Notes: (1) Monthly payments are due to the State by the 15th of the following month. (2) The operation of the online casino gaming began on October 12, 2021. (3) This amount shall only include coupons and credits issued for use for gaming in the state and redeemed in the State of Connecticut. (4) Per Public Act 21-23, from October 2021 – September 2022 the promotional deduction is limited to the lesser of 25% of online casino gaming Win/Loss, or actual promotional coupons or credits wagered. From October 2022 – September 2023 this limit drops to 20%, and to 15% thereafter. (5) Payment rate is 18% of Gross Gaming Revenue until September 2026; 20% for all subsequent periods. Monthly payment is the greater of the calculated payment or $0 (if calculated payment is negative). (6) MPTN began on-reservation online casino gaming on December 7, 2021, the Mohegan Tribe began on-reservation online casino gaming on May 6, 2022. (7) In July 2024, Mohegan Digital, LLC's online gaming operator identified and reported data latency issues that caused errors in the May 2024 payment calculations submitted to the State of Connecticut. Mohegan Digital, LLC amended their May 2024 return, which resulted in a decrease of $679 in both Wagers and Win/(loss) and a decrease of $104 in Payment. Amended figures are shown above. (8) In June 2025, the MPI Master Wagering License CT, LLC online gaming operator revised an issue with backend changes with how free credits are categorized and amended March and April 2025 returns and reduced Promotional Coupons by $4,973,493 and $5,123,114 respectively. No other originally reported amounts were effected. Corrected amounts are shown here.
CC0 1.0 Universal Public Domain Dedicationhttps://creativecommons.org/publicdomain/zero/1.0/
License information was derived automatically
Gambling Data America can be vital for you to make connections with the gambler. In fact, this database includes information about who gambles. Again, the types of gambling they participate in, and the money affected. Furthermore, everyone can use our valid contacts to expand their betting business in targeted locations. Also, Gambling Data America provides valuable insights. That can support you optimize your betting activities more. As well as it improves profitability. Hence, that helps to stay competitive in the active gambling market. Moreover, Gambling Data America can greatly benefit your betting activities in various ways. This dataset gives you knowledge of what American gamblers like. As a result, that allows you to decide where and how to bet wisely. In other words, this is a very important thigh for targeted marketing. People can use player details and preferences to customize your marketing. Likewise, this helps you reach the right people with your promotions. Indeed, to make it more effective. America Gambling Data is a huge collection of American people. Furthermore, anyone can take advantage of this phone number data by buying this contact list. Similarly, the data we are providing is real and almost 95% latest and active. This website has an expert team that is working regularly to put all the information together. Also, with their effort and our experience, we are creating the best gambling database for our clients. In addition, America Gambling Data has all kinds of information that you need for your business and this will surely grow your business. However, with this library, you can create your own contact directory. Thus, people can build different professions’ contact lists also different states’ lists. So this is a complete package that can be a great asset for any person trying to do marketing.
Notes: (1) Monthly payments are due to the State by the 15th of the following month. (2) The operation of the online sports wagering began on October 12, 2021. (3) Monthly resettlements are wagers where the original settled wager result is modified due to an error or change in result of the underlying event. (4) Federal Excise Tax is 0.25% of Net Wagers. (5) This amount shall only include coupons and credits issued for use for gaming in the state and redeemed in the State of Connecticut. (6) Per Public Act 21-23, from October 2021 – September 2022 the promotional deduction is limited to the lesser of 25% of sports wagering Win/Loss, or actual promotional coupons or credits wagered. From October 2022 – September 2023 this limit drops to 20%, and to 15% thereafter.. (7) Payment rate is 13.75% of Gross Gaming Revenue. Monthly payment is the greater of the calculated payment or $0 (if calculated payment is negative). (8) In May 2022, MPI Master Wagering License CT, LLC reclassified $2.6M of certain bets from October 2021 - March 2022 originally reported as resettlements, as winnings. This had no impact on Gross Gaming Revenue or payments to the state because winnings and resettlements are treated the same in the GGR calculation. Corrected amounts are reported above. (9) In May 2022, MPI Master Wagering License CT, LLC revised its October 2021 filing to reflect patron winnings that were cashed after the close of operations during the limited hours of Soft Launch. This adjustment reduced the payment due to the State of Connecticut by $31,669; taken as a credit against the May 2022 payment due. (10) In July 2024, Mohegan Digital, LLC's online gaming operator identified and reported data latency issues that caused errors in the May 2024 payment calculations submitted to the State of Connecticut. Mohegan Digital, LLC amended their May 2024 return, which resulted in an increase of $15,952 in both Wagers and Cancelled Wagers, an Increase of $5,375 in Patron Winnings, and a decrease of $5,375 in Monthly Resettlements. Amended figures are shown above.
