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Gaming & Technology/Data Mining/Regulations

Please help me answer the 3 questions below. Thanks.

1.) How have digital communication technology and the mass media broadened the traditional gaming audience? How have gaming messages changed due to a wider audience? How has general public opinion about gaming changed in the last ten years?

2.) Examine the use of data-mining in reaching specific gaming audiences. How might the data collected be used as a marketing tool? Is the process of assembling profiles on customers ethical? Why or why not?

3.) Do you think online gaming should be subject to different regulations than casino gaming? Do you think online gaming for money should be legal? Why or why not?

Solution Preview

Here is a guide to help you get started with answering each question:

1.) How have digital communication technology and the mass media broadened the traditional gaming audience? How have gaming messages changed due to a wider audience? How has general public opinion about gaming changed in the last ten years?

Digital communication technology and the mass media have broadened the traditional gaming audience by making scores (in the case of sports betting) much more available through the Internet and on smart phones. The same is also true for other types of betting: one is able to place bets and check on bets from your phone, from your computer at work or home. In addition, gaming operations are able to advertise through a broader range of media than ever before and target their audience to generate a bigger draw. Gaming messages have changed due to a wider audience by incorporating more mainstream topics. Gamers can now bet on presidential outcomes, how many seconds the national anthem will last during the Super Bowl, or even on fantasy baseball leagues. ...

Solution Summary

THis solution addresses howthe digital communication technology and the mass media broadened the traditional gaming audience. It explains how gaming messages have changed due to a wider audience and how the general public opinion about gaming has changed in the last ten years. It also examines the use of data-mining in reaching specific gaming audiences and explains how the data collected might be used as a marketing tool and if this is ethical and why. It discusses online gaming should be subject to different regulations than casino gaming and if online gaming for money should be legal. APA references are included.

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