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Sunday, 19 January 2025 12:42 posted by 通常郵便物とは
The BBC says that "Wrexham won't be signing former Swansea City, Ipswich Town and Wigan Athletic striker Jason Scotland. The 36-yr-old former Trinidad & Tobago international is a free agent and had been training with the Dragons. He played forty five minutes as Wrexham reserves suffered a 5-zero defeat against Stoke Metropolis on Tuesday. 'I'm not going to be taking it any further', Wrexham manager Gary Mills advised the Evening Chief. 'You get someone in to check out them and it's simply not quite proper for what I am searching for. I need somebody to are available and hit the bottom working and Jason will not be at that stage'".
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Sunday, 19 January 2025 12:40 posted by ninja168
The iconic image of gamer is a teen in his bedroom.
However, new research has found that in fact, it's far more
likely to be their parents, or even grandparents, blowing up aliens or solving puzzles.
Researchers found the average US gamers is in fact now aged 43, married with children, and taking home
$36k a year - while the over-70s are the group most likely to have more than ten downloaded to
their phone.
Scroll down for video
Researchers found the average US gamers is in fact aged 43 and married with children, while the
over-70s are the group most likely to have more than ten downloaded to their phone.
GAMING IN FIGURES
Texting (78 per cent), calls (67 per cent) and taking photos (32
per cent) emerged as the top uses for cells, but playing
games (30 per cent) beat social media (27 per cent), email (23 per cent) and listening to music (13 per cent).
Most people (34 per cent) play seven days a week, with puzzle-solving the most popular genre, followed by action, social,
quiz and sports.
The bedroom is the most popular location for mobile gaming (68 per
cent), ahead of the bathroom (53 per cent) and the workplace (39 per cent).
The poll of 1,000 US mobile gamers by GuruArcade.com also found what phones are being used for.
Texting (78 per cent), calls (67 per cent) and taking photos
(32 per cent) emerged as the top uses for cells, but playing games (30 per cent) beat social media
(27 per cent), email (23 per cent) and listening to music
(13 per cent).
Most people (34 per cent) played seven days a week.
The most popular games were puzzle-solving followed by action, social, quiz and sports.
The bedroom is the most popular location for mobile gaming (68
per cent), ahead of the bathroom (53 per cent)
and the workplace (39 per cent).
Three in ten have played in a restaurant, one in five admitted to gaming while dining with the family or on the commute to work, and one in ten has switched their attention from
the big screen to their cell screen at a movie theater.
The average player has four games on their mobile phone and will spend
a little over a half an hour a day, four days
a week, trying to improve their highest score on their favorite gaming app.
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One in seven spends over ten hours each week with their eyes glued to their
phones playing a game.
It also emerged that casual gamers typically download two new
gaming apps on their device each month.
Sam Cross of Guru Arcade, makers of mobile game Pop Rocket
Rescue, said: 'You can play a mobile game anytime, anywhere, since smartphones
are so portable.
Forty-one percent of people have played a mobile game for up to three hours in one sitting.
TEN BIGGEST SELLING GAMES
1. Candy Crush Saga
2. Angry Birds
3. Words with Friends
4. Clash of Clans
5. Plants vs. Zombies
6. The Walking Dead
7. Fruit Ninja
8. Real Racing 2
9. Where's My Water
10. Draw Something
'Mobile games are designed to be played in small chunks of time, while waiting or
taking a break. It's bite-sized fun.'
The average person is most likely to play a mobile game between 1pm
and 2pm, although one in five plays 'any time' of the day and one in eight prefers to play between the hours of 9pm
and midnight.
Forty-one percent have played a mobile game for up to three hours in one sitting.
Eighty-one percent can't resist the fun these games
provide and 42 percent play because it's exercise for
the brain - but their fun can sometimes mean 'game over' in a different sense.
From getting fired from work, to arriving late or
completely missing an event, 27 per cent confess that their mobile game playing has
gotten them into trouble.
In the UK, an Ofcom study recently found 16 per
cent of adults now exclusively use smartphones or tablets to go online, a 10 per cent
increase on last year.
AMERICA'S INTERNET ADDICTION
One-fifth of all Americans reported to being on the internet 'almost
constantly', with young adults making up the largest percentage of this category.
The majority of Americans - 73 per cent - indicated that they
go online on a daily basis, and many go on several times per day.
A Pew Research Center survey collected data
from internet users between June and July 2015, and confirmed that Americans are constantly logging in.
Young people are the most connected; the study found that 36 per cent of people ages 18 to
29 are online almost constantly, and 50 per cent go on several times per day.
Teens and adults were found to share similar internet habits, with
24 percent of teenagers reporting almost constant use, and adults coming in at a similar figure.
The study also found half of adults (51 per cent) who use search engines do not
realise the top items on many results pages are adverts or sponsored links.
The figures are from Ofcom's Adults' Media Use And Attitudes Report.
'This indicates these devices are not just supplementing PCs and laptops,
but are starting to replace them,' the regulator said.
'There is a need for people to be more aware or savvy about the content they are accessing online'.
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Sunday, 19 January 2025 12:39 posted by 123win88
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Sunday, 19 January 2025 12:34 posted by waspbet
Bet365 uses a simple Yes/No questionnaire in seeking
to identify problem gamblers - but campaigners warned that addicts can easily lie their way through it.
Players who hit certain triggers, such as excessive lengths of time spent gambling, are
called up and asked eight questions.
They include: ‘Do you gamble to escape a boring or unhappy life?',
‘Do you feel depressed or even suicidal because of your gambling?', ‘Have you lost interest
in your family, friends or hobbies because of your gambling?' and ‘After losing do you feel you must try and win back your losses as
soon as possible?'
The Bet365 training officer said the minimum time-playing threshold used to be six out of seven days of playing
for more than eight hours, but that the limit ‘changes all the time'. The
biggest trigger is time spent playing, the Mail's reporter
was told during our investigation
If punters reply yes to any of the questions, trainee staff were told their accounts are suspended.
But if they say no, their accounts remain active and they are
allowed to carry on playing.
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The biggest trigger is time spent playing, the Mail's
reporter was told during our investigation.
Pictured: One of Bet365's live casino games available on their
website. . A login account is required to play
these games. If punters reply yes to any of the questions, trainee staff were told their
accounts are suspended
The Bet365 training officer said the minimum time-playing threshold used to be six out of seven days
of playing for more than eight hours, but that the limit ‘changes all the time'.
Bet365's Gibraltar headquarters is pictured above.
The company uses a simple Yes/No questionnaire in seeking to identify problem gamblers -
but campaigners warned that addicts can easily lie their
way through it [File photo]
Asked by the Mail's reporter what measures
were in place to prevent customers lying through the simple test, the trainer
said: ‘There aren't.'
She then agreed with another trainee when she said:
‘We've done our job to check them.'
Length of time spent playing is not the only trigger used
to identify problem gamblers.
Other triggers include when a customer changes a deposit limit,
when they return from self-exclusion, or when their account is suspended for any responsible gambling concern.
Matt Zarb-Cousin, of the Campaign for Fairer Gambling, said:
‘It's an inadequate test. Gambling addicts
lie and they delude themselves, it's all part of the problem.
They could easily lie their way through the test.
If a time-playing threshold is eight hours on six out of seven days then that is too high.
People could spend half that time playing and
still have a serious problem.' -
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