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License information was derived automatically
Gambling Data Turkey can be vital for you to make connections with the gambler. In fact, this directory includes information about gambles. Moreover, the types of gambling they participate in, and the money affected. Similarly, everyone can use our valid contacts to expand their betting business in targeted areas. Also, Gambling Data Turkey provides valuable insights. That can help people optimize their betting activities more. As well as it enhances profitability. Hence, that helps to remain competitive in the active gambling market. Moreover, Gambling Data Turkey can greatly benefit your betting activities in various ways. This dataset gives you knowledge of what Turkey gamblers like. As a result, that allows you to decide where and how to gamble wisely. In other words, this is a very influential thigh for targeted marketing. People can utilize player details and preferences to customize your marketing. Likewise, this helps you achieve the right people with your promotions. Undoubtedly, to make it more effective. Turkey Gambling Data is a huge collection of Turkey people. Furthermore, anyone can take benefit of this phone number data by buying this contact list. Similarly, we are providing is real and almost 95% latest and active dataset. This website has an expert team that is performing regularly to put all the information together. Also, with their action and our experience, we are creating the best gambling database for our clients. In addition, Turkey Gambling Data has all kinds of information that you need for your business and this will surely grow your business. However, with this library, you can create your own successful business career. Thus, our team collects different professions’ contact lists also different states’ lists. So this is a complete package that can be a great asset for any individual trying to do marketing.
CC0 1.0 Universal Public Domain Dedicationhttps://creativecommons.org/publicdomain/zero/1.0/
License information was derived automatically
Mathematics is strongly connected to gambling through the mathematical models underlying any game of chance. Mathematics is reflected not only in games’ design/characteristics and their outcomes, but also in gamblers’ perception and knowledge of the mathematics-related facts of gambling – which influence their gambling behavior. The math-indispensability principle applies not only in problem-gambling research, but also in the gambling industry. The structural, informative, strategic, psychological, pathological, and ethical aspects of gambling have been identified to be grounded in the mathematics of games and gambling. In this theoretical framework, research is able to derive concrete norms and criteria to adequately reflect the mathematical dimension of gambling in the communication and texts associated with the gambling industry. These norms and criteria of adequacy will be further communicated to policy and decision makers in both governmental and private sectors, with the recommendation for implementation. Our study aims to evaluate qualitatively the reflection of the mathematical dimension of gambling in the content of gambling websites. This analysis is necessary in order to have an objective and concrete image of the actual state of this matter in the online industry and of the challenges that such research and application would face in the real world of gambling. A minimum number of 600 gambling websites will be reviewed annually for their content in that respect. A statistical analysis will record the presence of the mathematical dimension of gambling and its forms in the content of participating websites, and a qualitative research will analyze and assess the quality of the content with respect to that dimension.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Monthly expenditure data for all gambling streams in Queensland - From July 2004
Yearly growth chart for sports betting in US states, including handle, revenue, and growth metrics
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
The dataset comprises responses from a study designed to explore the relationship between gaming addiction and motivational factors among Polish gamers. It includes various data points gathered from a diverse sample of participants.
