The impact of electronic gaming machines on retail trade in Victoria: The first four years, 1992-96
Ian Pinge
Abstract
Ian Pinge
Abstract
This paper sets out to examine the emergence of electronic gaming in Victoria and its impact on retail trade during the first four years of operation. A multiple regression model for retail trade involving gaming revenue, employment and seasonal variation was developed. Initial findings suggest that electronic gaming has been negatively associated with only a small number of retail industry groups and subgroups. For total retail trade and for a majority of retail sectors however no negative links were detected with some sectors (including hotels and licenced clubs) showed positive relationships.
OpenAlex reports 2 citations for this work. Citation counts describe recorded attention and do not establish research quality.
A contribution statement is not available in the OpenAlex record.
Method details are not available in the OpenAlex metadata.
Findings are not separately available in the OpenAlex metadata.
Limitations are not available in the OpenAlex metadata.
Application details are not available in the OpenAlex metadata.
This paper sets out to examine the emergence of electronic gaming in Victoria and its impact on retail trade during the first four years of operation. A multiple regression model for retail trade involving gaming revenue, employment and seasonal variation was developed. Initial findings suggest that electronic gaming has been negatively associated with only a small number of retail industry groups and subgroups. For total retail trade and for a majority of retail sectors however no negative links were detected with some sectors (including hotels and licenced clubs) showed positive relationships.
Key concepts: Retail trade, Revenue, Retail industry, Business, Retail sales, Marketing, Advertising, Commerce