusion (VSE), where gamblers can exclude themselves from the gambling platform for a self-selected period of time. Despite the widespread use of VSE, there are few published studies on the efficacy of VSE among online gamblers and none on whether (and what type of) gamblers return to gambling after self-exclusion and how VSE affects their wagering if they return. Using a secondary dataset, the present study empirically analyzed a real-world sample of 3,203 British online casino players who opted for a VSE between January 2021 and August 2022. Analysis showed that most players who took a short-term VSE (up to 38 days) started gambling again on the platform after their self-exclusion ended, while players who opted for long-term self-exclusion (more than 90 days) did not start gambling again on the platform. A return to the gambling platform after VSE was positively associated with (i) a shorter duration of the self-exclusion, (ii) being female, (iii) gambling on more days, (iv) placing more bets, (v) playing fewer type of games, and (vi) having a lower average number of deposits per day. Players who returned from VSE did not change their wagering compared to a matched control group. These results suggest that short-term VSE may not be as effective as long-term VSE in reducing gambling. Overall, the present findings suggest that gamblers returning from VSE should be closely monitored, especially if the reason for self-exclusion is related to problem gambling.
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Jogo de Azar , Humanos , Feminino , Masculino , Jogo de Azar/psicologia , Projetos de Pesquisa , Grupos ControleRESUMO
In order to protect gamblers, gambling operators have introduced a wide range of responsible gambling (RG) tools. Mandatory play breaks (i.e., forced termination of a gambling session) and personalized feedback about the gambling expenditure are two RG tools that are frequently used. While the motivation behind mandatory play breaks is simple (i.e., gambling operators expect gamblers to reduce their gambling significantly as a result of an enforced break in play), empirical evidence supporting the efficacy of the mandatory breaks is still limited. The present study comprised a real-world experiment with the clientele of Norwegian gambling operator Norsk Tipping. On the Norsk Tipping gambling website, which offers slots, bingo and sports-betting, forced termination occurs if gamblers have played continuously for a one-hour period. The study tested the effect of different lengths of mandatory play breaks (90 s, 5 min, 15 min) on subsequent gambling behavior, as well as the effect of combined personalized feedback concerning money wagered, won, and net win/loss. In total 21,129 online players (61% male; mean age = 47.4 years) experienced at least one play break between April 17 and May 21 (2020) with 156,989 mandatory play breaks in total. Results indicated that a 15-min mandatory play break led to a disproportionately longer voluntary play pause compared to 5-min and 90-s mandatory play breaks. Personalized feedback appeared to have no additional effect on subsequent gambling and none of the mandatory play breaks appeared to affect the increase or decrease in money wagered once players started to gamble again.
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Jogo de Azar , Esportes , Feminino , Jogo de Azar/psicologia , Humanos , Masculino , Pessoa de Meia-Idade , Motivação , NoruegaRESUMO
Wikipedia is an important source of general knowledge covering a wide range of topics. Moreover, for many people around the world, it also serves as an essential news source for major events such as elections or disasters. Although Wikipedia covers many such events, some events are underrepresented and lack attention, despite their newsworthiness predicted from news value theory. In this paper, we analyze 17 490 event articles in four Wikipedia language editions and examine how the economic status and geographic region of the event location affects the attention and coverage it receives. We find that major Wikipedia language editions have a skewed focus, with more attention given to events in the world's more economically developed countries and less attention to events in less affluent regions. However, other factors, such as the number of deaths in a disaster, are also associated with the attention an event receives. Overall, this work provides a nuanced understanding of attention and coverage on Wikipedia through event articles and adds new empirical analysis to news value theory.
