Tuesday, December 17, 2019
A Brief Note On Ontario Lottery And Gaming Corporation
Gambling can be known as playing games of chance for cash and is also known as a bet. Betting includes taking risks in the trust of a desired result that is to win cash. In Ontario, the partnership that is in charge of lotteries, casinos, and other betting exercises is called Ontario Lottery and Gaming Corporation (OLG). Ontario lottery Gaming Corporation was made in April 2000 when the OLC and OCC were blended. Ontario is trying to expand gambling over the area by opening more casinos in the province. There are different points of view that should be considered from this extension, for example, the effect it will have on employments, visitors, how it will create income for the city and the including of more space for conventions. Alongside this, we have to consider the effect it will have on individuals with gambling addiction poor people and betting, and other related issues that may lead afterwards such as depression, bankruptcy or even suicide (from losing money). Some facts and figures that should be considered whilst expanding the gambling is the crime rate, the economic downturn, revenue, depression, and addiction. The addiction of gambling can be compared to the addiction of alcohol, however it is not a disease but more of a dependency. ââ¬Å"Addiction can be something defined as an activity or element in which people become completely absorbed in in a compulsive manner, leading to extremely negative life outcomesâ⬠(Peele, 2001). Research has demonstrated that theShow MoreRelatedInstructor Manual37126 Words à |à 149 PagesOutlines, Tips, Case Teaching Notes and Extra Cases Chapter 1 ââ¬â Operations and Supply Chain Management Internet Exercise: Harley-Davidson Motorcycles Wyatt Earp ââ¬â The Buffalo Hunter! (Extra Case) Chapter 2 - Strategy and Sustainability Case: The Tao of Timbuk2 ââ¬â Teaching Note Chapter 3 ââ¬â Strategic Capacity Management Case: Shouldice Hospital ââ¬â A Cut Above ââ¬â Teaching Note Chapter 4â⠬â Production Processes Case: Designing Toshibaââ¬â¢s Notebook Computer Line ââ¬â Teaching Note Extra Case: Manufacturing ââ¬â TheRead MoreA Critical Review of ââ¬Å"the Ambiguities of Football, Politics, Culture, and Social Transformation in Latin Americaâ⬠by Tamir Bar-on.14147 Words à |à 57 Pagesauthors suggest that women do not play video games (digital games) as much as men do and that this is mainly because the gaming industry views the concept of video games as belonging to men. This is connected to the research problem in that not only are men considered more significant and valuable in the athletic field than women, but the same idea is paralleled in the video gaming industry. â⬠¢ Reference: crawford, garry. Toy for Boys? Womenââ¬â¢s marginalization and Participation as Digital GamersRead MoreExploring Corporate Strategy - Case164366 Words à |à 658 Pagescapture the richness and complexity of real-life management situations and we would also encourage readers and tutors to take every possible opportunity to explore the live strategic issues of organisations ââ¬â both their own and others. The following brief points of guidance should prove useful in selecting and using the case studies provided: ââ" The summary table that follows indicates the main focus of each of the chosen case studies ââ¬â together with important subsidiary foci (where appropriate)
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.