Instruments and Validation: Gaming Addiction Test (GAT): This dataset includes scores from an adapted version of the Internet Addiction Test (IAT) by K. Young, tailored specifically for gaming addiction. The adaptation aligns with Griffiths' Gaming Addiction Criteria, ICD-11 Criteria, and DSM-V criteria. The reliability of this test was assessed using Cronbach's Alpha and McDonald's Omega indicators, ensuring its robustness and consistency in measuring gaming addiction. Motivation to Play Online Games Test: The dataset also contains scores from a modified version of Nick Yee's (2007) Motivation to Play Online Games test. This adaptation measures various motivational factors for gaming, such as escapism, social interaction, and immersion. The reliability of this test was similarly confirmed using Cronbach's Alpha and McDonald's Omega indicators.
Participants: Sample Size: The dataset includes data from 520 Polish participants. Data Collection Method: Data was collected using an online surveying tool. The survey was distributed through community channels of popular online games, including World of Warcraft, League of Legends, Dota 2, CS:GO, Apex Legends, and Diablo III and IV.
Data Points: Scores: The dataset includes the sums of raw scores and standardized scores (Standard Ten and Z-value) for both the Gaming Addiction Test and the Motivation to Play Online Games test. Descriptive Statistics: Required demographic information is provided, including participants' age, gender, and gaming habits (online vs. offline gaming). Gender was self-identified within four categories: man, woman, other (specify), and prefer not to tell. However, for this study, the descriptors were consolidated to Male and Female, as none of the 520 participants selected 'other' or 'prefer not to tell'.
Reliability Indicators: Cronbach's Alpha and McDonald's Omega: These indicators are included in the dataset to validate the internal consistency and reliability of the adapted psychometric tests.
Survey Distribution: Community Channels: The survey was disseminated through various online platforms and community channels associated with popular games.
The last decade has ushered in a convergence of video gaming and gambling activities. The aim of this thesis was to examine three gambling products related to video games that emerged in the 2010s but are only beginning to be explored in the literature: esports cash betting, esports skin betting, and skin gambling. Esports cash betting involves gambling money on video gaming competitions (esports), typically through regulated online wagering operators or dedicated esports betting providers. In contrast, esports skin betting involves using virtual video game items known as “skins” as opposed to cash to bet on esports; usually facilitated through unregulated online operators. Lastly, these unregulated online operators also often enable skin gambling, where skins are gambled on games of chance, such as roulette, coin-flip, and jackpots (Grove 2016a, 2016b). The main themes explored in this thesis were derived from research on other gambling products. These themes include exposure and accessibility to the three novel gambling activities, motivations for engagement, impacts such as gambling-related harm, and involvement in other forms of monetary gambling. The research entailed three main stages, with earlier stages informing the design of subsequent activities, inclusive of a literature review, qualitative interviews, and a quantitative cross-sectional online survey.
The literature review conducted in Stage 1 provides an historical overview of esports betting and skin gambling, and reviews current knowledge. It highlights the growing popularity of these newer forms of gambling, particularly amongst young males. These activities are also advertised heavily to young people. The review discusses concerns that esports betting and skin gambling may contribute to the development of problem gambling, and to underage gambling, as well as industry and government responses to these issues.
The qualitative interviews in Stage 2 were conducted with 30 young male esports bettors and skin gamblers. The interviews explored their experiences of exposure and accessibility to these activities, and the impacts of their engagement. A thematic analysis identified 13 subthemes. Key findings indicated that: 1) gambling with skins provides easily accessible betting options for underage gamblers, 2) skin gambling and esports betting contribute to gambling problems and harm, 3) gambling with skins often precedes engagement in monetary gambling, and 4) esports potentially normalises gambling among youth.