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Desastres , Idioma , Humanos , Conhecimento , PolíticaRESUMO
The prevention of problematic online gambling behavior is a topic of major interest for regulators, the gambling industry, and researchers. Many gambling operators approach this issue by using responsible gambling tools. Among such tools, mandatory play breaks are used to interrupt long online gambling sessions, providing "cooling off" periods for players to take a reflective "time out". The present study investigated the effects of mandatory play breaks in a large-scale experiment with 23,234 online gamblers engaging in more than 870,000,000 gambling transactions on Norsk Tipping's gambling platform over a 1-month period. The gamblers were randomly assigned to several intervention groups with varying duration of mandatory play breaks and one control group with Norsk Tipping's standard play break duration. More specifically, the study analyzed the relationship between the mandatory break received and the gambler's acceptance of this tool, the interaction patterns with the tool, and how quickly they started to gamble again, as well as post-intervention effects on gambling behavior. Results showed that gamblers who were treated with longer mandatory breaks (i) tended to take longer voluntary breaks, and (ii) interacted more frequently with the tool (for instance, by clicking the "logout" button). Furthermore, gamblers appeared to accept longer mandatory play breaks. However, only a fraction of post-intervention effects remained, and mainly only for gamblers who received a substantial number of long mandatory play breaks. Overall, the present study provides actionable insights for both researchers and the gambling industry to improve the effectiveness of mandatory play breaks as a responsible gambling tool.
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Wikipedia, the largest encyclopedia ever created, is a global initiative driven by volunteer contributions. When the COVID-19 pandemic broke out and mobility restrictions ensued across the globe, it was unclear whether contributions to Wikipedia would decrease in the face of the pandemic, or whether volunteers would withstand the added stress and increase their contributions to accommodate the growing readership uncovered in recent studies. We analyze [Formula: see text] million edits contributed from 2018 to 2020 across twelve Wikipedia language editions and find that Wikipedia's global volunteer community responded resiliently to the pandemic, substantially increasing both productivity and the number of newcomers who joined the community. For example, contributions to the English Wikipedia increased by over [Formula: see text] compared to the expectation derived from pre-pandemic data. Our work sheds light on the response of a global volunteer population to the COVID-19 crisis, providing valuable insights into the behavior of critical online communities under stress.
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COVID-19/epidemiologia , Voluntários/estatística & dados numéricos , COVID-19/patologia , COVID-19/virologia , Bases de Dados Factuais , Enciclopédias como Assunto , Humanos , Idioma , Pandemias , Quarentena , SARS-CoV-2/isolamento & purificaçãoRESUMO
BACKGROUND: In this paper, we study the process of opinion dynamics and consensus building in online collaboration systems, in which users interact with each other following their common interests and their social profiles. Specifically, we are interested in how users similarity and their social status in the community, as well as the interplay of those two factors, influence the process of consensus dynamics. METHODS: For our study, we simulate the diffusion of opinions in collaboration systems using the well-known Naming Game model, which we extend by incorporating an interaction mechanism based on user similarity and user social status. We conduct our experiments on collaborative datasets extracted from the Web. RESULTS: Our findings reveal that when users are guided by their similarity to other users, the process of consensus building in online collaboration systems is delayed. A suitable increase of influence of user social status on their actions can in turn facilitate this process. CONCLUSIONS: In summary, our results suggest that achieving an optimal consensus building process in collaboration systems requires an appropriate balance between those two factors.
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Recommendations are increasingly used to support and enable discovery, browsing, and exploration of items. This is especially true for entertainment platforms such as Netflix or YouTube, where frequently, no clear categorization of items exists. Yet, the suitability of a recommendation algorithm to support these use cases cannot be comprehensively evaluated by any recommendation evaluation measures proposed so far. In this paper, we propose a method to expand the repertoire of existing recommendation evaluation techniques with a method to evaluate the discoverability and navigability of recommendation algorithms. The proposed method tackles this by means of first evaluating the discoverability of recommendation algorithms by investigating structural properties of the resulting recommender systems in terms of bow tie structure, and path lengths. Second, the method evaluates navigability by simulating three different models of information seeking scenarios and measuring the success rates. We show the feasibility of our method by applying it to four non-personalized recommendation algorithms on three data sets and also illustrate its applicability to personalized algorithms. Our work expands the arsenal of evaluation techniques for recommendation algorithms, extends from a one-click-based evaluation towards multi-click analysis, and presents a general, comprehensive method to evaluating navigability of arbitrary recommendation algorithms.