Finally, the quantitative survey in Stage 3 collected data from 737 adult esports bettors and skin gamblers, and the findings were explored in two chapters. The first chapter examined a conceptual model linking video game involvement, video game-related gambling, traditional monetary gambling, and consequent gambling problems and harm. The findings suggested that skin gambling on games of chance was directly linked to gambling problems and harm, while cash betting on esports was only indicative of interest in many forms of potentially harmful gambling. The second chapter explored differences in motivations for engaging in esports cash betting, esports skin betting, and skin gambling on games of chance, and whether these motivations differed by product. It also explored whether the different motivations were associated with gambling frequency, problems, and harm. The results indicated that financial gain and enhancement (e.g., excitement, more enjoyment when watching esports) were the main motivations for all activities, while skin acquisition was an additional motivation for esports skin betting and skin gambling. The competition/challenge motivation for esports skin betting and skin gambling was associated with more frequent gambling, but nevertheless this did not necessarily lead to greater observed gambling problems or harm. Finally, for skin gambling on games of chance, the financial gain motivation was associated with more frequent esports skin betting, and also with greater problem gambling severity and gambling-related harm. A consistent finding for all three activities was that greater motivation for regulating internal states (i.e., to escape, to improve mood) was associated with greater problem gambling severity and experiencing more gambling-related harms regardless of the activity.
This research program contributes to knowledge on the emerging phenomena of esports cash betting, esports skin betting and skin gambling, by documenting their historical development and analysing the experiences, motivations, and potential consequences of participation in these activities. The findings highlight the potential risks and harms associated with these forms of gambling, particularly skin gambling, and the need for more research and regulation to protect vulnerable individuals who engage in these novel forms, such as young people. The findings have the potential to inform education and public health programs, support resources, consumer protection frameworks, and harm minimisation strategies. Skin betting and gambling are often provided outside a strong regulatory framework, and thus these findings are pertinent to an understanding of what, if any, changes in governance should be made.
Background: Late-life onset psychosis and milder delusion-like ideation are known risk factors for cognitive decline and dementia. The Mild Behavioral Impairment (MBI) framework was developed to capture specific psychotic-like symptoms relevant to dementia prognosis in older adults. This study aims to investigate the cognitive deficits associated with MBI-psychosis and their implications for understanding the underlying mechanisms and potential treatment targets.Method: The study recruited participants between November 2021 and July 2022 from the PROTECT study registry. Participants completed the Cambridge Gambling Task, Stroop, Trail Making, Paired Associates Learning, Verbal Reasoning, Digit Span and Self-Ordered Search. Psychotic symptom status was assessed using the Mild Behavioral Impairment Checklist (MBI-C), with participants categorized as MBI-psychosis if they or their study partner reported any psychotic symptoms.Results: Out of 2,111 eligible participants invited, 417 consented to participate. There were no significant differences in age, sex, education level, or mental health history between the MBI-psychosis and No Psychosis groups. Participants with MBI-psychosis exhibited significantly worse performance on the Stroop task (p=0.0002, Cohen’s d=0.37) compared to those without psychosis. There was also some evidence of impairment in verbal reasoning, though it did not reach significance after Bonferroni correction. No significant differences were found on other cognitive measures.Discussion: This cross-sectional study provides insight into the cognitive deficits associated with MBI-psychosis. The finding of impaired Stroop task performance in individuals with MBI-psychosis is noteworthy, as this deficit is commonly observed in earlier-life major psychotic disorders. Further research is needed to explore the neural underpinnings of these deficits and to determine whether they represent early markers of neurodegenerative disease or other factors.
CC0 1.0 Universal Public Domain Dedicationhttps://creativecommons.org/publicdomain/zero/1.0/
License information was derived automatically
Gambling Data Lebanon offers valuable contacts in the gambling industry of the country. Most importantly, this presents easy access to renowned gambling parties or individuals. This number dataset also comprises revenue from various gambling activities. Like casino gaming, sports betting, lotteries, and many other games. Thus, it includes various information about players. Such as name, age, gender, and location, along with their betting behaviors and preferences. Accordingly, it covers technological movements and the competitive landscape of the betting industry. So, we ensure that our Gambling Data Lebanon can help gamblers make well-informed decisions. Regarding market entry, product expansion, and grabbing emerging opportunities in the betting sector. With this comprehensive contact list, you can tap into this profitable industry and maximize your returns. Besides, it is a very profitable library that you can buy from our site. In other words, we update the directory regularly and recheck this before providing you. Lebanon gambling data is an essential thing for direct marketing. In fact, people can easily promote their product or service through this contact list. Moreover, this Lebanon gambling data gives you many opportunities. Likewise, if you use this database you can get a great return on investment (ROI). Moreover, this authentic info encourages operators to make informed decisions. Player can know which games to offer, and how to price their services. Furthermore, this Lebanon gambling data is available at an affordable price on our website. In the vibrant landscape of Lebanon’s gambling industry, our contacts are a powerful tool that can drive business success. Besides, it helps to inform strategic decisions and open new possibilities. By analyzing this gambling data, businesses can gain valuable insights. Also, it creates a massive chance to do business in your targeted places. Indeed, this expands your business and you can earn more money.
Study Abstract: Habit formation is a key process in contemporary models of addictive behaviours, but has received limited attention in the context of gambling and problem gambling. Methods for examining habit formation and expression in relation to gambling are also lacking. In this study, 60 participants with no prior slot machine experience attended three sessions spaced 6 to 8 days apart, during which they played a short 200-spin session on a realistic simulation of a modern multi-line slot machine. Behavioral data were analyzed to characterize habit formation within and between sessions. Fixed-effects regressions, integrating trial- and session-level effects, assessed predictors of gambling speed (spin initiation latencies) and betting rigidity (the likelihood of switching the bet amount), as two putative markers of habit formation. Participants gambled faster and showed less variability in betting strategy as they accumulated experience in the number of trials and sessions gambled. Simultaneously, as the number of sessions gambled increased, participants showed a more pronounced tendency to slow their betting after larger wins (i.e., the post-reinforcement pause increased from session 1 to session 3). Our methods provide a basis for future research to examine habits in the context of slot machine gambling.
Open Government Licence 3.0http://www.nationalarchives.gov.uk/doc/open-government-licence/version/3/
License information was derived automatically
This dataset contains a list of the premises in Great Britain which can provide facilities for gambling. This includes betting shops, casinos, bingo premises and arcades.
The Gambling Commission licenses and regulates gambling operators in Great Britain. Licensing authorities are responsible for issuing premises licences. Licesning authorities notify the Commission when they issue these licences and the Commission maintains a database of these notifications. This is where this extract is taken from.
We cannot provide any assurance on the completeness and accuracy of this data. For accurate premises information, Licensing Authorities should be contacted directly as they will each maintain an accurate and up to date register.
The extract lists premises which the Gambling Commission has been notified of as having an active premises licence (shown as ‘ACTIVE’ or ‘GRANT’) and those that we have been informed are at application stage (‘APPLICATION’). It also lists premises that are subject to an application to vary the licence (shown as ‘VARIATION’).
I wanted to run data analysis and machine learning on a large dataset to build my data science skills but I felt out of touch with the various datasets available so I thought... how about I try and build my own dataset?
I wondered what data should be in the dataset and settled with online digital game purchases since I am an avid gamer. Imagine getting sales data from the PlayStation Store or Xbox Microsoft Store, this is what I was aiming to replicate.
I envisaged the dataset to be data created through the purchase of a digital game on either the UK PlayStation Store or Xbox Microsoft Store. Considering this, the scope of dataset varies depending on which column of data you are viewing, for example: - Date and Time: purchases were defined between a start/end date (this can be altered, see point 4) and, of course, anytime across the 24hr clock - Geographically: purchases were setup to come from any postcode in the UK - in total this is over 1,000,000 active postcodes - Purchases: the list of game titles available for purchase is 24 - Registered Banks: the list of registered banks in the UK (as of 03/2022) was 159
To generate the dataset, I built a function in Python. This function, when called with the number of rows you want in your dataset, will generate the dataset. For example, calling function(1000)
will provide you with a dataset with 1000 rows.
Considering this, if just over 42,000 rows of data (42,892 to be exact) isn't enough, feel free to check out the code on my GitHub to run the function yourself with as many rows as you want.