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In this work we study how people navigate the information network of Wikipedia and investigate (i) free-form navigation by studying all clicks within the English Wikipedia over an entire month and (ii) goal-directed Wikipedia navigation by analyzing wikigames, where users are challenged to retrieve articles by following links. To study how the organization of Wikipedia articles in terms of layout and links affects navigation behavior, we first investigate the characteristics of the structural organization and of hyperlinks in Wikipedia and then evaluate link selection models based on article structure and other potential influences in navigation, such as the generality of an article's topic. In free-form Wikipedia navigation, covering all Wikipedia usage scenarios, we find that click choices can be best modeled by a bias towards article structure, such as a tendency to click links located in the lead section. For the goal-directed navigation of wikigames, our findings confirm the zoom-out and the homing-in phases identified by previous work, where users are guided by generality at first and textual similarity to the target later. However, our interpretation of the link selection models accentuates that article structure is the best explanation for the navigation paths in all except these initial and final stages. Overall, we find evidence that users more frequently click on links that are located close to the top of an article. The structure of Wikipedia articles, which places links to more general concepts near the top, supports navigation by allowing users to quickly find the better-connected articles that facilitate navigation. Our results highlight the importance of article structure and link position in Wikipedia navigation and suggest that better organization of information can help make information networks more navigable.
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In this paper, we analyze the influence of social status on opinion dynamics and consensus building in collaboration networks. To that end, we simulate the diffusion of opinions in empirical networks and take into account both the network structure and the individual differences of people reflected through their social status. For our simulations, we adapt a well-known Naming Game model and extend it with the Probabilistic Meeting Rule to account for the social status of individuals participating in a meeting. This mechanism is sufficiently flexible and allows us to model various society forms in collaboration networks, as well as the emergence or disappearance of social classes. In particular, we are interested in the way how these society forms facilitate opinion diffusion. Our experimental findings reveal that (i) opinion dynamics in collaboration networks is indeed affected by the individuals' social status and (ii) this effect is intricate and non-obvious. Our results suggest that in most of the networks the social status favors consensus building. However, relying on it too strongly can also slow down the opinion diffusion, indicating that there is a specific setting for an optimal benefit of social status on the consensus building. On the other hand, in networks where status does not correlate with degree or in networks with a positive degree assortativity consensus is always reached quickly regardless of the status.
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The need to examine the behavior of different user groups is a fundamental requirement when building information systems. In this paper, we present Ontology-based Decentralized Search (OBDS), a novel method to model the navigation behavior of users equipped with different types of background knowledge. Ontology-based Decentralized Search combines decentralized search, an established method for navigation in social networks, and ontologies to model navigation behavior in information networks. The method uses ontologies as an explicit representation of background knowledge to inform the navigation process and guide it towards navigation targets. By using different ontologies, users equipped with different types of background knowledge can be represented. We demonstrate our method using four biomedical ontologies and their associated Wikipedia articles. We compare our simulation results with base line approaches and with results obtained from a user study. We find that our method produces click paths that have properties similar to those originating from human navigators. The results suggest that our method can be used to model human navigation behavior in systems that are based on information networks, such as Wikipedia. This paper makes the following contributions: (i) To the best of our knowledge, this is the first work to demonstrate the utility of ontologies in modeling human navigation and (ii) it yields new insights and understanding about the mechanisms of human navigation in information networks.
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One of the most frequently used models for understanding human navigation on the Web is the Markov chain model, where Web pages are represented as states and hyperlinks as probabilities of navigating from one page to another. Predominantly, human navigation on the Web has been thought to satisfy the memoryless Markov property stating that the next page a user visits only depends on her current page and not on previously visited ones. This idea has found its way in numerous applications such as Google's PageRank algorithm and others. Recently, new studies suggested that human navigation may better be modeled using higher order Markov chain models, i.e., the next page depends on a longer history of past clicks. Yet, this finding is preliminary and does not account for the higher complexity of higher order Markov chain models which is why the memoryless model is still widely used. In this work we thoroughly present a diverse array of advanced inference methods for determining the appropriate Markov chain order. We highlight strengths and weaknesses of each method and apply them for investigating memory and structure of human navigation on the Web. Our experiments reveal that the complexity of higher order models grows faster than their utility, and thus we confirm that the memoryless model represents a quite practical model for human navigation on a page level. However, when we expand our analysis to a topical level, where we abstract away from specific page transitions to transitions between topics, we find that the memoryless assumption is violated and specific regularities can be observed. We report results from experiments with two types of navigational datasets (goal-oriented vs. free form) and observe interesting structural differences that make a strong argument for more contextual studies of human navigation in future work.