Note: You can also edit the start/end dates of the function depending on which timespan you want the dataset to cover.
Yes, as stated above, this dataset is still a work in progress and is therefore not 100% perfect. There is a backlog of issues that need to be resolved. Feel free to check out the backlog.
One example of this is how on various columns, the distributions of data is equal, when in fact for the dataset to be entirely random, this should not be the case. An example of this issue is the Time column. These issues will be resolved in a later update.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Data interchange specification between the OLGR and gaming machine monitoring systems
Abstract copyright UK Data Service and data collection copyright owner.The aim of the Young People and Gambling Survey is to explore young people’s attitudes towards gambling and their participation in different types of gambling activities, designed to provide a means of tracking these perceptions and behaviours over time. The survey looks at those forms of gambling and gambling style games that children and young people legally take part in along with gambling on age restricted products. The 2023 research was conducted by Ipsos on behalf of the Gambling Commission. The study collected data from 3,453 pupils aged 11 to 17 years old across curriculum years 7 to 12 (S1 to S6 in Scotland) using the Ipsos Young People Omnibus. In contrast to the previous surveys, which have focused on exploring gambling behaviour among 11 to 16-year-olds, the 2023 survey also incorporates data gathered from 17-year-olds. In total, 3,453 11-17-year-olds participated in the 2023 research. For the first time, pupils from independent schools were also invited to take part in the research alongside pupils attending academies and maintained secondary schools. Pupils completed an online self-report survey in class. Data have been weighted to the known profile of the population in order to provide a representative sample.
https://spdx.org/licenses/CC0-1.0.htmlhttps://spdx.org/licenses/CC0-1.0.html
Genotypes can persist in unpredictable environments by ‘hedging their bets’ and producing diverse phenotypes. Theoretical studies have shown that the phenotypic variability needed for a bet-hedging strategy can be generated by factors either inside or outside an organism. However, sensing the environment and bet hedging are frequently treated as distinct evolutionary strategies. Furthermore, nearly all empirical studies of the molecular underpinnings of bet-hedging strategies to date have focused on internal sources of variability. We took a synthetic approach and constructed an experimental system where a phenotypic trade-off is mediated by actively sensing a cue present in the environment. We show that active sensing can generate a diversified bet-hedging strategy. Mutations affecting the norm of reaction to the cue alter the diversification strategy, indicating that bet hedging by active sensing is evolvable. Our results indicate that a broader class of biological systems should be considered as potential examples of bet-hedging strategies, and that research into the structure of environmental variability is needed to distinguish bet-hedging strategies from adaptive plasticity.
https://www.icpsr.umich.edu/web/ICPSR/studies/3499/termshttps://www.icpsr.umich.edu/web/ICPSR/studies/3499/terms
This study sought to examine the extent, nature, and consequences of pathological gambling disorders in arrestee populations. Five research questions were addressed: (1) What is the prevalence of pathological gambling in arrestee populations? (2) What is the profile of the pathological gambler arrested for felony and misdemeanor offenses? (3) How does the nature and level of criminal activity among pathological gamblers compare to that of non- pathological gamblers? (4) What proportion of the crime committed by offenders with pathological gambling disorders is linked to their gambling activities (either to fund gambling or pay off gambling debts)? and (5) How does substance abuse interact with pathological gambling to affect the nature and extent of criminal activity? The data for this research were collected in conjunction with the National Institute of Justice's Arrestee Drug Abuse Monitoring (ADAM) programs. Arrestees in Las Vegas, Nevada, and Des Moines, Iowa, who had completed the ADAM interview and provided a urine specimen were asked if they would be willing to answer an additional set of questions concerning their gambling behavior. Data from the ADAM interview and drug screening were merged with data collected using the gambling addendum, producing the dataset for this study. Variables from the ADAM instruments were comprised of demographic data on each arrestee, calendar of admissions to drug treatment-related programs, data on dependence and abuse, drug market and use data, and urine test results. The gambling addendum was used to collect data on five topics: (1) past-year gambling activity, (2) the use of alcohol and illegal drugs prior to and during gambling, (3) substance abuse and/or self-reported gambling problems, (4) past-year criminal activity (property, drug, and violent offending), and (5) motivations for criminal activity (gambling or non-gambling related).
https://borealisdata.ca/api/datasets/:persistentId/versions/1.3/customlicense?persistentId=doi:10.5683/SP2/ECS0O5https://borealisdata.ca/api/datasets/:persistentId/versions/1.3/customlicense?persistentId=doi:10.5683/SP2/ECS0O5
Brief interventions have been examined as a means to promote early intervention in risky health behaviours like alcohol and drug abuse. The goal of this meta-analysis was to evaluate the efficacy of the Screening, Brief intervention, and Referral to Treatment (SBIRT) protocol in reducing gambling behaviour and/or problems, by quantifying the collective effect size associated with these interventions as documented in published literature to date. Empirical support for the therapeutic benefit of brief interventions is necessary to receive merit as an early intervention method in problem gambling. Researchers performed searches for articles published between 1990 to September 1, 2017 in PubMed, PsycINFO, MEDLINE, and EMBASE. Additional records were identified from grey literature sources, and the reference lists of two previously published meta-analyses of problem gambling. Experts were also contacted to access to information about any ongoing or unpublished studies The eligibility criteria included (1) English language, (2) a sample comprised of adults aged 16 years or older with gambling problems assessed by a validated measure, (3) randomized control trial study design, (4) in-person individual psychosocial interventions of brief duration, (5) an active or inactive control group, and (6) gambling and/or associated problems as an outcome measure. After applying the selection criteria, seven publications remained to be analyzed. Procedures were consistent with Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) criteria. Data extracted from the publications includes: Study design features (e.g., setting, clinician); Sample features (demographic information, clinical information); Screening instruments used (e.g., PGSI); Intervention details (e.g., components, duration); Outcomes (e.g. instruments, indicators); and Indicators to detect bias (The Cochrane Risk of Bias Tool).
Open Government Licence 3.0http://www.nationalarchives.gov.uk/doc/open-government-licence/version/3/
License information was derived automatically
This dataset contains information about licences which are issued to premises such as bingo halls, betting shops and casinos. The best way to work with this dataset is to save it to your computer and open it in a spread sheet program like Microsoft Excel. Please read the 'How to work with this xml file' document below for instructions about how to download this file and work with the data.
Notes: (1) Monthly payments are due to the State by the 15th of the following month. (2) The operation of the online casino gaming began on October 12, 2021. (3) This amount shall only include coupons and credits issued for use for gaming in the state and redeemed in the State of Connecticut. (4) Per Public Act 21-23, from October 2021 – September 2022 the promotional deduction is limited to the lesser of 25% of online casino gaming Win/Loss, or actual promotional coupons or credits wagered. From October 2022 – September 2023 this limit drops to 20%, and to 15% thereafter. (5) Payment rate is 18% of Gross Gaming Revenue until September 2026; 20% for all subsequent periods. Monthly payment is the greater of the calculated payment or $0 (if calculated payment is negative). (6) MPTN began on-reservation online casino gaming on December 7, 2021, the Mohegan Tribe began on-reservation online casino gaming on May 6, 2022. (7) In July 2024, Mohegan Digital, LLC's online gaming operator identified and reported data latency issues that caused errors in the May 2024 payment calculations submitted to the State of Connecticut. Mohegan Digital, LLC amended their May 2024 return, which resulted in a decrease of $679 in both Wagers and Win/(loss) and a decrease of $104 in Payment. Amended figures are shown above. (8) In June 2025, the MPI Master Wagering License CT, LLC online gaming operator revised an issue with backend changes with how free credits are categorized and amended March and April 2025 returns and reduced Promotional Coupons by $4,973,493 and $5,123,114 respectively. No other originally reported amounts were effected. Corrected amounts are shown here.